Almost every Tremere studies the Path of Blood as her primary path. It encompasses some of the most fundamental principles of Thaumaturgy, based as it is on the manipulation of Kindred vitae. If a player wishes to select another path as her character's primary path, she'd better have a good reason (though choosing a different path is by no means unheard of).
* A
Taste of Blood
This power was developed as a means of testing a foe's might
- an extremely important ability in the tumultuous early nights
of Clan Tremere. By merely tasting the blood of his subject,
the thaumaturge may determine how much vitae remains in the
subject and, if the subject is a vampire, how recently he has
fed, his approximate generation and, with three or more successes,
whether he has recently committed diablerie.
System: The number of successes achieved on
the roll determines how much information the thaumaturge learns
and how accurate it is.
** Blood
Rage
This power allows a vampire to force another Kindred to expend
blood against his will. The thaumaturge must touch her subject
for this power to work, though only the lightest contact is
necessary. A vampire affected by this power might feel a physical
rush as the thaumaturge heightens his Physical Attributes, or
may even find himself on the brink of frenzy as his stores of
vitae are mystically depleted.
System:
Each success forces the subject to spend one blood point immediately
in the way the thaumaturge desires.
Note that blood points forcibly spent in this
manner may exceed the normal "per turn" maximum indicated
by the victim's generation. Each success gained also increases
the subject's difficulty to resist frenzy by one.
***
Blood of Potency
The thaumaturge gains such control over his own blood that he
may effectively "concentrate" it, making it more powerful
for a short time. In effect, he may temporarily lower his own
generation with this power. This power may be used only once
per night.
System: Successes earned on the Willpower roll must be spent both to decrease the vampire's generation and to maintain the change. One success allows the character to lower his generation by one step for one hour. Each success grants the Kindred either one step down in generation or one hour of effect. If the vampire is diablerized while this power is in effect, it wears off immediately and the diablerist gains power appropriate to the thaumaturge's actual generation. Furthermore, any mortals Embraced by the thaumaturge are born to the generation appropriate to their sire's original generation (e.g., a 10th generation Tremere who has reduced his effective generation to eighth still produces 11th-generation childer).
Once the effect wears off, any blood over the character's blood pool maximum dilutes, leaving the character at his regular blood pool maximum. Thus, if a 12th-generation Tremere (maximum blood pool of 11) decreased his generation to ninth (maximum blood pool 14), ingested 14 blood points, and had this much vitae in his system when the power wore off, his blood pool would immediately drop to 11.
****
Theft of Vitae
A thaumaturge using this power siphons vitae from her subject.
She need never come in contact with the subject - blood literally
streams out in a physical torrent from the subject to the Kindred
(though it is often mystically absorbed and need not enter through
the mouth).
System: The number of successes determines how many blood points the Tremere transfers from the subject. The subject must be visible to the thaumaturge and within 50 feet. Using this power is like drinking from the subj ect - used three times on the same Kindred, it creates a blood bond on the part of the thaumaturge! This power is obviously quite spectacular, and Camarilla princes justifiably consider its public use a breach of the Masquerade.
*****
Cauldron of Blood
A thaumaturge using this power boils her subject's blood in
his veins like water on a stove. The Kindred must touch her
subject, and it is this contact that simmers the subject's blood.
This power is always fatal to mortals, and causes great damage
to even the mightiest vampires.
System: The number of successes gained determines how many blood points are brought to boil. The subject suffers one health level of aggravated damage for each point boiled (individuals with Fortitude may soak this damage using only their Fortitude dice). A single success kills any mortal, though some ghouls are said to have survived.