Thaumaturgic And Other Sorcerery Paths
In Vampire Revised edition, Thaumatugric paths cost 1 blood point (unless otherwise stated) and require a Willpower roll, difficulty level +3.

	Thaumaturgy				
	Biothaumaturgic Experimentation	DSotBH 78-79		
1	Thaumaturgical Forensics	Int + Medicine	5	Vampire gains forensic information and details of supernatural powers used. 1 piece of information is gained per success.	
2	Animal Experimentation	Int + Medicine	8	Alter animals. For each success alter 1 Attribute, 2 Abilities, 1 behaviour pattern, 1 physical feature.	
3	Thaumaturgical Surgery	Wits + Medicine	7	Heal damage through surgery. Each success heals 2 non-aggravated or 1 aggravated Health Level.	
4	Human Experimentation	Int + Medicine	8	Alter humans. For each success alter 1 Attribute, 2 Abilities, 1 behaviour pattern, 1 physical feature.	
5	Supernatural Experimentation	Int + Medicine	8	Alter supernaturals. For each success alter 1 Attribute, 2 Abilities, 1 behaviour pattern, 1 physical feature.	
				
	Blood	V p178-180		
1	A Taste of Blood	Willpower	4	Costs 1 Blood. Vampire gains information on blood, and blood related facts about the target. Vampire must touch the blood. Costs 1 Blood.	
2	Blood Rage	Willpower	5	Costs 1 Blood. Target spends up to vampire’s successes in blood for anything the magus wants, may exceed Gen limits. Target's frenzy difficulties increases by +1 per success.. Costs 1 Blood.	
3	Blood of Potency	Willpower	6	Costs 1 Blood. Decreases the vampire’s generation. Each successes lowers the generation by one, or gives one hour of duration. Costs 1 Blood.	
4	Theft of Vitae	Willpower	7	Costs 1 Blood. Vampire can take blood from a distance. 1 blood point can be taken per success. Costs 1 Blood.	
5	Cauldron of Blood	Willpower	8	Costs 1 Blood. Target takes success in agg. damage. Mortals die. Costs 1 Blood and requires touch.	
				
	Conjuring	V p181		
1	Summoning the Simple Form	Willpower	4	Costs 1 Blood. Creates simple object, with no electronics or moving parts. Costs 1 Willpower point per turn.	
2	Permanency	Willpower	5	Costs 3 Blood. Use Summon the Simple Form with no turn by turn Willpower cost. 	
3	Magic of the Smith	Willpower	6	Costs 5 Blood. Create complex items, quality determined by successes., often requires additional Knowledge roll.	
4	Reverse Conjuration	Willpower	7	Costs 1 Blood. Vampire can undo another’s creation. Must equal or exceed creator's successes.	
5	Power over Life	Willpower	8	Costs 10 Blood. Create a simulacri of a living creature. It has no true intelligence or emotions. Creations ‘fade’ over a week.	
				
	Corruption	GttS p102-104		
1	Contradict	Willpower	4	Costs 1 Blood. Target reverses current course of action, usually in a negative way. Target may roll Perception + Subterfuge, diff. vampire's success +2, success allow target to sense influence and even resists with enough.	
2	Subvert	Willpower (diff. 5)	Per + Subterfuge (diff. Man + Subterfuge) 	Costs 1 Blood. As Contradict but lasts longer, successes determine duration, from 5 minutes to one week.	
3	Dissociate	Willpower (diff. 6)	Willpower (diff. Man + Empathy)	Costs 1 Blood. Target becomes withdrawn and emotionally distant. Loses 3 dice from all social rolls, and Vinculum ratings drop by 3. Successes determine duration, from 5 minutes to one week.	
4	Addiction	Willpower (diff. 7)	Self-Control (diff. success +3)	Costs 1 Blood. Target must be exposed to sensation and touched by the vampire. Every night without addiction target loses 1 dice from all pools and must roll Self-Control (diff. 8) when confronted with it. Lasts a number of weeks equal to vampire's Man. Can be broken by scoring 3x vampire's success on Self-Control, rolled each night while not following addiction.	
5	Dependence	Willpower (diff. 8)	Self-Control (diff. success +3)	Costs 1 Blood. Bonds target's psyche to vampire, addicting them to vampire's presence. 1 dice penalty to all rolls when the vampire is not present and cannot regain willpower. Halve dice pools to resist Dominate, Presence and Social roll by the vampire.	
				
	Elemental Mastery	VPG p85		
1	Elemental Strength 	Willpower	4	Costs 1 Blood. Gain 3 points to add to Str and/or Sta. Lasts 1 turn per success, can spend 1 Willpower to last an extra turn.	
2	Wooden Tongues	Willpower	5	Costs 1 Blood. Vampire can communicate with inanimate objects. Success determine information gained.	
3	Animate the Unmoving	Willpower	6	Costs 1 Blood. Vampire can animate one inanimate object for 1 hour or while in vampire's line of sight. Power can be used again but no more than vampire's Thaum rating can be animated.  Costs 1 Willpower point to activate if less than four successes scored. 	
4	Elemental Form	Willpower	7	Costs 1 Blood. Vampire turns into an inanimate object. With 3+ successes the vampire can still use disciplines and sense surroundings. Last 1 night unless vampire wishes to return to normal.	
5	Summon Elemental 	Willpower	8	Costs 1 Blood. Summons elemental, 3 in Physical and Mental stats, +1 to a physical per success. Commanding a summoned elemental requires a Man + Occult roll, difficulty successes +4. Success on this roll determine degree of control.	
				
	Father's Vengeance	GttS p117-118		
	Vampire must recite incantation from Book of Nod to target.
1	Zillah's Litany	Willpower	4	Costs 1 Blood. Reveals Blood Bonds and Vinculi.	
2	The Crone's Pride	Willpower	5	Costs 1 Blood. Target's App goes to 0.	
3	Feast of Ashes	Willpower	6	Costs 1 Blood. Vampire must feed on ashes and not blood, cannot use "blood points" gained this way may only be used to rise each night. Lasts 1 week.	
4	Uriel's Disfavor	Willpower	7	Costs 1 Blood. Light becomes harmful, causing 1 agg damage per turn of exposure. Lasts 1 week.	
5	Valediction	Willpower	8	Costs 1 Blood. Target returns to original generation without any gains from diablerie. Lasts 1 week and takes 3 turns to invoke,	
				
	Geomancy	WoD 1 p100		
1	-	Blessing: Int +Man Curse: Int + Man (difficulty trait)	Blessing: Trait +2 Curse: Willpower (difficulty 6)	Blessing: Lowers difficulty of Willpower rolls to resist magic by one per success. Curse: Raises difficulty of Willpower rolls to resist magic by one per success.	
2	-	As above	As above	Blessing: Lowers difficulty of any social Attribute rolls by one per success. Curse: Raises difficulty of  any social Attribute rolls by one per success.	
3	-	As above	As above	Blessing: Lowers difficulty of  any physical Attribute rolls by one per success. Curse: Raises difficulty of  any physical Attribute rolls by one per success.	
4	-	As above	As above	Blessing: Lowers difficulty of  any Talent rolls by one per success. Curse: Raises difficulty of any Talent rolls by one per success.	
5	-	As above	As above	Blessing: Lowers difficulty of any Attribute or Ability  rolls by one per success. Curse: Raises difficulty of any Attribute or Ability  rolls by one per success.	
				
	Gift of Morpheus	PGttS 114-116		
1	Cause Sleep	Man + Empathy	Willpower +3	1 or 2 successes reduces target’s dice pool by that amount next turn. 3 or more put target to sleep. Costs 1 Willpower point to use on vampires.	
2	Mass Slumber	Chr + Leadership	8	 Works as Cause Sleep, but on multiple targets. No affect on vampires.	
3	Enchanted Slumber	Int + Subterfuge	Willpower	Target falls asleep until a certain condition is met. Successes determine duration, and costs 1 Willpower point to use on vampires.	
4	Dreamscape	Wits + Dreaming	Willpower	Vampire can enter a target’s dream, but must have an object belonging to the target . While in the dream the Vampire cannot control it, but may use any powers possessed in the real world.	
5	Master of Dreams	Man + Dreaming	7	Vampire can now alter and effect dreams. Death in the dream is real. Costs 1 Willpower point to alter a vampire’s dream.	
				
	The Green Path	GttC p100-101		
1	Herbal Wisdom	Willpower	4	Costs 1 Blood. Talk to spirit of plant, requires touch. Successes determine information gained.	
2	Speed the Season's Passing	Willpower	5	Costs 1 Blood. Causes plant to grow or decay, successes determine effectiveness.	
3	Dance of Vines	Willpower	6	Costs 1 Blood. May animate vegetation with mass no greater than vampire's. Str and Dex equal half current Willpower (round down) Brawl equal to vampire's -1.	
4	Verdant Haven	Willpower	7	Costs 1 Blood. Make shelter out of surrounding vegetation over three turns. Four or more keeps out sunlight, others entering without permission must beat caster's successes on Wits + Survival diff vampire's Willpower.	
5	Awaken the Forest Giants	Willpower	8	Costs 1 Blood. Animates tree for 1 turn per success, requires touch. Str and Sta equal vampire's Thaum rating, Dex 2 and Brawl equal caster's. Immune to Basing, halves Lethal damage.	

	Hands of Destruction	V p182		
1	Decay	Willpower	4	Costs 1 Blood Point. Requires touch and 10 minutes. Inanimate object ages 10 years.	
2	Gnarl Wood	Willpower	5	Warps and bends wood. 1 Blood Point per 50 pounds.	
3	Acidic Touch	Willpower	6	Secret acid from any part of the body. Attacks can do aggravated damage in combat, costing 1 Blood Point per turn.	
4	Atrophy	Willpower	7	Costs 1 Blood Point. Cripples limb, target resists with Sta + Athletics diff 8. If target gets 1 success difficulties are +2 with the limb, if they get 2 successes difficulties are +1, if they get three they are unaffected. Mortals suffer effects permanently, vampires may heal for 5 Blood Points.	
5	Turn to Dust	Willpower	8	Costs 1 Blood Point. Ages human target 10 years per success. Target may resist with Sta + Courage diff. 8 but must beat users successes.	
				
	Hidea Iman  (Gifts of Faith)	WOD 2 p101		
1	Saut Allah	Cha + Leadership	6	After 1 hour of chanting followers gain 1 temporary Willpower.	
2	Nurza Allah	Willpower	Current Willpower	Opponent cannot attack as long as eye contact is maintained.	
3	Ruh Allah	Cha + Leadership	Willpower	Deduct successes from 10, once target’s Humanity is reached target stops Frenzying.	
4	Ghadub Allah	Willpower	Current Willpower	Opponent cannot attack.	
5	Kubda Allah	Willpower	Willpower	Opponent must submit (cannot attack user this evening) or suffer to Agg damage per success.	
				
	Lure of Flames	V p180		
1	-	Willpower	4	Costs 1 Blood, creates fire, 1 HL diff 3 to soak. Success determine accuracy.	
2	-	Willpower	5	Costs 1 Blood, creates fire, 1 HL diff 4 to soak. Success determine accuracy.	
3	-	Willpower	6	Costs 1 Blood, creates fire, 2 HL diff 5 to soak. Success determine accuracy.	
4	-	Willpower	7	Costs 1 Blood, creates fire, 2 HL diff 7 to soak. Success determine accuracy.	
5	-	Willpower	8	Costs 1 Blood, creates fire, 3 HL diff 9 to soak. Success determine accuracy.	
				
	Movement of the Mind	V p171		
1	-	Willpower	4	Costs 1 Blood. Telekinetically move objects, maximum speed is speed vampire can move. Maximum weight is 1 pound. Living creatures can resist with Willpower.	
2	-	Willpower	5	Costs 1 Blood. As level 1, but maximum weight is 20 pounds.	
3	-	Willpower	6	Costs 1 Blood. As level 1, but maximum weight is 200 pounds. Vampire can levitate himself.	
4	-	Willpower	7	Costs 1 Blood. As level 1, but maximum weight is 500 pounds. May throw objects with Str equal to Path rating.	
5	-	Willpower	8	Costs 1 Blood. As level 1, but maximum weight is half a ton.	
				
	Mars	GttS p116		
1	War Cry	Willpower	4	Costs 1 Blood. Vampire gains +1 Courage, +1 Willpower to resist hostile effects.	
2	Strike True	Willpower	5	Costs 1 Blood. Melee or Brawl hits automatically and may not be dodged. Counts as one success hit and can be blocked or parried.	
3	Wind Dance	Willpower	6	Costs 1 Blood. Dodge multiple times without splitting dice pool, but attacking and dodging requires splitting pool. Lasts 1 scene.	
4	Fearless Heart	Willpower	7	Costs 1 Blood. +1 all physicals, gen limits still apply. Lasts 1 scene and must rest for 2 hours or lose 1 Blood every 156 minutes.	
5	Comrades at Arms	Willpower	8	Costs 1 Blood. Touches character and transfers another power to them.	

	Neptune’s Might	GttC p101-102		
1	Eyes of the Sea	Willpower	4	Costs 1 Blood. View past events from the perspective of a body of water. Successes determine how far into the past.	
2	Jail of Water	Willpower	5	Costs 1 Blood. Water leaps out and imprisons targets, Str roll diff. 8 and beat vampire's successes to escape.	
3	Blood to Water	Willpower	6	Costs 1 Blood. Turn liquids to water, done to blood each success destroys 1 blood point. Fatal for mortals, evaporates from vampires at 1 per hour. Requires touch.	
4	Flowing Wall	Willpower	7	Costs 1 Blood and 3 Willpower. Each success gains 10 feet of width or height. Lasts until sunrise, supernaturals trying to pass must score 3 successes on Willpower diff. 9.	
5	Dehydrate	Willpower (diff. 8)	Sta + Fortitude (diff. 9)	Costs 1 Blood. Removes water from target. Each success does on Health Level of unsoakable Lethal damage or removes one blood point. Target must roll Courage, difficulty [vampire’s successes +3]  to take an action next turn.  	
					
	Spirit Manipulation	GttC p106-107		
1	Hermatic sight	Willpower	4	Costs 1 Blood. 1 success can see spirits, 2+ see Penumbra. Less than 4 success +2 difficulty to all actions due to divided perceptions.	
2	Astral Cant	Willpower	5	Costs 1 Blood. Speak with spirits, success determine accuracy of "translation".	
3	Voice of Command	Willpower (diff. 6)	Willpower (diff. Man + Occult)	Costs 1 Blood. Command a spirit, success determine degree of control.	
4	Entrap Ephemera	Willpower	7	Costs 1 Blood. Make Fetish, successes determine power. Activation is Willpower, diff. level +3.	
5	Duality	Willpower	8	Costs 1 Blood. Exist in physical world and Penumbra at the same time. Successes determine duration from 1 turn to 1 scene. Must roll Per + Occult diff. 8, less than 3 successes and all roll are at +2 difficulty due to divided perception.	
				
	Technomancy	GttC p104-105		
1	Analyze	Willpower	4	Costs 1 Blood. Understand technology, successes determine degree of understanding. Requires touch.	
2	Burnout	Willpower	5	Costs 1 Blood. +1 difficulty if not touching, range is 10 x Willpower in yards, +2 to +4 difficulty for larger targets. Causes power surge, successes determine damage.	
3	Encrypt/decrypt	Willpower	6	Costs 1 Blood. Touch item containing data, +1 diff. to all attempts to access information or use device, lasts Willpower weeks. 1 Willpower can cancel power. Can cancel others successes with power, at +1 difficulty to roll.	
4	Remote Access	Willpower	7	Costs 1 Blood. Use any electronic device in line of sight for 1 turn per success. Successes determine max number of dice that can be rolled for related ability while operating it. Destruction of device does 5 dice Bashing.	
5	Telecomute	Willpower	8	Costs 1 Blood and 1 Willpower. Vampire sends their consciousness down the net, must touch communications device. Lasts 5 minutes per success, 1 Willpower can add 10 minutes. Successes indicate range, from 25 miles to anywhere in the world. All powers other than this Path at +2 difficulty. Severing of connection does 8 dice Bashing.	
				
	Thaumaturgical Countermagic	GttC p108		
1	-	Difficulty of power being countered	2 dice to counter Tremere Thaumaturgy, 1 dice to counter non-Tremere Thaum or Hedge Magic. Only counters level 1 powers. Does not require split dice pool. Only counter powers that target vampire and garments.
2	-	Difficulty of power being countered	As level 1 but 4 dice against Tremere, 2 against others.
3	-	Difficulty of power being countered	As level 1 but 6 dice against Tremere, 3 against others. May now counter anything targeting something in physical contact with the vampire.
4	-	Difficulty of power being countered	As level 1 but 8 dice against Tremere, 4 against others.
5	-	Difficulty of power being countered	As level 1 but 10 dice against Tremere, 5 against others. May now counter any power being cast in or whose target is within Willpower yards.
				
	Weather Control	GttS p108-109		
1	-	Willpower	4	Costs 1 Blood. Affect the weather, successes determine time from one day to instant. Local conditions can modify difficulty. Fog, light breeze, minor (+/- 10 Fahrenheit) temp change.	
2	-	Willpower	5	Costs 1 Blood. As level 1, cause rain or snow.	
3	-	Willpower	6	Costs 1 Blood. As level 1, cause high winds, moderate (+/- 20 Fahrenheit) temp change.	
4	-	Willpower	7	Costs 1 Blood. As level 1, cause storm.	
5	-	Willpower	8	Costs 1 Blood. As level 1, lightening strike (10 dice Lethal)	

	Necromancy
				
	The Sepulchre Path	V p 161-162		
1	Insight	Per + Occult	8	See how target died by looking into corpse’s eyes. Works on vampires (difficulty 10). Success determine information obtained.	
2	Summon Spirit	Per + Occult	7 or Wraith's Willpower	Summon a Wraith. Vampire must know the name or have a psychic impression, and a Fetter must be present. After each question asked roll success scored (diff. 6), failure means Wraith leaves.	
3	Compel Soul	Man + Occult	Willpower	Vampire can command summoned Wraith. Successes determine degree of control. Wraith may spend Pathos to offset successes. Lasts 1 hour per success.	
4	Haunting	Man + Occult	Willpower (4 if willing)	Spirit is kept in the world of the living for one day per success. 1 Willpower point makes it a week per success, 1 permanent Willpower point a year per success.	
5	Torment	Sta + Empathy	Willpower	Vampire touches Wraith, each success does 1 HL of damage.	
				
	The Bone Path	V p163		
1	Tremens	Dex + Occult	6	Costs 1 Blood. Causes corpse to move, successes determine how much. Cannot attack.	
2	Apprentice's Brooms	Wits + Occult	7	Costs 1 Willpower and 1 Blood. Animates 1 corpse per success to do a simple task. Have Str 3, Dex 2, Sta 4 Brawl 2, Mental and Social 0. Always act last in a turn and have 10 HL.	
3	Shambling Hordes	Wits + Occult	8	Costs 1 Willpower, plus 1 Blood per corpse. Animates 1 corpse per success to obey simple command.	
4	Soul Stealing	Willpower (diff 6)	Willpower (diff 6)	Costs 1 Willpower point, Target turns in Wraith for 1 hour per success, with body as fetter. Body becomes catatonic	
5	Daemonic Possession 	-	-	Inserts Wraith or Astral traveller into corpse no more than 30 minutes dead with their consent. Has physical abilities of body an mental ones of new occupant. Requires 5 successes on resisted Willpower roll to use on a vampire's corpse.	
				
	The Ash Path	V p164-165		
1	Shroudsite	Per + Alertness	7	See through Shroud for one scene	
2	Lifeless Tongues	Per + Occult	6	Converse with Wraiths	
3	Dead Hand	Wits + Occult	7	May physically affect and be affected by things in the Shadowlands. Costs 1 Blood per scene	
4	Ex Nihlo	Sta + Occult	8	Enter Shadowlands through portal drawn with chalk or blood. Costs 2 Willpower and 2 Blood. Returning requires concentration, Sta + Occult diff. 6 and 1 Willpower. In Shadowlands vampire is effected physically as a Wraith.	
5	Shroud Mastery	Willpower	9	Add or subtract 1 to Shroud per success, max of 10 min of 3. Costs 2 Willpower.	
				
	The Mortuus Path	GttS p108-109		
1	Reaper's Shroud	Sta + Occult	Sta +3	Costs 1 Blood, no roll to use on Necromancer. Target looks like corpse, -2 Dex and App. Vampires may spend 2 Blood to cure. Lasts one night.	
2	Blight	Man + Medicine	Willpower	Cots 1 Willpower, target's suffers effects of old age -3 to all Physical Attributes. Mortals risk heart failure for strenuous activity, roll Stamina diff 6.	
3	Resume the Curse	Willpower	10 - Humanity	Costs 2 Willpower, remove vampire from torpor even user.	
4	True Death	-	-	Vampire becomes corpse, may not use any Disciplines but immune to traditional vampire banes. Costs 2 Blood to wake.	
5	Mercy for Seth	Sta + Occult	Willpower	Costs 1 Blood and 1 Willpower. Target has plague, mortals die in 24 hours, vampires enter torpor.	
				
	WoD 1	World of Darkness 1st Edition
	WoD 2	World of Darkness 2nd Edition
	V	Vampire Revised Edition
	GttS	Guide to the Sabbat
	GttC	Guide to the Camarilla
	PGttS	Player’s Guide to the Sabbat
	DsotBH	Dirty Secrets of the Black Hand