Disciplines

Thaumaturgy
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Thaumaturgy

The Discipline of Thaumaturgy encompasses blood magic and other acts of sorcery. Thaumaturgy is the unique possession of the Tremere and one of its most jealously guarded secrets. Certain kindred rumors even speak of members of the Warlocks' clan. Clan Tremere created this discipline by combining mortal wizardry with power of vampiric vitae. Thought its existence is not widely known by mortal mages and wizards, Thaumaturgy is seen as a versatile and powerful discipline. Like Necromancy, its practice is divided into two parts: path and rituals. Thaumaturgical paths are applications of the vampire's knowledge of blood magic, allowing him/her to create effects at her whim. Rituals are more formulaic in nature, most akin to the magical "spells" of bygone nights. Because so many different paths and rituals are available to the arcane Tremere, on never knows what to expect when confronted with a practitioner of this discipline.

Path of Corruption

These powers must be used on a victim with arm's length. Followers of Set may learn this path without knowing the Thaumaturgy.

Level 1: Contradict

The vampire may cause a victim to do the opposite of what he/she was originally going to do.

Level 2: Disfiguration

The vampire may alter the facial appearance of a target. This may be used to make someone look better, worse, or just different.

Level 3: Change Mind

The vampire may choose a Demeanor, and force a victim to adopt it.

Level 4: Cripple

The vampire can make a victim effectively paraplegic.

Level 5: Corrupt Soul

The vampire may choose a Nature, and force a victim to adopt it.

Movement of the Mind

By spending blood point, the vampire may telekinetically lift or manipulate things as if he/she were holding them in his/her own hands. At level Three, the vampire is assumed to be able to telekinetically move himself/herself, even if he/she exceeds 200 pounds.

Neptune's Might

Level 1: Eyes of the Sea

By looking into a standing body of water, the vampire may see past occurrences in that body of water. The vampire may command water to rise, and trap a target.

Level 2: Jail of Water

The vampire may command water to rise, and trap a target. The vampire may dissolve the jail at will, but the target may only be in one of these jails at a time. This power must be used near a large amount of water.

Level 3: Dehydrate

The vampire may pull water out of a target, leaving exit wounds. Humans so injured lose one health level per success, and vampires so injured lose on blood point per success.

Level 4: Flowing wall

By spending three willpowers points, and touching a standing body of water, the vampire may make a wall of water. The vampire may dissolve the barrier at will.

Level 5: Blood to water

By touching a victim, the vampire may convert one of the victim's blood points to water for each success. This is fatal to mortals, and vampires lose one die from all pools for each blood point lost this way. When the vampire sleeps, the water disappears, but the blood does not return.

Lure of Flames

By spending a blood point, the vampire may create a flame, anywhere within line of sight that will not burn anything until released.

Blood Thaumaturgy

Level 1: A Taste for Blood

By touching the blood of a vampire, the vampire may make an approximation as to the last feeding time, the amount of blood left in a vampire, his/her rough generation, etc.

Level 2: Blood Rage

The vampire may force a vampiric victim to spend one blood point per success, and may decide how the blood is spent.

Level 3: Blood of Potency

The vampiric may temporarily reduce his/her generation. Each success either reduces the vampire's generation by one, or adds one hour to the time period for which it is reduced.

Level 4: Theft of Vitae

The vampire may steal blood from a victim, at a rate of one point per success.

Level 5: Cauldron of Blood

The vampire may boil some of blood of another vampire or mortal, which will burn all at once. This causes one aggravated wound per blood point boiled, in addition to blood loss.

Spirit Thaumaturgy

Level 1: Evil Eye

The vampire may inflict on 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.

Level 2: Spirit Sight

The vampire may see spirits in whatever form they have taken, and may even communicate with them.

Level 3: Spirit Slave

The vampire may demand a service of spirit in her presence, and if the spirit is capable of this task, it must perform it. The spirit is free to leave afterward.

Level 4: Fetishes

The vampire can force a spirit to inhabit an object, where it will become a permanent slave. She automatically loses on Humanity for doing this, if the spirit was not willing.

Level 5: 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. He/She is generally visible, and appears naked.

Weather Control

By spending a blood point, the vampire may create weather anomalies.

Gift of Morpheus (Sabbat)

Level 1: Cause Sleep

The vampire may put a victim to sleep. If the target is a vampire, a willpower point must also be spent.

Level 2: Mass Slumber

The vampire may affect several victims with power Cause Sleep.

Level 3: Enchanted Slumber

The vampire may put a victim to sleep, and name an event that must occur that will enable the victim to awaken. If the target is a vampire, a willpower point must also be spent.

Level 4: Dreamscape

The vampire may project his/her own image into a dream, but has no control over the dream other than by his/her own actions within it. The vampire must have a belonging of the victim to use this power.

Level 5: Master of Dreams

The vampire may start changing the target's dreams, once he/she has entered them by using Dreamscape. If the target is a vampire, a willpower point must also be spent. Once this power has been used, the target may also change her dreams with resistance rolls, and both characters may act in the dream as if they were awake. If either character dies in the dream, the character also dies for real.

Biothaumaturgical Experimentation(Black Hand)

This power is as much science as thaumaturgy, and a laboratory, with a lot of esoteric equipment is necessary.

Level 1: 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.

Level 2: 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 a diet or habitat), or one feature that can be added, removed or modified.

Level 3: Thaumaturgical Surgery

The vampire may heal two levels of normal damage, or one level of aggravated damage, done to a target, per success. The power may not be used twice on the same injury. The surgery takes an hour; the recovery time is one week.

Level 4: Human Experimentation

As Animal Experimentation, but may be used to alter mundane humans.

Level 5: Supernatural Experimentation

As Animal Experimentation, but may be used to alter vampires, mages, mummies, werecreatures, spirits, faeries, etc.

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