Thaumaturgy
 
 
The Path of Blood
(Rego Vitae)
The Lure of Flames 
(Creo Ignem)
Movement of the Mind
(Rego Motus)
The Path of Conjuring 
(Creo Materia)
Hands of Destruction 
(Rego Manos Destructo)
Elemental Mastery 
(Rego Elementum)
The Green Path (Rego Verde) Neptune’s Might 
(Rego Aquam)
The Path of Corruption 
(Rego Corruptus)
Biothaumaturgical Experimentation Spirit Thaumaturgy Weather Control
Gift of Morpheus The Path of Technomancy Spirit Manipulation Path of Illusions †
The Path of Transliteration Thaumaturgical Countermagic Path of Mars The Path of the Father's Vengeance
Alchemy Biothaumaturgy Path of the Blood's Curse Path of Curses
The Faux Path The Focused Mind The Hearth Path Mastery of the Mortal Shell
Oneiromancy Path of Transmutation Vine of Dionysus

The Path of Blood (Rego Vitae)

BASIC
LEVEL 1  A Taste For Blood
With but a small sample of vitae, you can determine a foe’s capabilities and weaknesses.  You need only taste a bit of blood in order to recognize many salient characteristics.  From just a little bit of blood or vitae, you can learn:  How much vitae is currently in the subject, if the subject is vampire…how recently he has fed, what generation the Cainite is and whether the Cainite in question is a diablerist.

LEVEL 2  Blood Rage
With but a touch you can stir up another Cainite’s blood.  Thus, you force the subject to expend blood in any fashion that you mentally decide when you touch the victim.

Pretty self-explanatory…

INTERMEDIATE
LEVEL 3  Blood of Potency
You can mystically concentrate the vitae within your system, making it more potent for a short time.  Doing so affords you many of the benefits of being one generation superior to your natural one.  You need only murmur for a moment, and your blood distills down to a more concentrated form.

LEVEL 4  Theft of Vitae
Focusing your concentration on blood, you can draw forth the vitae in a victim’s system.  You need only see your target and concentrate.  The blood bursts from the victim’s pores in a rushing flow, soaring through the air to be mystically absorbed into your own flesh.  Blood stolen in this fashion has all of its normal properties - drinking three times from one vampire creates a blood bond, poisoned blood still sickens you, etc.

Can this be used to kill a Vampire, by taking all of their vitae/blood??

ADVANCED
LEVEL 5  Cauldron of Blood
The blood within any creature is vulnerable to your manipulation.  Instead of controlling or stealing blood from its victim, you can bring it to a roiling boil with but a touch.  Red mists rises from the victim’s body as bubbling blood seeps from his pores and orifices.  Few Cainites can withstand this internal furnace, and mortals are almost inevitably killed by such an attack.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

The Lure of Flames (Creo Ignem)

BASIC
LEVEL 1  Hand of Flame
A dancing puff of fire surrounds your hand (or both hands) at your command.  This palm of flame creates light and allows you to strike with your hand to burn your opponents.
You suffer no damage or inconvenience from Hand of Flame, you may even wear gloves or other clothing, which remain unaffected by the fires.  Should you cause something else to catch fire, that fire can later burn you.

LEVEL 2  Flame Bolt
By pointing at a target and intoning words of power, you may launch a Flame Bolt.  This dart of fire streaks through the air to wound whomever it strikes with a searing blast, and causes readily flammable objects to catch fire.

INTERMEDIATE
LEVEL 3  Wall of Fire
A column of flame erupts from the very air, burning with unnatural vigor at your command.  You need only point to the desire location and utter the words of this magic in order to generate a veritable Wall of Fire.  You can create this flaming barrier at any site that you can see, up to 50 feet away from yourself.  A Wall of Fire occupies a space of approximately six feet in diameter and 6 feet high.  If you cast the wall at a person’s location, it shoots up from underneath the target.  If you cast Wall of Fire at a flammable object or surface, the target may well ignite, spreading the fire.  You have no special immunity to your own fires created with this magic.

LEVEL 4  Engulf 
By staring at a subject and speaking the words of fire creation, you cause the victim to burst into flames, combusting rapidly.  This fire burns the subject with horrible power, remaining until the subject manages to extinguish the flame.

ADVANCED
LEVEL 5  Firestorm
When you call to the flames, they come in a searing wash that fills an entire room.  A Firestorm rains a hail of flame down across a huge area burning everything within.  Any place that you can see, within 50 feet, can be the target of a Firestorm.  All flammable materials in the area ignite immediately, though people or Vampires fleeing the space do not necessarily remain lit.  A Firestorm lasts until you stop it, or until you move out of range.  It also ends immediately if you are knocked unconscious, sent into torpor or killed.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

Movement of the Mind (Rego Motus)

BASIC
LEVEL 1  Force Bolt
Your concentrated will projects a bolt of force capable of stunning opponents and knocking over objects.  A Force Bolt is really more of a sudden jar of motion to a target than an actual blow, but the out coming effects are similar.

LEVEL 2  Manipulate
Your control of forces allows you to exert fine manipulations over something at range.  When you Manipulate an object, you can toy with it in any fashion that you could with one hand.  Thus you can remotely pick something up, push a button or fire a gun.

Anything you Manipulate remains under your control as long as you can see it, unless you release it from your spell deliberately.  You must maintain complete concentration to Manipulate an object; when you stop concentrating or take a different action, the spell ceases.

INTERMEDIATE
LEVEL 3  Flight
You can telekinetically hoist a whole person, pulling the individual off the ground.  You can also shove large objects around roughly, although you cannot control them easily.  This level of power can slam doors, heft desks and snare opponents.  Flight even lets you lift yourself off the ground and move at a brisk pace through the air.

LEVEL 4  Repulse 
A wave of motion overtakes everything around you with a simple gesture and a few spoken words.  You can push away threatening opponents or shove objects with incredible power.

ADVANCED
LEVEL 5  Control
Gripping a target with mental force, you bend its motions to your will.  As you direct its movements with your commanding magical phrases and gestures, it spins, flies and moves according to your direction.

When you Control an object, you can heft anything up to a ton in weight and manipulate it with precision equal to both of your hands.  You can therefore hoist an automobile or tie shoelaces.  These devices can be used to attack.  You can even control a weapon remotely, scoring its normal damage.  People grabbed with Control can be rendered paralyzed, flung about at your will or slammed into a wall.  Exercising Control over one subject or creature requires all of your concentration.  Once you stop concentrating, the power dissipates.  Control is also lost if you lose sight of the subject.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

The Path of Conjuring (Creo Materia)

Invoking objects "out of thin air" has been a staple of occult and supernatural legend since long before the rise of the Tremere. This Thaumaturgical path enables powerful conjurations limited only by the mind of the practitioner.

Objects summoned via this path bear two distinct characteristics. They are uniformly "generic" in that each object summoned, if summoned again, would look exactly as it did at first. For example, a knife would be precisely the same knife if created twice; the two would be indistinguishable. Even a specific knife -- the one a character's father used to threaten her -- would appear identical every time it was conjured. A rat would have repeated "tiled" patterns over its fur, and a garbage can would have the exact same fluted texture over its surface. Additionally, conjured objects bear no flaws; Weapons have no dents or scratches, tools have no distinguishing marks, and computers have featureless casings.

The limit on the site of conjured objects appears to be that of the conjurer; nothing larger than the thaumaturge can be created. The conjurer must have some degree of familiarity with the object he wishes to call forth. Simply working from a picture or imagination calls for a higher difficulty, while objects with which the character is intimately familiar (such as the knife described above) may actually lower the difficulty, at the Storyteller's discretion.

When a player rolls to conjure something, the successes gained on the roll indicate the quality of the summoned object. One success yields a shoddy, imperfect creation, while five successes garner the thaumaturge a nearly perfect replica.

BASIC
LEVEL 1  Summon the Simple Form
Your rudimentary conjuring skills allow you to create basic objects made of a single homogenous material.  These items are little more than chunks of matter, possibly crudely fashioned and lacking any complex or moving parts.  You can thus conjure a rod of metal, a club, a wooden stake, a rock or a lump of coal.  When you Summon the Simple Form, you can only make an item of inanimate matter of any sort.  You cannot conjure living or undead creatures, nor can you make something built from multiple substances.  You must keep some concentration on the object for it to remain.  If you do not, the object simply vanishes.

LEVEL 2  Permanency 
Simple objects that you conjure can now be invested with your power, making them real and permanent.  You need not make an item permanent, but if you do so, it remains without any further concentration or effort on your part.   The object is now considered whole and real.

INTERMEDIATE
LEVEL 3  Magic of the Smith
Complicated objects, mixed materials and moving parts are now within your purview.  As long as you are familiar with an object’s workings, you can make a copy of it.  The Magic of the Smith can make knives, guns, clothes, medicines and other such useful items and they all have permanent and lasting substance.

LEVEL 4  Reverse Conjuration
You can send conjured objects back to the nether planes from which they come.  Any item that you can see or feel can be subjected to this power with only a few words and gestures.  This power only works on conjured objects; but you have no special way of telling a conjured item from a “real” one.  You may banish any of your own creations without a challenge.

ADVANCED
LEVEL 5  Power Over Life 
Though you cannot make true life, you can conjure creations that bear a semblance of life.  Power Over Life lets you make any creature up to your own size.  Such creatures have no independent will, though.  They obey your commands mindlessly instead.

Using this discipline takes total concentration and drains you of much of your energy once the “conjured animal” is killed or Reversed.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

Hands of Destruction (Rego Manos Destructo)

This Path is practiced almost exclusively by the thaumaturges of the Sabbat. Though it is not widely seen outside that sect, a few Camarilla Tremere have managed to learn the secrets of this path over the centuries. The Hands of Destruction has an infamous history, and some Tremere refuse to practice it due to rumors that it is demonic in origin.

Brutal and painful, this path provides thaumaturges with offensive capabilities not found in other, less martial paths. It embodies the violent nature of its Sabbat wielders, existing solely to cause entropy and decay.

BASIC
LEVEL 1  Decay
Inanimate matter crumbles rapidly under your touch.  Even dead organic material quickly melts into a puddle of putrescence.  Using this power reduces wood or organic matter to a rotted morass quickly and it can be weaken even metal or plastic with sufficient time.  If you break contact with the object, the accelerated aging ceases.  Any decrepitude that you inflict on something is permanent, though.

Although you can age the flesh of a Vampire with this power, such a tactic has no functional effect.  Vampires do not suffer any changes or decrepitude from this aging, as their supernaturally preserved corpses are immune to such treatment.  Mortals, however can be certainly be “aged to death” if the discipline is used multiple times over, given sufficient time to do so.

LEVEL 2  Gnarl Wood 
Your merest glance can swell or contract wood, or twist it into strange shapes.  You need not touch the wood to affect it, only see it.  You can warp up to 50 pounds of wood, rendering it gnarled and useless.  This is an excellent way to bust doors, destroy furnishings and twist stakes to uselessness.

INTERMEDIATE
LEVEL 3  Acidic Touch
Mystically altering your vitae, you cause it to become a thick, black, bilious substance, a caustic fluid that burns flesh, cloth, metal and wood alike.  Your Acidic Touch has no effect on yourself, but it can leave horrible corroded marks on anything that makes the slightest contact with your coated hands.   You can exude this acid from any part of your body, thus potentially making simple contact or even a kiss painfully deadly.  The acid created with this power is thick and slimy, so it cannot be flung or spat at opponents; you must deliver it by touch.

LEVEL 4  Atrophy
The warping effects of your powers allow you to wither the very limbs of your opponents.  A simple touch is all that is required to Atrophy a single limb, turning it into a useless, fragile husk.  If you hit, you wither one arm or leg, rendering it useless.  Multiple attacks can wither different limbs, cumulatively crippling the victim.  A victim without arms cannot grapple or wield weapons; a victim without functional legs cannot move.  This effect is permanent on mortals, though Vampires can heal a crippled limb over time..

ADVANCED
LEVEL 5  Turn to Dust 
Amplifying the process of decay to incredible speeds, you can reduce your victim to little more than a pile of dust.  Mortals almost always die instantly and collapse to putrefied remains, while even Vampires are withered.  A Vampires immortal curse prevents any actual physical harm; only their bodies shrivel with age.  Note that Turn to Dust functions only on living or undead targets; use Decay on inanimate subjects

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

Elemental Mastery (Rego Elementum)

This path allows a thaumaturge limited control over and communication with inanimate objects. Mistakenly believed by many to be related to the four basic elements (earth, air, fire, and water), this path is actually closer to an amalgamation of Spirit Thaumaturgy and the Path of Conjuring. Elemental Mastery can only be used to affect the unliving -- a vampire couldn't cause a tree to wwalk by using Animate the Unmoving, for instance. Thaumaturges who seek mastery over living things generally study Biothaumaturgical Experimentation (see Dirty Secrets of the Black Hand) or the Green Path (below).

BASIC
LEVEL 1  Elemental Strength
The Vampire with this discipline can draw upon the strength and resilience of the earth, or of the objects around him, to increase his or her physical prowess without the need for large amounts of blood.

LEVEL 2  Wooden Tongues 
A Cainite with this discipline 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”.

INTERMEDIATE
LEVEL 3  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 the street.  However, seemingly solid objects can become more 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.

This discipline takes a great deal of concentration to pull off, although the level of concentration decreases with experience and age.

LEVEL 4  Elemental Form
The Vampire with this discipline can take the shape of any inanimate object of a mass roughly equal to his or her own.  A desk, a statue or a bicycle would be more feasible, but a house or a pen would be beyond this power’s capacity.

Invoking this power takes but a mere thought of the object you wish to mask, but requires immense concentration to maintain.  You do have the ability to speak; you’re a disembodied voice trailing from the object you manifested into.  However, you do not have the ability to use of your other disciplines while in this state.  You remain in this state for one full night or when you release the discipline.

ADVANCED
LEVEL 5  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 claims to have contacted elemental spirits of glass, electricity, blood and even atomic energy, but such reports remain unconfirmed (even as their authors are being summoned to Vienna for questioning).  The thaumaturge may choose what type of elemental he or she wishes to summon and control.

This needs to be looked at carefully and ruled upon.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

The Green Path (Rego Verde)

The Green Path deals with the manipulation of plant matter of all sorts. Anything more complex than an algae bloom can theoretically be controlled through the appropriate application of this path. Ferns, roses, dandelions and even ancient redwoods are all equally valid targets for this path's powers, and living and dead plants matter are equally effected. While not as immediately impressive as some other more widely practiced paths, the Green Path (sometimes disparagingly referred to as the "Botanical Mastery") is as subtle and powerful as the natural world which it affects.

The origins of the Green Path are thought to lie with the Order of the Naturists (see Clanbook:  Tremere), a druid like sect within Clan Tremere. Most practitioners of the path are members of the order, and those who are not were more than likely mentored by one. According to those who are familiar with Tremere history, the Green Path is a blood magic-based derivation of some magickal workings formerly practiced by House Diedne, an order of mortal mages destroyed by the Tremere during the Dark Ages.

BASIC
LEVEL 1  Herbal Wisdom
With but a touch, a Cainite can communicate with the spirit of the plant.  Conversations held in this manner are often cryptic but rewarding – the wisdom and experience of the spirits of some trees surpasses that of the oracles of legend.  Crabgrass, on the other hand, rarely has much insight to offer, but might reveal the face of the last person who walked on it.

LEVEL 2  Speed the Season’s Passing 
This discipline allows the thaumaturge to accelerate a plant’s growth, causing roses to bloom in a matter of minutes or trees to shoot up from saplings overnight.  Alternately, the Vampire can speed a plant’s death and decay, withering grass and crumbling wooden stakes with but a touch.

INTERMEDIATE
LEVEL 3  Dance of Vines
The thaumaturge can animate a mass of vegetation up to his own size, using it for utility or combat purposes with equal ease.  Leaves can walks along a desktop, ivy can act as a scribe and jungle creepers can strangle opponents.

LEVEL 4  Verdant Haven
This discipline weaves a temporary shelter out of a sufficient amount of plant matter.  In addition to providing physical protection from the elements (and even sunlight), the Verdant Haven also establishes a mystical barrier, which is makes the Haven nearly impassible to anyone the caster wishes to exclude.  A Verdant Haven appear as a six foot tall hemisphere of interlocked branches, leaves and vines with no direct opening, and even to the casual observer it appears to be an unnatural construction.

You must be within a heavily vegetated area to use this power (such as a forest) and lasts until the next sunset.

ADVANCED
LEVEL 5  Awaken the Forest Giants 
Entire trees can be animated by the master of the Green Path.  Ancient oaks can be temporarily given the gift of movement, pulling their roots from the soil and shaking the ground with their steps.  While not as versatile as elementals or other summoned spirits, trees brought to ponderous life via this power display awesome strength and resilience.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

Neptune’s Might (Rego Aquam)

Vampires are rarely associated with the ocean in most mythologies, and most Kindred have nothing to do with water in large quantities simply because they have no reason to do so. Nevertheless, Neptune's Might has enjoyed a small, but devoted, following for centuries among the Camarilla thaumaturges. This path is based primarily around the manipulation of standing water, although some of its more disturbing effects depart from this principle.

Once a character reaches the third level of Neptune's Might, the player may choose to specialize in either fresh water or salt water. Such specialization lowers all Neptune's Might difficulties by one when dealing with the chosen medium but raises them by one when dealing with the opposite. Blood is considered neither fresh nor salty for this purpose, and difficulties in manipulating it are unaffected.

BASIC
LEVEL 1  Eyes of the Sea
The thaumaturge may peer into a body of water and view events that have transpired on, in or around it from the water’s perspective.  Some older practitioners of this discipline claim that the Vampire communicates with the spirits of the waters when using this discipline; younger Kindred scoff at such claims.

LEVEL 2  Prison of Water 
The thaumaturge can command a sufficiently large quantity of water to animate itself and imprison a subject.  This power requires a significant amount of fluid to be fully effective, although even a few gallons can be used to shape chains of animated water.  Mortals subjected to this power’s effects can drown if the thaumaturge is not careful (or if he or she desires it), and even Vampires can be crushed by extreme pressure thus brought to bear.

A subject may only be held in only one prison at a time, although the thaumaturge is free to invoke multiple uses of this discipline upon separate victims and may dissolve any of their water prisons at will.

INTERMEDIATE
LEVEL 3  Flowing Wall
The thaumaturge can animate water to an even greater degree, than is possible with the use of Prison of Water, commanding it to rise up to form a barrier impassable to almost any being.  By merely touching the surface of a standing body of water, the Vampire may create a wall of water, commanding it to be placed anywhere within your line of sight, and must be formed in a straight line.

LEVEL 4  Blood to Water
The thaumaturge has now attained enough power over water that he or she can transmute other liquids to this basic element.  The most commonly seen use of this discipline is as an assault; with but a touch, the victim’s blood transforms to water weakening Vampires and killing mortals in moments.

This discipline may be used on other liquids as well, to turn them from their present state to water.  The Vampire still needs to touch the liquid or its container.

ADVANCED
LEVEL 5  Dehydrate 
At this level of mastery, the thaumaturge can directly attack unloving targets by removing the water from their bodies.  Victims killed by this power leave behind hideous mummified corpses.  This power can also be used for less aggressive purposes, such as drying out wet clothes, or even evaporating puddles to keep other practitioners of this path from using them.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

The Path of Corruption (Rego Corruptus)

The origins of this path are hotly debated among those who are familiar with its intricacies. One theory holds that its secrets were taught to the Tremere by demons and that use of it brings the practitioner dangerously close to the infernal powers. A second opinion has been advanced that the Path of Corruption is a holdover from the days when Clan Tremere was still mortal. The third primary theory, and the most disturbing to the Tremere, is that the path originated with the Setites, and that knowledge of its workings was sold to the Tremere for an unspecified price. This last rumor is vehemently denied by the Tremere, which automatically makes it the favorite topic of discussion when the matter arises.

The Path of Corruption is primarily a mentally and spiritually oriented path centered on the influencing the psyches of the other individuals. It can be used neither to issue commands like Dominate nor to change emotions of the moment like Presence. Rather it produces a gradual and subtle twisting of the subject's actions, morals and thought processes. This path deals intimately with deception and dark desires, and those who work through it must understand the hidden places of the heart. Accordingly, no character may have a higher rating in the Path of Corruption than he has in Subterfuge.

BASIC
LEVEL 1  Contradict
The thaumaturge can interrupt a subject’s thought processes, forcing the victim to reverse his current course of action.  For example, an archon may be caused to execute a prisoner she was about to set free; a mortal lover might switch from gentle and caring to sadistic and demanding in the middle of an encounter.  The results of Contradict are never precisely known in advance, but they always take the form of a more negative action than the subject had originally intended to perform.  The victim has to be in your line of sight for this to work.

LEVEL 2  Subvert 
This discipline follows the same principle as does Contradict, the release of a subject’s dark, self-destructive side.  However, Subverts effects are longer-lasting than the momentary flare of Contradict.  Under the influence of this discipline, victims act on their own suppressed temptations; pursuing agendas that there morals or self-control would forbid them to follow under normal circumstances.

INTERMEDIATE
LEVEL 3  Dissociate
“Divide an Conquer” is a maxim that is well understood by the Tremere, and Dissociate is a powerful tool with which to divide the clan’s enemies.  This discipline is used to break the social ties of interpersonal relationships.  Even the most passionate affair or the oldest friendship can be cooled through use of Dissociate and weaker personal ties can be destroyed altogether.

LEVEL 4  Addiction
This power is a much stronger and potentially damaging form of Subvert.  Addiction creates just that in the victim.  By simply exposing the target to a particular sensation, substance or action, the thaumaturge creates a powerful psychological dependence.  Many Tremere ensure that their victims become addicted to substances or thrills that only the Warlocks can provide, thus creating both a source of income and potential blackmail material.

ADVANCED
LEVEL 5  Dependence 
Many former pawns of the Clan Tremere claim to have felt a strange sensation similar to depression when not in the presence of their masters.  This is usually attributed to the blood bond, but is often the result of the thaumaturge’s mastery of Dependence.  The final power of the Path of Corruption enables the vampire to tie their victim’s soul to their own, engendering feelings of lethargy and helplessness when the victim is not in the Vampire’s presence or acting to further their desires.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

Biothaumaturgical Experimentation

This power is as much science as thaumaturgy, and a laboratory, with a lot of esoteric equipment is necessary. Assume that a single roll represents a week of work, and an expenditure of $1000 per level of the power being used.

BASIC
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 as diet or habitat), or one feature that can be added, removed, or modified. The Storyteller must approve all such changes.

INTERMEDIATE
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. This 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.

ADVANCED
LEVEL 5  Supernatural Experimentation 
As Animal Experimentation, but may be used to alter vampires, mages, mummies, werecreatures, spirits, faeries, etc.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

Spirit Thaumaturgy

BASIC
LEVEL 1  Evil Eye
The vampire may inflict one 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.

INTERMEDIATE
LEVEL 3  Spirit Slave
The vampire may demand a service of a 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 one Humanity for doing this, if the spirit was not willing.

ADVANCED
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. She is generally visible, and appears naked, unless she uses Obfuscate.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

Weather Control

By spending a blood point, the vampire may create weather anomalies. She must also roll Manipulation + Survival, difficulty dependent on the typical likelihood of the weather pattern being perpetrated. (Lightning on a sunny day in Kenya is difficulty 9; fog in London is difficulty 3.) In the event of lightning, treat the strike as a firearm, doing ten dice of damage. The level of the effect (the magnitude of the weather anomaly) is limited to the number of successes on the Willpower roll.

BASIC
LEVEL 1 Fog/Light Breeze/Minor Temperature Change
As denoted by the names.

LEVEL 2  Rain/Snow 
As denoted by the names.

INTERMEDIATE
LEVEL 3  High Winds/Whirlwind/Moderate Temperature Change
As denoted by the names.

LEVEL 4  Storm
As denoted by the names.

ADVANCED
LEVEL 5  Lightning
As denoted by the names.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

Gift of Morpheus

BASIC
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.
1 suc. the victim loses one die from all pools next turn.
2 suc. the victim loses one die from all pools next turn.
3 suc. the victim goes to sleep.

LEVEL 2  Mass Slumber 
The vampire may affect several victims with the power Cause Sleep. Interpret successes as per Cause Sleep.

INTERMEDIATE
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. If the event does not occur, the victim will stay asleep for up to the following time periods:
1 suc. one turn.
2 suc. one night.
3 suc. one week.
4 suc. one month.
5 suc. one year.

LEVEL 4  Dreamscape
The vampire may project her own image into a dream, but has no control over the dream other than by her own actions within it. The vampire must have a belonging of the victim to use this power.

ADVANCED
LEVEL 5  Master of Dreams
The vampire may start changing the target’s dreams, once 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 this dream, the character also dies for real.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

The Path of Technomancy

The newest path to be accepted by the Tremere hierarchy as part of the clan's official body of knowledge, the Path of Technomancy is a relatively recent innovation. It was developed in the latter half of the 20th century, and has not yet spread far beyond the North American Pontifices. The path focuses on the control of electronic devices, from wristwatches to computers, and its proponents maintain that it is a prime example of the versatility of Thaumaturgy with regards to a changing world. More conservative Tremere state that mixing Tremere magic with mortal science borders on treason or even blasphemy, and some European Regents have gone so far as to declare knowledge of Technomancy grounds for expulsion from their chantries. The Inner Council did approve the introduction of the path into the clan's grimoires, but has yet to voice any opinion on the conservative opposition to Technomancy.

BASIC
LEVEL 1 Analyze
Mortals are constantly developing new innovations and any Vampire who would work Technomancy must be able to understand that upon which he practices his or her magic.  The most basic power of this path allows the Tremere to project his perceptions into a device, granting him or her a temporary understanding of its purpose, the principles of its functioning and its mean of operation.  This does not grant permanent knowledge, only a momentary flash of insight that fades within minutes.

LEVEL 2  Burnout
It is usually easier to destroy than to create, and sensitive electronics are no exception to this rule.  Burnout is used to cause a device’s power supply, either internal or external, to surge, damaging or destroying the target.  Burnout cannot be used to directly injure another individual, although the sudden destruction of a pacemaker or a car’s fuel injection control chip can create a definite health hazard.

INTERMEDIATE
LEVEL 3  Encrypt/Decrypt
Electronic security is a paramount concern of governments and corporations alike.  Those Tremere with techno-savvy enough to understand the issues at stake have become quite enamored of this power, which allows the thaumaturge to scramble a device’s controls mystically, making it inaccessible to anyone but him/her.  Encrypt/Decrypt also works on electronic media; a videotape under the influence of this power displays just snow and static if played back without the owner’s approval.

LEVEL 4  Remote Access
With this discipline, a skilled thaumaturge can bypass the need for physical contact to operate a device.  This is not a form of telekinesis; the Vampire does not manipulate the item’s controls, but rather touches it directly with the power of their mind.  This discipline may be used on any electronic device within the character’s line of sight.

ADVANCED
LEVEL 5  Telecommute
A progressive derivation of Remote Access, Telecommute allows the thaumaturge to project his or her consciousness into the global telecommunications network, sending his/her mind through satellite uplinks and ISDN lines and fiber-optic phone cables at the speed of light.  While immersed in the network, the Vampire can use any other Technomancy power on the devices with which they make contact.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

Spirit Manipulation

BASIC
LEVEL 1 Hermetic Sight
The Vampire can perceive the spirit world, either by gazing deeply into it or by seeing the presence of nearby spirits as a hazy overlay on the material world.  This power does not allow the thaumaturge to see into the realms of the dead or into the realms of fae (the land of the Faeries).

LEVEL 2  Astral Cant 
The languages of the spirit world are infinitely varied and mainly incomprehensible to mortal (or immortal) minds.  Astral Cant does not teach he thaumaturge the tongues of the spirits, but it does allow him to understand them as they speak to him and to reply in their own languages – in effect, a universal translator for the spirit world.  Imprecise use of this power can be disastrous, particularly when a thaumaturge is bargaining with a powerful spirit.  The use of this power is not always necessary; many spirits speak human tongues but choose to feign ignorance when dealing with Vampires.

INTERMEDIATE
LEVEL 3  Voice of Command
This is perhaps the most dangerous power in the Spirit manipulation arsenal, for the consequences if a thaumaturge fails can be unpleasant.  Voice of Command allows a vampire to issue orders to a spirit, compelling it to heed his or her bidding whether or not it desires.

LEVEL 4  Entrap Ephemera
This discipline allows a thaumaturge to bind a spirit into a physical object.  This can be done to imprison the target, but is more often performed to create a fetish, an artifact that allows a user to channel a portion of the spirit’s power through it to affect the physical world.  Fetishes created by this power are often unruly and fail at inopportune moments, as the spirits within are most displeased with their situation and will take any opportunity to escape or thwart their captors.

ADVANCED
LEVEL 5  Duality
The thaumaturge can now fully interact with the spirit world.  While using this discipline, he or she exists on both planes of existence at once.  The Vampire is able pick up objects in the physical world and place them into the spirit world and vice versa.  Beings and landscape features in both realms are solid to the thaumaturgist, any they can engage in any manner of interaction.  They can even use Thaumaturgy and other Disciplines in either world.

This is not without its dangers, however:  One misstep and the vampire can find himself trapped in the spirit realm with no way to return home.  Several incautious thaumaturgists have starved into torpor while trapped on the other side of the barrier that separates the physical and spirit realms.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

Path of Illusions

(Note: This is a player created path using the Discipline creation rules by White Wolf, Inc)

This path of Thaumaturgy was created by Armand and Mystique Darkheart, they are the only two to have mastered it. Unless you've been taught by one of the two you do NOT know this path and attempting to use it will be met by simply ignoring this discipline...if you wish to learn this path feel free to come to either of the two, as both are willing to teach it.  It is based on the same princples that the Ravnos proprietary Discipline of Chimerstry is based upon, with a few twists.  

BASIC
LEVEL 1 Blink of the Mind
By invoking this power the caster initiates a low level telepathic scan of the target and causes a brief visual illusion that can chiefly serve as a distraction, or provide a chance of escape should the need for such a thing arise. The illusion is pulled from the surface thoughts of the target, such as a visible fear, or an event that is not expected but has been at least marginally considered by the target as possible. 

System:  The caster rolls Manipulation + Subterfuge, difficulty of 6.  The telepathic scan is then begun, and takes a single turn to complete, as it scans the surface thoughts and impressions only.  The player can tell the Storyteller what exactly they are looking for, and the caster and target can discuss OOC what is transpiring and then roleplay the interaction out, if Storyteller approval is given.  The illusion is a very brief experience, never longer than a single turn, and cannot be extended.  It generally takes the shape of a sudden noise, a fleeting glimpse, etc.

The target makes a Willpower roll to attempt to disbelieve the illusion, unless presented in a totally unbelievable manner (i. e. sudden appearance of a person in plain sight, etc.), against a difficulty of 6.  If the roll fails, the illusion is believed totally.  If it is botched, the target not only believes the illusion, but is unable to act other than to interact in the appropriate manner to the illusion for a turn. 

LEVEL 2  Shade
This power is a step up from Blink of the Mind. Shade allows the caster to create a more solid illusion, after a slightly more in depth telepathic scan of the target. These illusions can be audiable as well as visual and are a bit tougher to disperse, even with the Iron Will merit. The caster draws forth a fear, hate, or other strong based concept from the mind of the target and makes it, for all intents and purposes, seems very real to the target, providing a great deal of distraction and opportunity for action on the part of the caster.

System:  The caster rolls Manipulation + Subterfuge against a difficulty of 6 to begin the scan, which takes a single turn.  Once the caster, with Storyteller approval and after discussing OOC with the target, finds the source of the illusion, the caster spends a blood point to manifest the illusion.  Unlike the illusion caused by Blink of the Mind, which is a very brief, barely existent illusion, an illusion caused by Shade lasts up to three turns, and can be extended another three turns by spending another blood point.

The target makes a Willpower roll to attempt to disbelieve the illusion, unless presented in a totally unbelievable manner (i. e. sudden appearance of a person in plain sight, etc.), against a difficulty of 7.  If the roll fails, the illusion is believed totally.  If it is botched, the target not only believes the illusion, but is unable to act other than to interact in the appropriate manner to the illusion for two turns. 

INTERMEDIATE
LEVEL 3  Theatre of the Mind
This power allows the caster to temporarily link into their victims mind and probe the memories of their victim, as deep as the conscious mind allows. It then creates these memories, chosen by the caster, to the waking self of the target, sending the victim into a state of shock, fear, intense pleasure, depending the way the caster chooses to cast this power. 

System:  The caster rolls Manipulation + Subterfuge against a difficulty of 6 to initiate the contact and probe of the conscious memories of the target.  Dreams can only be accessed if they have been recently consciously thought of by the target.  Repressed memories, amnesiac memories, and so on cannot be accessed by this power.  They must be active, or recently active, within the conscious mind.  The scan, because it is more detailed, takes two turns to complete.

After the memory is chosen, the caster spends a blood point to manifest the illusion.  The illusion, like all the illusions of this Discipline, must be presented in a believable manner.  The target makes a Willpower roll to attempt to disbelieve the illusion, unless presented in a totally unbelievable manner (i. e. sudden appearance of a person in plain sight, etc.), against a difficulty of 8.  If the illusion is presented in an unbelieveable manner, the difficulty drops 2, going from 8 to 6.  If the target's roll fails, the illusion is believed totally.  If it is botched, the target not only believes the illusion, but is unable to act other than to interact in the appropriate manner to the illusion for two turns.  

To determine the type of reaction that the target receives from a successful illusion, the caster rolls Intelligence + Occult against a difficulty of 6.  The results are as follows:

One success:  the target experiences a mild reaction  (mild fear, shock, surprise, etc)

Two successes:  the target experiences a moderate reaction (moderate fear, shock, etc)

Three+ successes:  the target experiences an extreme reaction (extreme fear, shock, etc)

LEVEL 4  Dreamscape
This power, like Theatre of the Mind,  allows the caster to temporarily link into their victims mind and probe the memories of their victim, as deep as the conscious mind allows. It then creates these memories, chosen by the caster, to the waking self of the target, sending the victim into a state of shock, fear, intense pleasure, depending the way the caster chooses to cast this power.  However, Dreamscape is a more advanced form of Theatre of the Mind.  It adds the sensations of touch, smell, and feeling, as if the illusions have almost become reality.  

System:  The caster rolls Manipulation + Subterfuge against a difficulty of 6 to initiate the contact and probe of the conscious memories of the target, but in more depth than Theatre of the Mind.  Dreams can only be accessed if they have been recently consciously thought of by the target.  Repressed memories, amnesiac memories, and so on cannot be accessed by this power, but the target's fears and preconceptions of these, or their "what if" thoughts concerning them can be.  They must be active, or recently active, within the conscious mind.  The scan, because it is more detailed, takes two turns to complete.

After the memory is chosen, the caster spends a blood point to manifest the illusion.  The illusion, like all the illusions of this Discipline, must be presented in a believable manner.  The target makes a Willpower roll to attempt to disbelieve the illusion, unless presented in a totally unbelievable manner (i. e. sudden appearance of a person in plain sight, etc.), against a difficulty of 8.  If the illusion is presented in an unbelieveable manner, the difficulty drops 1, going from 8 to 7.  If the target's roll fails, the illusion is believed totally.  If it is botched, the target not only believes the illusion, but is unable to act other than to interact in the appropriate manner to the illusion for three turns.  

To determine the type of reaction that the target receives from a successful illusion, the caster rolls Intelligence + Occult against a difficulty of 7.  Spending a Willpower point will reduce this difficulty by one to 6.  Only one temporary Willpower point may be spent in this manner.  The results are as follows:

One success:  the target experiences a mild reaction  (mild fear, shock, surprise, etc)

Two successes:  the target experiences a moderate reaction (moderate fear, shock, etc)

Three+ successes:  the target experiences an extreme reaction (extreme fear, shock, etc)

ADVANCED
LEVEL 5  Bridging the Gap
This power allows the caster to turn their victims illusions into horrifying reality, throwing their minds into such a state of fear and terror (or some other extreme reaction, such as pleasure, pain, and so on) that reaction is almost impossible. The limitations to this power - The victim must be within a 100ft raddius of the caster, or it becomes null, almost as if hitting the edge of a no magic zone. If within range of this discipline, the victim would defend as if being attacked by the person themselves. This discipline cannot be turned back onto its caster, as it would have little or no effect at all, as the illusion is drawn from the mind of the target and has no meaning to the caster at all on the level of consciousness its being used on. These illusions cannot be dominated, as they have no free mind of they're own to dominate, attempting to do so, however, would be essentially dominating yourself, and would thus throw you into a vegetable state. 

The concentration required to maintain these solid illusions is so great that attempting to cast another discipline, while casting Bridging the Gap, is, while not totally impossible,  virtually impossible. Physical attacks are still possible, as long as the physical action does not break the concentration needed. Even if the direction you cast it in is pleasant or pleasurable, like all nightmares, it will start as such, and rapidly turn painful. The caster can determine how long you are trapped in this illusional nightmare, based on the number of successes they garner on an opposed Willpower roll, up to one scene. However, it can last no more than a single scene, and attempting to cast it twice would be too draining for most vampires, and while even the elder generations could get away with it, it too would drain even them quite a bit. While this power seems almost impossible to escape, there are actually several different ways to avoid it, if you merely use your mind, and be creative.

System:  The caster rolls Manipulation + Subterfuge against a difficulty of 6 to initiate the contact and probe of the conscious memories of the target, but in more depth than the lower levels.  Dreams, repressed memories, amnesiac memories, and so on can be accessed by this power.  The scan, because it is so much more detailed, takes three turns to complete.

After the memory is chosen, the caster spends a blood point to manifest the illusion.  The illusion, like all the illusions of this Discipline, must be presented in a believable manner.  The target makes a Willpower roll to attempt to disbelieve the illusion, unless presented in a totally unbelievable manner (i. e. sudden appearance of a person in plain sight, etc.), against a difficulty of 9, requiring at least two successes.  If the illusion is presented in an unbelieveable manner, the difficulty drops by one success, meaning that the target must score at least one success against a difficulty of 9.  If the target's roll fails, the illusion is believed totally.  If it is botched, the target not only believes the illusion, but is unable to act other than to interact in the appropriate manner to the illusion for three turns.  

To determine the type of reaction that the target receives from a successful illusion, the caster must spend another blood point to keep it going once it is manifested for the duration of the illusion, then the caster rolls Intelligence + Occult against a difficulty of 8.  Spending a Willpower point will reduce this difficulty by one to 7.  Only one temporary Willpower point may be spent in this manner.  The results are as follows:

One success:  the target experiences a moderate reaction  (moderate fear, shock, surprise, etc)

Two successes:  the target experiences an extreme reaction (extreme fear, shock, etc)

Three+ successes:  the target experiences a horrifyingly extreme reaction (horrifyingly extreme fear, shock, etc)

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

The Path of Transliteration

From time immemorial, Cainites and mortals alike have known that the soul of a being possesses great powers.  To exploit the power of the soul requires the precise manipulation of these forces, and the Path of Transliteration enables the Thaumaturge to bend another’s soul to his or her will, to alter its very flow and make it serve her whims.  Warlocks knowledgeable in this path can search a being’s soul for truth or lie, can render them immobile, shackled by the power of their own living soul, or can trap them in a virtually inescapable prison powered by the very thing captured.  The Cainite who wields the power of this path has an entire arsenal at his disposal stemming entirely from her opponent.  As a result, any Willpower roll the target makes in opposition to a power of this path is at a +3 difficulty, maximum difficulty of 9, minimum of four successes, making it very hard to resist.  For example, the normal default difficulty is 6.  At this penalty, the new difficulty would be 9, and using your Willpower dice pool to roll, you must roll at least four 9's or 10's to be successful.  NOT a very common occurence.
 

BASIC
LEVEL 1 Silent Whispers
By casting this power, the Thaumaturge peers into the soul of a target, able to discern truth or lie with a fair amount of certainty.  The Warlock may uncover a maximum of three facts with this power, but they must be of a true or false nature, at the Storyteller’s discretion.  Similar in concept to the Auspex power of Soul Scan, this power takes a blood point/trait to activate.

LEVEL 2  Mirrors of the Soul
By catching the gaze of the target, the Warlock can mesmerize the target for a maximum of two rounds, getting an insight into the soul of the target and discerning their intentions.  Using this power requires the expenditure of a blood point/trait.  To be successful, eye contact must be maintained for at least ten seconds, during which the Cainite surveys the soul of the target.

INTERMEDIATE
LEVEL 3  Fractured Image
Using a blood point/trait, the Cainite who casts this power is able to cause their target to suffer a “stuttering” of their abilities, caused by their soul being temporarily fragmented for a sufficient time to disrupt the casting of a single discipline, or performance of a single act.  During the disturbance, the target suffers a level of aggravated damage and a single casting of a discipline or performance of an act is completely disturbed, making it either nullified, or rendered totally ineffective.

LEVEL 4  Splintering of the Soul
By spending two blood point/traits, the Thaumaturge employs this step up from Fractured Image, disrupting one action or discipline casting per temporary Willpower point spent, for a maximum of three total disruptions.  The target’s soul, as with Fractured Image, is disrupted, but for a much greater interval, rendering three actions or castings ineffective, or useless.  The target also suffers two levels of aggravated damage as a result of this power being used against them.

ADVANCED
LEVEL 5  Bastion of Empathy
At the expense of two blood point/traits, the Warlock casting this power causes the target to suffer the same damage she causes to the caster, via a linking of the souls through the use of this power in a parasitic relationship, favoring the caster.  As a result, any healing performed by the target during the duration of this power, maximum of three rounds, is also performed upon the caster, at the expense of blood point/traits of the target, further draining them.  This power is very potent against skilled targets, rendering their abilities nearly useless offensively for the duration of the power, as any benefit they gain is transformed into a loss for the target.

LEVEL 6  Leech of the Soul
By spending two blood point/traits, the caster absorbs the target’s soul temporarily for one round per three temporary Willpower points spent, maximum of two rounds, effectively draining their ability to concentrate upon actions, discipline casting, or combat actions.  With the temporary loss of their soul energy, the target also suffers two levels of aggravated damage and half of their blood pool values (not literal loss of the blood pool, only value of the blood point/traits held as pertaining to casting disciplines) per round this power is in effect. 

LEVEL 7  Square the Circle
This awesome ability of the Thaumaturge uses the very fibers of the target’s soul to forge invisible, unbreakable bonds that render them immobile.  The harder the target attempts to fight or escape the bonds, the stronger and tighter the bonds become.  Under the influence of this power, the target must spend the maximum number of temporary Willpower points, half of which are expended permanently, rounded down, in order to stand the chance of breaking this power.  For Cainites, torpor would render this power, as many of the others of this path, null, but would leave the target completely vulnerable to attack.  This power requires the Cainite to spend two blood point/traits.

LEVEL 8  Shift the Coil
Using this power allows the Thaumaturge to temporarily switch souls with the target, for a maximum of five rounds, at the expenditure of three blood point/traits.  While the Warlock’s soul is in the target’s body, it retains all usage of all abilities and disciplines endemic to it, and does not suffer any damage sustained by its normal body.  In the case of the caster alone, any damage done to the body of the caster is automatically healed at normal rates using the power of the target’s soul, which further drains the target.  This power is particularly potent when used in opposition against a strong opponent, but both caster and target must make a successful Willpower roll to avoid shock when the transference is commenced, at a difficulty of 6.

LEVEL 9  Convalescence
Wielding this power allows a Cainite to merge her soul with that of the target, assuming control of the target’s body.  While under this power’s control, the target loses all abilities to control their own movements, any damage done to the caster is felt by the target, and healing is impossible until this power is reversed, or expires.  This power lasts a maximum of one round for every two permanent Willpower points spent by the caster, maximum of three rounds.  It also requires spending three blood point/traits.  Reversal of this power costs no extra expenditure, and Willpower can be regained normally, as is the case with all other powers of this path.

LEVEL 10  Jar the Soul
This fearsome power allows the caster to expend four blood point/traits, and capture the target within a “jar” formed of the very essence of its own soul.  The more the target attempts to resist or escape the jar, the stronger the jar becomes.  Attempts to reverse the jar by a target who also knows this power only results in the jar being made that much stronger, and costing the target four blood point/traits as well.  Only the caster, or another Warlock knowledgeable of this power who is not the target may reverse the jar successfully.  Torpor would once again render the jar useless, but also once again leave the target completely vulnerable to attack or harm.  The jar, once activated, is active without limit, unless reversed, or subjected to a minimum of five hours intense sunlight, during which a Cainite target would suffer sunlight damage at ten times normal intensity, due to the drain on her power.

Thaumaturgical Countermagic

This is less a path than it is a separate Discipline, as the power to resist Thaumaturgy can be taught independantly of Thaumaturgy, even to those Kindred who are incapable of mastering even the simplest ritual (these indivicuals are indeed very rare, but a couple here and there do exist).  However, the techniques of Thaumaturgical Countermagic are not officially taught outside House Tremere on a regular basis, for obvious reasons.  Any non-Tremere who displays the ability to resist Thaumaturgy quickly becomes the subject of potentially fatal scrutiny from the entirity of House Tremere, especially those who are not "on the books" as having been a student of Thaumaturgy or Thaumaturgical Countermagic by one so authorized to instruct in it.

System:  Thaumaturgical Countermagic is treated as a separate Discipline.  It cannot be taken as a vampire's primary path, and a rating in it does not allow the vampire to perform rituals..  The use of Thaumaturgical Countermagicis treated as a free action in combat and does not require a split dice pool.  To oppose a Thaumaturgy power or ritual, a vampire must have a Thaumaturgical Countermagic rating equal to or greater than the rating of the power or ritual (which means that rituals and powers of Level Six or greater cannot ever be countered with this power).  The vampire spends a blood point and rolls the number of dice indicated by her Thaumaturgical Countermagic rating (difficulty equal to the difficulty of the power in use).  Each success cancels one of the opposing Thaumaturge's successes.

Thaumaturgical Countermagic can only be used against Cainite Thaumaturgy at full effectiveness.  It works with halved dice pools against mortal "hedge wizardry," and is completely ineffective against non-vampiric magics and powers.

Thaumaturgical Countermagic can be learned by vampires who are unable to learn Thaumaturgy (e.g. those with the Merit Magic Resistance).  This path cannot be taken during character creation and cannot be spontaneously developed.  it costs the same as any other non-clan Discipline to learn.
 
 

Two dice of countermagic.  The vampire can attempt to cancel only those powers and rituals that directly affect him and his garments.
•• Four dice of countermagic
••• Six dice of countermagic.  The vampire can attempt to cancel a Thaumaturgy power that affects anyone or anything in physical contact with him.
•••• Eight dice of countermagic
••••• Ten dice of countermagic.  The vampire can now attempt to cancel a power or ritual that targets anything within a radius equal to his Willpower rating in yards, or one that is being used or performed within that same radius.

Path of Mars

BASIC
LEVEL 1 War Cry
A vampire on the attack can focus his will, making him less susceptible to battle fear or the powers of the undead.  The vampire shouts a primal scream to start the effect, though some thaumaturges have been known to paint their faces or cut themselves open instead.

This power for one scene adds one to Courage, and for the purposes of hostile effects, his willpower is considered to be one higher (though this bonus applies only to the trait itself, not the willpower pool).  A vampire may only gain the benefits of War Cry once per scene. 

LEVEL 2  Strike True
The vampire makes a single attack, guided by the unholy power of her Blood.  This attack strikes its foe infallibly.

A strike under this power hits automatically.  Only Melee or Brawling (or Martial Arts) attacks may be made in this manner.  These attacks are considered to be one-success attacks; they offer no additional damage dice.  Also, they may be dodged, blocked or parried normally, and the defender needs only one success (as the attack's number of successes is assumed to be one).  Strike True has no effect if attempted on multiple attacks (dice pool splits) in a single round from one vampire.

INTERMEDIATE
LEVEL 3  Wind Dance
The thaumaturge invokes the power of the winds, moving in a blur.  She gains a preternatural edge in avoiding her enemies's blows, moving out of their way before the enemy has a chance to throw them.

This power lasts for one scene and the dice pools are split only if the vampire wishes to dodge and attack in a single round. 

LEVEL 4  Fearless Heart
The vampire temporarily augments his abilities as a warrior.  Through the mystical powers of blood magic, the vampire becomes a potent fighting force.

Fearless Heart grants the vampire an extra point in each of the Physical Attributes.  These may not esceed their generational maximums, though the vampire may use blood points to push the ir traits even higher.  The effects last for one scene and a vampire may gain its benefits only once per scene.

The vampire must calm down for two hours following the use of Fearless Heart, or he loses a blood point every 15 minutes until he rests.

ADVANCED
LEVEL 5  Comrades at Arms
This ability extends the power of the previous abilities in the path.  It allows any of the earlier effects to be applied to a group such as a pack or War Party.

The vampire selects one of the lower level abilities in the path, invoking it as normal.  Afterward, he touches another vampire and (if the roll for Comrades at Arms is successful) bestows the benefit on her as well.  The same power may be deliverd to any number of packmates, as long as the rolls for Comrades at Arms are successful and the thaumaturge pays the appropriate blood point costs.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

The Path of the Father's Vengeance

This path, based loosely on powerful thaumaturge's interpretations of the Book of Nod, devotes itself to delivering justice to the race of Cainites.  Each power supposedly has some precedent in the parables of the ancient book, and focuses on teaching the lessons of Caine via the power of the blood magic.  Use of this path is hotly debated in the Sabbat, as some consider it tatamount to claiming to hold Caine's right over all vampires oneself.

The power of this path comes not only from the magic of blood, but also incantations of verses from the Book of Nod.  For any of these powers to take effect, the thaumaturge must speak the actual condemnation.  For example, to invoke the third level power, the caster must state plainly to his target that she may eat only ashes.  Obivously, the subject must be able to hear the thaumaturge for these powers to take effect, though writing them and showing them to the subject will do.

These powers apply to Cainites only.  They do not affect Lupines, mortals or ghouls.
 

BASIC
LEVEL 1 Zillah's Litany
Zillah, the wife of Caine, unknowingly drank from her husband and sire three times, thus becoming bonded to him.  This power reveals existing blood bonds and Vinculi to the thaumaturge.

If the subject has any blood bonds or Vinculi to other vampires, this power reveals them to the caster.  Although the caster may not know the vampires in question, this power does reveal the names and gives rough psychic impressions of the individuals in question.

LEVEL 2  The Crone's Pride
This power inflicts the curse of the crone, who bound Caine to her as he fled his wife's spurning.  Hideously ugly, the crone had to resort to trickery to get others to help or serve her.

The victim of this power's Appearance is reduced to zero.  All Social rolls during this time generally fail, unless the vampire attempts to intimidate or browbeat the subject.  This power lasts for one night.

INTERMEDIATE
LEVEL 3  Feast of Ashes
Primarily used against wanton or excessive vampires, this power temporarily removes a vampire's dependency on blood.  While some would say this negates the Curse of Caine, it reduces the vampire to little more than a wretched scavenger, as he must consume literal ashes, though he gains little sustenance from them.

The victim of this power can no longer consume blood, vomiting it as he would mortal food or drink.  Instead, the victim can eat only ashes, and the "blood points" he gains from this may be used only to rise each night.  Ashen "blood points" may not be used to power Disciplines, raise Attributes, or feed ghouls, (though actual blood points in the vampire's body at the time this power is invoked may still be used for such).  One blood point's worth of ash is roughly one pint, and any ash will do -- campfire leftovers or vampiric corpses destroyed by sunlight or fire.  This power lasts for one week.

LEVEL 4  Uriel's Disfavor
This power invokes the darkness of the "Angel of Death."  All but the dimmest of light causes the subject excruciating pain, and some artificial forms of bright light may even damage the vampire.  Uriel delivered God's curse upon Caine, along with his four brothers and sisters, shielding him in the blackness of their wings.

The presence of any light makes the subject uncomfortable, and bright light of any kind -- flashlights, neon beer lamps, headlights, etc. -- inflict one health level of aggravated damage on the vampire for every turn he remains under its direct focus.  Most vampires who suffer this curse elect to sleep for the duration, hiding away in the darkness of their havens until they can again walk among the living without pain.  This power lasts for one week.

ADVANCED
LEVEL 5  Valediction
Many Sabbat rightfully fear this power, though none has ever seen it used.  It levies a punishment for breaking one of Caine's greatest commandments -- the ban against diablerie.  As most Sabbat attain their power and station through some measure of diablerie, they must reconcile their beliefs with the admonitions of Caine, and this power engenders a great sense of humility.

When this power takes effect, the subject immediately reverts to her original generation.  This change may ential losing points in certain traits due to generational maximums.  This power lasts for one week, after which any traits reduced to higher generation maximums return to normal.  It takes three turns to speak the full verse that implements this power's effects.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

Alchemy

In the near-millennium that has passed since the Tremere’s earliest efforts with blood magic, alchemy has fallen by the wayside, however. Modern technology makes possible almost anything this path can do and far more — it is easier and more reliable to mine for gold, for example, than it is to create it by transmuting other materials. Still, old habits die hard among vampires, and the Tremere are no exception. A few elders still practice this path, and of these, some still teach it to their childer to illustrate the basic tenets of modern blood magic.

 Changing one element into another requires familiarity with both elements. One cannot suddenly decide he wants to change a balloon’s worth of helium into a sphere of solid titanium if he has never dealt with either of those elements before. It is worthwhile to note, however, that Alchemy makes no distinction between naturally occurring and man-made elements — it affects Einsteinium as readily as it affects carbon. 

Note also that this path has fallen out of practice because it is less useful in modern nights than it was in the past. Transmutations create Hermetic “ideals” rather than perfect real-world resources which cannot be broken down into lesser constructs. A hunk of gold is a hunk of gold — an attempt to cast coins with it will reduce the hunk to a pile of inert sludge. Before you as — yes, this means your Tremere anarch will not be able to create nuclear bombs by turning the prince’s shoes into uranium. There’s nothing wrong with converting lead into gold and selling that hunk of gold to someone else, however — caveat emptor!

 Use of this path assumes the thaumaturge works with the elements in a laboratory-style (or at least controlled) environment. No vampire will be able to walk down the street and turn the iron in people’s blood to helium with a simple touch. A vampire’s knowledge of Alchemy determines how greatly she may change a given element.
 
 

Simple changes in form — solid to liquid, liquid to gas, etc.
•• Complex changes to form — liquid to a specific shape of solid, water to separate hydrogen and oxygen gas clouds, etc.
••• Complicated changes to form — water to breathable O2 and loose H2, compounds into separate elements, etc.
•••• Minor shifts in composition, such as adjusting an element’s atomic number up to five greater or less than its original designation.
••••• Miraculous shifts in composition, such as turning lead into gold or nitrogen into radium

Biothaumaturgy

This bizarre path reputedly has its roots in the secret tomes of the inscrutable Black Hand. Over the past few years, its esoteric secrets have spread among certain cabals of Tremere, who regard it as a curious mixture of Hermetic science and genetics. Biothaumaturgy concerns itself with the manipulation of life energies. In the laboratories of inspired biothaumaturges may be found strange creatures almost out of myth, veritable Frankenstein’s monsters and less wholesome creations.

 Although it is not considered a “taboo” path, Biothaumaturgy is nonetheless strange and unsettling to those who observe its results. Biothaumaturgy does not require the expenditure of blood points to create its magic. Rather, the powers of this path take one week per level to complete at Levels One and Two, and one month per level to complete at Levels Three through Five. Biothaumaturgy also requires the thaumaturge to have a laboratory where he may conduct his experiments. This need be nothing more complex than a doctor’s table and a few sharp knives, but it may be as complex as the “mad scientist” affairs of pulp fiction, with steaming alembics and crackling generators.

BASIC
LEVEL 1 Thaumaturgical Forensics
The thaumaturge may take a tissue sample from a living, dead or undead creature and ascertain its distinguishing characteristics. A wealth of information may be gleaned from this sample, including information that “normal” forensics and genetics would not yield, such as age, generation, clan, etc.

LEVEL 2  Thaumaturgical Surgery
The thaumaturge uses his knowledge of magic and physiology to aid a body in its regenerative capacity. Even the most grievous wounds may heal more quickly if aided by this sorcerous art. Aggravated damage becomes lethal, lethal damage becomes bashing and bashing damage becomes easily slept-off fatigue (and vanishes completely). Note that the actual surgery does not take the above-mentioned two weeks to finish, but recuperation times account for that period.

INTERMEDIATE
LEVEL 3  Lesser Animation
The thaumaturge mystically endows a dead lifeform with magical energy and imparts to it a rudimentary set of instructions. The resultant creations carry out their orders to the letter; biothaumaturges use this power to populate their havens with deathless guard dogs and other, quirkier “pets.”

 This power affects plants and simple animals — nothing more than a single tree or dog per use. If the effect is successful, the animated creation may be given a one-sentence command, which it will fulfill until destroyed. Minor variations on the subject may even be made — a thorn thicket could be animated to move slowly toward intruders to entangle them, or an animate cat could be given a set of larger, permanently extended claws that do additional damage. Creatures animated in this fashion immediately crumble to dust if stricken by sunlight, and suffer double damage from fire.

LEVEL 4  Greater Animation
At this level, the thaumaturge has refined her knowledge to allow her to animate more complex creatures. Even human corpses and large animals may be given the “spark of life” with this power. Certain lifeforms are probably beyond the capacity of this power — zombie whales sound fairly foolish. This power also allows minor changes to be made to the subjects, or allows major changes to be made to lesser subjects. For example, an animate human corpse may wield a bone-hook instead of a hand, or a rat might be able to fly with a pair of leathery gargoyle-wings made from the bones and skin of birds and infants.

 A human animated in this manner retains none of his original “self.” This power merely animates the corpse; it does not reunite the spirit with the body.

ADVANCED
LEVEL 5  Cognizant Construction
The pinnacle of Biothaumaturgy, this power bestows a dead creature animated through one of the lesser powers of this path with a semblance of the intelligence it had in life. Animated animals possess a malicious cunning while higher lifeforms gain a shrewd ability to reason deductively rather than satisfy rote commands.

 Although this power gives an animation a base intelligence, the creature nonetheless still serves the orders it is given by its creator. A creature animated via Cognizant Creation has Mental Attributes of one less than it possessed in life (but never below 1). This won’t be creating any undead geniuses, but the story effect is that it creates an animated monster capable of reasoning. A Cognizant Construction won’t mindlessly fight to its second death if it sees a better or cleverer way of routing foes, and it will be capable of other deductive tasks as well. 

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.
 


Path of the Blood's Curse

Elder vampires have forever flaunted their powers over their lessers, the ancillae and neonates. With the approaching threat of Gehenna, young Kindred actively pursue ways to circumvent the stranglehold these powerful elders possess in the Jyhad. With this desire driving their ambitions, a few rogue Pander and Caitiff thaumaturges gathered together and developed this thaumaturgical path as a means of ousting those above them.

These rebels resorted to a very basic concept for this path of thaumaturgy by exposing the inherent disadvantages that accompany the vampiric Embrace. The elders’ paranoia has only increased exponentially due to this movement toward a new method of usurping their power and vitae. These new thaumaturges give rise to the whisperings of the Day of Reckoning soon at hand in the courts of Elysium.

BASIC
LEVEL 1 Ravages of the Beast
From the moment a Kindred is Embraced, he suffers the rage and instincts of a primal Beast; it is the first bane to accompany the Change. If provoked, the Beast Within sends a vampire into a mindless, berserk frenzy. Some Kindred struggle to keep their Beasts in check, while others enjoy riding the waves of this violent rage.

A thaumaturge invoking this power coaxes the Beast to surface within his target, unleashing a rampant killer. If the victim cannot resist the Beast, he immediately enters a frenzy the Storyteller deems appropriate to the situation, whether rage, Rötschreck, hunger, etc. A thaumaturge may affect any target within her line of sight.

LEVEL 2  Weight of the Sun
A concomitant curse of the Embrace is an inability to remain awake during the daytime. Forced to maintain a surreptitious existence at night, a Kindred loses the opportunity to ever again see the sun. As that fiery-white globe rises in the east, Kindred feel its pressing weight as it drives them down into slumber. This power allows a thaumaturge to invoke the same type of lethargy that the sun imposes during the long hours of the day.

This power lasts for one scene per success on the thaumaturge’s Willpower roll. Suffering the same penalty as if awake during the daytime. Characters who have achieved Golconda are immune to this power. 

INTERMEDIATE
LEVEL 3  Abated Tooth
All vampires require blood to survive, they depend on mortal vessels for sustenance and the Kiss to maintain their unlives. When Kindred do feed, they usually extend their fangs, to more easily pierce their victim's flesh. By invoking this, a thaumaturge mystically dulls, a subject's fangs, robbing him of the ability to use them effectively. His fangs become so severely blunted that it becomes nearly impossible to effectively pierce flesh. Each success dulls the fangs of his subject for one night. Her Kiss will also cease to cause ectasy.

LEVEL 4  Treacherous Bonds
One of the most potent properties of Kindred vitae is the ability to create a blood bond. Traditionally when the connection of a bond becomes unstable or weak, emotions of hate may cloud the mind of the bonded, though it may be several life spans before this becomes evident. The thaumaturge invoking this power incites an instaneous, hate induced emotional state within the bond. This power creates a backlash in the target's blood twisting any bonds he is under, from the newest to ones built over years' time. The vampire must touch his intended victim. One night per success. If the thaumaturge directs this to a regnant (vampire master), one of the regnant's thralls will be affected per success. Should a regnant also be in thrall to another, she too will feel only malignity for her regnant. If it is directed at a thrall, only the thrall's bond is affected. 

This can effect the bonds of ghouls, childer, and any bonds that the target has also, such as with their Sire. 

ADVANCED
LEVEL 5  The Withering of Ages
This devastating power warps the blood within vampires, temporarily suspending the properties sustaining their immortality. A thaumaturge making physical contact with a victim may strip of her of her agelessness and render her briefly decrepit. Within moments, the body of the target with reveal the truth of her true age, shriveling and shrinking to reflect her weight in years. Additionally, the fangs of hte victim become elongated, and other facial features accentuate his vampiric nature. Ancient vampires become crippled, as their bodies become their own worst enemies. This last for one night, although a victim can spend 5 blood points and one Willpower point to restore himself, this must be done on the same turn he becomes afflicted. Once the power expires, the victim will appear as young or old as he was the night of his Embrace.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.
 


Path of Curses

When cursing a victim, a thaumaturge is obvious--curses must be spoken aloud and directly towards the target, although the curse itself is often comprised of dead languages and sounds like gibberish. 

Additionally, the thaumaturge requires some essence of the victim to curse him. Hair, blood, flesh or any other part of the victim. The victim can use his strength of will and personality to resist but the severe psychological effects can take their toll. The thaumaturge can lift the curses that she brings down whenever she wishes.

BASIC
LEVEL 1 Stigma
The most basic of curses, the victim is striken with an invisible stigma that manifests only in the eyes of those around them. Few can describe its actual form. People shy away from interacting with the marked victim, and will have a hard time taking him seriously. Lasts until the next sunset during which time the victim is doomed to frustration while performing Social interaction. This also works on Kindred.

LEVEL 2  Malady
The thaumaturge causes the victim to suffer intense illness and discomfort, not unlike the plagues and pestilences of history. Cainites likewise feel the pain and suffering from the sickness instilled by this curse. For elder Kindred, this is one of the worst curses--to be striken with illness as if a common mortal! Lasts the number of night equal to Thaumaturge's Willpower. Each success weakens the victim's Strength, Dexterity and Stamina.

INTERMEDIATE
LEVEL 3  Pariah
The accursed appears to be the most hated of enemies to everyone they encounter. This alteration of perception is only in body and form, the victim still acts and speaks the same. One night per success. This will necessarily result in attack--indeed, in most cases, it shouldn't--but will cause antagonism in whatever way is most appropriate to the onlooker. Most will just leave the vampire's presence with a look of disdain, some may snub her, insult her or even through the first punch. Auspex cannot see though this.

LEVEL 4  Corrupt Body
The thaumaturge approaches and denounces the victim's physical form. In seconds, a part of the victim's body distorts and perverts into a parody of itself. The victim suffers extreme pain during transformation. This leaves the victim scarred both physically and mentally. Per success: One night, one week, one month, one season, one year. The thaumaturge chooses Strength, Dexterity, Stamina or Appearance to warp. This drops the appropriate Attribute to 1 for the duration. Typically used as punishment, example: a graceful Kindred dancer reduced to an uncoordinated oaf by a limp is not likely to forget his mistakes.

ADVANCED
LEVEL 5  Fall From Grace
The magus is now able to curse his victim with supreme ineptitude, causing a loss of confidence and failings in any and all tasks. Victims of this power often retire from the normal activities of their lives as nothing goes right; relationships fall apart, jobs crumble, accidents seem to become commonplace. Per success: 1 = One night, 2 = one week, 3 = one month, 4 = one season, 5 = one year.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

The Faux Path

From the Diaries of Constantin Addams, Regent of the Sixth Circle
We walk the nights of a new age, brothers and sisters of the Pyramid. Since Gutenberg, our tomes are no longer handwritten, and hence much less rare. With the rise of public libraries, many "secret works" are now available for public consumption. Since the rise of the personal computer, any apprentice with a scanner, printer, and the "Internet" can acquire a minimal occult library in weeks rather than the years spent in ages past.

 Once digitized, a complete set of the Books of al-Az the Elder will upon a collection of CD-ROMs approximately the size of a sandwich, rather the 29 volumes with which most of us are familiar. And no longer do younger Kindred guard the "secrets of the clans". An understanding of the limitations, effects, and abilities of most common disciplines is available to anyone who asks, and even those rare disciplines, such as those of the Samedi, are often recognizable to at least one person in a domain. Only Thaumaturgy is treated as precious knowledge, and the other clans hold it against us. New means must be used to guide our fellow Kindred into heeding our superior advice.

 For this purpose, I have developed what I humbly called the Faux Path. It commands little actual power. Few rituals that will affect others are contained within. However, the clever Thaumaturge may use the Faux Path to great effect by playing on the fears and preconceived notions of his or her fellow Kindred. At the highest levels, the line between falsity and reality blur, but wise Tremere take heed: most Kindred do not take well to being opening deceived.

 Enought talk. Step with me onto the False Path.

BASIC
LEVEL 1 Hello, Goodbye
The thaumaturge has a basic understanding of the magic of falsity. She may cause any one true statement she makes to be perceived as a lie for the duration of the evening. At dawn, all Kindred affected will be able to make their own judgment about the statement. She cannot make lies appear to be true. This will not affect Aura readings, Bone of Lies, or other discipline useage of great power than this discipline.

LEVEL 2  Disciplinary Identification
One of the primary skills of the deceiver is the ability to recognize when she is being deceived. With sufficient training, the thaumaturge can identify what discipline is being used in front of her and with sufficient explanation or by looking at the results (such as a ghoul's arm affected by Vicissitude), can even identify disciplines not directly witnessed. A Kindred cannot concentrate long enough in battle to identify what disciplines are used on her, though she may remember the effects and identify them later. All thaumaturgical effects register as Thaumaturgy, whether hedge magic, True Faith, Dark Thaumaturgy, or even other uses of this Path. To recognize the discipline used, the vampire must be at least somewhat familiar with it. Example: The vampire may have never seen another Kindred use Telepathy but would be able to identify it through familiarity with Auspex.

INTERMEDIATE
LEVEL 3  Thaumaturgical Nomenclature
Once the chaff has been separated from the wheat, so to speak, identification of the most versatile disciplines of Thaumaturgy remains. Despite the frustrated thoughts of some young Tremere, no limit exists to the number of paths a thaumaturge may learn. However, some of the more common elements can be identified. A power described as Thaumaturgy by Discipline Identification can be further identified as to the path, power, or ritual. In case of a truly obtuse, unique or unknown path, a result of "unquantified" is not uncommon. 

Note if an effect is incorrectly assumed to be Thaumaturgy, the results of this will be incorrect as well. For example, a Kindred who has caught his hand on fire and is using Fortitude to resist the damage may be incorrectly identified as using Lure of Flames.

LEVEL 4  Ritual Madness
By now, many Kindred are aware that most powers and rituals have a limited range. With public and private transporation options available to most Kindred, even the dreaded Splinter Servant holds little terror if the victim can stave off his attacker for a mere minute. A clever thaumaturge can use this knowledge against her enemies. Using this power, any thaumaturgical effect a vampire extemporizes can be "modified" to supply only a physical sensation, but no actual effect. For example, a Warlock may cause Kindred approaching him to feel "vague discomfort and uneasiness" with no other explanation, though a successful Aura Perception might discovers sparkles indicative of any other magical effect. Likewise, a vampire may "Engage the Vessel of Non-Transference", which causes another Kindred to feel a cold shiver if she touchs a certain object. The much vaunted "Ward Against Fools" causes an individual to feel as though he were approaching a ward designed against his "creature type", whether Lupine, ghoul, mortal, ghost or Kindred. A cagey Kindred can even claim "next time, it'll be the real thing", regardless of his or her true power. This is an uncommonly versatile path power, but its effects are always mental in nature.

ADVANCED
LEVEL 5  Sanguinary Affectation
Once a careful study has been made of various disciplines, the thaumaturge can then seek to duplicate the outward effects upon himself. For example, a Tremere's hand may seem to grow claws, he can make others seem to bow to his whim, or his hands may crackle with the lambent fires of an unmastered path. Of course, his nails are merely long and cause no damage beyone normal, the patsy was going to do what the vampire said anyway, and his hands couldn't light a cigarette. By spending a Willpower point, the vampire can duplicate the outward effect of almost any discipline, path or ritual of Level Five or below upon his or her own person, by fulfilling the normal prerequisites of the discipline (blood expenditure, Willpower costs, etc, for one turn. Note: A Kindred performing Celerity, for example, could not actually move faster than normal Kindred, but she could perform parlor tricks with Faux Celerity, such as snatching the pebble from the Master's hand and so on. Of course, to snatch the pebble from someone with Celerity may well require her to spend extra blood.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

The Focused Mind

Developed by a Tremere Kabbalah scholar, this little-known path of Thaumaturgy has been around for a few centuries and remains in practice by a select few. Practitioners of the Focused Mind greatly enhance their mental alacrity and readiness, allowing better comprehension of problems and situations. Thaumaturges, already disciplined of mind, become frightfully powerful in the realm of the cerebral when mastering this path.

 Unlike most Thaumaturgy, the powers of this path do not require an action to invoke, although they still require the normal blood expenditure and Willpower activation roll. Each of these powers is usable only once per turn.

BASIC
LEVEL 1 Readiness
Using Readiness makes the caster able to gain a quicker understanding on a predicament. Enhanced lucidity enlightens the caster, allowing better reactions to changing situations and increased cleverness. This power is only usable on the thaumaturge himself.

LEVEL 2  Centering
By invoking this power, the thaumaturge causes a sudden, intense calmness in the subject by whispering soothing words to her. While under this serenity, the target is able to better focus on tasks at hand, ignoring distractions and annoyances, including grave bodily harm.

 Magi in fear of frenzy often use this power on themselves to achieve a state of tranquility, as emotions are stifled.

 This power is usable on any subject within earshot of the thaumaturge and lasts for one turn per success. 

INTERMEDIATE
LEVEL 3  One-Tracked Mind
By extending his powers to other individuals, the thaumaturge is able to fixate the subject on one action. This single-mindedness of the target is such that they ignore everything else that occurs around them. Use of this power is sometimes colloquially referred to as ''railroading someone.'' This power may affect anyone who can hear the thaumaturge.

LEVEL 4  Dual Thought
With the rigors of concentration required to learn Thaumaturgy, many Tremere are able to take quick and complete control of a situation. With this power, the thaumaturge is able to divide his attention to two completely separate tasks without problems. As One-Tracked Mind forces the subject’s attention into a single objective, Dual Thought expands the thaumaturge’s concentration to the point that focus upon two goals is possible.

 Successful use of Dual Thought allows the caster to take an extra action during his turn. This is restricted to mental actions, be it the use of Disciplines such as the use of Auspex or Thaumaturgy, or the contemplation of some problem.

ADVANCED
LEVEL 5  Perfect Clarity
Perfect Clarity brings about a Zenlike moment of unimpeded insight for the thaumaturge. Pure focus is achieved, thought and action become one, and complete serenity of mind descends upon the Kindred magus. This lucidity protects the thaumaturge from influences both internal and external; even the Beast within is unable to rage forth.

 Some practitioners have likened use of this power with the state of Golconda (theoretically, of course), but the upper Tremere hierarchy denies this rumor as much as they deride the existence Golconda itself. This power lasts for the duration of one scene. The Kindred is immune to frenzy and Rotschreck from all sources, even by supernatural means. Finally, any means to control or influence the thaumaturge suffer a + 2 difficulty, including the powers of Presence and Dominate. 

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.
 

The Hearth Path

For those Tremere who maintain private havens, secrecy is paramount. The Hearth Path seems to have evolved from a collection of rituals designed to protect the integrity of a vampire’s sanctum sanctorum. Havens protected by these powers often acquire reputations as “haunted” houses and the like. The Tremere are quick to point out, however, that these reputations help to strengthen the Masquerade rather than jeopardize it. When people find out that the house is just a house with a spooky atmosphere, they chastise themselves for being so foolish as to believe in ghosts.

BASIC
LEVEL 1 Guest's Herald
This power, when used on a door or other portal, creates an audible or visual effect that notifies the Tremere that someone has crossed it.

 System: This power lasts for 24 hours. The signal may be anything of the thaumaturge’s choosing — a particularly noisy creak, a tendency to stay ajar or even something wholly unconnected, like the rotation of a decanter in another room. In all cases, the effect is static — it looks or sounds exactly the same every time it happens. Any point at which someone other than the thaumaturge crosses a warded area, the effect takes place. The ritual will not trigger an elaborate Rube Goldberg-style “trap” (though it may set off the first part of one),nor will it aim and fire a shotgun at the door. These are simple, subtle, brief effects.

LEVEL 2  Master's Order
In his own haven, the thaumaturge knows where every last article lies. He knows where he placed an important book, he knows the drawer that the keys to his safe occupy, and he knows where his ensorcelled wooden stake rests. He even knows these things when he doesn’t....This knowledge applies only to inanimate objects — he may not locate his childe in this manner. Also, the object must belong to the Tremere himself. This power works only in the Tremere’s haven, where he has spent at least one day’s rest prior to invoking the power.

INTERMEDIATE
LEVEL 3  Rhyme of Discord
The vampire may create a miasma of confusion in her haven. This power plays upon intruders’ minds, causing them to become lost in the vampire’s haven, to lose their direction and misremember specific details such as objects in rooms and their location.

 Even if an intruder attempts to follow or chase the Kindred through the haven, she will lose track of direction, make wrong turns, etc., no matter how small the place. This effect lasts for one full 24-hour period, but the confused memories an intruder takes with her last until she visits the haven when it is not under this protective ensorcellment.

LEVEL 4  Temportal
As master of her haven, a vampire may briefly reshape it so that doorways lead to rooms other than those to which they are connected. For example, the door to the bedroom may suddenly open into the study, while the deepest catacomb of a Transylvanian dungeon might lead to a tower elsewhere in the castle. Thaumaturges find this useful both as a convenience - how better to retrieve a book from thhe baasement when one is on the third floor? — and as an escape route.

 System: This power works until sunrise. At the thaumaturge’s whim, he may walk through any doorway in his haven and be immediately transported to any room of his choice that is also in his haven. Anyone who follows him through the door will find themselves in the room the doorway naturally connects to.

ADVANCED
LEVEL 5  The Cauldron's Rede
This power bestows a primitive awareness upon the magus’ haven. While her haven is under this sending, the thaumaturge may ask any of the items in her haven about specific events taking place therein. A bedroom mirror may whisper of guests conspiring in the foyer, a divan may disclose bedchamber indiscretions, and the lowliest kitchen rug may reveal high treachery taking place in a salon. Anything occurring within the haven (or within eyeshot of the outside, as the windows can ''see'' as well) can be relayed to an inquisitive magus by the common items inside.

 System: This power lasts until the sunrise after the vampire invokes it. The vampire must verbally ask questions of her haven’s accouterments. Only in case of extreme danger, such as a pending attack or a haven set ablaze will the voices of the haven call out to the Kindred.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.
 

Mastery of the Mortal Shell

A thaumaturge practicing Mastery of the Mortal Shell explores the fundamental functions of the body, granting control over the physical workings of a subject. Lesser powers of this path are clumsy in their control of the body, but become increasingly precise and complete.

 In the early nights, Mastery of the Mortal Shell was created to assist in the hunting the Tzimisce and Gangrel enemies of the Tremere, but its uses were expanded to enforce subservience among enslaved Gargoyles after their first revolt. The powers of this path form the foundation for many tales of witches’ curses and possession in folklore.

BASIC
LEVEL 1 Vertigo
The thaumaturge induces minor disorientation and dizziness through subtle manipulations in the subject’s body. Although the physical discomfort is temporary and minor, Tremere have been known to use it on social rivals at the most inopportune times, causing them to lose their aplomb.

 System: A touch from the thaumaturge invokes disorientation in her victim. All of the subject’s physical actions are more difficult for the duration of Vertigo. Further uses of this path may extend the duration, though the difficulty will not increase.

LEVEL 2  Contortion
With but a touch, the thaumaturge causes her opponent’s muscles to contract involuntarily, reducing her to twitching fits. This effect is extremely disconcerting to the subject, rendering the affected limb unusable.

 System: A leg rendered useless may make it difficult to remain standing. A contorted arm hangs lifeless at the subject’s side. A useless head causes loss of speech and increases the difficulty of all Social interactions as the facial muscles spasm out of control. The thaumaturge can affect himself, causing his muscles tighten like a vise. Each success increases the difficulty to break his grasp or hold. This is very useful during a bite or choke attack, making futile any attempt to flee, and may also be used on others in this “beneficial” manner.

INTERMEDIATE
LEVEL 3  Seizure
Like a nervous disorder, this power causes the body to “lock up” in a fit of convulsions. All the muscles throughout the body tighten uncontrollably, the victim foams at the mouth and spasms rack him with agony. A mortal may even choke to death as her tongue cuts off her air supply.

 System: A light touch visits upon any target the very unpleasant effects of this power. For the duration of the seizure, a target’s body writhes, tormenting him to the point of incapacitation. The victim suffers one level of bashing damage every turn, though this damage is soakable, as her body helplessly twists itself unnaturally.

LEVEL 4  Body Failure
Thaumaturges wielding this frightful power gain devastating insights into the workings of the body, allowing a complete shutdown of its systems. This sudden biological overload often proves fatal to mortals and damaging to other supernatural beings. Body Failure has been used throughout the ages to afflict victims in ''natural'' and inconspicuous ways. 

System: This power can affect any target the thaumaturge can see. A successful activation of this power grants effects similar to Seizure, except that damage is lethal (and thus not soakable by mortals) due to complete organ failure. Kindred are likewise affected by Body Failure, as their muscles spasm and brain activity becomes erratic. As Kindred, they may soak the damage this power inflicts on them.

ADVANCED
LEVEL 5  Marionette
The thaumaturge invoking Marionette gains such mastery over the body that he can magically seize control of another being and manipulate her actions to suit his own whims. Although this control is not as fine as the direct and personal command of the Dominate power of Possession, the thaumaturge’s true body is not as vulnerable during the manipulation. Once established, the Marionette victim is under the complete sway of the thaumaturge, forced to perform as the thaumaturge’s macabre pawn. As Gepetto once moved Pinocchio’s strings, so the thaumaturge bends his target to his will.

 System: The thaumaturge may affect any target within his line of sight and he must keep visual contact with the victim at all times to maintain this effect. A subject may resist the effects of Marionette on a Stamina and Fortitude (difficulty equal to the thaumaturge’s Willpower) when the thaumaturge attempts to take control. Each success he gains on this roll reduces the duration of Marionette by one turn. Victims lacking Fortitude do not have the physical resistance to defy this effect. The concentration this power requires also increases the thaumaturge’s own difficulties for all actions undertaken while manipulating the victim. Marionette does not rob the victim of his cognizance, only his physical control over his body. During this time of thaumaturge’s mastery, the target remains aware that some outside force is manipulating his actions, conscious that they are not his own. 

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.
 

Oneiromancy

Although the corrupt dream-magic of the Path of Morpheus had been used by the Sabbat for decades, the original augury that it was based upon has been a long-held secret by the Tremere. Oneiromancy, divination rooted in the somnolent state of consciousness, is actually based upon ancient Greek philosophies of prophecy. The Tremere, adopting these ancient sortileges, developed them into the thaumaturgical path of Oneiromancy shortly after their transformation to vampiric magi.

 With the recent loss of the Sabbat’s Tremere antitribu, the Path of Morpheus has since fallen from common knowledge, and Oneiromancy no longer carries the stigma once associated with its practitioners. With the approaching of Gehenna, the elders of Clan Tremere have again rethought their disdain of Oneiromancy in the clan in an effort to gain more information on unfolding events.

 Use of any of these powers requires at least five minutes of reading the signs during which the Warlock goes into a trance similar to sleep. Awareness of his surroundings is limited, and he can “awaken” from the trance at any time but will suffer the same penalties as if awakening during the day for three turns. Oneiromancy powers can also be used while the thaumaturge is in torpor.

BASIC
LEVEL 1 Portents
From the ephemeral fragments of his own dreams, the magus may attempt a personal reading of the near future. While asleep, the oneiromancer draws upon the dream imagery flittering in the unconscious. Upon waking from the divination, the Cainite may scrutinize the meaning of the visions. Although these visions of the present and future are invariably hazy, they often provide important glimpses into significant events.

 System: This power of Oneiromancy must be used immediately after awakening and takes the thaumaturge 10 minutes to read the signs. Multiple uses of Portents may well result in the same vision occurring over and over again. The Portent should always be fragmented and cryptic.

LEVEL 2  Foresee
Foresee lets the Warlock look into the mind of a sleeping individual, interpreting her dreams as clues to future events involving that individual. Used by thaumaturges in soothsaying, oneiromancers sometimes gain the trust of people while gleaming unconscious secrets from the targets.

 System: The subject must be within the presence of the oneiromancer and asleep for Foresee to work, though Psychic Projection also works if the thaumaturge is not physically present. Additionally, if a Kindred is the subject of this power, the thaumaturge must spend a Willpower point to successfully see and understand the prognostication.

INTERMEDIATE
LEVEL 3  Dreamspeak
The oneiromancer can now send messages to others in dream form. Although these messages appear while the target is asleep, the subject remembers them clearly after waking. Since these messages are dreams, those unfamiliar with this power may discount them as such. More nefarious uses have included sending nightmares and threats to a victim.

 System: Dreamspeak sends a static dream message, determined at the time of sending, to anyone the oneiromancer has previously met. If the subject is not asleep at the time this power is used, the Dreamspeak has no effect. While using this power, magi drop into a trance as with the other divinations of Oneiromancy. One turn’s worth of dreams can be sent per success — this won’t allow the thaumaturge to haunt her victim for a full night, but it will allow her to leave messages, impart warnings, etc.

LEVEL 4  Augury
Refining the power of somnolent divination, the oneiromancer is able to seek answers to questions and problems. While specific information can be sought by the oneiromancer, the dream images providing that knowledge have the same disjoined and confusing quality. Since fortune-telling and prophesy is convoluting and bewildering, Augury may not provide any answer that is useful to the thaumaturge, and has been known to be completely misleading, as is often the case with dream-symbols. Let the diviner beware. 

System: Where broken and unguided imagery is the hallmark of Portents, Augury provides more direction and continuity. The augury comes to the Warlock in the same dreamlike imageries but the events are better understood. Thaumaturges who achieve this level of skill in the Path of Oneiromancy often have little use for lesser powers. Note that the subject must have the knowledge the thaumaturge seeks, or the power is useless.

ADVANCED
LEVEL 5  Reveal the Heart's Dream
This power of divination works on a much more immediate means, the thaumaturge gaining an immediate insight into the dreams and desires of a person just by observing them directly. The innermost desire of the target becomes instantly apparent to the magus. With this information, a magus is able to approach a person with offers that are next to impossible to deny. It is hard to say no to the thing that you desire most. This revelation of the soul occasionally reveals even more information about the target — that of his greatest of fears. It is this aspect of revelation that some say is the power the Followers of Set use to destroy the souls and virtue of their victims.

 System: This power requires the expenditure of a point of Willpower (two, in the case of Kindred subjects) in addition to the normal blood point to activate and the subject must be within sight of the thaumaturge. First turn will reveal the innermost desire of the target. 2nd turn and the oneiromancer gains an even deeper understanding of the target’s soul and learns the victim’s innermost fear. The subject’s reaction to being confronted with this is up to the player but remember that it is their ultimate driving passion. 

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.
 

Path of Transmutation

Thaumaturges practicing the art of Alchemy can manipulate the forms of solids, liquids and gases. Guns and knives melt into pools of liquid, wood petrifies and becomes brittle, and common boundaries such as walls and doors transmute to vapor. This path is looked upon somewhat unfavorably among the Tremere, as it reflects a "quick and dirty" effect rather than true mastery of alchemical transmutation.

BASIC
LEVEL 1 Fortify the Solid Form
A magus can increase the strength and integrity of an item. A feather can become a crude blunt object, pencils become makeshift stakes, and a car becomes as tough as a tank. For each success, an object will one health level of damage. Wielding an object as a weapon will inflict one extra damage per two successes. Lasts for one scene and must be either offensive or defensive. This power cannot be used to increase the structure of a living creature. But can be used in conjunction with Crystallize the Liquid Form to make a very solid piece of ice, molten metal, etc.

LEVEL 2  Crystallize the Liquid Form
Tremere designed this power to prevent other Kindred from taking vitae. This can also be used to solidify water and molten metal. Liquids within living bodies may not be altered, though blood exiting the body may be solidified. Kindred cannot consume solidified blood. Every success, the thaumaturge may transform one blood point (about 2 pints) into solid form for a scene. This substance will not change in temperature; solidified molten metal still burns and melts other material. The liquid must be in thaumaturge's sight.

INTERMEDIATE
LEVEL 3  Liquefy the Solid Form
A thaumaturge may "melt" solid objects and leave them in a liquid state. Stakes rot away at a rapid pace, knives corrode into soft, nondescript puddles. Some wily thaumaturges might even transmute bullets before they impact an intended victim. Object must be in thaumaturge's line of sight. When the object reforms from a liquid, it will likely assume a deformed state and be rendered useless. Lasts for one scene. Relative size of object is per success: Size of lighter, telephone, computer, automobile, railroad car. This may not be used on living (or unliving) beings.

LEVEL 4  Gaol
The air is solidified into an opaque, indestructible object. A crude shimmering prism forms around a victim's body, encasing him within unbreakable material. A Warlock may solidify the air within 50 yards of his person. One succes solidifies an amount of air equivalent to a brick, 5 successes will form a solid block of air encompassing a telephone booth. Lasts for one scene. Victims trapped within the solid air will be unable to break through (not even with Potence), though mortals will not suffocate. The oxygen within the block is breathable, though liquidlike. These victims will experience an uncomfortable sensation in their lungs. When this power expires, the barrier dissipates. The oxygen within the target's lungs will remain a fluid and must be coughed out. Subjects suffer one level of bashing damage from the exertion.

ADVANCED
LEVEL 5  Ghost Wall
After mastering this, a thaumaturge will no longer be hindered by such things as walls and rock formations. With but a thought, solid objects shift to a vaporous state and may be traversed with little difficulty. The Warlock passes beyond walls, targets fall through a gaseous floor. Must be within thaumaturges line of sight. It takes a single success to a laptop into vapor and five successes to transmute a city bus. This lasts for one scene, after which the object reforms as if nothing happened. Should a victim occupy the same place as the object after this power expires, he suffers a number of unsoakable health levels of aggravated damage. A rock reforming might inflict a single level of damage, where a person trapped in a tree should suffer at least five levels of damage. Objects that reform partially within another object will remain that way until physically removed, or invoked to be vaporous again.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.
 

Vine of Dionysus

Any pratitioner of the Vine of Dionysus often refers to himself/herself as a thyrsus (females are occasionally called "Maenads," preferably from a safe distance), These Warlocks sometimes wear jewelry or other accouterments with ivy and/or pinecone motifs as symbols of their dedication.

BASIC
LEVEL 1 Methyskein
By making physical contact with a subject, the thyrsus causes him to act as if he were drunk. While intoxicated, the subject falls into a slight euphoric episode, including slurred speech and clouded judgement. A mortal, if affected with this power for 3 consecutive nights, lose the ability to willingly resist this power. Kindred react differently should they be exposed to this influence for an equal amount of time. A Kindred's difficulty to resist raises by 1 to a maximum of 9.

LEVEL 2  Omophagy
This creates a ravenous hunger in a target, overwhelming all sense of reason. To the victim, the only thing that matters is devouring raw flesh and hot blood, and he is not choosy about his potential targets. Eye contact required. This gives the target the derangement Gluttony. When consuming food, the subject will gorge himself until physically unable to eat more. Kindred affected by this not only drain a vessel completely of blood, but may also attempt to devour the victim's body. Vampires also frenzy when confronted with the sight, smell or taste of blood when hungry (blood pool of 3 or less). Lasts for remainder of night. The victim can try to resist with a point of Willpower for one scene. This power does not impart the ability to digest food to a vampire, so any flesh or food they eat will be immediately vomited forth unless other circumstances prevail.

INTERMEDIATE
LEVEL 3  Hamartia
This causes an extremely dangerous euphoric episode in a target, to the point of delirium, perversity, and possibly torpid stupor. For each success, a subject remains under the effects for a scene. The victim's reaction may depend on his nature. Some will stand very still and glassy-eyed, while others might choose to engage in conjugal relationships with the people around them (gender notwithstanding). Lasts one scene.

LEVEL 4  Enthousiasmos
A thyrsus may exude a pheromone into the air all about her person. Those affected fall into a druglike stupor as the empathogenic toxin induces visions of all sorts of ephemeral creatures, fauns chasing nymphs, angels in flight, sprites dancing in the corners of one's eyes, and the like. The pheromone induces a happiness within the affected targets, who are likely to dance around in glee to fictitious music with make-believe creatures. This affects any target within a 10-foot radius of herself. Victims under this are passive, content to while away their time in the euphoric haze. Anyone wishing to take any action must spend a point of Willpower to shrug off its effects for one turn. Lasts one scene.

ADVANCED
LEVEL 5  Oinos Aimatos
When this is invoked, the thyrsus' blood takes on the properties of potent oinos. Whether this was intented as a deterrent to diablerists or to drive feeding ghouls into euphoric ecstasy is unknown. For the duration of one scene, anyone drinking the tiniest drop of the thyrsus' blood is affected as per Enthousiasmos. Costs one bloodpoint to invoke.

LEVEL 6  No Powers of this level currently known or have been discovered.

LEVEL 7  No Powers of this level currently known or have been discovered.

LEVEL 8  No Powers of this level currently known or have been discovered.

LEVEL 9  No Powers of this level currently known or have been discovered.

LEVEL 10  No Powers of this level currently known or have been discovered.

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