Thaumaturgy (continued)


The Path of Corruption

Contradict
The thaumaturge can interrupt a subject's thought processes, forcing the victim to reverse his current coarse of action. For example, an archon may be caused to execute a prisoner she was about to set free; a mortal lover might switch from gentle and caring to sadistic and demanding in the middle of an encounter. The results of Contradict are never precisely known in advance, but they always take the form of a more negative action than the subject had originally intended to perform. The victim has to be in your line of sight for this to work.

Subvert
This discipline follows the same principle as does Contradict, the release of a subject's dark, self-destructive side. However, Subverts effects are longer-lasting than the momentary flare of Contradict. Under the influence of this discipline, victims act on their own suppressed temptations; pursuing agendas that there morals or self-control would forbid them to follow under normal circumstances.

Dissociate
"Divide an Conquer" is a maxim that is well understood by the Tremere, and Dissociate is a powerful tool with which to divide the clan's enemies. This discipline is used to break the social ties of interpersonal relationships. Even the most passionate affair or the oldest friendship can be cooled through use of Dissociate and weaker personal ties can be destroyed altogether.

Addiction
This power is a much stronger and potentially damaging form of Subvert. Addiction creates just that in the victim. By simply exposing the target to a particular sensation, substance or action, the thaumaturge creates a powerful psychological dependence. Many Tremere ensure that their victims become addicted to substances or thrills that only the Warlocks can provide, thus creating both a source of income and potential blackmail material.

Dependence
Many former pawns of the Clan Tremere claim to have felt a strange sensation similar to depression when not in the presence of their masters. This is usually attributed to the blood bond, but is often the result of the thaumaturge's mastery of Dependence. The final power of the Path of Corruption enables the vampire to tie their victim's soul to their own, engendering feelings of lethargy and helplessness when the victim is not in the Vampire's presence or acting to further their desires.


The Path of 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 or her magic. The most basic power of this path allows the Tremere to project his perceptions into a device, granting him or her a temporary understanding of its purpose, the principles of its functioning and its mean of operation. This does not grant permanent knowledge, only a momentary flash of insight that fades within minutes.

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.

Encrypt/Decrypt
Electronic security is a paramount concern of governments and corporations alike. Those Tremere with 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/her. 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.

Remote Access
With this discipline, 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 their mind. This discipline may be used on any electronic device within the character's line of sight.

Telecommute
A progressive derivation of Remote Access, Telecommute allows the thaumaturge to project his or her consciousness into the global telecommunications network, sending his/her mind through satellite uplinks and ISDN lines and fiber-optic phone cables at the speed of light. While immersed in the network, the Vampire can use any other Technomancy power on the devices with which they make contact.

Spirit Manipulation

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 fae (the land of the Faeries).

Astral Cant
The languages of the spirit world are infinitely varied and mainly incomprehensible to mortal (or immortal) minds. Astral Cant does not teach he 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.

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

Entrap Ephemera
This discipline 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 unruly 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.

Duality
The thaumaturge can now fully interact with the spirit world. While using this discipline, he or she exists on both planes of existence at once. The Vampire is able pick up objects in the physical world and place them into the spirit world and vice versa. Beings and landscape features in both realms are solid to the thaumaturgist, any they can engage in any manner of interaction. They 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 thaumaturgists have starved into torpor while trapped on the other side of the barrier that separates the physical and spirit realms.




1