* Elemental
Strength
The Vampire can draw upon the strength and resilience of the earth,
or of the objects around him, to increase his physical prowess without
the need for large amounts of blood.
System: The player allocates a total of three temporary bonus dots between the character’s Strength and Stamina. The Number of success on the roll to activate the power are the number of turns these dota remain. The player may spend a Willpower point to increase this duration by one turn. This power cannot be “stacked” - one application must expire before the next can be made.
** Wooden
Tongues
A vampire may speak, albeit in limited fashion, with the spirit
of any inanimate object. The conversation may not be incredibly
interesting, as most rocks and chairs have limited concern for what
occurs around them, but the vampire can get at least a general impression
of what the subject has “experienced.” Note that events
which are significant to a vampire may not be the same events that
interest a lawn jockey.
System: The number of success dictates the amount and relevance of the information that the character receives. One success may yield a boulder’s memory of a forest fire, while three may indicate that it remembers a shadowy figure running past, and five will cause the rock to relate a precise description of a local Gangrel.
*** Animate
the Unmoving
Objects affected by this power move as the vampire using it dictates.
An object cannot take an action that would be completely inconceivable
for something with its form - for instance, a door could not leap
from its hinges and carry someone across a street. However, seemingly
solid objects can become flexible within reason: Barstools can run
with their legs, guns can twist out of their owners’ hands
or fire while holstered, and statues can move like normal humans.
System: This power requires the expenditure of a Willpower point with less than four success on the roll. Each use of this power animates one object: the thaumaturgy may simultaneously control a number of animate objects equal to his Intelligence rating. Objects animated by this power stay animated as long as they are within the caster’s line of sight or up to an hour.
**** Elemental Form
The Vampire can take the shape of any inanimate object of mass roughly equal to her own. A desk, a statue or a bicycle would be feasible, but a house or a pen would be beyond this power’s capacity.
System: The number of successes determines how completely the character takes the shape she wishes to counterfit. At least three success are required for the character to use her senses or Disciplines while in her altered form. This power lasts for the remainder of the night, although the character may return to her normal form at will.
***** Summon Elemental
A vampire may summon one of the traditional spirits of the elements: a salamander (fire), a sylph (air), a gnome (earth) or an undine (water). Some Tremere claim to have contacted elemental spirits of glass, blood and even atomic energy, but such reports remain unconfirmed (even as their authors are summoned to Vienna for questioning). The thaumaturgy may choose what type of elemental he wishes to summon and command.
System: The character must be near some quantity of the classical element corresponding to the spirit he wishes to invoke. The spirit invoked may or may not actually follow the caster’s instructions once summoned, but generally will at least pay rough attention to what it’s being told to do. The number of success gained determines the power level of the elemental.
The elemental has three dots in all Physical and Mental attributes. One dot may be added to one of the elementals Physical Attributes for each success gained by the caste on the initial roll.The Storyteller should determine the elementals Abilities, attacks and damage, and any special powers it has relater to its element.
Once the elemental has been summoned, the thaumaturgy must exert control over it. The more powerful the elemental, the more difficult a task this is. The player rolls Manipulation + Occult (difficulty of the number of success scored on the casting roll +4, and the player may substitute Spirit Lore for Occult if he so desires. (Secondary Ability - 2 diff on the roll.).
| Number of Successes | Result |
| Botch | The elemental
immediately attacks teh thaumaturge. |
| Failure | The elemental
goes free and may attack anyone or leave the scene at the
Storyteller's discreation. |
| 1 Success | The elemental
probably does not attack its summoner. |
| 2 Successes | The elemental
behaves favorably toward the summoner and may perform a service
in exchange for payment (determined by the Storyteller). |
| 3 Successes | The elemental
performs one service, within reason. |
| 4 Successes | The elemental
performs any one task for the caster that does not jeopardize
its own existence. |
| 5 Successes | The elemental
performs any task that the caster sets for it, even one that
may take several nights to complete or that places its existence
at risk. |