Thaumaturgy
Thaumaturgy is different from any other discipline in that
the discipline itself does not posess any inherent powers.
Instead, each point in Thaumaturgy allows you to take an additional
path of magic, and your rating caps the highest level ritual
that you can learn. eg: If you have a Thaumaturgy rating of 2, you
can have started down 2 different paths, and can learn any level
1 of 2 ritual.
Traditionally, the first path taught is the Path of Blood (Rego Vitae).
However, some Masters teach other paths to their childer first,
depending on personal preferences and clan requirements. Different
paths require different skills.
- Path of Blood (Rego Vitae)
This path comes quite easily to the Tremere, which is partially the
reason for its popularity.
- A Taste for Blood
- Blood Rage
If the target or the Thaumaturgist have exchanged blood (either one
way or two ways), the character does not have to touch the target.
However, a blood point must be spent to activate this power
- Blood of Potency
The only effects of this power are to raise the number of blood
points you may spend and store within your body. If the effect ends
and you still have more blood than you can store, it bleeds out
through the skin
- Theft of Vitae
The difficulty is 4 for inanimate sources, Willpower for humans and
animals, and is an opposed roll for supernatural creatures (difficulty
of the opposing current willpower). The
target feels a mystical pulling towards the Kindred using this power.
- Cauldren of Blood
This power does not require touch, only line of sight. Kindred may
make a Willpower roll to cancel successes at difficulty 8. The Kindred
using this power must spend a blood point.
- Lure of Flames (Creo Ignem)
Each time flames are created by the Thaumaturgist, the player
must roll Willpower against a difficulty of the power level + 3,
and spend a point of blood. Once a flame has been created, the
Kindred may spend an additional blood point a turn to keep it
burning. The flame may be created anywhere within the line of sight,
but requires a Perception + Alertness roll to place it with
accuracy. A blood point spent and a Willpower roll at the power
level + 4 will allow a Thaumaturgist some control of existing flames -
while they cannot be made to leap at an opponent, they can be
moved out of the way of the Tremere so he may escape a burning
building. Each flame does as many aggravated levels of damage
as the Kindred creating it scored successes
- Weather Control (Rego Tempesta)
This path allows you to change the weather around you. The difficulty
is the degree of the change + 2 - for instance, causing it to rain
when the clouds above are heavy with rain would be difficulty 3,
but drawing a thunderstorm down during a hot dry spell would be
difficulty 9. The player rolls Manipulation + Survival at the
estimated difficulty and spends a point of Willpower. A Manipulation
+ Subterfuge roll at difficulty 8 allows the caster to change the
temperature by about 5 degrees per success in a fairly short
period of time.
- Movement of the Mind (Rego Auram)
This path allows the user to mentally control objects' motions.
The player must spend a point of blood and make a Willpower roll
at the difficulty of the weight + 3 - the maximum weight that
can be lifted is restricted by the level of the path.
- 1 kg
- 10 kg
- 100 kg
- 250 kg
- 1/2 ton
To manipulate the item, assume Wits for any Dexterity-like rolls
and Int as Strength.
- Path of Conjuring (Creo Terram)
Unless another ability suggests itself, Intelligence + Repair
is the default roll to be made when conjuring. The difficulty of
any roll drops by 2 if the caster has an item to copy.
- Summoning the Simple Form
A bloodpoint must be spent to create the object, and a Willpower point
for every extra turn that the object stays in existence.
- Permanency
- Magic of the SMith
- Reverse Conjuration
- Simalcrum
- Naptune's Might (Rego Aquam)
By learning more about their own blood, Tremere can gain considerable
power over its cousin, water.
- Eyes of the Sea
- Jail of Water
The Kindred must mix a point of his blood into the water as he commands
it
- Dehydrate
This power actually causes Kindred to sweat blood - not just distressing,
but potentially Masquerade breaking.
- Flowing Wall
The Thaumaturgist drains a number of blood points into the water he wishes
to make impenetrable while making a willpower roll (difficulty 6). The
number of blood points depends on the size of the body of water - a small
pond might only be one, an olympic swimming pool three - GM's discretion.
- Blood to Water
- Elemental Mastery (Rego Coporem)
- Elemental Strength
By spending two willpower points and drawing upon the traditional
strengths of the elements, the caster can increase certain attributes.
He can draw on the quickness of fire, water's adaption to change,
air's ability to see far, etc. If physical attributes are raised,
the Thaumaturgist gains 2 extra points to be distributed - other attributes
may only be raised by 1. Another willpower must be spent each turn to
maintain this ability.
- Wooden Tongues
- Animate the Unmoving
This power requires the expenditure of a blood point and a Willpower
roll against difficulty 7. The object remains mobile for as many turns
as the caster gained successes - however, this may be exteneded by
expending more blood (each point spent allows for another successes
with of turns).
- Elemental Form
Spend a Willpower point if the form is mostly solid, or a bloodpoint
if the form is mutable.
- Summon Elemental
Blood must be spread over the element which will be used to form
the Elemental.