When cursing a victim, the thaumaturge is obvious--curses must be spoken aloud and directly toward the target of their ill effects, although the curse itself is often comprised of dead languages and sounds like gibberish. Additionally the thaumaturge requires some essence of the victim to curse him. This essence can be hair, blood, flesh or any other part of the victim. This link binds the mystic energies bringing the malison to the accursed. The thaumaturge can lift the curses that she brings down at any time she wishes, which makes an excellent bargaining chip......
Stigma
The most basic of curses, the victim is stricken with an invisible stigma that manifests only in the eyes of those around them. Few can describe its actual form. People shy away from interacting with the marked victim, and will have a hard time taking him seriously. Social interaction becomes difficult and frustration quickly follows for the accursed.
Malady
The thaumaturge causes the victim to suffer intense illness and discomfort, not unlike the plagues and pestilences of history. During the dark ages, this power was used to strike down rivals and force them into subservience. Cainites likewise feel the pain and suffering from the sickness instilled by this curse. For elder kindred, this is one of the worst curses--to be stricken down with illness as if a common mortal! If this power is successfully invoked the accursed suffers the effects of severe illness for a number of nights equal to the thaumaturges willpower.
Pariah
This curse touches upon one of the most feared elements of society, that of becoming an outcast. This power goes beyond cursing the victim with simple social ostracism--while under the effects of pariah, the accursed appears to be the most hated of enemies to everyone they encounter. This alteration of perception is only in body and form, the victim still acts and speaks as normal. But then again, few are willing to listen to the rantings and ravings of a despised foe! The nasty curse sustains its baneful effects upon the subject for the period of one night per success. Similar to the power "mask of a thousand faces" this power influences the perception of those around the accursed, leading observers to believe the subject is a dire rival. This will not necesarily result in attack--but will cause antagonism in whatever way is most appropriate to the onlooker. Most people will just leave the vampires presence with a look of disdain, but some may snub her, insult her or throw the first punch. Unlike the obfuscate power, auspex cannot see thru this involuntary disguise for the duration.
Corrupt Body
This powerful curse is invoked by the thaumaturge, who approaches the victim and denounces his physical form. Over the course of seconds, the victims body distorts and perverts into a parody of itself. During this transformation, the victim suffers extreme pain that wracks his body. This defilement leaves behind a victim scarred both physically and mentally. Recently Camarilla princes have had this power used upon violaters of the traditions to enforce their will: a graceful kindred dancer reduced to an uncoordinated oaf is not likely to forget his mistakes!
Fall from Grace
The magus is now able to curse his victim with supreme ineptitude, causing a loss in confidence and failings in any and all tasks. Striking a combination of mystical dread and self loathing in the victim, failure becomes almost a certainty. Fate and circumstances now conspire to prevent prosperity. Victims of this power often retire from the normal activities of their lives as nothing goes right: relationships fall apart, jobs crumble around them, and accidents seem to be common place. While under this curse the victim cannot succeed in even the most trivial of tasks. Even when a victim is successful performing an action, it is only mediocre at best!
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, the 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 some of the Tremere as it reflects a quick and dirty effect rather than the 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. This power increases the offensive and defensive capabilities of an object. The effects of fortifying an object lasts for one scene and must be either offensive or defensive--the platonic ideal of an attack is not the same as for defense. This power cannot be used to increase the structure of a living creature. Howerver the thaumaturge may fortify the solid form in conjunction with crystallize the liquid form to make a very solid piece of ice, molten metal etc.
Chrystalize 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. This substance will not change in temperature, solidified molten steel still burns and melts other material. The liquid must be within the thaumaturges line of sight.
Liquify the Solid Form
A thaumaturge may melt solid objects and leave them in 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. 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 liquid form for one scene after which it resumes its original shape. 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 victims body, encasing him within unbreakable material. Doorways become inpenetrable boundaries as the air between a doorjamb condenses to a resiliant barrier. A warlock may solidify the air within 50 yards of his person.
Once the air condenses it becomes completely indestructable: 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 and uncomfortable sensation in their lungs from the alien dependency on the oxygenated fluid, and they may reject it altogether. When the effects of Gaol expires, the barrier around the subject dissipates into its original gaseous state. The oxygen within the targets lungs however will remain a fluid and though breathable, must be purged from the body- coughed out--before it can transmute back into gas.
Ghost Wall
After attaining this level of mastery, a thaumaturge finds herself no longer hindered by common barriers such as walls and rock formations. With but a thought, solid objects shift to a vaporous state and may be traversed with little difficulty. The warlock passes beyond the walls, as they are insubstantial and will not obstruct his movement. Targets fall through a gaseos floor, and a vaporous parachute are useless in slowing the travel speed of a skydiver. A thaumaturge may make vaporous any nonliving body within line of his sight. 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 may become trapped in the object until physically removed or invoked to be vaporous again.
Biothaumaturgical Experimentation
This power is as much science as thaumaturgy, and a laboratory, with a lot of esoteric equipment is necessary. Assume that a single roll represents a week of work, and an expenditure of $1000 per level of the power being used.
Thaumaturgical Forensics
The vampire can learn things about a target from a piece of hair, skin, blood, or other tissue. Things that can be learned by this power include age, sex, race, clan, generation, tribe, Garou gifts, vampiric diablerie, infernal diablerie, disciplines, Vicissitude infection, etc.
Animal Experimentation
The vampire may alter an animal. Each success represents one attribute dot, two abilities dots,
one instinct, one behavior pattern, one aspect of the creature’s niche in the ecology (such as
diet or habitat), or one feature that can be added, removed, or modified. The Storyteller must
approve all such changes.
Thaumaturgical Surgery
The vampire may heal two levels of normal damage, or one level of aggravated damage, done to a target, per success. This power may not be used twice on the same injury. The surgery takes an hour; the recovery time is one week.
Human Experimentation
As Animal Experimentation, but may be used to alter mundane humans.
Supernatural Experimentation
As Animal Experimentation, but may be used to alter vampires, mages, mummies, werecreatures, spirits, faeries, etc.
Spirit Thaumaturgy
Evil Eye
The vampire may inflict one botched die per success on the victim any time during that scene. These botches can be accumulated, and added to any roll, in any number, but any unused by the end of the scene are lost.
Spirit Sight
The vampire may see spirits in whatever form they have taken, and may even communicate with them.
Spirit Slave
The vampire may demand a service of a spirit in her presence, and if the spirit is capable of this task, it must perform it. The spirit is free to leave afterward.
Fetishes
The vampire can force a spirit to inhabit an object, where it will become a permanent slave. She automatically loses one Humanity for doing this, if the spirit was not willing.
Journey
By spending a willpower point, the vampire may leave her body, and roam the physical world as a spirit. In this form, she may be attacked as a spirit, but not physically, and may use mental disciplines. She is generally visible, and appears naked, unless she uses Obfuscate.