Thaumaturgy


The Path of Blood
(Rego Vitae)


A Taste For Blood
With but a small sample of vitae, you can determine a foe's capabilities and weaknesses. You need only taste a bit of blood in order to recognize many salient characteristics. From just a little bit of blood or vitae, you can learn: How much vitae is currently in the subject, if the subject is vampire...how recently he has fed, what generation the Cainite is and whether the Cainite in question is a diablerist.

Blood Rage
With but a touch you can stir up another Cainite's blood. Thus, you force the subject to expend blood in any fashion that you mentally decide when you touch the victim.

Blood of Potency
You can mystically concentrate the vitae within your system, making it more potent for a short time. Doing so affords you many of the benefits of being one generation superior to your natural one. You need only murmur for a moment, and your blood distills down to a more concentrated form.

Theft of Vitae
Focusing your concentration on blood, you can draw forth the vitae in a victim's system. You need only see your target and concentrate. The blood bursts from the victim's pores in a rushing flow, soaring through the air to be mystically absorbed into your own flesh. Blood stolen in this fashion has all of its normal properties - drinking three times from one vampire creates a blood bond, poisoned blood still sickens you, etc.

Cauldron of Blood
The blood within any creature is vulnerable to your manipulation. Instead of controlling or stealing blood from its victim, you can bring it to a roiling boil with but a touch. Red mists rises from the victim's body as bubbling blood seeps from his pores and orifices. Few Cainites can withstand this internal furnace, and mortals are almost inevitably killed by such an attack.


The Lure of Flames
(Creo Ignem)

Hand of Flame
A dancing puff of fire surrounds your hand (or both hands) at your command. This palm of flame creates light and allows you to strike with your hand to burn your opponents. You suffer no damage or inconvenience from Hand of Flame, you may even wear gloves or other clothing, which remain unaffected by the fires. Should you cause something else to catch fire, that fire can later burn you.

Flame Bolt
By pointing at a target and intoning words of power, you may launch a Flame Bolt. This dart of fire streaks through the air to wound whomever it strikes with a searing blast, and causes readily flammable objects to catch fire.

Wall of Fire
A column of flame erupts from the very air, burning with unnatural vigor at your command. You need only point to the desire location and utter the words of this magic in order to generate a veritable Wall of Fire. You can create this flaming barrier at any site that you can see, up to 50 feet away from yourself. A Wall of Fire occupies a space of approximately six feet in diameter and 6 feet high. If you cast the wall at a person's location, it shoots up from underneath the target. If you cast Wall of Fire at a flammable object or surface, the target may well ignite, spreading the fire. You have no special immunity to your own fires created with this magic.

Engulf
By staring at a subject and speaking the words of fire creation, you cause the victim to burst into flames, combusting rapidly. This fire burns the subject with horrible power, remaining until the subject manages to extinguish the flame.

Firestorm
When you call to the flames, they come in a searing wash that fills an entire room. A Firestorm rains a hail of flame down across a huge area burning everything within. Any place that you can see, within 50 feet, can be the target of a Firestorm. All flammable materials in the area ignite immediately, though people or Vampires fleeing the space do not necessarily remain lit. A Firestorm lasts until you stop it, or until you move out of range. It also ends immediately if you are knocked unconscious, sent into torpor or killed.


Movement of the Mind
(Rego Motus)

Force Bolt
Your concentrated will projects a bolt of force capable of stunning opponents and knocking over objects. A Force Bolt is really more of a sudden jar of motion to a target than an actual blow, but the out coming effects are similar.

Manipulate
Your control of forces allows you to exert fine manipulations over something at range. When you Manipulate an object, you can toy with it in any fashion that you could with one hand. Thus you can remotely pick something up, push a button or fire a gun.

Anything you Manipulate remains under your control as long as you can see it, unless you release it from your spell deliberately. You must maintain complete concentration to Manipulate an object; when you stop concentrating or take a different action, the spell ceases.

Flight
You can telekinetically hoist a whole person, pulling the individual off the ground. You can also shove large objects around roughly, although you cannot control them easily. This level of power can slam doors, heft desks and snare opponents. Flight even lets you lift yourself off the ground and move at a brisk pace through the air.

Repulse
A wave of motion overtakes everything around you with a simple gesture and a few spoken words. You can push away threatening opponents or shove objects with incredible power.

Control
Gripping a target with mental force, you bend its motions to your will. As you direct its movements with your commanding magical phrases and gestures, it spins, flies and moves according to your direction. When you Control an object, you can heft anything up to a ton in weight and manipulate it with precision equal to both of your hands. You can therefore hoist an automobile or tie shoelaces. These devices can be used to attack. You can even control a weapon remotely, scoring its normal damage. People grabbed with Control can be rendered paralyzed, flung about at your will or slammed into a wall. Exercising Control over one subject or creature requires all of your concentration. Once you stop concentrating, the power dissipates. Control is also lost if you lose sight of the subject.


The Path of Conjuring
(Creo Materia)

Summon the Simple Form
Your rudimentary conjuring skills allow you to create basic objects made of a single homogenous material. These items are little more than chunks of matter, possibly crudely fashioned and lacking any complex or moving parts. You can thus conjure a rod of metal, a club, a wooden stake, a rock or a lump of coal. When you Summon the Simple Form, you can only make an item of inanimate matter of any sort. You cannot conjure living or undead creatures, nor can you make something built from multiple substances. You must keep some concentration on the object for it to remain. If you do not, the object simply vanishes.

Permanency
Simple objects that you conjure can now be invested with your power, making them real and permanent. You need not make an item permanent, but if you do so, it remains without any further concentration or effort on your part. The object is now considered whole and real.

Magic of the Smith
Complicated objects, mixed materials and moving parts are now within your purview. As long as you are familiar with an object's workings, you can make a copy of it. The Magic of the Smith can make knives, guns, clothes, medicines and other such useful items and they all have permanent and lasting substance.

Reverse Conjuration
You can send conjured objects back to the nether planes from which they come. Any item that you can see or feel can be subjected to this power with only a few words and gestures. This power only works on conjured objects; but you have no special way of telling a conjured item from a "real" one. You may banish any of your own creations without a challenge.

Power Over Life
Though you cannot make true life, you can conjure creations that bear a semblance of life. Power Over Life lets you make any creature up to your own size. Such creatures have no independent will, though. They obey your commands mindlessly instead.
Using this discipline takes total concentration and drains you of much of your energy once the "conjured animal" is killed or Reversed.


Hands of Destruction
(Perdo Materia)

Decay
Inanimate matter crumbles rapidly under your touch. Even dead organic material quickly melts into a puddle of putrescence. Using this power reduces wood or organic matter to a rotted morass quickly and it can be weaken even metal or plastic with sufficient time. If you break contact with the object, the accelerated aging ceases. Any decrepitude that you inflict on something is permanent, though.
Although you can age the flesh of a Vampire with this power, such a tactic has no functional effect. Vampires do not suffer any changes or decrepitude from this aging, as their supernaturally preserved corpses are immune to such treatment. Mortals, however can be certainly be "aged to death" if the discipline is used multiple times over, given sufficient time to do so.

Gnarl Wood
Your merest glance can swell or contract wood, or twist it into strange shapes. You need not touch the wood to affect it, only see it. You can warp up to 50 pounds of wood, rendering it gnarled and useless. This is an excellent way to bust doors, destroy furnishings and twist stakes to uselessness.

Acidic Touch
Mystically altering your vitae, you cause it to become a thick, black, bilious substance, a caustic fluid that burns flesh, cloth, metal and wood alike. Your Acidic Touch has no effect on yourself, but it can leave horrible corroded marks on anything that makes the slightest contact with your coated hands. You can exude this acid from any part of your body, thus potentially making simple contact or even a kiss painfully deadly. The acid created with this power is thick and slimy, so it cannot be flung or spat at opponents; you must deliver it by touch.

Atrophy
The warping effects of your powers allow you to wither the very limbs of your opponents. A simple touch is all that is required to Atrophy a single limb, turning it into a useless, fragile husk.

If you hit, you wither one arm or leg, rendering it useless. Multiple attacks can wither different limbs, cumulatively crippling the victim. A victim without arms cannot grapple or wield weapons; a victim without functional legs cannot move. This effect is permanent on mortals, though Vampires can heal a crippled limb over time.

Turn to Dust
Amplifying the process of decay to incredible speeds, you can reduce your victim to little more than a pile of dust. Mortals almost always die instantly and collapse to putrefied remains, while even Vampires are withered. A Vampires immortal curse prevents any actual physical harm; only their bodies shrivel with age. Note that Turn to Dust functions only on living or undead targets; use Decay on inanimate subjects.


Elemental Mastery

Elemental Strength
The Vampire with this discipline can draw upon the strength and resilience of the earth, or of the objects around him, to increase his or her physical prowess without the need for large amounts of blood.

Wooden Tongues
A Cainite with this discipline 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".

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 the street. However, seemingly solid objects can become more 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.

This discipline takes a great deal of concentration to pull off, although the level of concentration decreases with experience and age.

Elemental Form
The Vampire with this discipline can take the shape of any inanimate object of a mass roughly equal to his or he own. A desk, a statue or a bicycle would be more feasible, but a house or a pen would be beyond this power's capacity.

Invoking this power takes but a mere thought of the object you wish to mask, but requires immense concentration to maintain. You do have the ability to speak; you're a disembodied voice trailing from the object you manifested into. However, you do not have the ability to use of your other disciplines while in this state. You remain in this state for one full night or when you release the discipline.

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 claims to have contacted elemental spirits of glass, electricity, blood and even atomic energy, but such reports remain unconfirmed (even as their authors are being summoned to Vienna for questioning). The thaumaturge may choose what type of elemental he or she wishes to summon and control.


The Green Path

Herbal Wisdom
With but a touch, a Cainite can communicate with the spirit of the 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 walked on it.

Speed the Season's Passing
This discipline allows the 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, the Vampire can speed a plant's death and decay, withering grass and crumbling wooden stakes with but a touch.

Dance of Vines
The thaumaturge can animate a mass of vegetation up to his own size, using it for utility or combat purposes with equal ease. Leaves can walks along a desktop, ivy can act as a scribe and jungle creepers can strangle opponents.

Verdant Haven
This discipline 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 makes the Haven nearly impassible to anyone the caster wishes to exclude. A Verdant Haven appear as a six foot tall hemisphere of interlocked branches, leaves and vines with no direct opening, and even to the casual observer it appears to be an unnatural construction.

You must be within a heavily vegetated area to use this power (such as a forest) and lasts until the next sunset.

Awaken the Forest Giants
Entire trees can be animated by the 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.


Neptune's Might

Eyes of the Sea
The thaumaturge may peer into a body of water and view events that have transpired on, in or around it from the water's perspective. Some older practitioners of this discipline claim that the Vampire communicates with the spirits of the waters when using this discipline; younger Kindred scoff at such claims.

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 he or she desires it), and even Vampires can be crushed by extreme pressure thus brought to bear.

A subject may only be held in only one prison at a time, although the thaumaturge is free to invoke multiple uses of this discipline upon separate victims and may dissolve any of their water prisons at will.

Flowing Wall
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. By merely touching the surface of a standing body of water, the Vampire may create a wall of water, commanding it to be placed anywhere within your line of sight, and must be formed in a straight line.

Blood to Water
The thaumaturge has now attained enough power over water that he or she can transmute other liquids to this basic element. The most commonly seen use of this discipline is as an assault; with but a touch, the victim's blood transforms to water weakening Vampires and killing mortals in moments.

This discipline may be used on other liquids as well, to turn them from their present state to water. The Vampire still needs to touch the liquid or its container.

Dehydrate
At this level of mastery, the thaumaturge can directly attack unloving 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 even evaporating puddles to keep other practitioners of this path from using them.




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