Below are some options for Thaumaturgy.  Everyone that leans this discipline will automatically learn Path of Blood.  You can learn any of these paths being part of the Tremere in the Camarilla so long as you can find someone to teach it to you.

Path of Blood

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 tasting the blood of his subject, the thaumaturge 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 recently committed diablerie.

System: The number of successes achieved on the roll determines how much information the thaumaturge gleans and how accurate it is.

** Blood Rage

This power allows a vampire to force another Kindred to expend blood against his will. The thaumaturge 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, or may even find him elf 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 thaumaturge desires. 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.

*** Blood of Potency

The thaumaturge gains such control over his own blood that he may effectively “concentrate” it, making it more powerful for a short time. In effect, he may temporarily lower his own generation with this power. This power may be used only once per night.

System: Successes earned on the Willpower roll must be spent both to decrease the vampire’s generation and to maintain the change. One success allows the character to lower his generation by one step for one hour. Each success grants the Kindred either one step down in generation or one hour of effect. If the vampire is diablerized while this power is in effect, it wears off immediately and the diablerist gains power appropriate to the thaumaturge’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 10th-generation Tremere who has reduced his effective generation to eighth still produces 11th-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 l2th-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

A thaumaturge using this power siphons vitae from her subject. She need never come in contact with the subject blood literally streams out in a physical torrent from the subject to the Kindred (though it is often mystically absorbed and need not enter through the mouth).

System: The number of successes determines how many blood points the Tremere transfers from the subject. The subject must be visible to the thaumaturge and within 50 feet. Using this power is like drinking from the subject – used three times on the same Kindred, it creates a blood bond on the part of the thaumaturge! This power is obviously quite spectacular, 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 are said to have survived.

Path of Alchemy

Thaumaturgy has some of its 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 to those of alchemy.

In the near-millennium that has passed since the Tremere’s earliest efforts with blood magic, alchemy has 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 god 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. A few elders still practice this path, and of these some still teach it to their childer to illustrate the basic tenants of modern blood magic.

System: Roll Manipulation+science - The number of success 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 of 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 effect 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 deal with either of those elements before. Simply knowing an atomic number is not 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-mad elements — if affects Einsteinium as readily as it does 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 then 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 that 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.

Note: Storytellers are encouraged to apply this principle to the use of Path of Conjuring as well. Characters who try to conjure “antimatter” or create weapons of mass destruction magically should be subtly but reasonably discouraged.

Also, 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.

A vampire’s knowledge of Alchemy determines how greatly she may chance a given element.

* Simple changs in form — solid to liquid, liquid to gas, etc.
** Complex changes to form — liquid to a specific shape of solid, water to separate hydrogen and oxygen gas clouds, etc.
*** Complicated changes to form — water to breathable oxygen and loose hydrogen, compounds into separate rate elements, etc.
**** Minor shifts in composition, such as adjusting an element’s atomic number up to five greater or less than its original designation.
***** Miraculous shifts in composition, such as turning lead into gold or nitrogen into radium.

Path of Biothaumaturgy

This bizarre path reputedly has its roots in the secret tomes of the inscrutable Black Hand. Over the past few years, its esoteric secrets have spread among certain cabals of Tremere, who regard it as curious mixture of Hermetic science and genetics. Biothaumaturgy concerns itself with the manipulation of life energies. In the laboratories of inspired Biothaumaturgy 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 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 Biothaumaturgy experiments to come to fruition.

Biothaumaturgy also requires the thaumaturge to have a laboratory where he may conduct his experiments. This need be 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. The Storyteller should feel free to modify a character’s Biothaumaturgy difficulties if he has excellent laboratory resources or his facilities are utterly lacking. Working with a crude lab may add two to the difficulty while a high-grade facility may lower his difficulties by two.

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 gleamed from this sample, including information that “normal” forensics and genetics would not yield, such as age, generation, clan, etc.

System: Each success on the activation roll yields one piece of simple information about the subject, which may be any living, unliving 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 sorcerer’s art.

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 lethal, lethal damage becomes bashing and bashing damage becomes easily slept -off fatigue (and vanishes completely). Note that the actual surgery does not take two weeks to finish, but the recuperation times account for that period.

*** Lesser Animation

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

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 of the subject may even be made — a thorn thicket could be animated to move slowly toward intruders to entangle them, or 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 of Stamina, 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.

**** Greater Animation

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 — one Biothaumaturgy in Egypt is rumoured to have a pair of animated elephants which he terrorizes his enemies.

System: This power works the same way as Lesser Animation, but allows the vampire to animate more complex creatures. Certain life forms are probably beyond the capacity of this power — zombie whales sound fairly foolish — but the only limit is what the Storyteller chooses to allow. This power also allows minor changes to be made to lesser subjects. For examples, an animate human corpse may wield a bone-hook instead of a hand, or a rat might be able to flu with a pair of leathery gargoyle-wings made from the bonds and skin of birds and infants.

A human animated in this manner retains none o his original “self.” This power merely animates the corpse it does not reunite the spirit with the body.

***** Cognizant Construction

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

System: Although this power gives an animation a base intelligence the creature nonetheless till serves the orders it is given by its creator. A creature animated via Cognizant Creation has Mental Attributes of one less then 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 Constructions won’t mindlessly fight to its second death if it sees a better or cleaver way of routing foes, and it will be capable of other deductive tasks as well.

Path of Elemental Mastery

This path allows a thaumaturge limited control over and communion with inanimate objects. Mistakenly believed by many to be related to the four basic elements (earth, air, fire and water), this path is actually closer to an amalgamation of Spirit Thaumaturgy and the Path of Conjuring. 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 Biothaumaturgical Experimentation (see Dirty Secrets of the Black Hand) or the Green Path (below).

Elemental Strength

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

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 turns these dots remain. The player may spend a Willpower point to increase this duration by one turn. This power cannot be “stacked” – one application must expire before the next can be made.

** Wooden Tongues

A vampire may speak, albeit in limited fashion, with the spirit of any inanimate object. The conversation may not be incredibly interesting, as most rocks and chairs have limited concern for what occurs around them, but the vampire can get at least a general impression of what the subject has “experienced.” Note that events, which are significant to a vampire, may not be the same events that interest a lawn jockey.

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 cause the rock to relate a precise description of a local Gangrel.

*** 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 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; the thaumaturge 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.

**** Elemental Form

The vampire can take the shape of any inanimate object of a mass roughly equal to her own. A desk, a statue or a bicycle would be feasible, but a house or a pen would be beyond this power’s capacity.

System: The number of successes determines how completely the character takes the shape she wishes to counterfeit. At least three successes are required for the character to use her senses or Disciplines while in her altered form. This power lasts for the remainder of the night, although the character may return to her normal form at will.

***** 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). Some Tremere 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). The thaumaturge may choose what type of elemental he wishes to summon and command.

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 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 player may substitute Spirit Lore for Occult if he so desires).

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.
* The elemental probably does not attack its summoner.
** The elemental behaves favorably toward the summoner and may perform a service in exchange for payment (determined by the Storyteller).
*** The elemental performs one service, within reason.
**** The elemental performs any one task for the caster that does not jeopardize its own existence.
***** 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.

Path of The Focused Mind

Developed by a Tremere Kabbalah scholar, this little-known path of Thaumaturgy has been around for a few centuries and remains in practice by a select few. Practitioners of the Focused Mind greatly enhance their mental alacrity and readiness, allowing better comprehension of problems and situations, Thaumaturges, already discipline of mind, become frightfully powerful in the realm of the cerebral when mastering this path.

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. Each of these powers is usable only once per turn.

Readiness
Using Readiness makes the caster able to gain a quicker understanding on a predicament. Enhanced lucidity enlightens the caster, allowing better reactions to changing situations and increased cleverness.

System: This power is only usable on the thaumaturge himself. Every success on the activation roll adds one die to a special dice pool for any Wits-related rolls or actions that the magus 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 able to better focus on tasks at hand, ignoring distractions and annoyances, including grave bodily harm.

Magi in fear of frenzy often use this power on themselves to achieve a state of tranquility, as emotions are stifled.

System: This power is usable on any subject within earshot of the thaumaturge and last for one turn per success on the activation roll. During this period the target is unaffected by any effect that reduces his dice pools. This includes wound penalties, situation 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. Lupines may even be calmed from their murderous rampage if five or more successes are scored on the activation roll.

*** One -Tracked Mind

By extending his powers to other individuals, the thaumaturge is able to fixate the subject on one action. This single-mindedness of the target is such 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 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 polls for extra actions and unable to change tactics after actions have been declared. As a side benefit, reduce the difficulty of these actions by one. Additional actions that the victim takes (from Celerity, for example) during the duration of this power must follow their initial action, as they concentrate wholly upon this one idea. The duration of One-Tracked mind is one scene if used outside of combat; otherwise it is reduced to one turn per success on the activation roll.

**** Dual Thought

With the rigors of concentration required to learn Thaumaturgy, many Tremere are able to take quick and complete control of a situation. With this power, the thaumaturge is able to divide his attentions to two completely separate tasks without problems. 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 an extra action during his turn. This is restricted to mental actions, be it 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 a problem, he has two separate dice pools to draw from. These two actions happen at the same times, as determined by the initiative rating of the character.

***** Perfect Clarity

Perfect Clarity brings about a Zen like moment of unimpeded insight for the thaumaturge. Pure focus is achieved, thought and action become one, and the complete serenity of mind descends upon the Kindred Magus. This lucidity protects the thaumaturge from influences both internal and external; even the Beast within is unable to rage forth.

Some practitioners have likened use of this power with the state of Golconda (theoretically, of course) but the upper Tremere hierarchy denies this as much as they deride the existence Golconda itself.

System: This power lasts for the duration of one scene. For this period the thaumaturge has the difficulties of all actions reduced by two. The Kindred is immune to frenzy and Rotschreck from all sources, even by supernatural means. Finally, any means to control or influence the thaumaturge suffer a +2 difficulty, including the powers of Presence and Dominate.

Path: Gift of Morpheus

This path of Thaumaturgy allows the vampire to put others to sleep and enter their dreams. The path does not allow the vampire to enter a real dream dimension, but rather the mind of the sleeping mortal via some unexplained type of telepathic link. The path has a mental effect, and other mind-influencing Disciplines such as Auspex, Dominate and Presence, may be used in conjunction with this path.

Cause Sleep

The vampire is able to make a person within her line of sight sleepy just by concentrating. The person may still be awakened by loud noise or someone trying to rouse him.

System: The vampire must make a roll using her own Manipulation + Empathy (difficulty equals her opponent’s Willpower +3, to a maximum of 10). Three successes put the target to sleep, while one or two reduces the victim’s dice pool by that amount for the next turn. This power only affects vampires if the user spends a point of Willpower.

** Mass Slumber

The vampire can put several individuals to sleep at once. This power only affects mortals, and only those the vampire can see.

System: The vampire makes a Charisma + Leadership roll (difficulty 8). The number of successes indicates the amount of sleepiness as per Cause Sleep, but each target is affected to the same extent.

*** Enchanted Slumber

The vampire can cause mortals, and even Kindred, to fall into an enchanted slumber from which they cannot awaken until a certain task has been performed (such as a kiss from Prince Charming). The vampire must decide what special condition must he met for the victim to awaken. While the condition does not have to be easy, it should not be impossible.

System: The vampire must roll to determine how long the person can he kept under the enchantment before it wears off on its own. The number of successes on an Intelligence + Subterfuge roll (difficulty equal to the victim’s Willpower) determines the maximum duration should the task to break the enchantment remain unfulfilled. The user must also spend a point of Willpower to affect vampires.

* 1 Turn
** 1 Night
*** 1 Week
**** 1 Month
***** 1 Year

**** 

This power lets the vampire telepathically project his own image into the mind of a sleeper. The vampire has no real control over the dream, but may utilize any Disciplines or Abilities he possesses in real life while inside the dream. The sleeper may or may nor remember the vampire in their dreams, depending on how well they usually remembers their dreams.

System: The vampire must possess something belonging to the target and succeed in a Wits + Dreaming roll (difficulty equals the target’s Willpower, even if the victim is willing). The effect lasts for the length of one dream.

***** Master of Dreams

The Master of Dreams controls the dreams of the sleeper shaping them as the will. The vampire is able to make the person remember or forget the dreams. They may manipulate them in any way they can imagine even to the point of inducing death to the dreamer from sheer terror. Combat can be handled normally. The vampire may use all their Disciplines as if they were awake. If either dies, the death is permanent.

System: The vampire enters the dream as per Dreamscape, but must roll Manipulation + Dreaming (difficulty 7) to affect the dream in any substantial way. Note that once the vampire begins trying to manipulate the dream, the victim can do the same making the same roll. Whomever has the most accumulated successes in any one turn determines what course the dream will take. The Master of Dreams must spend a point of Willpower to enter the dreams of other Kindred (and must make a Humanity or Path roll to remain “awake” during the day).

Path of Lure of Flames

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. See “Fire” (p. 227) for more information on how vampires suffer from flame.

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 bum the vampire’s hand and cause an aggravated wound – 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 thaumaturge places the flame in his desired location. One success is all that is necessary to conjure a flame in one’s hand, while five successes place aflame anywhere in the Kindred’s line of sight.

Individual descriptions are not provided for each level of this path – fire is fire, after all. The chart below describes the path level required to generate a specific amount of flame. To soak the damage at all, of course, a vampire must have the Fortitude Discipline.

* Candle (difficulty 3 to soak, one health level of aggravated damage/turn)
** Palm of flame (difficulty 4 to soak, one health level of aggravated damage/turn)
*** Campfire (difficulty 5 to soak, two health levels of aggravated damage/turn)
**** Bonfire (difficulty 7 to soak, two health levels of aggravated damage/turn)
***** Inferno (difficulty 9 to soak, three health levels of aggravated damage/turn)

Path: Mastery of the Mortal Shell

A thaumaturge practicing Mastery of the Mortal Shell explores the fundamental functions of the body, granting control over the physical workings of a subject. Lesser powers of this path are clumsy in their control of the body, but become increasingly precise and complete.

In the early nights, Mastery of the Mortal Shell was created to assist in the hunting the Tzimisce and Gangrel enemies of the Tremere, but its uses were expanded to enforce subservience among enslaved Gargoyles after their first revolt. The powers of this path form the foundation for many tales of witches’ curses and possession in folklore.

Unless otherwise stated, the powers of Mastery of the Mortal Shell last a number of turns equal to the number of successes a thaumaturge scores on his activation roll.

Vertigo

The thaumaturge induces minor disorientation and dizziness through subtle manipulations in the subject’s body. Although the physical discomfort is temporary and minor, Tremere have been known to use it on social rivals at the most inopportune times, causing them to lose their aplomb.

System: A touch from the thaumaturge (possibly requiring a Brawl attack, with Storyteller discretion) invokes disorientation in her victim. All of the subject’s physical actions are at + 1 difficulty for the duration of Vertigo. Further uses of this path may extend the duration, though the difficulty will not increase beyond + 1. The Storyteller may impose any other desirable effects, such as acrophobia or agoraphobia.

** Contortion

With but a touch, the thaumaturge causes her opponent’s muscles to contract involuntarily, reducing her to twitching fits. This effect is extremely disconcerting to the subject, rendering the affected limb unusable.

System: By making physical contact with one of the limbs of the target, the thaumaturge renders it useless for the duration of Contortion. Targeting rules (see Vampire: The Masquerade, page 209) apply for selecting a specific extremity, should contact not be guaranteed. A leg rendered useless may make it difficult to remain standing. 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 by three as the facial muscles spasm out of control.

The thaumaturge can affect himself, causing his muscles tighten like a vise. Each success increases the difficulty by one to break his grasp or hold. This is very useful during a bite or choke attack, making futile any attempt to flee, and may also be used on others in this “beneficial” manner.

*** Seizure

Like a nervous disorder, this power causes the body to “lock up” in a fit of convulsions. All the muscles throughout the body tighten uncontrollably, 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 visits upon any target the very unpleasant effects of this power. For the duration of the seizure, a target’s body writhes, tormenting him to the point of incapacitation. Victims suffer a four-dice penalty to all actions. The victim also suffers one level of bashing damage every turn, though this damage is soakable, as her body helplessly twists itself unnaturally.

**** Body Failure

Thaumaturges wielding this frightful power 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 victims in “natural” and inconspicuous ways. Many cases “fatal palsy” and natural death may indeed be the result of a skilled thaumaturge.

System: This power can affect any target thaumaturge can see. 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 organ failure. Additionally, the victim suffers a five-dice penalty to all actions. Kindred are likewise affected by Body Failure, as their muscles spasm and brain activity becomes erratic. As Kindred, they may soak the damage this power inflicts on them.

***** Marionette

The thaumaturge invoking Marionette gains such mastery over the body that he can magically seize control of another being and manipulate her actions to suit his own whims. Although this control is not as fine as the direct and personal command of the Dominate power of Possession, 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. As Gepetto once moved Pinocchio’s strings, so the thaumaturge bends his target to his will.

System: The thaumaturge may affect any target within his line of sight and he 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 Willpower) when the thaumaturge attempts to take control. Each success he 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. However, due to the nature of this control, the difficulties of all the actions of the victim increase by two. The concentration this power requires also increases the thaumaturge’s own difficulties by two for all actions undertaken while manipulating the victim. Another application of this power extends the duration of this arcane control. Marionette does not rob the victim of his cognizance, only his physical control over his body. During this time of thaumaturge’s mastery, the target remains aware that some outside force is manipulating his actions, conscious that they are not his own.

Path: Movement of the Mind

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 the fourth level or greater. Some thaumaturges 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. Many people are quite put off when the pages of a book turn by themselves!

System: The number of successes indicates the duration of the thaumaturge’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. 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.

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

Like The Lure of Flames, individual power levels are not provided for this path – consult the chart below to see how much weight a thaumaturge may control. Once a Kindred reaches Level Three, 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. Once a Kindred achieves Level Four, she may “throw” objects at a Strength equal to her level of mastery.

* One pound
** 20 pounds
*** 200 pounds
**** 500 pounds
***** 1000 pounds

Path: Neptunes Might

ampires 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 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 dealing with the opposite. Blood is considered neither fresh nor salty for this purpose, and difficulties in manipulating it are unaffected.

Eyes if 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.

* One day
** One week
*** One month
**** One year
***** 10 years

he Storyteller may require a Perception + Occult roll for the character to discern very small details in the transmitted images. This power can only be used on standing water; lakes and puddles qualify, but oceans, rivers, sewers and wineglasses do not.

** 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. Mortals subjected to this power’s effects can drown if the thaumaturge is not careful (or if she so desires it), and even vampires can be crushed by extreme pressure thus brought to bear.

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 adds to successes) to break free. A subject may be held in only one prison at a time, although the thaumaturge is free to invoke multiple uses of this power upon separate victims and may dissolve her own 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.

*** 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 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.

**** Flowing Wall

Tales of vampires’ inability to cross running water may have derived 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 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) must score at least three successes on a single Willpower roll (difficulty 9).

***** Dehydrate

At this level of mastery, the thaumaturge can 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 in the character’s line of sight. The player rolls normally; the victim resists with a roll of Stamina + Fortitude (difficulty 9). Each success gained by the thaumaturge 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 of the number of successes scored by the thaumaturge + 3) to be able to act on the turn following the attack; failure means he is overcome with agony and can do nothing.

Path of Conjuring

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 two distinct characteristics. They are uniformly “generic” in that each object summoned, if summoned again, would took 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. A rat would have repeated “tiled” patterns over its fur, and a garbage can would have the exact same fluted texture over its surface. Additionally, conjured objects bear no flaws: Weapons have no dents or scratches, tools have no distinguishing marks, and computers have featureless casings.

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 higher difficulty, while objects with which the character is intimately familiar (such as the knife described above) may actually lower the difficulty, at the Storyteller’s discretion.

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 thaumaturge a nearly perfect replica.

Summon the 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, as this level’s name suggests, 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 cellular phones.

System: Objects created via Magic of the Smith are permanent items and cost five blood points to conjure. Particularly complex items often require a Knowledge roll (Crafts, Science, 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.

***** Power over Life

This power cannot create true life, though it can summon forth some truly impressive simulacra. Creatures (and people) summoned with this power lack the free will to act on their own, instead mindlessly following the simple instructions of their conjurer.

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.

Path of the Levinbolt

Medieval Tremere experimented with harnessing lightning itself, but their understanding proved only rudimentary. Without knowledge of electricity, thaumaturges could only rely on a simple ability to hold and discharge energy. Furthermore, other paths like the Lure of Flames proved more useful in the struggle to establish the clan’s place. For these reasons, the Path of the Levinbolt faded to obscurity through the Dark and middle Ages, and remained hidden away in grimoires until the Victorian Age.

The birth of science and understanding of electricity revitalized the Path of the Levinbolt – the combination of mystical astrology with a rational understanding allowed thaumaturges to rebuild and rechannel its principles. No longer did thaumaturges have only some limited skill in charging themselves with lightning; now they could arc, focus and handle the very elements! Older practitioners spent minutes collecting the energy necessary to charge this Path’s discharges, but modern thaumaturges could gather the electricity in mere seconds, to direct as they chose. As a thaumaturge collects the energy of the Levinbolt, she often takes on an electrical aspect: sparks may play at her fingertips, or a purplish halo may seem to surround her hands as a warning of storms to come. Mighty discharges often result in a sort of flaring afterimage like a photonegative as the powerful lightning makes a stark contrast to surrounding darkness.

Spark

Novice thaumaturges can build up a tiny static charge, enough to make a noticeable snap with a touch. 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 Willpower 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 discharge inflicts two dice of electrical damage (generally lethal). The time required to draw out the electricity varies with the successes scored: with one success, the vampire might need a turn or three to accumulate the energy; with three successes, only a couple of seconds; with five successes, instantly. The caster must use the power immediately after invoking the magic.

** 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 or briefly run a small device, or even leave a nasty burn on a touched subject.

System: Each success scored on the player’s Willpower 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 four dice of (lethal) electrical damage; such a use immediately discharges the energy. The current created with this power is not strong enough to force its way through less-than-ideal conductors, though, and simply inflicts electrical damage on raw metals, woods or other matter in the form of a burn. The thaumaturge can alternately allow the electricity to spark about her hand, eyes, head or the like; this creates illumination about equal to a dim light bulb, and obviously gives a two-point bonus to Intimidation rolls against unassuming victims (like mortals). In conjunction with a Dexterity + Crafts roll (difficulty 7), the thaumaturge could even use his fingers to perform crude metal welding, though this can easily heat metal enough to inflict aggravated damage to the caster.

*** Power Array

Like a looming thundercloud, the thaumaturge holds the waiting fury of lightning. Although the vampire cannot create or direct a charge strongly or accurately enough to launch actual bolts of electricity, she can conduct power through other substances or even absorb nearby energies.

System: As with lesser levels of this path, the thaumaturge can discharge a shock of electricity, this time up to six dice of lethal damage; the charge remains active for a number of turns equal to the number of successes scored by the player on the initial roll. With this power, the thaumaturge can also send the power through any conductive substance touched; a metal sword (with a similarly metal handle) could carry the thaumaturge’s electric touch – the bolts of lightning would literally snap across the blade into the target touched. The thaumaturge could also briefly power a large device or continue to power a small device for the duration of the effect. Though perhaps an ignominious use, a sorcerer could conceivably find himself needing just a minute to look into an unpowered computer’s files, to override an electrical lock or to start a dead car battery. Other power sources offer alternatives: the thaumaturge can choose to channel other electrical energies through herself if desired, which lets her draw power out of a car battery or power line without injury and without counting against her own power generation. By touching both power source and subject, the thaumaturge can act as a near-perfect conductor without any harm to herself.

**** Zeus Fury

Accomplished thaumaturges cannot only absorb electrical power, but shape and redirect it. The vampire may arc lightning from her body to nearby targets or hold a potent charge that raises hair on end and sparks with suppressed energy.

System: The successes scored by the player determine the number of turns that the vampire can harness Zeus’ Fury. The character holds a total of 10 dice of electrical power, which can be discharged through touch or in arced bolts in any combination desired – so the player could choose to spend four dice of damage in a touch attack, and then arc the remaining six dice into a bolt of lightning the next turn. As with lesser levels of power, a touch can fuel or overload electrical devices. The thaumaturge directs hurled bolts with Perception + Science (difficulty of 6 plus the range in yards -up to a maximum of 10, at the maximum range of four yards).

***** Eye of the Storm

The thaumaturge becomes a shifting, sparking pillar of electrical power. Her merest glance can prove dangerous, her touch explosively fatal. The energy channeled in the Eye of the Storm can tear apart a mortal body or spectacularly detonate all but the most heavily shielded electrical components. Wood, metal, plastic and similar materials combust dramatically with contact, burn or even sublimate.

System: At this level of mastery, the vampire can discharge 14 dice of damage by touch, or launch lesser bolts of electricity as with Zeus’ Fury, above. Materials or entities that come in contact with the thaumaturge automatically suffer one die of lethal electrical damage each turn (this does not count against the usual dice pool, and adds to touch damage). The sparking, glowing form of the thaumaturge becomes a veritable halo of energy, and onlookers suffer from the excessively bright light and flashing afterimages (which can increase the difficulty of most tasks simply due to the distraction). The nimbus discharges at a rate of one die per turn unless otherwise spent, or unless a number of turns elapse equal to the successes scored by the player on the initial roll.

Path of Shadowcrafting

Although the Tremere have long been enemies of the Tzimisce, a chantry of 17th-century Portuguese Tremere once turned their talents to specialized means of combating the treacherous Lasombra of neighboring Spain. In the modern nights, however, Tzimisce-Lasombra ties in the Sabbat mean that the Tremere must sometimes bring their attentions to the depredations of the lords of shadow. Indeed, some Tremere wryly comment that for every sorcerous Tzimisce counselor who advises a Lasombra bishop, a cunning Tremere counsels an insidious Ventrue. With the Camarilla’s recent upturn in clashes with the Sabbat, the Tremere have needed a means to blunt the Sabbat’s edges. The unearthed Path of Shadowcrafting offers one such opportunity, albeit in a scope that never became widespread due to its limited utility.

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, and the few Lasombra antitribu certainly aren’t forthcoming. In the meantime, the Tremere hope to refine the path into a means of controlling or duplicating the Lasombra’s power, while keeping their failures quietly away from influential Camarilla ears. As is, the path is relatively weak, but those exploring it hope to make breakthroughs any night now.

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.

Successes Effect
* Momentary flicker
** Pronounced guttering for several seconds
*** Source produces only dim flickers of erratic light for two
turns
**** Light source blacks out completely for two turns, then
resumes
***** + 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.

**** Nights 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: 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 extends about a yard beyond its normal distance for each success scored on the roll. For the rest of the scene, 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.

***** Abyssal Pact

Mastery of the Path of Shadowcrafting allows a Tremere to imbue his shades with some semblance of substance. At this level of expertise, the path truly takes on some characteristics of tangible nightmares. While smothered in darkness, the Tremere lets loose something that seems hungry and malevolent. Mastery of such shade creations 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 strange shadow entities wait in every darkened corner. Certainly the shades conjured by this path give some credence to such notions, but the Kindred in question asserts that these beings devour light and feed upon the very essences of those who would dare truck with them. 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: To summon the final powers of Shadowcrafting, both the Tremere and the target must be within the same patch of darkness – two individuals in a closet, or both out on the street on a moonless night. The Tremere does not need to see the individual, but must somehow sense the victim’s presence, whether by hearing, touch or some other apprehension. Furthermore, the darkness must be total or near total; simple shadows do not suffice. Conjuring the esurient shadow costs five blood points (total, not in addition to the usual Thaumaturgy costs).

Once created, the shade-form assaults the victim and drains vitality. Tangible shadow attacks envelop the victim in a smothering blanket of darkness that bites like a school of barracuda. Every two successes scored on the casting roll cause the victim to lose one 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.

The abyssal shades conjured with this power can be used to fight against Obtenebration, but they seem reluctant to do so. Instead of inflicting damage upon an opponent, the caster can direct the shadow power so that 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. Should the thaumaturge botch the casting toll, the shades still manifest but attack him instead, in addition to the normal Thaumaturgy botch penalty of one permanent Willpower point. Roll six dice and apply the results as specified above for every two successes.

Path of Technomancy

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. It was developed in the latter half of the 20th century, and has not yet spread far beyond the North American Pontifices. The path focuses on the control of electronic devices, from wristwatches to computers, 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 on the conservative opposition to Technomancy.

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 Tremere 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 that 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 – in other words, a new piece of computer software – at +2 difficulty. The character must touch the computer on which the software is installed – simply holding the CD-ROM is not enough.

** 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 create a definite health hazard.

System: A character can use this power at a range of up to 10 times her Willpower in yards, although a +I difficulty is applied if she is not touching the target item. The number of successes determines the extent of the damage.

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

Large enough systems, such as mainframe computers or passenger aircraft, impose a +2 to +4 difficulty (at Storyteller discretion) to affect with this power. Additionally, some system, such as military and banking computers, may be hardened 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 Tremere who are techno-savvy enough to understand the issues at stake have become quite enamored of this power, which allows the thaumaturge to scramble a device’s controls mystically, making it inaccessible to anyone but him. Encrypt/Decrypt also works on electronic media; a videotape under the influence of this power displays just snow and static if played back without the owner’s approval.

System: The character touches the device or data container, which 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 thaumaturge can dispel the effect at any time by touching the target item; this countermanding costs a point of Willpower.

This power may also be used to counter another thaumaturge’s use of Encrypt/Decrypt. The player TOM at + I 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 Computer 5 and scores three successes when using Remote Access on an automated teller machine, he can only apply three dots of his Computer rating to any rolls that he makes through any use 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 global telecommunication network, sending her mind through satellite uplinks and ISDN lines and fiber-optic phone cables at the speed of light. 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 cellular telephone, network card-equipped computer, fax machine or anything else that is connected directly or indirectly to the global network. 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.

* 25 miles
** 250 miles
*** 1000 miles
**** 5000 miles
***** Anywhere in the world, including telecommunication satellites.

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, usually through the shutdown or destruction of a part of the network through which the character’s connection runs, hurls her consciousness back to her body and inflicts eight dice of bashing damage.

A character traveling through the Net by means of this power can use her Path of Technomancy powers at normal difficulty. Using any other abilities or powers while engaged thus is done at a +2 difficulty. Furthermore there are other denizens of the Net who may not take kindly to Tremere intrusion, and who may well take steps to remove the riffraff from their electronic doorsteps.

Path of the Bloods Curse

Elder vampires have forever flaunted their powers over their lessers, the ancillae and neonates. With the approaching threat of Gehenna, young Kindred actively pursue ways to circumvent the stranglehold these powerful elders possess in the Jyhad. With this desire driving their ambitions, a few rogue Pander and Caitiff thaumaturges gathered together and developed this thaumaturgical path as a means of ousting those above them.

These rebels resorted to a very basic concept for this path of thaumaturgy by exposing the inherent disadvantages that accompany the vampiric Embrace. The elders’ paranoia only increased exponentially due to this movement toward a new method of usurping their power and vitae. These new thaumaturges give rise to the whisperings of the Day of Reckoning soon at hand in the courts of Elysium.

Ravages of the Beast
From the moment a Kindred is Embraced, he suffers the rage and instincts of a primal Beast; it is the first bane to accompany the Change. If provoked, the Beast Within sends a vampire into a mindless, berserk frenzy. Some Kindred struggle to keep their Beasts in check, while others enjoy riding the waves of this violent rage. A thaumaturge invoking this power coaxes the Beast to surface within his target, unleashing a rampant killer.

System: The subject of this power must make a frenzy roll (Self-Control, difficulty 7), as per page 228 of Vampire: The Masquerade. If the victim cannot resist the Beast, he immediately enters a frenzy the Storyteller deems appropriate to the situation, whether rage, Rotschreck, hunger, etc. A thaumaturge may affect any target within her line of sight.

** Weight of the Sun
A concomitant curse of the Embrace is an inability to remain awake during the daytime. Forced to maintain a surreptitious existence at night, a Kindred loses the opportunity to ever again see the sun. As that fiery white globe rises in the east, Kindred feel its pressing weight as it drives them down into slumber. This power allows a thaumaturge to invoke the same type of lethargy that the sun imposes during the long hours of the day.

System: This power lasts for one scene per success on the thaumaturge’s Willpower roll. Suffering the same penalty as if awake during the daytime, a Kindred reduces his maximum dice pool to equal his humanity (or Path of Enlightenment). Characters who have achieved Golconda are immune to this power.

*** Abated Tooth
All vampires require blood to survive; they depend on mortal vessels for sustenance and the Kiss to maintain their unlives. When Kindred do feed, they usually extend their fangs, to more easily pierce their victim’s flesh. By invoking this power, a thaumaturge mystically dulls a subject’s fangs, robbing him of the ability to use them effectively. His fangs become so severely blunted that it becomes nearly impossible to effectively pierce flesh, causing affected Kindred to search for alternate methods of feeding.

System: Each success the thaumaturge scores dulls the fangs of his subject for a night. Victims may make a Stamina (plus Fortitude, if any) roll (difficulty 8) to subtract successes from the thaumaturge. While affected by this power, a Kindred may not use the Bite close combat maneuver, and her Kiss ceases to cause ecstasy, instead becoming a “bite.”

Storytellers may decide to throw as many obstacles as deemed necessary at the victim in this sticky situation. The police do not look kindly on psychopaths who bite others in the middle of the Rack, and anyone who feeds carelessly is almost sure to arouse the ire of Kindred interested in maintaining the Masquerade.

**** Treacherous Bonds
One of the most potent properties of Kindred vitae is the ability to create a blood bond. A regnant offering his blood to a victim on three separate nights floods a thrall with a powerful attraction and devotion to him. Under a blood bond, the thrall becomes a most loyal and subservient tool of the regnant and will do anything to appease him.

Traditionally when the connection of a bond becomes unstable or weak, emotions of hate may cloud the mind of the thrall, though it may possibly span lifetimes before these feelings become evident. The thaumaturge invoking this power incites an instantaneous, hate-induced emotional state within a regnant’s thrall; where once there was love, now only loathing drives his emotions. This power creates a backlash in the target’s blood, temporarily twisting any bonds he is under, from the newest to ones built over years’ time.

System: The vampire must touch his intended subject for this power to take effect. For the duration of one night per success a thaumaturge scores on his Willpower roll, and depending on whether the magus chooses to affect a regnant or his thrall, a blood bond becomes corrupt and unstable. Should a thaumaturge direct this power at a thrall, only the thrall’s bond is corrupt, consumed by hate for as many nights as successes. However, if the thaumaturge chooses to invoke this power in a regnant, one of the regnant’s thralls is affected per success. Should a regnant also be in thrall to someone else while under this effect, she too will feel only malignity for her regnant.

This power is mistrusted widely by vampires of Clan Tremere, and had the Ventrue and Lasombra any real knowledge of it, they would likely balk at it, too (when they weren’t inflicting it upon their enemies). More than one regent has levied extreme censure on vampires learning this power, and an apocryphal story tells of a European prince putting a Tremere to Final Death after learning that he had used this power to turn her ghouls against her.

For example: Clifton Andrews wants to settle a score with Josephine the Seamstress of Flesh, a Tzimisce, by reversing the blood bonds of those in her thrall. Clifton’s player spends a blood point and rolls against a difficulty of 7 (as this is a Level Four power). He gains three successes on the roll, and Clifton warps the blood bond in all five of Josephine’s childer. For the next three nights, three of Josephine’s blood bound thralls will not only loathe Josephine but may plot to harm their “tyrannical” mistress. Clifton’s revenge is sweeter still, as for the span of these three nights Josephine is racked by fiery hatred for her own sire, who had blood bound her decades before. Clifton knows how treacherous the Seamstress of Flesh is, and rejoices in the knowledge that there is a chance his enemy will suffer a slow Final Death at the hands of her sire.

***** The Withering of Ages
This devastating power warps the blood within vampires, temporarily suspending the properties sustaining their immortality. A thaumaturge making physical contact with a victim may strip her of her agelessness and render her briefly decrepit. Within moments, the body of the target will reveal the truth of her true age, shriveling and shrinking to reflect the weight of her years. Additionally, the fangs of the victim become elongated, and other facial features accentuate his vampiric nature. Ancient vampires become crippled, as their bodies become their own worst enemies.

System: After the thaumaturge makes physical contact with her victim, the player engages in a contested Willpower roll (difficulty 8). Should he accumulate more successes than his target, the victim begins to grow physically older until he fully resembles his true age.

A character will lose one Physical Attribute point per 10 years of age he physically gains, to a minimum of 0. Vampires who sink to scores of 0 in Physical Traits are so enfeebled that they must have help moving, feeding, etc. and can barely be heard or understood. This effect lasts for one night, after which time the victim rapidly sheds his physical years and is restored to the full potency of his vampiric blood. The affected Kindred can also restore himself by spending five blood points and one Willpower point, though this blood must be spent on the same turn he becomes afflicted. Once the duration of this power has expired, the victim will appear as youthful or as old as he was the night of his Embrace.

Path of Transmutation

Thaumaturges practicing the art of Alchemy can 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 laws of chemistry do not bind Warlocks employing the powers of transmutation, as materials shift their state regardless of their temperature. Effects similar to those achieved by true alchemy can be achieved by using the Path of Transmutation. This path is looked upon somewhat unfavorably among the Tremere, as it reflects a “quick and dirty” effect rather than true mastery of alchemical transmutation.

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.

** Crystallize 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 liquidlike 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.

* A lighter
** A telephone
*** A computer
**** An automobile
***** A railroad car

As much as many Tremere would like it, Liquefy the Solid Form may not be used on living (or unliving) beings.

**** 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 liquidlike. 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. Subjects suffer one level of bashing damage from this overexertion.

For example: Clifton Andrews notices Rebecca, a ghoul spy, attempting to sneak into his haven. His player gains five successes, solidifying enough air to completely capture Rebecca inside an indestructible block. Immediately after, Rebecca panics as she breathes the liquidlike oxygen within the solid block of air. She gulps in mouthfuls of the fluid while her body adjusts to the foreign method of breathing, causing her to retch until she accepts the oxygen. After the solid block dissipates, Rebecca drops to the ground and throws up all the liquid she took in while trapped, suffering a level of bashing damage from the amount of retching she must do before the liquid purges from her lungs.

***** Ghost Wal

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 tree trunk 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.

Path of Spirit Manipulation

Not to be confused with, or perhaps derived from the ancient Path of Spirit Thaumaturgy (see Dark Ages Companion, p. 107), Spirit Manipulation is a relatively recent innovation of the Tremere. Created to replace the rituals practiced by the clan 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 anathema to them. Spirit Manipulation simulates many effects that can be created by Lupine and shamanic mages, but does so by forcing the spirits involved into a grotesque mockery of their normal behaviors. Any botch with Spirit Manipulation not only inflicts the normal loss of Willpower involved with thaumaturgical mishaps but also turns the full force of the spirit’s wrath against the offending vampire.

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. This power does not allow the thaumaturge to see into the realms of the dead or into the realms of the fae.

System: 0ne success on the roll is needed for the thaumaturge to perceive spirits, while two allow him to view the spirit realm. With less than four successes, the thaumaturge is at +2 difficulty to all actions performed while using this power due to the distraction of divided perceptions. Hermetic Sight lasts for the duration of the scene or until the thaumaturge deactivates it.

** Astral Cant

The languages of the spirit world are infinitely varied and mainly incomprehensible to mortal (or 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 – in effect, a universal translator for the spirit world. Imprecise use of this power can be disastrous, particularly when a thaumaturge is bargaining with a powerful spirit. The use of this power is not always necessary; many spirits speak human tongues but choose to feign ignorance when dealing with vampires.

System: The number of successes determines the accuracy of the translation.

* Pidgin spirit language; very simple words and phrases can be comprehended.
** Simple sentences are possible; “trade language.”
*** Fluent conversation; sufficient for most conversations.
**** Complex issues such as metaphysics can be discussed.
***** Even the most obscure idiomatic expressions and forms of humor come through.

*** Voice of Command

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

System: The player makes the normal Willpower roll; the target spirit resists with Willpower (difficulty of the thaumaturge’s Manipulation + Occult or Manipulation + Lore: Spirits). The degree of success the thaumaturge attains determines the complexity and severity of the command that she can issue.

Botch The spirit is immune to the character’s commands for the rest of the night. It reacts however the Storyteller deems appropriate.
Failure The spirit is unaffected, and further attempts to command it are made at +I difficulty (cumulative). It may ignore, taunt or even attack the character at the Storytellers discretion.
* The spirit obeys a very simple command that is no great inconvenience to it.
** The spirit heeds a relatively straightforward command that it is not innately opposed to performing.
*** The spirit agrees to perform a moderately complex task that does not violate its ethics.
**** The spirit consents to an extended or intricate task that does not place it in immediate danger.
***** The spirit accepts a lengthy or nigh-impossible task, or one that may mean its destruction.

Crafty Storytellers should note that 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. Even worse, a spirit in such a situation may “agree” to follow orders without following through, leaving the thaumaturge in a situation of potentially fatal embarrassment.

**** 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 allows a user to channel a portion of the spirit’s power through it to affect the physical world. Fetishes created by this power are often recalcitrant and fail at inopportune moments, as the spirits within are most displeased with their situation and will take any Opportunity to escape or thwart their captors.

System: The number of successes rolled determines the power level of the fetish to be created. A fetish is activated by rolling the user’s Willpower (difficulty of 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.

For more complete guidelines to fetish powers, refer to pages 273-275 of Werewolf: The Apocalypse. The Storyteller is always the final authority in determning the powers and mechanics of a fetish created through use of this power.

***** Duality

The thaumaturge can now fully interact with the spirit world. While using this power, he exists on both planes of existence at once. He 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 him, and he can engage in any manner of interaction. He can even use Thaumaturgy and other Disciplines in either world. This is not without its dangers, however; One misstep and 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 number of successes dictates how long the vampire can interact with the spirit world.

* One turn
** Three turns
*** 10 turns
**** 10 minutes
***** The remainder of the scene

Duality can only be used while the character is in the physical world. Note that while Duality is in effect the character is also susceptible to attacks from both realms. Additionally, the player must roll Perception + Occult (difficulty 8) when this power is activated; a roll with less than three successes indicates that all rolls made while this power is active are at +2 difficulty due to the distraction of the character’s dual perceptions. The character is still considered to be in the physical world for purposes of basic physics and common sense – for instance, his feet rest on the ground in the physical world, not the ground in the spirit world, and he could thus walk across a spiritual chasm if a physical parking lot overlaid the same space.

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 constitute an entire adventure in and of it self.

The Green Path

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 equally 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.

bsp; The origins of the Green Path are thought to lie with the Order of the Naturists (see Clanbook Tremere), a druidic sect within Clan Tremere. Most practitioners of the path are members of the order, and those who are not were more than likely mentored by one. According to those who are familiar with Tremere history, the Green Path is a blood magic-based derivation of some magickal workings formerly practiced by House Diedne, an order of mortal mages destroyed by the Tremere during the Dark Ages.

Herbal Wisdom
With but 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 face 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 or Intelligence + Intuition in order to interpret the results of the communication.

* Fleeting cryptic impressions.
** One or two clear images.
*** A concise answer to a simple query.
**** A detailed response to one or more complex questions.
***** The sum total of the plant-spirit’s knowledge on a given subject.

** Speed the Seasons 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 the 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 equal to half the character’s current 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, 150 pounds 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 nigh-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, but 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 casters own. It is immune to bashing damage, and all nonaggravated 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 particularly sluggish sycamore to set up shop in the middle of a road without any warning. Abuses or misuses of this power can very easily lead to breaches of the Masquerade, and the thaumaturge who leaves a row of maples across a major traffic artery is unlikely to have the opportunity to make the same mistake twice.

The Hearth Path

For those Tremere who maintain private havens, secrecy is paramount. The Hearth Path seems to have evolved from a collection of rituals designed to protect the integrity of a vampire’s sanctum sanctorum. 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.

Guests 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 a shotgun at the door. These are simple, subtle, brief effects.

** Masters 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. Additionally, 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.

**** Temporta

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 Cauldrons 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 bed chamber 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.

Path: The Vine of Dionysus

Years before the rise of the mighty Roman Empire, pagan sects dedicated to the Greek god Dionysus thrived. Small cults of vampires worshipped the lord of rebirth as a release from the burdens of undeath. Symbolized in oinos, or wine, and orgy, the cults of Dionysus spread their intoxicating practices throughout Eastern Europe. In practice, members of the cult of Dionysus would gather at night and debauch themselves with oinos, orgies and other euphoric activities. When the ecstasy rose to fever-pitch, the rites might culminate in castration or even cannibalism.

Any practitioner of the Vine of Dionysus often refers to himself/herself as a thyrsus (females are occasionally called “Maenads” preferably from a safe distance). These Warlocks sometimes wear jewelry or other accouterments with ivy and/or pinecone motifs as symbols of their dedication.

Methyskein

By making physical contact with a subject, the thyrsus causes him to act as if he were drunk. While intoxicated, the subject falls into a slight euphoric episode, including slurred speech and clouded judgement.

System: A victim suffers a one-die penalty to all Dexterity and Intelligence dice pools for one scene per success the thaumaturge scores. However, a victim may make a Stamina roll (difficulty 6) to subtract successes scored by the Warlock. Failure on the part of the thyrsus will not alert her victim to this attempt at intoxication, though a slight “buzz” may momentarily cause a target to become disoriented.

Note: A mortal, if affected with methyskein for three consecutive nights, lose the ability to willingly resist this euphoria. Only with the expenditure of a Willpower point can he initiate a Stamina roll (difficulty 6). Kindred react differently should they be exposed to this influence for an equal amount of time. For every three consecutive nights of intoxication under Methyskein, a Kindred’s difficulty to resist on a Stamina roll (difficulty 6) raises by one, to a maximum of 9.

** Omophagy

According to myth, Dionysus had the ability to incite animal urges within anyone he pleased. The thyrsus invoking Omophagy creates a ravenous hunger in a target, overwhelming all sense of reason and reality. To the victim, the only thing that matters is devouring raw flesh and hot blood, and he is not choosy about his potential targets.

System: Once the thaumaturge makes eye contact with a subject, and successfully invokes this power, a target gains the derangement Gluttony (page 162 in the Guide to the Sabbat). Whenever consuming food, the subject will gorge himself until physically unable to eat more. Kindred affected by Omophagy not only drain a vessel completely of blood, but may also attempt to devour the victim’s body. Vampires will also frenzy when confronted with the sight, smell or taste of blood when hungry (blood pool of three or less). This effect lasts for the remainder of the night. A victim may resist this effect by spending a point of Willpower to ignore Omophagy for a scene. Note that this power does not impart vampires with the ability to digest food – any flesh or food they eat will be immediately vomited forth unless other circumstances prevail.

*** Hamartia

Far less subtle than Methyskein, Hamartia grants the thyrsus the power to cause an extremely dangerous euphoric episode within a target, to the point of delirium, perversity and possibly torpid stupor. Cultists of Dionysus claim to gain superhuman vigor while in a similar state of intoxication on oinos.

System: For each success on the activation roll, a subject remains under the effects of Hamartia for a scene. Victims affected lower all dice pools by two, though they gain two dice to Strength-related pools. Targets can resist this effect by scoring more successes on a Stamina roll (difficulty 7). The Storyteller should decide how a character reacts to this type of intoxication, as a character’s Nature may dictate actions. Some might stand very still and glassy-eyed, while others might choose to engage in conjugal relations with the people around them (gender notwithstanding). This power lasts for one scene.

**** Enthousiasmos

A thyrsus may exude a pheromone into the air all about her person. Those affected fall into a druglike stupor as the empathogenic toxin induces visions of all sorts of ephemeral creatures: fauns chasing nymphs, angels in flight, sprites dancing in the comers of one’s eyes, and the like. The pheromone induces a happiness within the affected targets, who are likely to dance around in glee to fictitious music with make-believe creatures.

System: A thaumaturge successfully invoking this affects any target within a 10-foot radius of herself. Victims suffer a two-dice penalty to all Dexterity and Intelligence dice pools for one scene. Furthermore, victims under the effects of Enthousiasm6s are passive, content to while away their time in the euphoric haze. Anyone wishing to take any action must spend a point of Willpower to shrug off its effects for a turn.

***** Oinosaimatos

Many thaumaturges suspect that this power is not the original apex of this path, but rather a variation suited to a Dionysian cult headed by a vampire passing himself off as an incarnation of the god. When the thyrsus invokes this power, her blood takes on the properties of potent oinos. Whether this was intended as a deterrent to diablerists or to drive feeding ghouls into euphoric ecstasy is unknown.

System: For the duration of one scene, anyone drinking even the tiniest drop of the thyrsus’ blood is affected as per Enthousiasmos. The thaumaturge’s player need only spend a point of blood and make a Willpower roll when the character first invokes this power thereafter, anyone who drinks the blood suffers the effects without any further expenditure on the part of the vampire.

The Path of Weather Control

Command over the weather has long been a staple power of wizards both mortal and immortal, and this path is said by many 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 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.

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.

Effects of the power default to the maximum area available unless the thaumaturge 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.

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.

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 ranges 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.

** Rain or Snow: Precipitation has the same effect 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.

*** High Winds: The wind speed rises to around 30 miles per hour, with gusts of up to twice that. Ranged attacks are much more difficult: +1 to firearm attacks, +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. Needless to say, 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.

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

*****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.