Thaumaturgy encompasses blood magic and other sorcerous arts available to Kindred. The Tremere clan is best known for their possession (and jealous hoarding) of this Discipline. The Tremere created Thaumaturgy by combining mortal wizardry with the power of vampiric vitae, and as a result it is a versatile and powerful Discipline. Although there are whispers of the existence of Tremere antitribu in the Sabbat, other clans in the Sword of Caine have also researched and developed access to such mystical might. Nevertheless, the Tremere of the Camarilla remain this Discipline’s masters.
Like Necromancy, the practice of Thaumaturgy is divided into paths and rituals. Thaumaturgical paths are applications of the vampire’s knowledge of blood magic, allowing them to create effects on a whim. Rituals are more formulaic in nature, most akin to ancient magical “spells.” Because so many different paths and rituals are available to the arcane Tremere, one never knows what to expect when confronted with a practitioner of this Discipline.
When a character first learns Thaumaturgy, the player selects a Path for the character. That Path is considered the character’s primary path, and they automatically receive 1 dot in it, as well as 1 Level One ritual. Thereafter, whenever the character increases their level in Thaumaturgy, their rating in the primary Path increases by 1 as well. Additional rituals are learned separately, as part of a story; players need not pay experience points for their characters to learn rituals up to the level equal to their overall rating in Thaumaturgy, though they must find someone to teach the rituals in question. Path ratings never exceed 5, though the overall Thaumaturgy score may. If a character reaches a rating of 5 in their primary path and increases their Thaumaturgy score afterward, they may allocate their “free” path dot to a different Path.
Many Kindred fear crossing the practitioners of Thaumaturgy. It is a very potent and mutable Discipline, and almost anything the Kindred wishes may be accomplished through its magic.
For those Storytellers with a cruel or detail-oriented view of the World of Darkness, some failed or antiquated paths may provide a horrific or literary aside to a story involving Tremere. Perhaps a Tremere character wants to devise a path of zir own, and discovers that someone already tried a similar idea but with dismal results. Maybe the Tremere have a new path that’s quite powerful, but also extremely debilitating, and they’re reluctant to use it without finding a way to improve it. A path could simply fall out of general favor and use due to obsolescence — why bother with a path to increase movement speeds in an age with automobiles and jet aircraft? Any one of these can be a unique curiosity for occult-oriented characters. A character might collect anachronistic or “lost” knowledge, or be determined to finish building a path that only had its first or second level completed. Lost paths can also give insight into their creators (“Why did my mentor spend two months in 1780 trying to build a path that exerted control over insects?”), or have highly specialized applications that simply aren’t useful in the current situation but reflect historical events (“Well, this path certainly improves defensive capabilities, but only in castles at least 2 acres in size.”). Remember, a path needn’t be a finished or all-powerful product; just because Thaumaturgy is flexible doesn’t mean that it’s infallible. More failed paths probably exist than finished ones, and a string of failed paths could even be an albatross around a hapless Tremere’s neck. Conversely, turning an old failed path into a successful new form (like the Path of the Levinbolt, below) can garner great clan prestige.
Inconnu Thaumaturgy
The magic of the Inconnu tends to be a slower, more subtle style of casting, closer to meditation than to the Hermetic stylings of the Tremere clan. The Inconnu use physical focuses, from religious iconography and artifacts, to crystals and perpetual motion trinkets, all designed to liberate the mind and elevate the mind into a higher state of consciousness. Although many members of the Inconnu are practiced in other styles of magic, they prefer to utilize subtle sorceries, contemplative methods, and expansion of the mind and soul in the practice of their Thaumaturgy.
The Inconnu believe that all magic is no more than an exercise of the will, fueled supernaturally by vampiric vitae. This belief lends itself to their practice of paths, rituals, and other magic. An Inconnu’s casting style is unique; quiet and meditative, they focus their inner consciousness (some might call it their “third eye”) and push their spirit to the task. Rather than manipulating the world around them through ritual implements, complex arcane tools, verbal cues, or physical gestures, they center themselves in a moment of absolute silence and complete focus, and then unleash their magical power through a single primary focus — and into the world.
Note: The Inconnu have no unique Paths associated with them, only rituals.
Almost every Tremere studies the Path of Blood as their primary path. It encompasses some of the most fundamental principles of Thaumaturgy, based as it is on the manipulation of Kindred vitae. If a player wishes to select another Path as their character’s primary Path, the Storyteller may require additional reasoning (though choosing a different Path is by no means unheard of).
This power was developed as a means of testing a foe’s might — an extremely important ability in the tumultuous early nights of Clan Tremere. By merely touching the blood of their subject, the caster may determine how much vitae remains in the subject and, if the subject is a vampire, how recently they have fed, their approximate Generation and, with 3 or more successes, whether they have ever committed diablerie.
System: The number of successes achieved on the roll determines how much information the Thaumaturge gleans and how accurate it is.
This power allows a vampire to force another Kindred to expend blood against xyr will. The caster must touch zir subject for this power to work, though only the lightest contact is necessary. A vampire affected by this power might feel a physical rush as the Thaumaturge heightens xyr Physical Attributes, might find xemself suddenly looking more human, or may even find xemself on the brink of frenzy as xyr stores of vitae are mystically depleted.
System: Each success forces the subject to spend 1 blood point immediately in the way the caster desires (which must go towards some logical expenditure the target vampire could make, such as increasing Physical Attributes or powering Disciplines). Note that blood points forcibly spent in this manner may exceed the normal “per turn” maximum indicated by the victim’s Generation. Each success gained also increases the subject’s Difficulty to resist frenzy by 1. The Thaumaturge may not use Blood Rage on zirself to circumvent Generational limits.
The Thaumaturge gains such control over zir own blood that ze may effectively “concentrate” it, making it more powerful for a short time. In effect, ze may temporarily lower zir own Generation with this power. This power may be used only once per night.
System: 1 success on the Willpower roll allows the character to lower zir Generation by 1 step for 1 hour. Each additional success grants the Kindred either 1 step down in Generation or 1 hour of effect. Successes earned must be spent both to decrease the vampire’s Generation and to maintain the change (this power cannot be activated again until the original application wears off). If the vampire is diablerized while this power is in effect, it wears off immediately and the diablerist gains power appropriate to the caster’s actual Generation. Furthermore, any mortals Embraced by the Thaumaturge are born to the Generation appropriate to xyr sire’s original Generation (e.g., a 10th Generation Tremere who has reduced zir effective Generation to 8th still produces 11th Generation childer).
Once the effect wears off, any blood over the character’s blood pool maximum dilutes, leaving the character at zir regular blood pool maximum. Thus, if a 12th Generation Tremere (maximum blood pool of 11) decreased zir Generation to 9th (maximum blood pool 14), ingested 14 blood points, and had this much vitae in zir system when the power wore off, zir blood pool would immediately drop to 11.
A Thaumaturge using this power siphons vitae from zir subject. Ze need never come in contact with the subject — blood literally streams out in a physical torrent from the subject to the Kindred (though it is often mystically absorbed and need not enter through the mouth).
System: The number of successes determines how many blood points the caster transfers from the subject. The subject must be visible to the Thaumaturge and within 50 feet (15 meters). Using this power prevents the caster from being blood bound, but otherwise counts as if the vampire ingested the blood zirself. This power is spectacularly obvious, and Camarilla Princes justifiably consider its public use a breach of the Masquerade.
A Thaumaturge using this power boils zir subject’s blood in xyr veins like water on a stove. The Kindred must touch zir subject, and it is this contact that simmers the subject’s blood. This power is always fatal to mortals, and causes great damage to even the mightiest vampires.
System: The number of successes gained determines how many blood points are brought to boil. The subject suffers 1 health level of Aggravated damage for each point boiled (individuals with Fortitude may soak this damage using only their Fortitude dice). A single success kills any mortal, though some ghouls with access to Fortitude are said to have survived after soaking all of the Aggravated damage.
Thaumaturgy has some of its roots in the early practices of Hermetic alchemy, which concerned itself with changing the properties of given ideals. Indeed, much of Thaumaturgy’s codified structure and basic principles are very similar to those of 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.
System: The number of successes on the activation roll determines how radically a Thaumaturge may alter a given compound’s form. Ze need not use all zir successes — a Thaumaturge wishing to effect only a simple change of form need not turn lead into gold if ze accumulates 5 successes. The Thaumaturge must, however, acquire at least the minimum number of successes suggested by the table below to generate the effect ze seeks.
Changing one element into another requires familiarity with both elements. One cannot suddenly decide ze wants to change a balloon’s worth of helium into a sphere of solid titanium if ze has never dealt with either of those elements before. Simply knowing an atomic number is not enough to warp the law of nature so radically. 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.
This Path has fallen out of practice because it is less useful in modern nights than it was 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 ask — 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!
Note: Storytellers are encouraged to apply this principle to the use of the Path of Conjuring as well. Characters who try to conjure “antimatter” or create weapons of mass destruction magically should be subtly but reasonably discouraged.
Also, 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 ze may change a given element.
●○○○○ | Simple changes in form — solid to liquid, liquid to gas, etc. |
●●○○○ | Complex changes in 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 5 greater or less than its original designation |
●●●●● | Miraculous shifts in composition, such as turning lead into gold or nitrogen into radium |
A Thaumaturgic Path of relatively recent development, the Blessings of the Great Dark Mother draws directly upon the nature of her spirit-beast servants — Cat, Owl, Serpent, and Dragon among them — to assist the ashipu in their struggles against the infernal. Despite the sobriquet “Mother of Demons,” Lilith’s children are almost never either denizens of Hell or cast-off remnants of the Outer Dark, but the offspring of her many unions with strange and wonderful beings. Partaking of Lilith’s essence and that of her mates, these unions produce entities that are unique admixtures of spiritual and physical, whose mutability of substance renders them vulnerable to abuse by the ignorant and the unscrupulous. The techniques used by the sorcerers of the First Tribe to subtly alter the true Names of the Children of the Outer Dark, the ritually enforced expectations of mortal demonologists, and the potent true magic of the Awakened can all force the Lilin into demoniacal form. The arts of this path can liberate them from this bondage and distort, disrupt, and defile the unholy pacts and bonds between an infernalist and their genuinely diabolical masters and minions.
The ashipu utters an incantation that reveals to zir the nature of any pacts, bonds, or spiritual ties to other beings within audible range of zir voice. These bonds appear differently to each ashipu who employs the Cradlesong, depending strongly on zir preferred sensory stimulus. Some see the bonds as threads of light wrapped around others, pulsing with colors that define their nature; others hear them as a rich and complex song whose internal melodies, harmonies, tempo, and beat contain the information they require. Most properly sung, the incantation can also be simply spoken, whistled using the appropriate notes, or played wordlessly on a musical instrument as a tone poem; electronic amplification can and does increase its effective range.
System: The ashipu sings zir Cradlesong, spends 1 blood point, and rolls Perception + Occult (Difficulty equal to the highest current Willpower rating of the individuals in the group, or the current Willpower rating of the individual if attempting to affect a singular target). If successful, the song causes any and all infernal pacts, spiritual pacts, and voluntary or involuntary bonds of any kind (including the blood bond) to become “visible” in some way to the caster.
The firstborn son of Lilith and Lucifer was named “Silver” for the light of the Moon, a hue reflected in the bright silver scales of the serpent that serves the Great Dark Mother. The serpent sometimes functions as one of her many forms, symbolic of purity and purification. The ashipu who calls upon the argent serpent sings, speaks, or plays an invocation that allows zir to select one infernal or spiritual bond and purify the owner of it — severing the ties of bound spirits or demons. This invocation cannot sever the blood bond (no matter how involuntarily it might have been entered into), nor can it undo an infernal pact.
System: The ashipu invokes the gift of the argent serpent, spending 1 blood point and rolling Manipulation + Occult, with a Difficulty equal to the target’s current Willpower. If successful, the invocation causes a single selected bond between the target and an enthralled spirit or bound demon to be broken. This, of course, frees the previously bound spirit or demon to flee, take vengeance, or visit whatever consequences of bondage they prefer upon their former owner.
The second-born son of Lilith and Lucifer was named “Silence,” for the peace and stillness of D’hainu, the Great Dark Mother’s garden of renewal, and is also an attribute of the watchful, night-hunting owl that both serves and embodies her. The ashipu who calls upon the owl with wings of twilight sings, speaks, or plays an invocation that allows zir to silence all of the infernal or spiritual ties of zir target, pacts and bonds alike.
System: The ashipu invokes the gift of the twilight owl, spending 1 blood point and rolling Manipulation + Occult, with a Difficulty equal to the target’s current Willpower. If successful, the invocation causes a psychic or spiritual silence to fall across all bonds and pacts in which the target is involved — xe can no longer issue commands to xyr bound spirits or servitor demons, nor can xe receive communication or commands from any spirit or demon that holds xem in thrall. Exceptional success (4 successes or more) extends this effect to the Cainite at the other end of any blood bond in which the target is engaged.
The youngest daughter of Lilith and Lucifer was named “Night,” for the realm that would have been hers had she lived to maturity. Such darkness is also an attribute of the soft-pawed, sharp-clawed cat that warded the borders of D’hainu and protected those who dwelt within the Garden of Renewal. The ashipu who calls upon the cat with the pelt of shadow sings, speaks, or plays an invocation that allows zir to directly assault all of the lesser infernal or spiritual ties of their target, parting the bonds as with a swipe of deadly claws and disarming the target of their spiritual weapons.
System: The ashipu invokes the gift of the night-shadow cat, spending 1 blood point and rolling Manipulation + Occult, with a Difficulty equal to the target’s current Willpower, for each spirit or demon that the target holds enthralled as a servitor. Success frees the bound spirit or demon to do as it wills. Failure not only fails to free the spirit or demon, but also allows those entities to know precisely who attempted to sever those ties.
The firstborn and eldest child of Lilith and Lucifer was their daughter, named “Water” after her mother’s fond memory of both the crystal streams of lost Eden and the vast oceanic depths in which she took shelter after her expulsion. In the oceans, she bore the first of her many broods and emerged from her exile more powerful than before. Mighty and deep are the powers of that great primordial realm, and mighty was the form that the Great Dark Mother took there. She lent the secrets and gifts of that form to her first child and eldest daughter, the dragon whose wings blotted out and the moon and the sun and the stars, and whose scales shone with all the hues of the sea, greatest of all the purifiers. The ashipu who calls upon the dragon who weeps tears of salt sings, speaks, or plays an invocation that allows zir to directly attack the principal infernal or spiritual pact of zir target.
System: The ashipu invokes the gift of the great serpent of the ocean, spending 1 blood point and rolling Perception + Occult, with a Difficulty equal to the current , for each spirit or demon th of the target. By so doing, ze gains the knowledge of what impelled the target to enter into a bargain in which xyr soul would be forfeit. Each success rolled yields more detailed knowledge of zir target, the nature and strengths of the pact, and any infernal investments or gifts that the target possesses. Spectacular success yields the True Name of the target’s demonic patron and the opportunity to directly engage it in a contested Manipulation + Occult (Difficulty equal to its permanent , for each spirit or demon th) roll. Success on the part of the ashipu severs the bond between the infernalist and their patron; success on the part of the patron allows the bond to remain intact. Failure of any roll in this sequence allows the infernality’s patron to perceive the ashipu and derive substantial information about zir through the contact.
This path allows a vampire limited control over and communion with inanimate objects. Elemental Mastery can only be used to affect the unliving — a vampire could not cause a tree to walk by using Animate the Unmoving, for instance. Thaumaturges who seek mastery over living things generally study paths such as The Green Path.
The vampire can draw upon the strength and resilience of the earth, or of the objects around them, to increase zir physical prowess without the need for large amounts of blood.
System: The player allocates a total of 3 temporary bonus dots between the character’s Strength and Stamina. The number of successes on the roll to activate the power is the number of turns these dots remain. The player may spend a Willpower point to increase this duration by 1 turn. This power cannot be “stacked” — one application must expire before the next can be made.
A vampire may speak, albeit in limited fashion, with the spirit of any inanimate object. The conversation may not be incredibly interesting, as most rocks and chairs have limited concern for what occurs around them, but the vampire can get at least a general impression of what the subject has “experienced.” Note that events which are significant to a vampire may not be the same events that interest a lawn gnome.
System: The number of successes dictates the amount and relevance of the information that the character receives. 1 success may yield a boulder’s memory of a forest fire, while 3 may indicate that it remembers a shadowy figure running past, and 5 will cause the rock to relate a precise description of a local Gangrel.
Objects affected by this power move as the vampire using it dictates. An object cannot take an action that would be completely inconceivable for something with its form — for instance, a door could not leap from its hinges and carry someone across a street. However, seemingly solid objects can become flexible within reason: Barstools can run with their legs, guns can twist out of their owners’ hands or fire while holstered, and humanoid statues can move like normal humans.
System: This power requires the expenditure of a Willpower point with less than 4 successes on the roll. Each use of this power animates 1 object no larger than human-sized; the caster may simultaneously control a number of animated objects equal to zir Intelligence rating. Objects animated by this power stay animated as long as they are within the caster’s line of sight or up to an hour, although the Thaumaturge can take other actions during that time.
The vampire can take the shape of any inanimate object of a mass roughly equal to zir own. A desk, a statue, or a bicycle would be feasible, but a house or a pen would be beyond this power’s capacity.
System: The number of successes determines how completely the character takes the shape ze wishes to counterfeit. At least 3 successes are required for the character to use zir senses or Disciplines while in their altered form. This power lasts for the remainder of the night, although the character may return to zir normal form at will.
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 Thaumaturges claim to have contacted elemental spirits of glass, electricity, blood, and even atomic energy, but such reports remain unconfirmed (even as their authors are summoned to Vienna for questioning). The caster may choose what type of elemental they wish to summon and command.
System: The character must be near some quantity of the classical element corresponding to the spirit ze wishes to invoke. The spirit invoked may or may not actually follow the caster’s instructions once summoned, but generally will at least pay rough attention to what it’s being told to do. The number of successes gained on the Willpower roll determines the power level of the elemental.
The elemental has 3 dots in all Physical and Mental Attributes. 1 dot may be added to one of the elemental’s Physical Attributes for each success gained by the caster on the initial roll. The Storyteller should determine the elemental’s Abilities, attacks, and damage, and any special powers it has related to its element.
Once the elemental has been summoned, the Thaumaturge must exert control over it. The more powerful the elemental, the more difficult a task this is. The player rolls Manipulation + Occult (Difficulty of the [number of successes scored on the casting roll + 4]), and the number of successes determines the degree of control:
Successes | Result |
---|---|
Botch | The elemental immediately attacks the Thaumaturge |
Failure | The elemental goes free and may attack anyone or leave the scene at the Storyteller’s discretion |
1 | The elemental does not attack its summoner |
2 | The elemental behaves favorably toward the summoner and may perform a service in exchange for payment (determined by the Storyteller) |
3 | The elemental performs 1 service, within reason |
4 | The elemental performs any 1 task for the caster that does not jeopardize its own existence |
5+ | The elemental performs any task that the caster sets for it, even one that may take several nights to complete or that places its existence at risk |
This Path of Thaumaturgy allows the vampire to put others to sleep and enter their dreams. The path does not allow the vampire to enter a real dream dimension, but rather the mind of the sleeping mortal via some unexplained type of telepathic link. The path has a mental effect, and other mind-influencing Disciplines, such as Auspex, Dominate, and Presence, may be used in conjunction with this path.
The vampire is able to make a person within zir line of sight sleepy just by concentrating. The person may still be awakened by loud noise or someone trying to rouse xem.
System: The vampire must make a roll using zir own Manipulation + Empathy (Difficulty equals zir opponent’s [Willpower + 3], to a maximum of 10). 3 successes put the target to sleep, while 1 or 2 reduces the victim’s dice pools by that amount for the next turn. This power only affects vampires if the user spends a point of Willpower.
The vampire can put several individuals to sleep at once. This power only affects mortals, and only those the vampire can see.
System: The vampire makes a Charisma + Leadership roll (Difficulty 8). The number of successes indicates the amount of sleepiness as per Cause Sleep, but each target is affected to the same extent.
The vampire can cause mortals and even Kindred to fall into an enchanted slumber from which they cannot awaken until a certain task has been performed (such as a kiss from Prince Charming). The vampire must decide what special condition must be met for the victim to awaken. While the condition does not have to be easy, it should not be impossible.
System: The vampire must roll to determine how long the person can be kept under the enchantment before it wears off on its own. The number of successes on an Intelligence + Subterfuge roll (Difficulty equal to the victim’s Willpower) determines the maximum duration should the task to break the enchantment remain unfulfilled. The user must also spend a point of Willpower to affect vampires.
Successes | Length of Time |
---|---|
1 | 1 Turn |
2 | 1 Night |
3 | 1 Week |
4 | 1 Month |
5+ | 1 Year |
This power lets the vampire telepathically project zir own image into the mind of a sleeper. The vampire has no real control over the dream, but may utilize any Disciplines or Abilities ze possesses in real life while inside the dream. The sleeper may or may not remember the vampire in xyr dreams, depending on how well xe usually remembers xyr dreams.
System: The vampire must possess something belonging to the target and succeed in a Wits + Gift of Morpheus roll (Difficulty equals the target’s Willpower, even if the target is willing). The effect lasts for the length of 1 dream.
The Master of Dreams controls the dreams of the sleeper, shaping them as ze wills. The vampire is able to make the person remember or forget the dreams. Ze may manipulate them in any way ze can imagine, even inducing the death of the dreamer from sheer terror. Combat can be handled normally; the vampire may use all zir Disciplines as if ze were awake. If either dies, the death is permanent.
System: The vampire enters the dream as per Dreamscape, but must roll Manipulation + Gift of Morpheus (Difficulty 7) to affect the dream in any substantial way. Note that once the vampire begins trying to manipulate the dream, the victim can do the same, making the same roll. Whoever has the most accumulated successes in any one turn determines what course the dream will take. The Master of Dreams must spend a point of Willpower to enter the dreams of other Kindred (and must make a Humanity or Path roll to remain “awake” during the day).
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 valid targets for this path’s powers, and living and dead plant matter are equally affected. While not as immediately impressive as some other more widely practiced paths, the Green Path (sometimes disparagingly referred to as “Botanical Mastery”) is as subtle and powerful as the natural world which it affects.
With a touch, a vampire can commune with the spirit of a 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 appearance of the last person who trod upon it.
System: The number of successes rolled determines the amount of information that can be gained from the contact. Depending on the precise information that the vampire seeks, the Storyteller might require the player to roll Intelligence + Occult in order to interpret the results of the communication.
Successes | Result |
---|---|
1 | Fleeting cryptic impressions |
2 | 1 or 2 clear images |
3 | A concise answer to a simple query |
4 | A detailed response to 1 or more complex questions |
5+ | The sum total of the plant-spirit’s knowledge on a given subject |
This power allows a 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, ze can speed a plant’s death and decay, withering grass and crumbling wooden stakes with but a touch.
System: The character touches the target plant. The player rolls normally, and the number of successes determines the amount of growth or decay. 1 success gives the plant a brief growth spurt or simulates the effects of harsh weather, while 3 noticeably enlarges or withers it. With 5 successes, a full-grown plant springs from a seed or crumbles to dust in a few minutes, and a tree sprouts fruit or begins decaying almost instantaneously. If this power is used in combat, 3 successes are needed to render a wooden weapon completely useless. 2 successes suffice to weaken it, while 5 cause it to disintegrate in the wielder’s hand.
The Thaumaturge can animate a mass of vegetation up to zir own size, using it for utilitarian or combat purposes with equal ease. Leaves can walk along a desktop, ivy can act as a scribe, and jungle creepers can strangle opponents. Intruders should beware of Tremere workshops that harbor potted rowan saplings.
System: Any total amount of vegetation with a mass less than or equal to the character’s own may be animated through this power. The plants stay active for 1 turn per success scored on the roll, and are under the complete control of the character. If used for combat purposes, the plants have Strength and Dexterity ratings each equal to half the character’s Willpower (rounded down) and Brawl ratings 1 lower than that of the character.
Dance of Vines cannot make plants uproot themselves and go stomping about. Even the most energetic vegetation is incapable of pulling out of the soil and walking under the effect of this power. However, 200 pounds (100 kilograms) of kudzu can cover a considerable area all by itself...
This power 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 nearly impassable to anyone the caster wishes to exclude. A Verdant Haven appears as a 6-foot-tall (2-meter-tall) hemisphere of interlocked branches, leaves, and vines with no discernible opening, and even to the casual observer it appears to be an unnatural construction. Verdant Havens are rumored to have supernatural healing properties, but no Kindred have reported experiencing such benefits from a stay in one.
System: A character must be standing in a heavily vegetated area to use this power. The Verdant Haven springs up around the character over the course of 3 turns. Once the Haven is established, anyone wishing to enter the Haven without the caster’s permission must achieve more than the caster’s original number of successes on a single roll of Wits + Survival (Difficulty equal to the caster’s Willpower). The Haven lasts until the next sunset, or until the caster dispels or leaves it. If the caster scored 4 or more successes, the haven is impenetrable to sunlight unless physically breached.
Entire trees can be animated by a 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.
System: The character touches the tree to be animated. The player spends a blood point and rolls normally. If the roll succeeds, the player must spend a blood point for every success. The tree stays animated for 1 turn per success rolled; once this time expires, the tree puts its roots down wherever it stands and cannot be animated again until the next night. While animated, the tree follows the character’s verbal commands to the best of its ability. An animated tree has Strength and Stamina equal to the caster’s Thaumaturgy rating, Dexterity 2, and a Brawl rating equal to the caster’s own. It is immune to Bashing damage, and all Lethal damage dice pools are halved due to its size.
Once the animating energy leaves a tree, it puts down roots immediately, regardless of what it is currently standing on. A tree re-establishing itself in the soil can punch through concrete and asphalt to find nourishing dirt and water underneath, meaning that it is entirely possible for a sycamore to root itself in the middle of a road without any warning.
This Path is practiced most commonly by the various 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.
This power accelerates the decrepitude of its target, causing it to wither, rot, or otherwise break down. The target must be inanimate, though dead organic matter can be affected.
System: If the roll is successful, the inanimate object touched by the Thaumaturge ages 10 years for every minute the Kindred touches it. If the vampire breaks physical contact and wishes to age the object again, another blood point must be spent and another roll must be made. This power does not affect vampires.
This power warps and bends wooden objects. Though the wood is otherwise undamaged, this power often leaves the objects completely useless. This power may also be used to swell or contract wood, in addition to bending it into unwholesome shapes. Unlike other powers of this Path, Gnarl Wood requires merely a glance rather than physical contact.
System: 50 pounds or 25 kilograms of visible wood may be gnarled for each blood point spent on this power (the Thaumaturge may expend as much blood as ze likes on this power, up to zir per-turn Generational maximum). It is also possible to warp multiple visible objects — like all the stakes a team of vampire-hunters wields.
The vampire secretes a bilious, acidic fluid from any portion of their body. The viscous acid corrodes metal, destroys wood, and causes horrendous chemical burns to living tissue.
System: The player spends 1 blood point to create the acid — the blood literally transmutes into the volatile secretion. 1 blood point creates enough acid to burn through a quarter-inch or half a centimeter of steel plate or 3 inches (7 centimeters) of wood. The damage from an acid-augmented hand-to-hand attack is Aggravated and costs 1 blood point per turn to use. A Thaumaturge is immune to zir own acidic touch.
This power withers a victim’s limb, leaving only a desiccated, almost mummified husk of bone and skin. The effects are instantaneous; in mortals, they are also irreversible.
System: The victim may resist the effects of Atrophy by scoring 5 or more successes on a Stamina + Athletics roll (Difficulty 8). Failure means the limb is permanently and completely crippled. Partial resistance is possible: 1 success indicates that the Difficulty of any roll involving the use of the limb increases by 2, though these effects are still permanent with regard to mortals. 2 successes signify that Difficulties increase by 1. Vampires afflicted with this power may spend 5 blood points to rejuvenate atrophied limbs. Mortals are permanently crippled, unless healed through magical means (such as the Life Sphere possessed by magi). This power affects only limbs or parts of limbs (arms, legs, hands); it does not work on victims’ heads, torsos, etc.
This fearsome power accelerates decrepitude in its victims. Mortals literally age at the mere touch of a skilled Thaumaturge, gaining decades in moments.
System: Each success on the roll ages the victim by 10 years. A potential victim may resist with a Stamina + Courage roll (Difficulty 8), but must accumulate more successes than the caster’s activation roll — it’s an all-or-nothing affair. If the victim succeeds, xe does not age at all. If xe does not acquire more successes than the Thaumaturge, xe ages the full amount. Obviously, this power, while it affects vampires, has no detrimental effect on them (they’re immortal). At most, a Kindred victim grows paler and withers slightly (-1 to Appearance) for 1 night.
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.
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. In this way, the vampire knows when someone has entered zir haven and can deal with the interloper as ze sees fit.
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 the warded area, the effect takes place. Whether or not the vampire is present to observe it is a different matter.
Note that complex chains of events are outside the purview of this power. 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.
In zir own haven, the Thaumaturge knows where every last article lies. Ze knows where ze placed an important book, ze knows the drawer that the keys to zir safe occupy, and ze knows where zir ensorcelled wooden stake rests. Ze even knows these things when ze doesn’t...
System: As long as this ritual is successful, for the duration of the scene, the Thaumaturge knows exactly where any given object has been placed, as long as it is in zir haven. This knowledge applies only to inanimate objects — ze may not locate zir childe in this manner. Also, the object must belong to the Tremere zirself; an assassin’s knife will not be found by this power, nor will the objects on another’s person. Something the Tremere has stolen will turn up without difficulty, however.
This power works only in the Tremere’s haven, where ze has spent at least 1 day’s rest prior to invoking the power.
The vampire may create a miasma of confusion in zir 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.
System: Characters other than the Tremere find themselves hopelessly lost in zir haven, no matter how small it is. Additionally, they are unable to remember any but the smallest details regarding the place once inside. Even if an intruder attempts to follow or chase the Tremere through the haven, xe will lose track of directions, make wrong turns, etc. This effect lasts for 1 full 24-hour period, but the confused memories an intruder takes with xem last until xe visits the haven when it is not under this protective ensorcellment.
As master of zir 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 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 as both a convenience — how better to retrieve a book from the basement when one is on the third floor? — and as an escape route.
System: This power works until sunrise. At the Thaumaturge’s whim, ze may walk through any doorway in zir haven and be immediately transported to any room of zir choice that is also in zir haven. Anyone who follows zir through this door will find themselves in the room the doorway naturally connects to.
This power bestows a primitive awareness upon the vampire’s haven. While zir haven is under this sending, the Thaumaturge may ask any of the items in zir 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 the 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 Thaumaturge by the common items inside.
System: This power lasts until the sunrise after the vampire invokes it. The vampire must verbally ask questions of zir haven’s accouterments, should ze desire information from them. Only in the 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.
This path grants the Thaumaturge the ability to conjure forth mystical flames — small fires at first, but skilled magicians may create great conflagrations. Fire created by this path is not “natural.” In fact, many vampires believe the flames to be conjured from Hell itself. The Lure of Flames is greatly feared, as fire is one of the surest ways to bring Final Death upon a vampire.
Fire conjured by the Lure of Flames must be released for it to have any effect. Thus, a “palm of flame” does not burn the vampire’s hand and cause an Aggravated wound (nor does it cause the caster to frenzy) — it merely produces light. Once the flame has been released, however, it burns normally and the character has no control over it.
System: The number of successes determines how accurately the vampire places the flame in their desired location (declared before the roll is made). 1 success is all that is necessary to conjure a flame in one’s hand, while 5 successes place a flame anywhere in the Kindred’s line of sight. Less successes mean that the flame appears somewhere at the Storyteller’s discretion — as a rough rule of thumb, the Thaumaturge can accurately place a flame within 10 yards or meters of zirself per success.
Individual descriptions are not provided for each level of this path — fire is fire, after all (including potentially causing frenzy in other vampires witnessing it). The chart below describes the path level required to generate a specific amount of flame. To soak the damage at all, a vampire must have the Fortitude Discipline. Fire under the caster’s control does not harm the vampire or cause zir to frenzy, but fires started as a result of the unnatural flame affect the Thaumaturge normally.
●○○○○ | Candle (Difficulty 3 to soak, 1 health level of Aggravated damage/turn) |
●●○○○ | Palm of Flame (Difficulty 4 to soak, 1 health level of Aggravated damage/turn) |
●●●○○ | Campfire (Difficulty 5 to soak, 2 health levels of Aggravated damage/turn) |
●●●●○ | Bonfire (Difficulty 7 to soak, 2 health levels of Aggravated damage/turn) |
●●●●● | Inferno (Difficulty 9 to soak, 3 health levels of Aggravated damage/turn) |
Folklore warns of the dangers of the witches’ curse and the ability of warlocks to possess the weak and force them to do their bidding. During the early nights of Clan Tremere, Mastery of the Mortal Shell was developed to battle the Tzimisce and Gangrel marauders that attacked their chantries. The use of this Path was later expanded to enforce subservience among Gargoyles after their first revolt. A Thaumaturge practicing Mastery of the Mortal Shell explores the fundamental workings of the body, granting control over the physical workings over their victim. Targets may include humans or any supernatural creatures with flesh such as vampires, werewolves, or mages, but not ghosts or demons, who are made primarily of spirit.
Lesser powers of this Path are clumsy in their control of the body, but become increasingly precise and complete.
A number of the powers in this Path are activated by touch. Depending upon the circumstances, the Storyteller may require a successful Dexterity + Brawl roll for the Thaumaturge to make contact with the intended victim. Targeting rules apply for attacking a specific extremity if contact is not guaranteed.
Unless otherwise stated, the powers of Mastery of the Mortal Shell last a number of turns equal to the number of successes the Thaumaturge scores on zir activation roll. A victim may only suffer the effects of one power from this Path at a time. Thus, a Thaumaturge may not enact Vertigo and Contortion at the same time upon the same victim. The most recent power activated replaces the effects of previous powers used upon the victim.
The Thaumaturge induces minor disorientation and dizziness through subtle manipulations in the subject’s body. The physical discomfort is temporary and minor, but a clever Thaumaturge can use it on rivals at the most inopportune times, causing them to lose their aplomb.
System: A touch from the Thaumaturge invokes disorientation in zir victim. If successful, all of the victim’s physical actions are at +1 Difficulty for the duration of the power. Subsequent uses of this Path may extend the duration, though the Difficulty will not increase further.
With a touch, the Thaumaturge causes a group of zir opponent’s muscles to contract involuntarily, reducing it to twitching fits. This effect is extremely disconcerting to the subject, rendering the limb or muscle group unusable.
System: By making physical contact with 1 of the limbs of the target, the Thaumaturge renders it useless for the duration of Contortion. A leg rendered useless makes standing difficult, and the victim suffers from increased Difficulty (+1 to +3, depending on circumstances) to appropriate Dexterity challenges related to xyr leg, such as dancing or balancing on ledges. A contorted arm hangs lifeless at the subject’s side. A useless head causes loss of speech and increases the Difficulty of all Social rolls are at +2 as the facial muscles spasm out of control.
Seizure causes the body to erupt into a fit of convulsions. All the muscles throughout the body tighten uncontrollably, while the victim foams at the mouth and spasms rack xem with agony. A mortal may even choke to death as xyr tongue cuts off xyr air supply.
System: A light touch from the Thaumaturge forces the very unpleasant effects of this power upon the target. For the duration of the seizure, a target’s body writhes, tormenting xem to the point of incapacitation. Victims suffer a +2 Difficulty penalty to all physical actions. The victim also suffers 1 level of Bashing damage every turn, as xyr body helplessly twists itself. At the Storyteller’s discretion, the effects of this power may even cause death in extremely ill or wounded mortals.
Damage may be soaked as normal (although levels from armor do not apply).
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 horrific ailments in inconspicuous ways that suggest a stroke or heart attack.
System: The Thaumaturge no longer needs to touch zir victim to strike out with this level of mastery of the Path. Ze may affect any target within zir line of sight, but ze must keep visual contact with the victim at all times to maintain this effect. 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 mass tissue and organ failure. Additionally, the victim suffers a +2 Difficulty penalty to all actions.
The subject may resist the effects of Body Failure via a Stamina + Fortitude roll when the Thaumaturge attempts to strike the target (Difficulty equals the Thaumaturge’s current Willpower). Each success the victim gains on this roll reduces the duration of Body Failure by 1 turn.
The Thaumaturge invoking Marionette gains such mastery over the body of others that ze can magically seize control of another being and force zir victim to act according to zir own whims. This control is not as fine as the direct and personal command of the Dominate power of Possession, but 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.
System: The Thaumaturge may affect any target within zir line of sight, but ze 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 + Fortitude roll (Difficulty equal to the Thaumaturge’s current Willpower) when the Thaumaturge attempts to take control. Each success the victim gains on this roll reduces the duration of Marionette by 1 turn. Victims lacking Fortitude do not have the physical resistance to defy this effect.
For the duration of this power, the Thaumaturge can cause the victim to perform any physical action, using the target’s pools with a penalty of +2 Difficulty to all rolls. The concentration this power requires also increases the Thaumaturge’s own Difficulties by 2 for all other personal actions undertaken while manipulating the victim. To extend the duration of this control, the Thaumaturge must make a second activation roll. Marionette does not rob the victim of xyr cognizance, only physical control over xyr body. During this time of Thaumaturge’s mastery, the target remains aware that some outside force is manipulating xyr physical actions, conscious that they are not xyr own. The victim may spend a point of Willpower to attempt to take a mental or social action, such as activating a Discipline or speaking.
This path gives the Thaumaturge the ability to move objects telekinetically through the mystic power of blood. At higher levels, even flight is possible (but be careful who sees you...). Objects under the character’s control may be manipulated as if ze held them — they may be lifted, spun, juggled, or even “thrown,” though creating enough force to inflict actual damage requires mastery of at least the fourth level of this Path. Some casters skilled in this Path even use it to guard their havens, animating swords, axes, and firearms to ward off intruders. This Path may frighten and disconcert onlookers.
System: The number of successes indicates the duration of the caster’s control over the object (or subject). Each success allows 1 turn of manipulation, though the Kindred may attempt to maintain control after this time by making a new roll (ze need not spend additional blood to maintain control). If the roll is successful, control is maintained. If a Thaumaturge loses or relaxes control over an object and later manipulates it again, their player must spend another blood point, as a new attempt is being made. 5 or more successes on the initial roll means the vampire can control the object for the duration of the scene.
If this power is used to manipulate a living being, the subject may attempt to resist. In this case, the caster and the subject make opposed Willpower rolls each turn the control is exercised.
Like The Lure of Flames, individual power levels are not provided for this path — consult the chart below to see how much weight a Thaumaturge may control. Once a Kindred reaches a rating of 3, ze may levitate zirself and “fly” at approximately running speed, no matter how much ze weighs, though the weight restrictions apply if ze manipulates other objects or subjects. Once a Kindred achieves 4, ze may “throw” objects at a Strength equal to zir level of mastery of this path.
●○○○○ | 1 pound/1/2 kilogram |
●●○○○ | 20 pounds/10 kilograms |
●●●○○ | 200 pounds/100 kilograms |
●●●●○ | 500 pounds/250 kilograms |
●●●●● | 1000 pounds/500 kilograms |
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 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 3rd level of Neptune’s Might, the player may choose to specialize in either freshwater or saltwater. Such specialization lowers all Neptune’s Might Difficulties by 1 when dealing with the chosen medium but raises them by 1 when dealing with the opposite. Blood is considered neither fresh nor salty for this purpose, and Difficulties in manipulating it are unaffected.
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 art claim that the vampire communes with the spirits of the waters when using this power; younger Kindred scoff at such claims.
System: The number of successes rolled determines how far into the past the character can look.
Successes | Result |
---|---|
1 | 1 day |
2 | 1 week |
3 | 1 month |
4 | 1 year |
5+ | 10 years |
The Storyteller may require a Perception + Occult roll for the character to discern very small details in the transmitted images. This power can only be used on standing water; lakes and puddles qualify, but oceans, rivers, sewers, and wine glasses do not.
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.
System: The number of successes scored on the casting roll is the number of successes the victim must score on a Strength roll (Difficulty 8, Potence can add to this roll) to break free. A subject may be held in only 1 prison at a time, although the caster is free to invoke multiple uses of this power upon separate victims and may dissolve these prisons at will. If a sufficient quantity of water (at least a bathtub’s worth) is not present, the Difficulty of the Willpower roll to activate this power is raised by 1.
The Thaumaturge has now attained enough power over water that ze can transmute other liquids to this basic element. The most commonly seen use of this power is as an assault; with but a touch, the victim’s blood transforms to water, weakening vampires and killing mortals in moments.
System: The character must touch zir intended victim. The player rolls Willpower normally. Each success converts 1 of the victim’s blood points to water. 1 success kills a mortal within minutes. Vampires who lose blood points to this power also suffer dice pool penalties as if they had received an equivalent number of health levels of injury. The water left in the target’s system by this attack evaporates out at a rate of 1 blood point’s worth per hour, but the lost blood does not return.
At the Storyteller’s discretion, other liquids may be turned to water with this power (the Difficulty for such an action is reduced by 1 unless the substance is particularly dangerous or magical in nature). The character must still touch the substance or its container to use this power.
Tales of vampires’ inability to cross running water may have derived in part from garbled accounts of this power in action. 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.
System: The character touches the surface of a standing body of water; the player spends 3 Willpower points and the normal required blood point and rolls normally. Successes are applied to both width and height of the wall; each success “buys” 10 feet/3 meters in 1 dimension. The wall may be placed anywhere within the character’s line of sight, and must be formed in a straight line. The wall lasts until the next sunrise. It cannot be climbed, though it can be flown over. To pass through the barrier, any supernatural being (including beings trying to pass the wall on other levels of existence, such as ghosts) must score at least 6 successes on a single Willpower roll (Difficulty 9).
At this level of mastery, the Thaumaturge can directly attack living and unliving 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 evaporating puddles to keep other practitioners of this path from using them.
System: This power can be used on any target in the character’s line of sight. The player rolls normally; the victim resists with a roll of Stamina + Fortitude (Difficulty 9). Each success gained by the caster translates into 1 health level of Lethal damage inflicted on the victim. This injury cannot be soaked (the resistance roll replaces soak for this attack) but can be healed normally. Vampires lose blood points instead of health levels, though if a vampire has no blood points this attack inflicts health level loss as it would against a mortal. The victim of this attack must also roll Courage (Difficulty equal to the [number of successes scored by the caster + 3]) to be able to act on the turn following the attack; failure means xe is overcome with agony and can do nothing.
Although the corrupt dream-magic of the Gift 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 Gift of Morpheus has since fallen from common knowledge, and Oneiromancy no longer carries the stigma once associated with its practitioners. With the increasing rumors 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 5 minutes of reading the signs during which the Warlock goes into a trance similar to sleep. Awareness of zir surroundings is limited, and ze can “awaken” from the trance at any time but will suffer the same penalties as if awakening during the day for 3 turns (maximum dice pool equals zir Humanity/Path score). Oneiromancy powers can also be used while the Thaumaturge is in torpor.
From the ephemeral fragments of zir own dreams, the magus may attempt a personal reading of the near future. While asleep, the Oneiromancer draws upon the dream imagery fluttering in the unconscious. Upon waking from the divination, the vampire 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. With a successful activation roll, the Storyteller relates disjointed dream images allegorically (or sometimes literally) concerning one forthcoming personal event to the oneiromancer. This event is completely up to the Storyteller’s discretion, and multiple uses of Portents may well result in the same vision occurring over and over again. The Portent should always be fragmented and cryptic, although the more successes scored on the activation roll, the more information the Storyteller should relay to the player.
Foresee lets the Warlock look into the mind of a sleeping individual, interpreting xyr 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: This power behaves similarly to Portents, but the imagery comes from the dreams of the target and the divination concerns an event for that person. 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.
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. 1 turn’s worth of dreams can be sent per success of the activation roll — this won’t allow the Thaumaturge to haunt zir victim for a full night, but it will allow zir to leave messages, impart warnings, etc.
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 disjointed and confusing quality. Augury is helpful in seeking answers to problems, possibly providing the required breakthrough with a dilemma.
Since fortune-telling and prophecy is convoluted 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 Oneiromancy often have little use for lesser powers.
Note that the subject must have the knowledge the Thaumaturge seeks, or the power is useless. The Storyteller has the final say on whether an Augury provides any beneficial information, and should not provide any revelations that will ruin a chronicle or plot.
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 vampire. With this information, a magus is able to approach a person with offers that are impossible to deny. It is hard to say no to the thing that you desire most. According to legend, even the hero-king Gilgamesh left his people in his desire for immortality.
This revelation of the soul occasionally reveals even more information about the target — that of xyr greatest 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 (2 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. If any successes are scored on the activation roll, the innermost desire of the target is revealed to the Oneiromancer. Additionally, if more successes are gained on the activation roll than the subject has Willpower, 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 information is up to the Storyteller (or the player), but remember that it is xyr ultimate driving passion.
When confronted with xyr inner horror, the subject may be completely paralyzed with fear, or xe may frenzy in the tradition of Rötschreck. Again, the exact results are up to the Storyteller, but they should be consistent with confronting one’s worst fears.
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 them — would appear identical every time it was conjured. A rat would have repeated “tiled” patterns over its fur, and a garbage can would have a completely uniform fluted texture over its surface. Additionally, conjured objects bear no flaws: weapons have no dents or scratches, tools have no distinguishing marks, and cell phones all look like they just came out of their packaging.
The limit on the size of conjured objects appears to be that of the conjurer: nothing larger than the Thaumaturge can be created. The conjurer must also have some degree of familiarity with the object ze 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. 1 success yields a shoddy, imperfect creation, while 5 successes garner the caster a nearly perfect replica.
At this level of mastery, the conjurer may create simple, inanimate objects. The object cannot have any moving parts and may not be made of multiple materials. For example, the conjurer may summon a steel baton, a lead pipe, a wooden stake, or a chunk of granite.
System: Each turn the conjurer wishes to keep the object in existence, another Willpower point must be spent or the object vanishes.
At this level, the conjurer no longer needs to pay Willpower costs to keep an object in existence. The object is permanent, though simple objects are still all that may be created.
System: The player must invest 3 blood points in an object to make it real.
The Kindred may now conjure complex objects of multiple components and with moving parts. For example, the Thaumaturge can create guns, bicycles, chainsaws, or cell phones.
System: Objects created via Magic of the Smith are automatically permanent and cost 5 blood points to conjure. Particularly complex items often require a Skill or Knowledge roll (Crafts, Science, Technology, etc.) in addition to the basic roll.
This power allows the conjurer to “banish” into nonexistence any object previously called forth via this path.
System: This is an extended success roll. The conjurer must accumulate as many successes as the original caster received when creating the object in question. This can also be used by the Thaumaturge to banish objects ze created zirself with this path.
This power cannot create true life, though it can summon forth impressive simulacra. Creatures (and people) summoned with this power lack the free will to act on their own, mindlessly following the simple instructions of their conjurer instead. People created in this way can be subject to the use of the Dominate power Possession, if desired.
System: The player spends 10 blood points. Imperfect and impermanent, creatures summoned via this path are too complex to exist for long. Within a week after their conjuration, the simulacra vanish into insubstantiality.
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 theory, and the most disturbing to the Tremere, is that the path originated with the Followers of Set , 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 a favorite topic of discussion when the matter comes up.
The Path of Corruption is primarily a mentally and spiritually oriented path centered on influencing the psyches of other individuals. It can be used neither to issue commands like Dominate nor to change emotions in 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 ze has in Subterfuge.
The vampire can interrupt a subject’s thought processes, forcing the victim to reverse xyr current course of action. An Archon may be caused to execute a prisoner xe was about to exonerate and release; 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 to the Thaumaturge in advance, but they always take the form of a more negative action than the subject had originally intended to perform.
System: This power may be used on any subject within the character’s line of sight. The player rolls as per normal. The target rolls Perception + Subterfuge (Difficulty equal to the [number of successes scored by the caster + 2]). 2 successes allow the subject to realize that they are being influenced by some outside source. 3 successes lets xem pinpoint the source of the effect. 4 successes gives xem a moment of hesitation, neither performing xyr original action nor its inverse, while 5 allows xem to carry through with the original action.
The Storyteller dictates what the subject’s precise reaction to this power is. Contradict cannot be used in combat or to affect other actions (at the Storyteller’s discretion) that are mainly physical and reflexive.
This power follows the same principle as Contradict, the release of a subject’s dark, self-destructive side. However, Subvert’s effects are longer-lasting than the momentary flare of Contradict. Under the influence of this power, victims act on their own suppressed temptations, pursuing agendas that their morals or self-control would forbid them to follow under normal circumstances.
System: This power requires the character to make eye contact with the intended victim. The player rolls normally. The target resists with a roll of Perception + Subterfuge (Difficulty equal to the caster’s Manipulation + Subterfuge). If the Thaumaturge scores more successes, the victim becomes inclined to follow a repressed, shameful desire for the length of time described below.
Successes | Result |
---|---|
1 | 5 minutes |
2 | 1 hour |
3 | 1 night |
4 | 3 nights |
5+ | 1 week |
The Storyteller determines the precise desire or agenda that the victim follows. It should be in keeping with the Mental Flaws that xe possesses or with the negative aspects of xyr Nature (for example, a Loner desiring isolation to such an extent that xe becomes violent if forced to attend a social function). The subject should not become fixated on following this new agenda at all times, but should occasionally be forced to spend a Willpower point if the opportunity to succumb arises and they wish to resist the impulse.
“Divide and 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 power 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.
System: The character must touch the target. The player rolls normally. The target resists with a Willpower roll (Difficulty of the Thaumaturge’s Manipulation + Empathy). The victim loses 3 dice from all Social rolls for a period of time determined by the number of successes gained by the caster:
Successes | Result |
---|---|
1 | 5 minutes |
2 | 1 hour |
3 | 1 night |
4 | 3 nights |
5+ | 1 week |
This penalty applies to all rolls that rely on Social Attributes, even those required for the use of Disciplines. If this power is used on a character who has participated in the Vaulderie or a similar ritual, that character’s Vinculum ratings are reduced by 3 for the duration of Dissociate’s effect.
Dissociate’s primary effect falls under roleplaying rather than game mechanics. Victims of this power should be played as withdrawn, suspicious, and emotionally distant. The Storyteller should feel free to require a Willpower point expenditure for a player who does not follow these guidelines.
This power is a much stronger and more 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 caster creates a powerful psychological dependence. Many Thaumaturges ensure that their victims become addicted to substances or thrills that only the mystic can provide, thus creating both a source of income and potential blackmail material.
System: The subject must encounter or be exposed to the sensation, substance, or action to which the character wants to addict xem. The Thaumaturge then touches zir target. The player rolls normally; the victim resists with a Self-Control/Instinct roll (Difficulty equal to the [number of successes scored by the caster + 3]). Failure gives the subject an instant addiction to that object.
An addicted character must get xyr fix at least once a night. Every night that xe goes without satisfying xyr desire imposes a cumulative penalty of 1 die on all of xyr dice pools (to a minimum pool of 1 die). The victim must roll Self-Control/Instinct (Difficulty 8) every time xe is confronted with the object of xyr addiction and wishes to keep from indulging. Addiction lasts for a number of weeks equal to the Thaumaturge’s Manipulation score.
An individual may try to break the effects of Addiction. This requires an extended Self-Control/Instinct roll (Difficulty of the caster’s Manipulation + Subterfuge), with 1 roll made per night. The addict must accumulate a number of successes equal to 3 times the number of successes scored by the caster. The victim may not indulge in xyr addiction over the time needed to accumulate these successes. If xe does so, all accumulated successes are lost and xe must begin anew on the next night. Note that the Self-Control/Instinct dice pool is reduced every night that the victim goes without feeding xyr addiction.
Many former pawns of 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 sometimes the result of the vampire’s mastery of Dependence. The final power of the Path of Corruption enables the vampire to tie zir victim’s soul to zir own, engendering feelings of lethargy and helplessness when the victim is not in zir presence or acting to further zir desires.
System: The character engages the target in conversation. The player rolls normally. The victim rolls Self-Control/Instinct (Difficulty equals the [number of successes scored by the caster + 3]). Failure means that the victim’s psyche has been subtly bonded to that of the Thaumaturge for 1 night per success rolled by the caster.
A bonded victim is no less likely to attack xyr controller, and feels no particular positive emotions toward them. However, xe is psychologically addicted to zir presence, and suffers a 1 die penalty to all rolls when xe is not around zir or performing tasks for zir. Additionally, xe is much less resistant to zir commands, and xyr dice pools are halved when xe attempts to resist the caster’s Dominate, Presence (or other mental or emotional control powers), or mundane Social rolls. Finally, xe is unable to regain Willpower when xe is not in the Thaumaturge’s presence.
Those rare Sabbat who have retained Thaumaturgical talents have turned their focus to the assistance of the sect in times of war. This path has proven useful, turning the tides of several confrontations with elder vampires. The Path adopts a very martial stance, whereas other blood magics tend to have subtler, less violent effects. It is rumored that some Camarilla Tremere have learned this Path, but very few of them have the right temperament to wield this Path effectively.
A vampire on the attack can focus zir will, making zir 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.
System: For the duration of 1 scene, the vampire adds 1 to zir Courage Trait. Additionally, for the purposes of hostile effects, zir Willpower is considered to be 1 higher (though this bonus applies only to the Trait itself, not the Willpower pool). A character may only gain the benefits of War Cry once per scene.
The vampire makes a single attack, guided by the unholy power of zir Blood. This attack strikes its foe infallibly.
System: By invoking this power, the player need not roll to see if the vampire’s attack hits — it does, automatically. Only Melee or Brawl attacks may be made in this manner. These attacks are considered to be 1 success attacks; they offer no additional damage dice. Also, they may be dodged, blocked, or parried normally, and the defender needs only 1 success (as the attacks’ number of success is assumed to be 1). Strike True has no effect if attempted on multiple attacks (dice pool splits) in a single turn from 1 character.
The Thaumaturge invokes the power of the winds, moving in a blur. Ze gains a preternatural edge in avoiding zir enemies’ blows, moving out of their way before the enemy has a chance to throw them.
System: The player can dodge any number of attacks with zir full dice pool in a single turn. This advantage applies only to dodges — if the character wishes to attack and dodge, the player must still split their dice pool. This power lasts for 1 scene.
The vampire temporarily augments zir abilities as a warrior. Through the mystical powers of blood magic, the character becomes a potent fighting force.
System: Fearless Heart grants the vampire an extra point in each of the Physical Attributes (Strength, Dexterity, and Stamina). These Traits may not exceed zir Generational maximums, though the player may use blood points to push the character’s Traits even higher. The effects last for 1 scene, and a character may gain its benefits only once per scene. The vampire must spend 2 hours in a calm and restful state following the use of Fearless Heart, or lose a blood point every 15 minutes until ze rests.
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.
System: The player chooses 1 of the lower-level powers in the Path, invoking it as normal. Afterward, ze touches another character and (if the roll for Comrades at Arms is successful) bestows the benefit on xem as well. The same power may be delivered to any number of packmates, as long as the rolls for Comrades at Arms are successful and the Thaumaturge pays the appropriate blood costs.
Although the Tremere have long been enemies of the Tzimisce, a chantry of 17th-century Portuguese Tremere once turned their talents to specialized means of combating the treacherous Lasombra of neighboring Spain. In the modern nights, however, Tzimisce-Lasombra ties in the Sabbat mean that the Tremere must sometimes bring their attention to the depredations of the lords of shadow. Indeed, some Tremere wryly comment that for every sorcerous Tzimisce counselor who advises a Lasombra Bishop, a cunning Tremere counsels an insidious Ventrue. With the Camarilla’s recent upturn in clashes with the Sabbat, the Tremere have needed a means to blunt the Sabbat’s edges. The unearthed Path of Shadowcrafting offers one such opportunity, albeit in a scope that never became widespread due to its limited utility.
Students of the Path of Shadowcrafting learn to manipulate shades, but not in the same fashion as the Lasombra. While Shadowcrafting tugs at the absence of light, Tremere who have fought the Lasombra firsthand come away with the distinct impression that Obtenebration manipulates something else — a tangible darkness, a sort of abyssal nothingness coaxed into the material world. What this bodes, even the Tremere do not know, and the few Lasombra antitribu certainly aren’t forthcoming. In the meantime, the Tremere hope to refine the path into a means of controlling or duplicating the Lasombra’s power, while keeping their failures quietly away from influential Camarilla ears. As is, the Path is relatively weak, but those exploring it hope to make breakthroughs any night now.
This Path does not function for Kindred with the Cast No Reflection Flaw.
The first rule of shade: darkness overcomes all light. Eventually, every light gutters and fades. A neophyte Thaumaturge can exert this property of darkness, bringing a sordid mortality to lights nearby. The lights may flicker and dim or even snuff completely, depending upon their strength and the Thaumaturge’s will.
System: The Thaumaturge can focus darkness upon any 1 light source within zir range of sight. Only lights up to the strength of a torch, light bulb, or modern neon sign can be affected, but complete success snuffs a light permanently (light bulbs and neon signs burn out; candles go out, but could be re-lit later). Successes scored on the casting roll determine the strength of the fading.
Successes | Result |
---|---|
1 | Momentary flicker |
2 | Pronounced guttering for several seconds |
3 | Source produces only dim flickers of erratic light for 2 turns |
4 | Light source blacks out completely for 2 turns, then resumes |
5+ | Totally extinguished |
A wholly unnerving power, Shadow Taunt allows a Thaumaturge to take command of a distant shadow. By sympathetically linking it to zir body, the Thaumaturge makes the distant shadow obey zir own shadow’s motion. The caster can jape, threaten or move about and cause the faraway shadow to behave in similar fashion. If the shadow belongs to a person, it follows the Thaumaturge’s actions. Shadows of other than anthropomorphic shape contort as best they can, stretching, elongating and moving in a semblance of the caster’s motion. A shadow controlled in this fashion cannot actually do harm, nor does it harm its source, but it certainly proves unnerving. On at least one occasion, a Tremere novice managed to humiliate an opponent simply by making the Kindred’s shadow subtly berate him; when the aggrieved Kindred brought the matter to the attention of the Harpies, he found himself roundly scathed — “Afraid of your own shadow now?”
System: Successes scored on the Willpower roll for this effect determine how many turns the caster can control a distant shadow. Only 1 shadow at a time may be so influenced. Shadows animated in this fashion can move and even pantomime as they follow the Thaumaturge’s actions, but they cannot make sound, nor do they actually break away from their casting source (so, if the Thaumaturge leaves, the shadow moves as if running in place). The caster must be able to see the shadow that ze wishes to manipulate, and it must be a natural shadow, not one created with Obtenebration.
How would shadow appear if it hovered in the air? A discoloration? A dimness in the atmosphere? A hole in space? A commanding Tremere can peel the very shade from surrounding surfaces and bend it into floating forms that whip about. These airborne shadows conceal the caster and create a roiling sphere of confusion. The unnatural display manifests as an ephemeral globe that encompasses the caster at about arm’s length, though it contracts and expands rapidly while the shadows flit about its surface.
System: Under the effects of Coruscating Shadow, the Tremere gains partial concealment due to the rapidly strobing passage of shadowy shapes. The ball of shadows that surrounds the caster has no physical substance but expands and contracts, writhes and spins and generally makes matters difficult for anyone trying to observe the Thaumaturge. Raise the Difficulty of actions that affect the caster, including attacks, by 1 while this power is in effect. Furthermore, the heavier prevalence of shadow helps when blending into darkened areas, giving the player a 2-die bonus to Stealth rolls. The sphere lasts for 1 turn per success garnered on the roll.
Shadows seem to devour the landscape hungrily as night falls. Where any shadow lies, the power of night remains — through that sympathetic power the Tremere can invoke the strength of night in any place. Mortals who have observed this bizarre power have left the experience “touched,” talking of shadows impossible in the current light and non-Euclidian geometries casting horrid shades.
System: Like other Shadowcrafting powers, the Tremere must extend existing shadows. Typically, the caster stands within a shadowed corner and invokes this power. In each successive turn, the shadow slowly expands to cover greater ground. Such mystically enhanced shade can even reach out into sunlit stretches. The shade extends about a yard beyond its normal distance for each success scored on the roll. For the rest of the scene, the shade counts as an area under the province of night: the Tremere can act normally without hindrance from daytime and avoid the sun’s rays. Should the caster step outside the shadow (whether accidentally or purposefully), though, the effect ends immediately — quite possibly stranding the Tremere, dizzy and disoriented, in burning sunlight.
Mastery of the Path of Shadowcrafting allows a Tremere to imbue zir shades with some semblance of substance. At this level of expertise, the path truly takes on some characteristics of tangible nightmares. While smothered in darkness, the Tremere lets loose something that seems hungry and malevolent. Mastery of such shade creations also gives the Tremere a small chance to counter the Obtenebration Discipline, though such hope perhaps leads more to overconfidence than to conquest.
The creator of the Shadowcrafting Path, now a chattering invalid, maintains during brief moments of lucidity that strange shadow entities wait in every darkened corner. Certainly the shades conjured by this path give some credence to such notions, but the Kindred in question asserts that these beings devour light and feed upon the very essences of those who would dare truck with them. If these are, perhaps, the primal fiends that deal with the Lasombra’s fluid darkness, then perhaps their secrets are best left hidden — their unnatural kin were never meant to withstand the light.
System: To summon the final powers of Shadowcrafting, both the Tremere and the target must be within the same patch of darkness — 2 individuals in a closet, or both out on the street on a moonless night. The Tremere does not need to see the individual, but must somehow sense the victim’s presence, whether by hearing, touch, or some other apprehension. Furthermore, the darkness must be total or near-total; simple shadows do not suffice. Conjuring the esurient shadow costs 5 blood points (total, not in addition to the usual Thaumaturgy costs).
Once created, the shade-form assaults the victim and drains vitality. Tangible shadow attacks envelop the victim in a smothering blanket of darkness that bites like a school of barracuda. Every 2 successes scored on the casting roll cause the victim to lose 1 health level of Lethal damage; additionally, the victim loses 1 point of Stamina for the remainder of the scene, as the hungry shadows suck out the very essence of living vitality (note that Kindred can use their blood to restore such losses until the next scene). Subsequent attacks are cumulative, so it’s possible to wear a victim down over multiple turns, though that’s certainly expensive and time-consuming for all but the most proficient Thaumaturges.
The abyssal shades conjured with this power can be used to fight against Obtenebration, but they seem reluctant to do so. Instead of inflicting damage upon an opponent, the caster can direct the shadow power so that every 2 successes scored by the Thaumaturge removes 1 success from an Obtenebration effect. This can negate a power entirely or reduce its efficacy. Of course, the Lasombra can simply reactivate the appropriate Obtenebration powers, probably without nearly as much effort, but the surprise alone can prove invaluable.
Should the Thaumaturge botch the casting roll, the shades still manifest but attack zir instead, in addition to the normal Thaumaturgy botch penalty of 1 permanent Willpower point. Roll 6 dice and apply the results as specified above for every 2 successes.
Created to replace the rituals practiced by Clan Tremere in the days when it was a band of mortal wizards, Spirit Manipulation is the art of forcing spirits into actions and situations that would normally be contrary to their nature. These spirits are not the wraiths controlled by Necromancy, but a manifestation of the great powers of the universe that the limited humanoid brain perceives as spirits. Some believe that spirits are tulpas — constructs of human will created by faith to explain how the universe manages to function. Spirit Manipulation forces these spirits into a grotesque mockery of their normal behaviors to achieve magical results in the material world.
Creating Spirits
Spirits are constructs born from the spirit realms and are known to those with Hermetic training as the Umbrood. These spiritual constructs are not sentient as traditionally understood by those that live in the physical world, but are reflections of the spirit world and perceived aspects of the universe interpreted in a way that limited mortal perception can understand it. As such, spirits come in a wide berth of different types and potencies. The following rules are a limited guide for creating spirits for V20.
First, define the concept of the spirit. Traditionally it is limited by a single category that you can describe with a phrase. Some examples might include: nature spirit (land, sea, wood, or desert), conceptual spirit (mathematics, war, or mechanics), or an inanimate object (a computer, a knife, or a piece of jewelry).
Next, determine the potency of the spirit by defining its rank (from 1 to 5). The rank of the spirit determines its Willpower score. If the spirit must engage in any test, its dice pool is twice its rank.
For each level of rank of the spirit, assign 1 Discipline power based on the concept. For example, a rank 3 Fire Spirit might possess 3 dots of Thaumaturgy: The Lure of Flames. Willpower fuels any special ability of a Discipline that a spirit might possess.
Finally, assign 1 Ability per rank of the spirit. A Spirit of War might have Brawl, Melee, Firearms, Survival, or any number of abilities related to war or fighting. Each Ability adds 2 dice to its base dice pool of [Willpower x 2].
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.
System: Hermetic Sight allows the Thaumaturge to perceive the spirit realm interlaid over the material world for 1 hour. Each additional level of success on the activation roll increases the duration of this power by an additional 30 minutes.
The languages of the spirit world are infinitely varied and mainly incomprehensible to mortal (and immortal) minds. Astral Cant does not teach the Thaumaturge the tongues of the spirits, but it does allow zir to understand them as they speak to zir and to reply in their own languages. The use of this power is not always necessary; many spirits speak human tongues, but choose to feign ignorance when dealing with vampires. Spirits are not affected by Dominate, but may be manipulated by Presence. Some Thaumaturges theorize that this is because spirits are not actually sentient as a vampire would understand the concept, but are manifestations based on the perception of those that are self-aware.
System: Astral Cant allows the Thaumaturge to speak to any spirit visible via Hermetic Sight for 15 minutes. Each additional level of success on the activation roll increases the duration of this power by an additional 15 minutes.
This is perhaps the most dangerous power in the Spirit Manipulation arsenal, for the consequences of failure can be particularly unpleasant. Voice of Command allows the Thaumaturge to issue orders to a spirit, compelling it to heed zir bidding whether or not it desires to do so.
Spirits compelled by this power are fully aware that they are being forced into these actions, and may well seek revenge on their erstwhile masters at a later time. Thaumaturges who issue commands above and beyond what their spirit servants are compelled to perform may find themselves ignored or mocked. A trickster spirit may agree to a situation to follow orders only to betray its master, leaving the Thaumaturge in a situation of potentially fatal embarrassment.
System: The Thaumaturge makes the normal opposed Willpower roll against the spirit. The target spirit resists with Willpower (Difficulty of the Thaumaturge’s Manipulation + Occult). The degree of success the Thaumaturge attains determines the complexity and severity of the command that ze can issue.
Successes | Result |
---|---|
Botch | The spirit is immune to the character’s commands for the rest of the night. It reacts however the Storyteller deems appropriate. Typically, the spirit is angry enough to seek revenge at the first opportunity. It may ignore, taunt or even attack the character, at the Storyteller’s discretion. |
Failure | The spirit is unaffected, and further attempts to command it are made at +1 Difficulty (cumulative) |
1 | The spirit obeys a very simple command that is of no great inconvenience to it |
2 | The spirit heeds a relatively straightforward command that it is not innately opposed to performing |
3 | The spirit agrees to perform a moderately complex task that does not violate its ethics |
4 | The spirit consents to an extended or intricate task that does not place it in immediate danger |
5+ | The spirit accepts a lengthy or nigh-impossible task, or one that means its destruction |
This power 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 grants mystical benefits powered by the spirit. Fetishes created by this power are often unreliable and fail at inopportune moments, as the spirits within are understandably displeased with their situation and will take any opportunity to escape or thwart their captors. Lupines find it offensive for vampires to possess a fetish, and often they will frenzy simply at the sight of a vampire wielding one.
System: The Thaumaturge must first locate a vessel symbolically aligned with the targeted spirit that will eventually become the fetish. Then ze must command the targeted spirit to enter the vessel via an opposed Willpower roll. The target spirit resists with Willpower (Difficulty equals the Thaumaturge’s Manipulation + Occult).
Should the Thaumaturge succeed, ze can create a fetish of a power level based on the number of successes achieved over the spirit, up to a level 5 fetish. For example, if the Thaumaturge wins the opposed Willpower roll against the spirit by 3 successes, ze creates a level 3 fetish. Creating and maintaining a fetish is difficult; because of this, the number of fetishes a Thaumaturge may create is limited by zir Willpower. If the Thaumaturge gives away said fetish, it still counts against zir total available slots. Ze may only create an additional fetish when one of zir previous fetishes has been destroyed.
A fetish grants a number of bonus dice to a specific skill comparable to the level of the fetish. For example, a healing spirit trapped inside a scalpel would grant extra dice (the level of the fetish) for any Medicine roll. The Storyteller always has final authority on what sort of fetish can be made.
A fetish is activated by rolling the user’s Willpower (Difficulty equals the [fetish’s power level + 3]). A botch on this roll destroys the physical component of the fetish and frees the spirit that was trapped within.
The Thaumaturge can now fully interact with the spirit world — a strange place that only sometimes resembles the real world. While using this power, ze exists on both planes of existence at once. Ze is able to pick up objects in the physical world and place them in the spirit world and vice versa. Beings and landscape features in both realms are solid to zir, and ze can engage in any manner of interaction. Ze can even use Thaumaturgy and other Disciplines in either world. This is not without its dangers. With a single misstep, the vampire can find zirself trapped in the spirit realm with no way to return home. Several incautious Thaumaturges have starved into torpor while trapped on the other side of the barrier that separates the physical and spirit realms.
System: The Thaumaturge may interact with the spirit world for 15 minutes. Each additional level of success on the activation roll increases the duration of this power by an additional 15 minutes. Duality can only be enacted while the character begins the process in the physical world. While in this state, the Thaumaturge becomes susceptible to attacks from both realms and suffers from a +1 Difficulty to all Perception rolls. The character is still considered to be in the physical world for purposes of basic physics (and common sense).
Spirits who have been previously angered will seek physical revenge on unwary Thaumaturges using this power.
A botch on the roll to activate this power tears the vampire out of the physical world and traps them in the spirit realm. The way back to the physical realm, if there is one, is left to the Storyteller’s discretion, and may spark an entirely new story.
Interactions Between the Spirit Realm and the Physical World
The traditional laws of physics and reality are often bent to reflect the spiritual understanding of those that travel through the spirit realm. It might be a winter night in the physical world, but noon on a summer day in a specific section of the spirit realm. Typically, the usual banes of vampires, such as fire or sunlight, do not affect them in the exact same manner as in the material world. Visits to the spirit realms should be inherently challenging, but not instant death traps.
Storytellers are encouraged to subtly create spirit realms that are a metaphor for the real world. For example, a Thaumaturge attempting to deal with a computer spirit might find themself in a spirit realm that mirrors a nightmare version of an office cube farm.
The environments in the spirit realms can directly affect those that are walking both worlds. If there is a wall in the spirit realm, a Thaumaturge cannot simply walk through it unless ze completely returns to the physical world. Conversely, ze can venture into the spirit world, walk through the physical wall that isn’t in the spirit realm, and then return to the physical world. Objects on both planes of existence are real to the Thaumaturge. Spirit walls may impede zir progress in the physical world, and spirits may strike zir at will.
A Thaumaturge must be careful to remember that inhabitants of the physical world and the spirit world can’t see through to the other side and thus some conversations and actions will seem ludicrous. Storytellers are encouraged to remember to firewall the reactions of the NPCs and apply the proper consequences to the Thaumaturge’s actions. If ze wanders out into the middle of a park babbling to the Spirit of the Oak Tree, other vampires and mortals would think ze’s crazy or dangerous.
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, developed in the latter half of the 20th century. The path focuses on the control of electronic devices, from cell phones to laptops, and its proponents maintain that it is a prime example of the versatility of Thaumaturgy with regards to a changing world. More conservative Tremere, however, 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.
Mortals are constantly developing new innovations, and any vampire who would work Technomancy must be able to understand that upon which ze practices zir magic. The most basic power of this path allows the Thaumaturge to project zir perceptions into a device, granting zir a temporary understanding of its purpose, the principles of its functioning, and its means of operation. This does not grant permanent knowledge, only a momentary flash of insight which fades within minutes.
System: A character must touch the device in order to apply this power. The number of successes rolled determines how well the character understands this particular piece of equipment. 1 success allows a basic knowledge (on/off and simple functions), while 3 successes grant competence in operating the device, and 5 successes show the character the full range of the device’s potential. The knowledge lasts for a number of minutes equal to the character’s Intelligence.
This power can also be used to understand a non-physical technological innovation — generally a piece of software — at +2 Difficulty. The character must touch the computer on which the software is installed — simply holding the flash drive or CD-ROM is not enough. Software applied remotely to a device (such as through an app store) also cannot be analyzed until it is installed.
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 certainly create a health hazard.
System: A character can use this power at a range of up to 10 times zir Willpower in yards or meters, although +1 Difficulty is applied if ze is not touching the target item. The number of successes determines the extent of the damage:
Successes | Result |
---|---|
1 | Momentary interruption of operation (1 turn), but no permanent damage |
2 | Significant loss of function; +1 Difficulty to use the device for the rest of the scene |
3 | The device breaks and is inoperable until repaired |
4 | Even after repairs, the device’s capabilities are diminished (permanent +1 Difficulty to use) |
5+ | The equipment is a total write-off; completely unsalvageable |
Large enough systems, such as a server cluster or a passenger aircraft, impose a +2 to +4 Difficulty (at the Storyteller’s discretion) to affect with this power. Additionally, some systems, such as military and banking networks, may be protected against power surges and spikes, and thus possess 1 to 5 dice (Storyteller’s discretion again) to roll to resist this power. Each success on this roll (Difficulty 6) takes away 1 success from the Thaumaturgy roll.
Burnout may be used to destroy electronic data storage, in which case 3 successes destroy all information on the target item, and 5 erase it beyond any hope of non-magical recovery.
Electronic security is a paramount concern of governments and corporations alike. Those Thaumaturges who are techno-savvy enough to understand the issues at stake have become quite enamored of this power, which allows them to scramble a device’s controls mystically, making it inaccessible to anyone else. Encrypt/Decrypt also works on electronic media; a DVD under the influence of this power displays just snow and static if played back without the owner’s approval. Some neonates have taken to calling this power “DRM.”
System: The character touches the device or data container that they wish to encrypt. The player rolls normally. The number of successes scored is applied as a Difficulty modifier for anyone who attempts to use the protected equipment or access the scrambled information without the assistance of the character. The caster can dispel the effect at any time by touching the target item and spending a point of Willpower.
This power may also be used to counter another Thaumaturge’s use of Encrypt/Decrypt. The player rolls at +1 Difficulty; each success negates 1 of the “owner’s.”
The effects of Encrypt/Decrypt last for a number of weeks equal to the character’s permanent Willpower rating.
With this power, 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 zir mind.
System: This power may be used on any electronic device within the character’s line of sight. The number of successes rolled is the maximum number of dice from any relevant Ability that the character may use while remotely controlling the device. (For instance, if Fritz has Technology 5 and scores 3 successes while using Remote Access on a keypad lock, he can only apply 3 dots of his Technology rating to any rolls that he makes through any use of the power.) Remote Access lasts for a number of turns equal to the number of successes rolled, and can only be used on 1 item at a time.
If an item is destroyed while under the effects of Remote Access, the character takes 5 dice of Bashing damage due to the shock of having zir perceptions rudely shunted back into zir own body.
A progressive derivation of Remote Access, Telecommute allows a Thaumaturge to project zir consciousness into the Internet, sending zir mind through network connections as fast as ze can transfer them. While immersed in the network, ze can use any other Technomancy power on the devices with which ze makes contact.
System: The character touches any form of communications device: a cell phone, 3G-equipped netbook, Wi-Fi tablet, or anything else that is connected directly or indirectly to the Internet. The player rolls normally and spends a Willpower point. Telecommute lasts for 5 minutes per success rolled, and may be extended by 10 minutes with the expenditure of another Willpower point. The number of successes indicates the maximum range that the character can project zir consciousness away from zir body:
Successes | Result |
---|---|
1 | 25 miles/40 kilometers |
2 | 250 miles/400 kilometers |
3 | 1000 miles/1500 kilometers |
4 | 5000 miles/8000 kilometers |
5+ | Anywhere in the world |
While in the network, the character can apply any other Path of Technomancy power to any device or data with which ze comes in contact. A loss of connection, either through the destruction of a part of the network or simply a loss of cell signal, hurls zir consciousness back to zir body and inflicts 8 dice of Bashing damage.
A character traveling through the Internet by means of this power can use zir Path of Technomancy powers at a normal Difficulty. Using any other abilities or powers while engaged thus is done at a +2 Difficulty.
Thaumaturges practicing the art of Alchemy can manipulate the forms of solids, liquids, and gasses. Guns and knives melt into pools of metal, wood petrifies and becomes brittle, and common boundaries such as walls and doors transmute to vapor. The laws of chemistry do not bind Warlocks employing the powers of transmutation, as materials shift their state regardless of their temperature. Effects similar to those achieved by true alchemy can be achieved by using the Path of Transmutation. 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.
By fortifying a solid object, the vampire increases the strength and integrity of the item. A Thaumaturge mystically transmutes a feather to become a crude blunt object, pencils become makeshift stakes, and a car becomes as tough as a tank.
System: This power increases the offensive and defensive capabilities of an object. For each success the player scores, an object will absorb 1 health level of damage. Similarly, a Thaumaturge wielding the same object offensively will inflict 1 extra die of damage per 2 successes the player scores on the activation roll. In either case, an object may absorb or inflict a maximum of 5 health levels or dice of damage, respectively. The effects of fortifying an object last for 1 scene, and must either be offensive or defensive — the Platonic ideal of attack is not the same as for defense.
Note: This power cannot be used to increase the structure of a living creature. However, a Thaumaturge may use Fortify the Solid Form in conjunction with Crystallize the Liquid Form to make a very solid piece of ice, molten metal, etc.
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 may not consume solidified blood.
System: For every success the player scores on zir Willpower roll, the vampire may transform 1 blood point (or about 2 pints of another liquid) into solid form for a scene. This substance will not change in temperature; solidified molten steel still burns and melts other materials. The liquid must be within the Thaumaturge’s line of sight.
A Thaumaturge may “melt” solid objects and leave them in a liquid-like state. By employing this power, attackers could find their weapons in small pools at their feet. Stakes rot away at a rapid pace, and blades corrode into soft, nondescript puddles. Some wily Thaumaturges might even transmute bullets before they impact an intended target.
System: The Thaumaturge may transform an object within zir line of sight. When the object reforms from a liquid, it will likely assume a deformed state and be rendered useless. A transformed object remains in a liquid state for 1 scene, after which it resumes its original shape (which many Thaumaturges claim is a recent improvement over an older, more dated version of this power). The size of the object that may be changed depends upon the success of the player’s roll.
Successes | Size of Object |
---|---|
1 | A lighter |
2 | A telephone |
3 | A computer |
4 | An automobile |
5+ | A railroad car |
As much as many Tremere would like it, Liquefy the Solid Form may not be used on living (or unliving) beings.
When a Warlock invokes this power, ze solidifies the air into an opaque, indestructible object. A crude shimmering prism forms around a victim’s body, encasing xem within unbreakable material. Doorways become impenetrable boundaries as the air between a doorjamb condenses to a resilient barrier.
System: A Warlock may solidify the air within 50 yards of zir person. 1 success on a Willpower roll solidifies an amount of air equivalent to a brick, and 5 successes will form a solid block of air that can encompass a telephone booth. Once the air condenses, it becomes completely indestructible; this effect lasts for 1 scene. Victims trapped within the solid air will not be able to break through this barrier (not even with Potence), though mortals will not suffocate.
The oxygen within the block is breathable, though liquid-like. These victims will experience an uncomfortable sensation in their lungs from the alien dependency on the oxygenated fluid, and they may reject it altogether. When the effect of Gaol expires, the barrier around the subject dissipates into its original gaseous state. The oxygen within the target’s lungs, however, will remain a fluid and, though breathable, must be purged from the body — coughed out — before it can transmute back into a gas. Subjects suffer 1 level of Bashing damage from this overexertion.
After attaining this level of mastery, a Thaumaturge finds zirself no longer hindered by common barriers such 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, as they are insubstantial and will not obstruct zir movement. Targets fall through a gaseous floor, and vaporous parachutes are useless in slowing the travel speed of a skydiver.
System: A Thaumaturge may vaporize any nonliving body within zir line of sight. For every success ze scores on zir Willpower roll, a larger amount of material transmutes in this manner. It takes a single success to transmute a laptop computer into vapor, while it takes 5 successes to transmute a city bus. A transmuted object loses its shape and becomes transparent. This effect lasts for 1 scene, after which the object in question reforms as if nothing had ever happened. Needless to say, this is an outrageous breach of the Masquerade if any inappropriate eyes observe it.
Should a victim occupy the same space as the object after this power expires, xe suffers a number of unsoakable health levels of Aggravated damage the Storyteller determines appropriate to the circumstance. For example, a rock reforming within a body might inflict a single level of damage, whereas a person trapped within a tree trunk should suffer at least 5 levels of damage. Objects that reform partially within another object will remain this way until physically removed, or invoked to be vaporous again.
This path, based loosely on a 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 blood magic. Use of this Path is hotly debated in the Sabbat, as some consider it tantamount to claiming to hold Caine’s right over all vampires oneself. Camarilla vampires don’t have the same knowledge of the Book of Nod that the Sabbat do, but the Path is not entirely unheard of in Tremere chantries.
The power of this Path comes not only from the magic of blood, but also the incantation of verses from the Book of Nod. For any of these powers to take effect, the caster must speak the actual condemnation. For example, to invoke Feast of Ashes, the caster must state plainly to zir target that ze may eat only ashes. The subject must generally be able to hear the caster for these powers to take effect, though writing them and showing them to the subject will do.
These powers apply to vampires only. They do not affect mortals, ghouls, or any other supernatural creatures.
Zillah, the wife of Caine, unknowingly drank from her husband and sire 3 times, thus becoming bonded to him. This power reveals existing blood bonds and Vinculi to the Thaumaturge.
System: 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.
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.
System: This power reduces the target’s Appearance to 0. All Social rolls during this time generally fail, unless the character attempts to intimidate or browbeat the subject. This power lasts for 1 night.
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 xe must consume literal ashes, though xe gains little sustenance from them.
System: The victim of this power can no longer consume blood, vomiting it up as xe would mortal food or drink. Instead, the victim can eat only ashes, and the “blood points” xe 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 character’s body at the time this power is invoked may still be used for such). 1 blood point’s worth of ash is roughly 1 pint or half-liter, and any ash will do — cigarette ash, campfire leftovers, or vampire corpses destroyed by fire or sunlight. This power lasts for 1 week.
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 on Caine, shielding him in the blackness of his wings.
System: The presence of any light makes the subject uncomfortable, and bright light of any kind — flashlights, headlights, etc. — inflicts 1 health level of Aggravated damage on the character for every turn xe 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 walk again among the living without pain. This power lasts for 1 week.
Many Sabbat rightfully fear this power, though very few have 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.
System: When this power takes effect, the subject immediately reverts to xyr original Generation. This change may entail losing points in certain Traits due to Generational maximums. This power lasts for 1 week, after which any Traits reduced to higher-Generation maximums return to normal. It takes 3 turns to speak the full verse that implements this power’s effects.
A would-be Thaumaturge must possess a strong will and well-developed intellect to master the subtle art of Thaumaturgy. Practitioners of the Focused Mind greatly enhance their mental alacrity and readiness, allowing better comprehension of problems and situations. Thaumaturges, already mentally disciplined, become frightfully powerful in the realm of the cerebral when mastering this Path.
Developed by an unknown Tremere Kabbalah scholar, this Path of Thaumaturgy languished in obscurity until discovered in a lost chantry in Berlin after the end of the WWII. Interest in this Path quickly spread through the Pyramid as the adaptable Tremere realized its great potential and benefits. 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. Thaumaturges with this Path may use any single power from this Path during a single turn.
Using Readiness makes the caster able to gain a quicker understanding of a predicament. Enhanced lucidity enlightens the caster, allowing increased cleverness and better reactions to changing situations.
System: This power is only usable on the Thaumaturge zirself. Every success on the activation roll adds 1 die to a special dice pool for the remainder of the turn. These dice may be used on any Wits-related rolls or actions that the Thaumaturge performs during this turn. Alternatively, each die removed from the dice pool adds 1 to the caster’s initiative rating.
By invoking this power, the Thaumaturge causes a sudden, intense calmness in the subject by whispering soothing words to them. While under this serenity, the target is better able to focus on tasks at hand, ignoring distractions and annoyances, including grave bodily harm. Thaumaturges in fear of frenzy often use this power on themselves to stifle their own emotions and achieve a state of tranquility.
System: This power is usable on any 1 subject within earshot of the Thaumaturge and lasts for 1 turn per success on the activation roll. During this period, the target is unaffected by any power or effect (with the notable exception of Elder Disciplines) that reduces xyr dice pools. This includes wound penalties, situational modifiers, and Disciplines. Modifications to Difficulty numbers still apply during this time, however. In addition, due to the unnatural serenity that this power bestows, the target receives 2 additional dice in all attempts to avoid or break frenzy.
By extending zir powers to other individuals, the Thaumaturge is able to fixate the subject on 1 action.
This single-mindedness of the target is so complete that xe ignores everything else that occurs around them. Guards are easily distracted with this power, as their attention becomes fixated elsewhere, and research becomes a dedicated, focused task. Use of this power is sometimes colloquially referred to as “railroading someone.”
System: This power may affect anyone who can hear the Thaumaturge. Successful invocation makes the target unable to split any dice pools for multiple actions and unable to change tactics after actions have been declared. As a side benefit, the target reduces the Difficulty of the declared action by 1. Additional actions that the victim takes (from Celerity, for example) during the duration of this power must follow up upon xyr initial action, as xe concentrates wholly upon this 1 idea. If the target wishes to attempt a different course of action, xe must spend a point of Willpower per scene (or per turn in combat). The duration of One-Tracked Mind is 1 scene, or 1 turn per success on the activation roll.
The rigors of learning Thaumaturgy strengthen the mind and the will of a Thaumaturge. As a result, those skilled with Thaumaturgy often have the ability to quickly assess a situation and calculate the options available to them. At this level of mastery of the Focused Mind, the Thaumaturge is able to divide zir attention to 2 completely separate tasks without penalty or distraction. As One-Tracked Mind forces the subject’s attention into a single objective, Dual Thought expands the Thaumaturge’s concentration to the point that focusing upon 2 goals is possible.
System: Successful use of Dual Thought allows the caster to take 2 actions without penalty during zir turn. (Note that this power specifically lifts the restrictions of multiple actions detailed in Gameplay Rules.) The extra action granted by this power must be a mental action, whether it’s the use of Disciplines such as the use of Auspex or Thaumaturgy, or the contemplation of some problem. If the character is using both actions to solve a problem, ze has 2 separate dice pools to draw from. These 2 actions happen at the same time, as determined by the initiative rating of the character. You may not use the extra action to re-cast Dual Thought.
Perfect Clarity brings about a Zen-like moment of focused insight for the Thaumaturge as ze gains a brief, perfect understanding of zirself, the universe, and zir place within it. This lucidity protects the Thaumaturge from influences both internal and external; even the Beast within is unable to rage forth. Thought and action become one as a complete serenity of the mind descends upon the Thaumaturge.
System: Perfect Clarity lasts for the duration of 1 scene, (or 1 turn plus an additional turn for every success on the activation roll if used while in combat). For this period, the Thaumaturge has the Difficulties of all actions reduced by 2. The Kindred is immune to frenzy and Rötschreck from all sources, even supernatural triggers. Finally, any means to control or influence the Thaumaturge suffer a +2 Difficulty, including powers such as Presence, Dominate, and Dementation.
Lightning has long been considered the dominion of the gods, but has traditionally been out of reach of Thaumaturges due to a lack of understanding of the principles of electricity. As a result, this Path remained relatively obscure until the birth of modern science. The ample supply of electricity in the late 19th century meant that Thaumaturges no longer had to wait until a convenient storm to charge their powers, but could gather the required electricity in mere seconds to direct as they chose.
Practitioners of the Path of the Levinbolt tend to cause a good deal of static electricity around them, even when not engaging their powers. Sometimes this plays havoc with cellular service, causes lights to flicker without reason, and computers to experience power surges in their presence.
A number of the powers in this Path are activated by touch. Depending upon the circumstances, the Storyteller may require a successful Dexterity + Brawl roll for the Thaumaturge to make contact with the intended victim. Targeting rules apply for attacking a specific extremity if contact is guaranteed.
Novice Thaumaturges learn to freely absorb power around them through electrical outlets, circuits, or batteries. A user of this power can sense the current feeding into a specific electrical system and then draw it to zir, effectively turning it off.
System: The Thaumaturge simply glances at a target powered by electricity. Upon a successful activation roll, ze can shut down an electrical device for 10 minutes per success on the activation roll. The spark of electricity arcs from the device directly into the Thaumaturge in a frightening display of mystical power. The source of this power is immediately known.
Novice Thaumaturges can build up a tiny static charge, enough to make a noticeable snap with a touch. Such a discharge poses little threat to healthy targets, though the energy can ruin delicate electronics or stun an unlucky victim.
System: The Thaumaturge simply touches a target (after the requisite blood expenditure and activation roll by the player) and releases the spark. The electricity can snap from any part of the caster’s body, so a Thaumaturge might give an unpleasant surprise to someone touching zir. The resulting electrical discharge inflicts 4 dice of Lethal damage to targets (Difficulty 7 to soak), and short-circuits electronic equipment and devices not specifically grounded against lightning strikes.
Neonates sometimes derogatively refer to this effect as the “40-watt Tremere,” right up until they’ve felt its sting. The Thaumaturge summons enough electricity to cover zir hand or arm in arcing bolts. This power can charge a battery, briefly run a small device, or even leave a nasty burn on a touched subject.
System: Each success scored on the player’s activation roll translates to approximately 1 turn of power sufficient to run a handful of lights or a small electrical device. Alternately, the Thaumaturge can shock someone by touch, as with the Spark power, but for 8 dice of lethal electrical damage (Difficulty 8 to soak).
The current created with this power is not strong enough to force its way through less-than-ideal conductors, and thus simply inflicts electrical damage on raw metals, woods, or other matter in the form of a burn and discoloration. The Thaumaturge can alternately allow the electricity to spark around zir hand, eyes, or head; this creates illumination about equal to a dim light bulb, and lowers the Difficulty of any Intimidation rolls by 2.
The Thaumaturge may strike their enemies from afar as though ze was a god. Ze may direct an arc of lightning from zir body to nearby targets.
System: The Thaumaturge focuses zir concentration upon zir target and then directs hurled bolts via a Perception + Science roll (Difficulty of 6 plus the range in yards/meters, maximum 4 yards/meters). Each success inflicts a level of Lethal damage (Difficulty 8 to soak). The source of this power is immediately known.
The Thaumaturge becomes a shifting, sparking pillar of electrical power. The energy channeled in the Eye of the Storm shields zir body from virtually any direct harm.
System: When a Thaumaturge spends a Willpower point to invoke this power, ze solidifies the stored electricity inside of zir into a mystical barrier that completely surrounds zir. The caster becomes immune to any ranged attacks. Metal weapons such as swords inflict injury as normal for the first strike, but are then melted from contact with the barrier, and the wielder takes a level of Lethal damage. Enemies that dare to touch the caster suffer 2 points of Aggravated damage (Difficulty 8 to soak). Non-metal weapons, such as wooden stakes, are not affected by Eye of the Storm. This power lasts for a single turn, with each additional success on the activation roll extending this duration by 1 turn. Mental and Social attacks may pass through this barrier.
Tremere who study this Path dedicate themselves to defending the holdings of the clan. They can practically hold off entire armies. They are also capable of exposing infiltrators before they breach the clan’s havens and hiding places.
The vampire paints zir ward on a door or other portal. The affected doorway is imbued with sufficient magical fortification to hold back the ferocious strength of a werewolf or the head of a battering ram. If something breaks the ward, the vampire is altered subconsciously.
System: If the total Strength applied to the door equals double the number of warding successes, the door opens (or is shattered) normally. If the warded portal opens, the Thaumaturge receives a mental alarm.
By focusing zir will, the vampire can view the immediate vicinity of a particular ward. Paranoid Tremere can monitor entire cities through these glyphs. Portable objects can be imbued with these wards to function like remote senses.
System: The number of successes rolled indicates the number of days that the ward functions. The ward can be destroyed as usual, but always fades after the time limit expires. A clever Thaumaturgist hides a glyph from sunlight but still makes it useful.
The vampire can establish a telepathic connection with any of zir wards instantly, but never with more than 1 at a time. Ze can move about as normal while focusing on a ward, but all Difficulties increase by 2. Once in contact with a particular ward, the vampire can see and hear everything in the surrounding area as if ze were actually there. When ze focuses on a ward, the blood in the glyph gleams as if it were liquid again.
Many elders place these wards on ancient tomes of magic. Unwary neonates or intruders receive a nasty surprise when they make contact with these runes.
System: The number of successes indicates the number of Aggravated wounds the victim suffers upon contact with the warded object (though the subject may soak if xe has Fortitude). The caster is the only person who is immune to the effect. The rune remains potent until exposed to sunlight or the object is destroyed.
The vampire who paints these glyphs can use them as Glyphs of Scrying, above, and can communicate through them. Tremere with this ability can even use it to attack distant opponents.
System: The number of successes achieved on a Willpower roll (Difficulty 7) determines the number of days the effect lasts. By focusing on the ward, the Thaumaturge can see and hear everything around it. Ze can also speak through the glyph. The vampire can choose to “transmit” another Thaumaturgical power through the glyph, as long as the other power’s requirements can be met (physical contact with the target of the power is not required, for example). Each such use of another power reduces the rune’s effectiveness by 1 day.
This potent ability can be used to seal off an entire skyscraper. One glyph, painted at the exact center of the building, secures all windows, doors, and other portals from all entry or exit. A single Tremere can hold off an entire army — for 1 night — in this way.
System: A Willpower roll (Difficulty 8) determines success or failure. The vampire must paint the ward at the exact center of the building. Failure indicates a wasted effort. If the vampire succeeds, no doors, windows, or portals will open, though they can be destroyed. Likewise, existing breaches in walls may not be passed, although new ones may be opened and entered. The effects of this power last until the following dawn.
Command over the weather has long been a staple power of wizards both mortal and immortal, and this path is said to predate the Tremere by millennia. The proliferation of usage of this path outside the clan tends to confirm this theory; Weather Control is quite common outside the Tremere, and even outside the Camarilla. Lower levels of this Path allow subtle manipulations, while higher stages of mastery allow a vampire to call up raging storms. The area affected by this power is usually rather small, no more than 3 or 4 miles (5 to 6 kilometers) in diameter, and the changes the power wreaks are not always immediate.
System: The number of successes rolled indicates how long it takes the weather magic to take effect. 1 success indicates an entire day may pass before the weather changes to the Thaumaturge’s liking, while a roll with 5 successes brings an almost instant effect.
The Difficulty of the Willpower roll necessary to invoke this power may change depending on the current local weather conditions and the weather the character is attempting to create. The Storyteller should impose a bonus (-1 or -2 Difficulty) for relatively minor shifts, such as clearing away a light drizzle or calling lightning when a severe thunderstorm is already raging. Conversely, a penalty (+1 or +2 Difficulty) should be applied when the desired change is at odds with the current conditions, such as summoning the same light drizzle in the middle of the Sahara Desert or calling down lightning from a cloudless sky.
If the character tries to strike a specific target with lightning, the player must roll Perception + Occult (Difficulty 6 if the target is standing in open terrain, 8 if xe is under shelter, or 10 if xe is inside but near a window) in addition to the base roll to use Thaumaturgy. Otherwise the bolt goes astray, with the relative degree of failure of the roll determining where exactly the lightning strikes.
Effects of the power default to the maximum area available unless the caster states that they’re attempting to affect a smaller area. At the Storyteller’s discretion, an additional Willpower roll (Difficulty 6) may be required to keep the change in the weather under control.
Weather Control is not the sort of power that lends itself well to indoor application. While certain of the path’s uses (changes of temperature, high winds, and possibly even fog) do make a certain amount of sense in interior settings, others (precipitation of any sort, lightning) don’t. The Difficulty for all rolls to use Weather Control indoors is at +2, and the Storyteller should feel free to disallow any proposed uses that don’t make sense.
Individual power descriptions are not provided for this path, as the general principle is fairly consistent. Instead, the strongest weather phenomenon possible at each level is listed.
●○○○○ |
|
●●○○○ | Rain or snow: As Fog, but Perception rolls are impaired to a greater extent; the Difficulty modifier for all such rolls rises to +2. In addition, the Difficulty on all Drive rolls increases by 2. |
●●●○○ |
|
●●●●○ | Storm: This has the effects of both Rain and High Winds. |
●●●●● | Lightning strike: This attack inflicts 10 dice of Lethal damage. Body armor does not add to the target’s pool to soak this attack. |
This is less of a path than it is a separate Discipline, as the power to resist Thaumaturgy can be taught independently of Thaumaturgy, even to those Kindred who are incapable of mastering the simplest ritual. Though the techniques of Thaumaturgical Countermagic are not officially taught outside Clan Tremere, unofficial methods are likely to exist. Any non-Tremere who displays the ability to resist Thaumaturgy quickly becomes the subject of potentially fatal scrutiny from the entirety of Clan Tremere.
System: Thaumaturgical Countermagic is treated as a separate Discipline, although it uses the usual rules for Thaumaturgy (including experience costs and the fact that it is limited to only 5 levels). It cannot be taken as a character’s primary Path, and a rating in it does not allow the character to perform rituals.
The use of Thaumaturgical Countermagic is treated as a free action in combat and does not require a split dice pool. To oppose a Thaumaturgy power or ritual, a character must have a Thaumaturgical Countermagic rating equal to or greater than the rating of that power or ritual. The player spends a blood point and rolls the number of dice indicated by the character’s Thaumaturgical Countermagic rating (Difficulty equal to the Difficulty of the power in use). Each success cancels 1 of the opposing Thaumaturge’s successes.
Thaumaturgical Countermagic is only at full effectiveness when used against Thaumaturgy. It works with halved dice pools against Necromancy and other mystical Disciplines, and is completely ineffective against non-vampiric magics and powers.
Thaumaturgical Countermagic can be learned by characters who are unable to learn Thaumaturgy (e.g., those with the Merit Magic Resistance). Any non-Tremere character with a rating in this power automatically gains the Flaw Clan Enmity (Tremere), receiving no freebie points for it. This power cannot be taken during character creation and cannot be spontaneously developed. Whether the character has Thaumaturgy as an in-clan power or not, it costs the same as any other non-clan Discipline to learn.
●○○○ | 2 dice of countermagic. The character can attempt to cancel only those powers and rituals that directly affect zir, zir garments, and objects on zir person. |
●●○○○ | 4 dice of countermagic |
●●●○○ | 6 dice of countermagic. The character can attempt to cancel a Thaumaturgy power that affects anyone or anything in physical contact with zir. |
●●●●○ | 8 dice of countermagic |
●●●●● | 10 dice of countermagic. The character can now attempt to cancel a power or ritual that targets anything within a radius equal to zir Willpower in yards or meters, or one that is being used or performed within that same radius. |
Rituals are Thaumaturgical formulas, meticulously researched and prepared, that create powerful magical effects. Rituals are less versatile than paths, as their effects are singular and straightforward, but they are better suited to specific ends.
All Thaumaturges have the ability to use rituals, though each individual ritual must be learned separately. By acquainting themself with the arcane practice of blood magic, the caster gains the capacity to manipulate these focused effects.
Thaumaturgical rituals are typically rated from 1 to 5, each level corresponding to both the level of mastery of Thaumaturgy the would-be caster must possess and the relative power of the ritual itself. Unless stated otherwise, a ritual requires 5 minutes per level to cast.
Casting rituals requires a successful Intelligence + Occult roll, for which the Difficulty equals 3 + the level of the ritual (maximum 9). Only 1 success is required for a ritual to work, though certain spells may require more successes or have variable effects based on how well the caster’s roll goes. Should a roll to activate a ritual fail, the Storyteller is encouraged to create strange occurrences or side effects, or even make it appear that the ritual was successful, only to reveal its failure at a later time. A botched ritual roll may even indicate a catastrophic failure or summon an ill-tempered demon.
Rituals sometimes require special ingredients or reagents to work — these are noted in each ritual’s description. Common components include herbs, animal bones, ceremonial items, feathers, eye of newt, tongue of toad, etc. Acquiring magical components for a powerful ritual may form the basis for an entire story.
At the first level of Thaumaturgy, the vampire automatically gains a single Level 1 ritual. To learn further rituals, the Thaumaturge must find someone to teach zir, or learn the ritual from a scroll, tome, or other archive. Learning a new ritual can take anywhere from a few nights (Level 1 ritual) to months or years (Level 5 ritual). Some mystics have studied individual rituals for decades, or even centuries.
This ancient ritual is said to have been one of the first developed by the Tremere and a primary reason for the lack of cohesive opposition to their expansion. Bind the Accusing Tongue lays a compulsion upon the subject that prevents them from speaking ill of the caster, allowing the Thaumaturge to commit literally unspeakable acts without fear of reprisal.
System: The caster must have a picture or other image or effigy of the ritual’s target, a lock of the target’s hair, and a black silken cord. The caster winds the cord around the hair and image while intoning the ritual’s vocal component. Once the ritual is complete, the target must score more successes on a Willpower roll (Difficulty of the caster’s [Thaumaturgy rating + 3]) than the caster scored in order to say anything negative about the caster. The ritual lasts until the target succeeds at this roll or the silk cord is unwound, at which point the image and the lock of hair crumble to dust.
Mortals have discovered clever ways to use science and technology to discover hidden traces of blood in crime scenes. A neonate Tremere in New York realized that the police department was tracking a series of murders linked to vampires via blood evidence, and crafted this ritual to remove tainted evidence from a crime scene. Once the caster has completed this ritual, all spilled blood within the ritual’s reach transmutes to water. This ritual is most frequently used to remove bloodstains, whether as a result of foul play or rites that involve blood.
System: The Thaumaturge pours a cup of purified water through the fingers of their outstretched hand while chanting. The ritual transmutes all spilled blood within a radius of 5 feet/2 meters per success on the activation roll. Blood in containers and in living things will not be affected — only spilled blood.
This power has no effect on blood used to create active or passive Discipline effects. Blood into Water could not be used to remove a ritual such as Ward Versus Ghouls due to the magic properties of the ritual having transformed the blood, though it could be used to clean up a drawn blood circle used to bind a demon, so long as that binding is done and over with.
Kindred scholars urgently warn against allowing any blood magician to have access to your blood unless you have complete trust in xem. A Thaumaturge with a small quantity of vitae can focus its power into sympathetic forms. By destroying a point of blood from an enemy, the Thaumaturge gains symbolic power over the target, which in turn allows zir to manifest zir supremacy over the victim in the next challenge.
System: The Thaumaturge must mix a tiny quantity of zir own vitae (a negligible amount, less than a point) with that of zir victim, and then slowly burn it in a fire or boil the blood slowly over an open flame. The caster speaks the phrases of symmetry as ze finishes. Once complete, the Thaumaturge gains a limited magical mastery over the victim until dawn. In the next test that the caster initiates against the victim, the caster automatically succeeds in the attempt.
If the task would require a roll, the caster garners 1 success automatically, but no more (and cannot roll or spend Willpower to improve the roll). This means that the caster is guaranteed a marginal success against zir opponent, though it may not be in a fashion that the Thaumaturge desires. For example, 1 success alone is not enough to completely mesmerize an enemy, but it might influence xem briefly with Dominate. Similarly, if the victim takes some action first, Blood Mastery is of no help if the caster could not normally make a countering roll. For example, the caster would still be subject to an opponent’s use of Presence, because ze may not normally make a roll to resist. If the victim uses some Discipline that would require the caster to resist, though, then the Thaumaturge automatically counters it and thus ends the power of the ritual.
Blood Mastery can only guarantee success in 1 limited endeavor — a Thaumaturge cannot burn multiple points of blood to gain additional successes or success on multiple consecutive actions. Once the ritual is in place, it must be discharged before it can be invoked again against the same subject. Blood Mastery expires if its effects remain unused by sunrise.
This ritual allows the vampire to create the sensation of drinking blood in zirself without actually feeding. The ritual can be used for pleasure, but it is more often used to prevent frenzy when confronted with fresh blood. The vampire must carry the fang of a predatory animal on zir person for this ritual to work.
System: Performance of the ritual results in the Beast being kept in check automatically. Blood Rush allows the vampire to resist hunger-based frenzy for up to 1 hour, at which point the Cainite feels hungry again (assuming ze did before). This ritual takes only 1 turn to enact.
An enterprising Tremere neonate from Boston once overheard a powerful Brujah named Alighieri wish she could acquire a new tattoo that wouldn’t fade away on the following evening. Curious, ze made several trips to the local chantry archives and came across references to a ritual used in France to brand criminals. Considering the dark reputation of the Warlocks, this ritual is surprisingly popular amongst neonates of all clans, especially Anarchs. The Tremere merely smile and collect the boons.
Brand allows the Thaumaturge to transmute temporary tattoos and other body modifications received post-Embrace into a permanent state on the vampire’s body. The Thaumaturge does not need to be present at the creation of the tattoo, but the ink must have been imprinted within an hour of the casting of the ritual. After reciting the proper incantations, the caster must slowly spread an ounce of molten silver over the area of skin tattooed.
Brand was designed to be a punishment, and thus is exceptionally painful. Some Kindred view this ritual as a rite of passage for neonates and a demonstration of their courage.
System: This painful process burns an Aggravated level of damage to the area of skin branded. This tattoo may be placed anywhere on the subject’s body. Once the damage has healed, the tattoo remains upon the skin, unblemished. Due to the pain, the Storyteller may force the target to make a Self-Control roll to hold still during the procedure.
During the nascent Camarilla’s conflicts with the Giovanni, the greatest danger to the Ivory Tower was the Necromancers’ ability to spy upon their enemies with impunity. Clan Tremere created a ritual that would allow them to detect ghosts, spirits, and demonic entities.
The Thaumaturge must collect the wedding rings of 3 dead women and melt them to cast a metallic chime. Ze must chant over the chime over the course of the evening, naming each of the brides once per hour. Once the chime has cooled, it imprints the memory of the ritual in the metal.
Once it is hung in a room, the chime will harmoniously ring a soft warning when in the presence of an unseen spirit, ghost, or devil. Anyone that understands the mystical nature of the chime and is within earshot may benefit from this warning. This Thaumaturgical device will work for a year before the ritual must be recast.
System: Once the chime has been enchanted, it will ring once every time an unseen spirit, ghost, or devil is within 30 feet/10 meters of its physical presence. Otherwise, the chime has been charmed to not ring, even in heavy wind or by manual manipulation. Some powers may block the ability of the chime to detect a specific entity, per the discretion of the Storyteller.
By enacting this ritual, the caster may join minds with zir sire, speaking telepathically with xem over any distance. The communication may continue until the ritual expires or until either party ends the conversation. The caster must possess an item once owned by zir sire for the ritual to work.
System: The caster must meditate for 30 minutes to create the connection. Conversation may be maintained for 10 minutes per success on the activation roll.
Tremere chantries typically house arcane books, special resources, servants and other major assets. It’s no wonder they’re so closely guarded. One common practice includes the casting of various wards over a chantry site, to prevent unauthorized entry and to make the place difficult to locate. Dedicate the Chantry expedites this process, making it easier to place subsequent enchantments over the area.
To Dedicate the Chantry, the caster must walk a counterclockwise circle around the entire grounds and sprinkle stagnant water as ze travels. Once the ring is complete, the Thaumaturge must return to the (rough) center and anoint zir hands with the stale water, then the lowest level of the floor.
System: A dedication functions over a single building, so a complex of homes or an estate and grounds may require several castings. Once dedicated, the chantry is open to more defenses; any site ritual cast over the chantry, from a ward to potent magics like Deny the Intruder (below), has its casting Difficulty lowered by 1.
This ritual prevents sunlight from entering an area within 20 feet (6 meters) of this ritual’s casting. A mystical darkness blankets the area, keeping the baleful light at bay. Sunlight reflects off windows or magically fails to pass through doors or other portals. To invoke this ritual’s protection, the caster draws sigils in zir own blood on all the affected windows and doors. The ritual lasts as long as the Thaumaturge stays within the 20-foot (6-meter) radius.
System: This ritual requires 1 hour to perform, during which the caster recites incantations and inscribes glyphs. 1 blood point is required for this ritual to work.
This ritual protects the caster from being staked, whether ze is resting or active. While this ritual is in effect, the first stake that would pierce the vampire’s heart disintegrates in the attacker’s hand. A stake merely held near the caster is unaffected; for this ritual to work, the stake must actively be used in an attempt to impale the vampire.
System: The caster must surround zirself with a circle of wood for a full hour. Any wood will work: furniture, sawdust, raw timber, 2’x4’s, whatever. The circle must remain unbroken, however. At the end of the hour, the vampire places a wooden splinter under zir tongue. If this splinter is removed, the ritual is nullified. This ritual lasts until the following dawn or dusk.
Thaumaturges use this ritual to place curses upon mortals who earn their ire. Using this ritual marks an individual invisibly, causing all those who come in contact with xem to receive xem poorly. The mortal is treated as the most loathsome individual conceivable, and all who deal with xem do everything in their power to make xem miserable. Even bums spit at an afflicted individual, and children taunt xem and barrage them with vulgarities.
System: The effects of this ritual last 1 night, disappearing as the sun rises. The mortal (it doesn’t work on vampires) must be present when the ritual is invoked, and a penny must be placed somewhere on xyr person (in a pocket, shoe, etc.).
A vampire wanting or needing to simulate a human characteristic can do so once Domino of Life is cast. For 1 entire night, the vampire can eat, breathe, maintain a normal body temperature, assume a human flesh tone, or display some other single trait of humankind they desire. Note that only 1 trait can be replicated in this fashion. The vampire must have a vial of fresh human blood on zir person to maintain this ritual.
System: Using this ritual adds 1 die to the caster’s dice pools when attempting to pass as human. Unless onlookers are especially wary, the Domino of Life should fool them into thinking the caster is mortal — not that they should have any reason to suspect otherwise.
Letters were once the dominant form of communication and information collection. Cautious Kindred learned to either be discreet in their dealings on paper or to send blood-bound or Dominated personal messengers. Neither option was ideal when you needed to be explicit and ensure that only your intended recipient received the message. To ensure that important messages remain secure against prying eyes, the Tremere utilized this ritual to encode documents magically. This ritual is not used as often in the age of instant electronic communications, but is occasionally used to communicate between chantries or to issue important edicts.
System: The Thaumaturge writes the message in blood over the course of a night and speaks the name of the person or group that ze wishes to read it. Only the writer and the target to which the letter is addressed can read the document. To any others who observe the letter, the writing appears to be gibberish. Obviously, this ritual may only be used for written communication. Encrypt Missive only works with the original document. If someone else tries to scan or copy the document, the magic holds and the message remains scrambled.
This ritual enchants a container to fill itself with blood from any living or unliving being who holds it, replacing the volume of blood taken with an equal amount previously held inside the container. When the ritual is enacted, the vessel (which must be between the size of a small cup and a 1-gallon/4-liter jug) is sealed full of the caster’s blood and inscribed with the Hermetic sigil which empowers the ritual. Whenever an individual touches the container with xyr bare skin, xe feels a slight chill against xyr flesh but no further discomfort. The container continues to exchange the blood it contains until it is opened. The two most common uses of this ritual are to covertly create a blood bond and to obtain a sample of a subject’s blood for ritual or experimental purposes.
System: This ritual takes 3 hours to enact (reduced by 15 minutes for each success on the casting roll) and requires 1 blood point (although not necessarily the caster’s blood), which is sealed inside the container. The ritual only switches blood between itself and a subject if it is touched with bare skin — even thin cotton gloves keep it from activating.
Individuals with at least 4 dots in Occult recognize the Hermetic sigil with 3 successes on an Intelligence + Occult roll (Difficulty 8).
This ritual causes the path of the subject’s passing to glow in a manner that only the vampire can see. The tracks shine distinctly, but only to the eyes of the caster. Even airplane trajectories and animal tracks shine with unhealthy light. The ritual is nullified if the target wades through or immerses xemself in water, or if xe reaches the destination of xyr journey. The caster must burn a length of white satin ribbon that has been in zir possession for at least 24 hours for this ritual to take effect.
System: The Thaumaturge must have a mental picture of or know the name of zir prey. The individual’s wake glows with a level of brightness dependent on how long it has been since xe passed that way — old tracks burn less brightly, while fresh tracks blaze.
Beauty and sexual magnetism have always opened doors. Influence in the Ivory Tower is won via elegant social battles of wit, elegance, and charm. Apex predators navigate these choppy waters with sly smiles to obfuscate their intentions. Rumor has it that this particular ritual was developed by a bitter plain-Jane Tremere tired of the local Toreador Harpy unduly influencing the Prince’s favor with her pretty smile. When this ritual is cast, the Thaumaturge gains a heightened degree of sexual attractiveness; ze is much more desirable and commands attention as if ze was a top model. For this ritual to take effect, the caster must wash zir face with a point of virgin blood and place a sprig of dried mint in zir shoe.
System: The caster gains 2 dice on all Appearance-related rolls for the duration of this ritual. This ritual lasts for a number of hours equal to the successes scored on the activation roll.
This ritual enables the caster to mystically locate all members of zir Herd. While intoning the ritual’s vocal component, ze spins in a slow circle with a glass object of some sort held to each of zir eyes. At the end of the ritual, ze has a subliminal sense of the direction and distance to each of zir regular vessels.
System: This ritual gives the character the location (relative to zir) of every member of zir Herd. If ze does not have the Herd Background, Incantation of the Shepherd locates the closest 3 mortals from whom the caster has fed at least 3 times each. This ritual has a maximum range of 10 miles or 15 kilometers times the character’s Herd Background, or 5 miles (8 kilometers) if ze has no points in that Background.
This ritual is used to determine the cause of torpor in a vampiric body or the cause of destruction in a Kindred’s ashen remains. To conduct this ritual, the Thaumaturge places a penny or other small coin over the eye of the torpid Kindred. Ze can then hear — in the vampire’s voice — the cause of zir cold rest. If all that remains of the body is ashes, the Thaumaturge need only lay the penny in the remains to complete the ritual.
System: This ritual requires a half hour to cast, at the end of which the Thaumaturge hears a ghostly message from the victim naming who xe believes torpored or killed xem. This is not a divination ritual, and therefore the information may not be accurate. If the culprit was disguised or hidden, the spirit of the victim will do xyr best to answer the question. This power has no effect on creatures other than Kindred.
The Black Death killed more than 75 million people across Europe during the Dark Ages. Early experimentation showed that most diseases, even blood-borne ones, rarely have any effect upon Kindred, yet vampires can carry such diseases and pass them to their victims. This devastated private herds and caused a severe blood shortage that strained the Masquerade to its breaking point. There had previously been mystical methods of cleansing blood, but they were time consuming and complicated processes.
A solution came from the Tremere — then a struggling clan seeking to buy their way into polite society — in the form of this simple ritual. The tainted blood must be decanted into a suitable container and then stirred with a special mixture of ash and crushed ginger as the Thaumaturge chants the ritual incantation. The blood lightens slightly in color if the ritual succeeds, and the rite cleanses all poison or disease from the sample.
Purify Blood does not function on blood that’s still in a creature’s system. The ritual therefore cannot cleanse a human of disease or make drinking from such a vessel safe; it will only purify blood that is removed from the human first. Some vampires shun this ritual because of the extra work involved in securing blood without the Kiss, and the less-than-satisfactory taste (not to mention the lack of a warm, beating pulse) definitely puts off Kindred connoisseurs. For these reasons, Purify Blood remains a ritual of last resort during desperate epidemics and not a nightly staple.
System: Purify Blood functions on up to 1 point of blood. Because of the volume limitations, Purify Blood can cleanse only 1 blood point at a time. Poisons, diseases, and other mixtures disappear, while foreign substances bubble to the top and can be skimmed off. However, the ritual does not in any way change the potency of the blood; vitae can still cause a blood bond, and blood rendered acidic or caustic by a Discipline (like Quietus or Vicissitude) cannot be cleansed. This ritual cannot counter the Vaulderie (nor is it stealthy enough to perform unnoticed in the midst of such a rite). Rotten, solidified, or excessively befouled blood also vanishes if subjected to the ritual (at the Storyteller’s discretion), so a vampire needn’t fear gagging on old, dead blood.
The caster cleanses zir body of all foreign material with this ritual. To perform it, ze meditates on bare earth or stone while surrounded by a circle of 13 sharp stones. Over the course of the ritual, the caster is slowly purged of all physical impurities: dirt, alcohol, drugs, poison, bullets lodged in the flesh, and tattoo ink are equally affected, slowly rising to the surface of the caster’s skin and flaking away as a gritty gray film that settles within the circle. Any jewelry, makeup, or clothes that the caster is wearing are also dissolved.
System: The player spends 1 blood point before rolling. Purity of Flesh removes all physical items from the caster’s body, but does not remove enchantments, mind control, or diseases of the blood.
The Follower of Set have long practiced an archaic version of this ritual during their religious rites and devotions to their dark god. The Tremere streamlined the ritual to allow them to quickly hold large quantities of blood for an indefinite amount of time without it spoiling. In modern nights, it is useful for Kindred who do not have the medical knowledge or technology required to preserve blood in a more mundane fashion. A side benefit to this ritual is that it works on Kindred vitae without severing the Principle of Identity. This allows a cagey Thaumaturge to store the blood of zir enemies and use it at just the right moment.
System: To prepare for this ritual, the Thaumaturge buries a covered earthenware container for 2 nights and then unearths it. The following evening, ze crumbles a dried ash leaf into the empty canister and then whispers the proper incantation. Afterwards, ze may pour blood into the vessel and then seal it closed with tallow melted from a candle. The blood will remain fresh until the seal is broken. After the container is opened, the blood begins to spoil at a normal rate. If the vessel is broken, the blood immediately deteriorates to the state it would have attained had it not been preserved at all. The vessel may be used more than once, but the ritual must be recast or the blood will go bad.
Developed in a besieged Carpathian chantry where Tremere fell as often to the claws of night-black Lupines as to the other clans, this simple ritual lets the caster scent Lupines in the area. The Thaumaturge prepares a small herbal bundle with milkweed, wolfsbane, sage, and a handful of simple grass. With a short set of phrases ze takes a whiff from the mixture, after which ze can immediately tell any Lupine by scent. This does not mean that ze can detect Lupines at a distance, merely that ze can tell if a specific person’s smell happens to be Lupine, which can be useful when combined with augmented senses.
System: The Thaumaturge simply completes the ritual and sniffs from the herbal bundle. Afterward, ze can detect Lupines by scent; actually sniffing someone up close would require no roll, but catching a scent at a distance of a few feet might take a Perception + Alertness roll (Difficulty 6). Detecting a Lupine hidden around a corner, for example, could increase the Difficulty to 8. This scent distinction lasts for an entire scene.
Blood magic creates a resonance in the space in which it is cast. This mystical energy can be detected and measured. A Thaumaturge can use this ritual to sense this resonance left by magical objects and effects. This ritual was originally developed to seek out non-Tremere Thaumaturges and magical artifacts, and is commonly used among the younger Tremere seeking to make a name for themselves. The Thaumaturge chants over a mystically prepared candle and then lights it. All sources of blood magic within the radius of the candle light glitters visibly to all present.
System: The effect of this ritual lasts for a number of hours equal to the successes scored on the activation roll. Sense the Mystical can detect Thaumaturgy, Necromancy, and similar blood magic if used within the radius of the candle light. This power does not distinguish between the different types of blood magic, nor does it pick up normal Disciplines. This ability lasts for 1 hour.
Sigil of Authority utilizes the principle of sympathetic magic to create a link between the known authority of an office and the enforcer of said office, via a mystical sigil. When the Sigil of Authority is revealed to a vampire beholden to the specific office, xe immediately knows that the possessor of the Sigil represents and carries the word of said office.
Initially, this ritual was designed by a Tremere Justicar to mark his agents traveling across the globe in his service. Popularity of this ritual spread, and many Princes now issue Sigils of Authority to officers of their court to ensure that new arrivals immediately know and understand who the court officers are of a domain.
System: The Thaumaturge methodically cuts a design into the flesh of the willing subject with a silver-tipped blade. This sigil must be at least 3 inches in diameter and may be placed anywhere on the body of the subject. The design should metaphorically present the authority of the office represented and the meaning easily understood by those that see it. For example, the sigil of a domain’s Sheriff might be a star-shaped badge or police shield.
The Thaumaturge must spend an evening in the willing presence of the Sigil Investor (the vampire that holds the office from which the authority arrives) and the Sigil Bearer (the vampire that will carry the voice of said office) to attune the sigil to the resonance of the office. At the end of the evening, the Sigil Bearer must swear an oath to the office. Once activated, everyone present instinctively knows that the Sigil Bearer lawfully represents the office of the Sigil Investor.
The Sigil Bearer must expose the sigil and expend a temporary point of Willpower to project the weight of authority of the Sigil Investor. Any vampire in xyr presence must make a Self-Control roll (Difficulty 8) or be down 3 dice on all Social rolls against the Sigil Bearer for the next 15 minutes. For example, while working undercover, Alice the Archon is surrounded by a pack of troublesome neonates looking for a rumble. She doesn’t have time for a long fight, so she flashes the Sigil of Authority on her arm and expends a point of Willpower. The Anarchs must make a Self-Control roll (Difficulty 8) lest they fall under the sway of the power of the Sigil of Authority. If the neonates fail, they are down 3 dice on any Social rolls for the next 15 minutes.
The Sigil of Authority lasts 1 year per success on the activation roll, and the Bearer is aware of when it fades. This ritual may be renewed by the Sigil Bearer re-swearing the oath of office.
The authority of the sigil may be revoked immediately if the Sigil Investor expends a point of Willpower. Should this happen, the Sigil Bearer learns this immediately as the symbol cut into xyr flesh is burned until the symbol is no longer visible. This rejection is painful, and burns an Aggravated level of damage into the former Sigil Bearer’s flesh.
This ritual allows a vampire to awaken at any sign of danger, especially during the day. If any potentially harmful circumstances arise, the caster immediately rises, ready to face the problem. This ritual requires the ashes of burned feathers to be spread over the area in which the Kindred wishes to sleep.
System: This ritual must be performed immediately before the vampire goes to sleep for the day. Any interruption to the ceremonial casting renders the ritual ineffective. If danger arises, the caster awakens and may ignore the Humanity/Path dice pool limit rule for the first 2 turns of consciousness. Thereafter, the penalty takes effect, but the Thaumaturge will have already risen and will be able to address problematic situations.
This ritual causes a pain, itch, or other significant (but not deadly) sensation in the subject. Similar in effect to legendary “voodoo doll” effects, this ritual is used more out of scorn or malice than actual enmity. In fact, it requires a wax or cloth doll that resembles the target, which bleeds when the power takes effect.
System: The ceremonial doll must resemble, however rudely, the victim of the ritual. It produces no mechanical effect, other than a simple physical stimulus. The caster may determine where on the subject’s body the pain or itch appears.
As the Tremere have plenty of blood rituals that require ingestion, it has become useful to be able to remove some of its inherent qualities. This ritual “purifies” the blood used in it, so it does not count as drinking from an individual for the purposes of blood bond.
System: The ritualist prepares a special chalice into which ze puts as much of zir blood as ze requires. With at least 1 success, the blood in the chalice can no longer create a blood bond and is safe for anyone else to drink. Of course, the blood still looks the same whether the ritual is a success or the Tremere is simply lying.
A Thaumaturge casts this ritual on a blood sample from another vampire. Blood Walk is used to trace the subject’s Kindred lineage and the blood bonds in which the subject is involved.
System: This ritual requires 3 hours to cast, reduced by 15 minutes for each success on the roll. It requires 1 blood point from the subject. Each success allows the caster to “see back” 1 Generation (to a limit of the 4th Generation — the 3rd Generation do not give up their secrets so easily), giving the caster both the true name of the ancestor and an image of xyr face. The caster also learns the Generation and clan or bloodline from which the subject is descended. With 3 successes, the caster also learns the identities of all parties with whom the subject shares a blood bond, either as regnant or thrall.
Developed during Clan Tremere’s troubled inception, Burning Blade allows a caster to temporarily enchant a melee weapon to inflict unhealable wounds on supernatural creatures. While this ritual is in effect, the weapon flickers with an unholy greenish flame.
System: This ritual can only be cast on melee weapons. The caster must cut the palm of zir weapon hand during the ritual — with the weapon if it is edged, otherwise with a sharp stone. This inflicts a single health level of Lethal damage, which cannot be soaked but may be healed normally. The player spends 3 blood points, which are absorbed by the weapon. Once the ritual is cast, the weapon inflicts Aggravated damage on all supernatural creatures for the next few successful attacks, 1 per success rolled. Multiple castings of Burning Blade cannot be “stacked” for longer durations. Furthermore, the wielder of the weapon cannot choose to do normal damage and “save up” Aggravated strikes — each successful attack uses 1 Aggravated strike until there are none left, at which point the weapon reverts to inflicting normal damage.
A Bloodstone is a small pebble that has a sympathetic link with the Thaumaturge that created it, allowing zir to always know the direction and general distance of the object. This ritual was widely used by the Tremere during the many wars of the Dark Ages, when knowing the position of troops, messengers, and property could give your side an incredible tactical advantage. As technology advanced with the invention of satellite communication and GPS systems, Bloodstones fell out of favor. However, more conservative Thaumaturges have returned to this older method for tracking their allies, mumbling fears about “hackers” and “technomancers.”
To create a Bloodstone, the Thaumaturge must place a small pebble into a vial filled with 3 points of blood from any source. (This blood does not need to be human.) Once a night, over the course of 3 nights, ze must recite an invocation over the vial. The Bloodstone slowly absorbs a single point of blood each night, and the liquid becomes slightly clearer, until on the 3rd night it becomes as transparent as water. The Thaumaturge then has a mystical connection to the stone, and knows its relative position at all times.
System: A Thaumaturge may create a number of Bloodstones up to zir permanent Willpower rating. Ze instinctively knows the precise direction and general distance from the caster. If a Bloodstone is obfuscated or mystically hidden, the caster may follow the trail until ze reaches the general location. Once there, the connection becomes blurred and ze can no longer quite feel the Bloodstone. A Bloodstone that is destroyed severs its connection to the Thaumaturge immediately, often with some form of painful backlash (which is distracting, but not damaging).
To protect chantries from unwanted observation, Tremere rely not only upon mystic wards but also upon mortal bureaucracy. An enemy can hardly drop in if the chantry isn’t listed in any directories or real estate paperwork, after all. Better still, a little judicious paper-shuffling can “lose” records for electrical payments, telephone calls and other incriminating evidence.
To set up a chantry’s bureaucratic defense, the Tremere simply scrawls a series of mystic characters on a piece of paper. This page goes out by mail (some modern Tremere even scan the page and use e-mail) and promptly becomes lost in the system. For the next year, the chantry becomes difficult to track via the usual paperwork routes.
System: There’s no special cost for the paperwork involved in this ritual, though the Tremere must scrawl out the characters with charcoal. Once the paper makes it into “the system” — by the hands of the mailman, by e-mail to some server, or what have you — it vanishes without a trace. So, too, do the records of the chantry. Attempts to investigate the chantry or unearth records of its existence increase in Difficulty by 1 for each success scored on the ritual roll. This doesn’t hinder the chantry’s normal functions; the telephones still work and the electricity still runs. It’s just that nobody ever sends the bills directly to the chantry or writes anything in the credit memos that reveals the building’s location.
This ritual renders its subject translucent; zir form appears dark and smoky, and the sounds of zir footsteps are muffled. While it does not create true invisibility, the Mask of Shadows makes the subject much less likely to be detected by sight or hearing.
System: This ritual may be simultaneously cast on a number of subjects equal to the caster’s Occult rating; each individual past the first adds 5 minutes to the base casting time. Individuals under the Mask of Shadows can only be detected if the observer possesses a power (such as Auspex) sufficient to penetrate Obfuscate 3. The Mask of Shadows lasts a number of hours equal to the number of successes rolled when it is cast or until the caster voluntarily lowers it.
Fire is a primal fear for Kindred. It triggers the Beast and expels reason. Some elders still shiver when they recall the dark nights of the torch-wielding Inquisition. This ritual eliminates some of the threat fire poses. The caster is able to douse dangerous flames, leaving vampire hunters quite surprised when their torches and brands are no longer effective tools.
System: Casting the ritual requires that the Thaumaturge recite an incantation and then pinch out a candle’s flame while spitting on the floor. Once completed, for the rest of the night, the Thaumaturge may speak a single magical syllable to automatically extinguish a single fire up to the size of a bonfire. This power may be used a number of times equal to the number of successes on the activation roll for the ritual. The casting of this ritual may trigger a Rötschreck check.
It is said that after the Great Flood, all of humanity spoke a single language in the shadow of the Tower of Babel, but that the Lord struck down the tower, scattered the people of the world, and divided them with different languages. This ritual leverages the symbolism of that story to grant a Thaumaturge the ability to read and speak a language ze does not know. Ze must find someone (Kindred or kine) that knows the language and bind xem in chains. During the casting of the ritual, the Thaumaturge must pluck out the tongue and an eye of the victim (it must be both) and then consume them. While the ritual lasts, the caster may now speak, read, and write the language in question. Once the ritual is finished, the Thaumaturge purges the foreign materials from zir system by vomiting the flesh.
System: The duration of the ritual is 1 week per success on the activation roll. This is a horrific ritual that will permanently maim a mortal (and isn’t too pleasant for Kindred, either), and all but the most inhumane Kindred are likely to have to make a Degeneration roll for attempting this ritual.
This ritual allows the vampire to see through the eyes of a bird, and to hear through its ears. The bird chosen must be a predatory bird, and the vampire must touch it when initiating this ritual. At the end of this ritual, the caster must put out the bird’s eyes, or suffer blindness zirself.
System: The vampire is able to mentally control where the bird travels for the duration of the ritual. The bird will not necessarily perform any other action than flight — the caster cannot command it to fight, pick up and return an object, or scratch a target. The bird returns to the vampire after finishing its flight. If the vampire does not put out the bird’s eyes, ze suffers a 3-night period of blindness. This ritual ceases effect at sunrise.
This ritual is said to have been developed by the Council of Twelve to hide their massive library within the Carpathian Mountains. The ritual is difficult to cast, and must target a building no bigger than a large house. Once enacted, the building becomes generally unnoticeable; even individuals who know it exists do not notice it, nor do they remember it when asked. During the ritual, the caster must specify a physical “key” (such as spinning twice in a circle, tapping 1 heel on the ground 3 times, and then saying “Vitae Incorpora”). Any individual within 100 yards/meters of the building who performs this physical key correctly will penetrate the ritual and be able to see and locate the building without difficulty.
System: The caster must surround the building, and mark all corners, doorways, and windowsills with chalk made of owl-feather ash. The ritual takes a full night to cast, and requires the caster to sacrifice a permanent point of Willpower. Those who wish to find the building without knowing the proper physical key must approach within 100 yards/meters of the structure’s location and make a successful Intelligence + Occult roll (Difficulty 9) each time they wish to see through this ritual’s protection. Hidden Haven’s effects last for 1 year.
The Masquerade can be difficult to maintain with factions of warring vampire coteries fighting for dominance and resources. A bloody murder at the wrong time can draw undue attention from the police to an already complex situation. A Tremere from Chicago created this ritual to distract local police from looking too closely at the victims of vampire attacks. This ritual heals obvious wounds on a corpse, causing a body to appear as though it died a natural death.
System: The caster must have a pristine feather soaked in the blood of a good man that died peacefully. They must carefully dust the corpse with it while chanting the phrase “It must have been Frank’s time to go. At least he went out in his sleep.” This ritual does not add blood to a corpse, but it does reduce the chance that anyone will notice how much is gone. The body must still have at least half its original blood for this ritual to succeed. This increases the Difficulty of any investigation powers or abilities used on the corpse by 1 per success on the ritual.
Some historical records suggest that the Jinx could be one of the oldest rituals of blood magic in existence. This ritual is used to punish the enemies of the Thaumaturge without directly attacking them or leaving behind evidence. The Jinx requires a point of blood, and either a part of the victim such as a lock of hair or an item of significance to xem in order to properly connect the victim with the power behind the ritual.
The Thaumaturge must meditate for 10 minutes upon zir hatred and anger towards the victim and then burn the spell’s components. Once completed, the victim is vexed with bad luck, causing xem to fail in a mundane task. This can cause anything from minor typographical errors to automobile accidents, depending upon how the Thaumaturge jinxes zir mark.
System: The Thaumaturge must concentrate zir anger towards the victim while burning an object that has a psychic resonance with the intended target as per the Principle of Identity. Each success gained on the activation roll for the casting of this ritual causes an automatic failure for the next roll the jinxed character makes, regardless of the outcome. If the caster achieves 4 successes on the activation roll, then the next 4 rolls for the jinxed character fail regardless of the outcome. The Jinx does not cause a botch, just a simple failure. If the Jinx is applied to a contested or extended action, the roll simply yields no successes for the current turn until the number of pending failures is expended.
Machines go haywire when this ritual is cast. It takes effect instantly and lasts as long as the vampire concentrates on it. This ritual may be used to kill car engines, erase flash drives, drain the battery of a cell phone, stop life-support machines, et cetera. Essentially, Machine Blitz stops any machine more complex than a rope-and-pulley. The Thaumaturge must have a scrap of rusted metal in zir possession for this ritual to work, though some vampires use a variant that requires a knot steeped in human saliva to be untied.
System: This ritual only stops machines; it does not grant any control over them. The effects of this ritual are invisible and appear to be coincidental.
This ritual allows the Thaumaturge to ritually brew a special cask of spiced oinos, an ancient Greek wine believed to have been created by the god Dionysus. Mortals that consume this wine feel a pleasant drowsiness, vague ethereal happiness, and arousal, until they eventually lose consciousness and sleep for the remainder of the evening. They awake to vague pleasant memories, completely forgetting the details of everything that happened the night before.
A draught of the Oinos of Dionysus serves to protect the Masquerade at special parties where vampire guests wish to feed in the open. Vampires that drink from mortals tainted with the mystical oinos feel a slight buzz — not strong enough to be considered intoxicated, but just enough to get a taste of nights when they still breathed and hungered for appetites other than blood.
System: The caster must mix at least 1 point of zir blood with the wine and spices. Once completed, the oinos must be ingested to take effect. After imbibing the oinos, a mortal must make a successful Willpower roll (Difficulty 8) to take any action, as xe is overcome by an artificially induced lethargy. This effect lasts a number of hours equal to the number of successes achieved on the activation roll. Subjects may resist this effect by scoring at least 4 successes on a Stamina roll (Difficulty 8). Vampires and other supernatural creatures are unaffected by the Oinos of Dionysus, as their blood is too potent to be overpowered by this concoction.
Vampires that feed from a mortal under the effects of the Oinos of Dionysus feel a similar effect, but not one that overpowers them or impairs them. They feel an artificially inflated sense of happiness and remember nights when they were a mortal. In an emergency, the vampire under these effects can expend a blood point to flush the toxin from their system.
Walls, locked doors and even sealed vaults cannot stop a Thaumaturge with the Open Passage ritual. The caster smears snake or vermin excrement over the surface in an intricate pattern, which takes an hour to complete. Once finished, the caster becomes insubstantial with respect to that surface — ze can walk through a wall or door, yet can still touch and interact with anything attached to it (like a mirror or wooden shelf).
System: The Open Passage lasts for 1 turn, so the caster must be quick in stepping through the barrier.
Clan Tremere has collected wisdom and lore from the dawn of antiquity that had been previously protected and preserved by their mortal magic. However, that magic started to fail. A thousand years of collected occult knowledge was in danger of being lost within a few decades if a solution was not discovered. A devoted Tremere apprentice leveraged preservation techniques learned from monks along with knowledge stolen from the Assamites to create a ritual that chantries could use to preserve their research.
Once their precious libraries were protected, the Tremere realized that this ritual could be turned to political advantage. Ventrue were willing to pay boons to ensure that their own secret documents and treaties were preserved for the future. When it became clear that this ritual could be used for other purposes, Toreador clamored for the opportunity to protect their precious paintings, sculpture, and rare first drafts of a perfect poem or symphony.
Rumors abound that the famous Shroud of Turin and a number of other hidden church relics were preserved via this ritual. A number of the faithful amongst the Followers of Set claim that the Tutankhamen sarcophagus has been preserved via the will of Set, but many suspect that an older (and potentially more potent) form of this ritual has been cast over it.
System: Preserve allows the Thaumaturge to mystically shield an item from the effects of time and usage. The Thaumaturge must lightly coat the item with a point of zir blood over the course of a night while chanting the proper incantations. Each success of the activation roll mystically preserves the item for an additional decade. The preserved item remains protected until the ritual expires. This ritual does not create a sympathetic link to the Thaumaturge, as the blood used to power the ritual is absorbed completely by the object.
This ritual was designed primarily to preserve documents and texts, but a clever Thaumaturge can utilize it for almost any item that can be held in the hand. The targeted item must be made of worked minerals and other natural materials, as artificial compounds (such as plastic) disrupt the ritual. Items that can be preserved include, but are not limited to, artwork, ancient weapons, jewelry, or clothing. This ritual does not make the targeted item invulnerable or even resistant to someone purposely harming it. For example, an ancient roman gladius will remain sharp and in good condition, but will still shatter if used improperly or if someone of sufficient strength attempts to snap the blade.
This ritual imbues a quantity of blood within an object small enough for the vampire to carry in both hands. (The object may not be any larger than this, though it may be as small as a dime.) After the ritual is conducted, the object takes on a reddish hue and becomes slick to the touch. At a mental command, the caster may release the object from its enchantment, causing it to break down into a pool of blood. This blood may serve whatever purpose the vampire desires; many Thaumaturges wear enchanted baubles to ensure they have emergency supplies of vitae.
System: An object may store only 1 blood point of vitae. If a Kindred wishes to make an infused focus for an ally, ze may do so, but the blood contained within must be zir own. (If the ally then drinks the blood, xe is one step closer to the blood bond). The ally must be present at the creation of the focus.
The vampire calls on the power of the earth to heal grave wounds ze may have received. The Thaumaturge must use at least a handful of dirt from the city or town of zir mortal birth and recite a litany of zir mortal family tree as ze casts this ritual.
System: The Cainite must mix the earth with 2 points of zir own blood to make a healing paste. 1 handful will heal 1 Aggravated wound, and only 1 handful can be used per night. This ritual can only be used on the vampire who knows it.
Some Thaumaturgical rituals don’t have an immediately visible effect. A ritual’s success or failure may not be immediately apparent; cautious Thaumaturges need a way to tell if their rituals work. Even a competent Thaumaturge’s rituals fail from time to time. Most would consider a few extra minutes of work worth the trouble to make sure that, say, a Deflection of Wooden Doom ritual functions properly, instead of finding out the hard way.
To set up Ritual’s Recognition, the caster must sever the last eighth of an inch of zir nose or an earlobe and crush the fleshy bit in an ivory mortar and pestle. Ze then dusts zir face with the resulting paste. Immediately afterward, the Thaumaturge casts another ritual; upon completion, the Thaumaturge can tell whether the ritual succeeded or failed.
System: Casting Ritual’s Recognition causes 1 level of unsoakable Bashing damage as the caster removes a gobbet of skin. Once complete, the Thaumaturge must immediately begin zir next ritual. When that ritual is finished, the caster automatically knows whether or not it succeeded, even if it would normally have no visible effect. By design, the caster can automatically tell if Ritual’s Recognition succeeded, and can regrow the lost bit and recast it if it failed. In either case, the caster feels a warm flush upon completion of a successful rite.
Thaumaturges jealously guard their research. Sometimes preserving a secret is as simple as keeping trespassers out of their libraries and workshops. Legend has it that the Followers of Set created the original version of this ritual to safeguard their hidden tombs and the sacred depths of their pyramids where their eldest sleep. Some secret excursions in Cairo gave the Tremere key components to develop their own version.
Seal Egress allows the Thaumaturge to mystically seal a room closed to prevent unwanted trespassers from entering or leaving it until the proper passcode chosen by the caster is spoken aloud near the entrance. Some Tremere trap an enemy in a small room and allow them to go mad from hunger.
System: To cast Seal Egress, the Thaumaturge must spread a point of zir blood upon the 4 walls of the room ze wishes to seal and then chant the proper incantation. This ritual is a lengthy process requiring an hour to cast. Each success achieved on the activation roll extends the duration of the ritual by a decade. Seal Egress mystically seals every entrance to the room. Materials from the surrounding walls physically close over any openings into or out of the room, creating a perfect air-tight seal. Trespassers with mystical rituals such as Incorporeal Passage or Disciplines such as Spectral Body find that this room is mystically protected against their abilities. However, this ritual does not strengthen or protect the walls of said room, and thus it is possible for someone of sufficient strength to simply break through the walls of the room. Ghosts, spirits, and other creatures naturally immaterial may enter the room at will. (To bar such creatures, warding circles are required.)
Wary Tremere created this ritual to protect themselves from the minions of vengeful rivals. By invoking this ritual, the caster creates a glyph that causes great pain to any ghouls who come in contact with it. The Kindred pours a point’s worth of blood over the object they wish to ward (a piece of parchment, a coin, a doorknob, etc.), and recites the incantation, which takes 10 minutes. In 10 hours, the magical ward is complete, and will inflict excruciating pain on any ghoul unfortunate enough to touch the warded object.
System: Ghouls who touch warded objects suffer 3 dice of Lethal damage. This damage occurs again if the ghoul touches the object further; indeed, a ghoul who consciously wishes to touch a warded object must spend a point of Willpower to do so.
This ritual wards only 1 object — if inscribed on the side of a car, the ward affects only that door or fender, not the whole car. Wards may be placed on weapons, even bullets, though this usually works best on small-caliber weapons. Bullets often warp upon firing, however, and for a ward to remain intact on a fired round, the player needs 5 successes on the Firearms roll.
This ritual is enacted in a manner similar to that of Ward Versus Ghouls, but creates a circle centered on the caster into which a ghoul cannot pass without being burned. The circle can be made as large and as permanent as the caster desires, as long as ze is willing to pay the necessary price. Many Tremere chantries and havens are protected by this and other Warding Circle rituals.
System: The ritual requires 3 blood points of mortal blood. The caster determines the size of the Warding Circle when it is cast; the default radius is 10 feet/3 meters, and every 10-foot/3-meter increase raises the Difficulty by 1, to a maximum of 7 (1 additional success is required for every increase past the number necessary to raise the Difficulty to 9). The player spends 1 blood point for every 10 feet/3 meters of radius and rolls. The ritual takes the normal casting time if it is to be short-term (lasting for the rest of the night) or 1 night if it is to be long-term (lasting a year and a day).
Once the Warding Circle is established, any ghoul who attempts to cross its boundary feels a tingle on xyr skin and a slight breeze on xyr face — a successful Intelligence + Occult roll (Difficulty 8) identifies this as a Warding Circle. If the ghoul attempts to press on, xe must roll more successes on a Willpower roll than the caster rolled when establishing the ward. Failure indicates that the ward blocks xyr passage and inflicts 3 dice of Bashing damage, and xyr next roll to attempt to enter the circle is at +1 Difficulty. If the ghoul leaves the circle and attempts to enter it again, xe must repeat the roll. Attempts to leave the circle are not blocked.
Other Warding Circle Rituals
The Tremere have access to several other Warding Circle rituals: Warding Circle Versus Lupines (Level 3), Warding Circle Versus Kindred (Level 4), and Warding Circles Versus Spirits, Ghosts, and Demons (Level 5). Each Warding Circle ritual must be learned separately. The material components required for each Warding Circle are the same as those needed for the corresponding Ward, but in larger amounts. The effects against targeted beings are the same as for Warding Circle Versus Ghouls.
Communication with the physical world is difficult while astrally projecting. Astral travelers typically must spend a point of Willpower to manifest visually as a ghostlike shape in order to communicate, and this can strain the strength of even the hardiest of Kindred. The Tremere spent decades attempting to overcome this taxing cost of one of their primary Disciplines, and eventually created Whispers of the Ghost as a way to sidestep the costly requirements of astral communication. Upon completing this ritual, the Thaumaturge may communicate from zir Psychic Projection form into the material world. The caster can speak with anyone ze encounters, but zir words come as faint whisperings. People who hear these susurrations often mistake them for the words of ghosts or spirits. While astrally traveling, the Thaumaturge must grip the ear of a still-living creature in the left hand of zir physical body.
System: The caster must meditate for 15 minutes in complete silence. Then ze must sever the ear of a still-living creature and hold said ear in zir left hand before using Psychic Projection (the Thaumaturge must possess Psychic Projection in order to use this ritual). The Thaumaturge may speak to the physical world in a ghostly whisper. If ze wishes to be seen, ze must spend a point of Willpower to manifest as normal, but that cancels the ritual. Should the “donor” of the ear die, the ritual immediately ends. Loss of morality may apply if the donation was not voluntary.
Legends of the deadly poison nightshade stretch back to antiquity when it was used to weaken the legions of Marcus Antonius during the Parthian Wars. This ritual builds on these stories to create a poison that can punish a single victim, Kindred or kine, with only a touch.
The caster must anoint zir hands with the bitter extract of nightshade before conducting this ritual, and then engage in skin to skin contact with zir intended victim. Within half an hour, the victim begins to suffer effects that mirror that of actual nightshade poisoning. Some of the symptoms include dilated pupils, sensitivity to light, blurred vision, headaches, confusion, and convulsions.
System: This ritual creates a skin-contact poison that may only be used once before it turns inert. If the poison is not used by the end of the evening, the power fizzles and the poison is rendered useless.
The Thaumaturge must apply the mystical poison to zir own skin (which is immune to the poison) and then touch zir intended target. The Storyteller may require a Dexterity roll or a Manipulation roll to touch the victim, depending upon the circumstances. Once per night, until the potency of the poison fades, the victim must make a Stamina + Fortitude (Difficulty 8) check to resist the effects of the poison. With 3 or more successes, the target resists the toxic effects of the poison, but still suffers from minor headaches and feels that something is wrong. Otherwise, the victim suffers an extreme reaction to the poison, causing sweating, blurred vision, and convulsions. The Difficulty for all rolls for the remainder of the evening is increased by 1. (Remember that Kindred sweat blood! This can be a real problem for Kindred trying to preserve the Masquerade.)
The number of successes on the activation roll for the ritual determines the potency of the poison. Each success adds an additional night of effectiveness for the poison. The effects of this mystical poison may be countered by the ritual Purity of Flesh.
Careful lies and half-truths are amongst the most common and potent weapons a vampire has in zir arsenal in the arena of politics. The right secret whispered at the wrong moment can shatter a sterling reputation and topple plans crafted over centuries. Locking away such secrets takes a good deal of will and a mastery of the art of deception. However, there are Disciplines and rituals that have the ability to pick thoughts from the head of an unsuspecting victim, force xem to reveal secrets, or prevent xem from lying at all.
A small chantry during the Regency era decided to devote their research to tackling this problem. Truth was a concept too powerful to completely remove from a subject’s mind. They could obfuscate or rewrite the memories, but there was always an element of the truth in the vessel. Once the Thaumaturges realized that truth could be measured, a solution became obvious. The Amulet of Mnemosyne allows a subject to whisper a secret into the amulet and thus transfer the energy of the truth into the mystical shell.
System: The Thaumaturge creates an amulet forged from brass and soaked in a pool of their blood. Next, ze must recite the proper incantations over the amulet while it is resting on an object that symbolizes the truth to the Thaumaturge. Finally, the subject (who does not need to be the Thaumaturge) must prick zir lips, kiss the amulet, and then whisper zir secret.
Once activated, this secret is completely removed from the mind of the subject until ze reverses the ritual by again kissing the amulet. Memories are completely rewritten to account for the missing information. These new memories are generated by the power of the magic; neither the Thaumaturge nor the subject has any control over the specific details.
Should the amulet be destroyed, the secret will return to the mind of the owner.
If a rival Thaumaturge discovers the amulet, and knows or researches this ritual, xe may attempt to learn the secret it contains. Holding the amulet to xyr ear, the rival Thaumaturge engages the original caster in a contested Willpower roll. Should the rival Thaumaturge win, the secret is implanted in xyr mind. The caster will feel uneasy as though something is wrong, but will not know the root cause as ze has forgotten the secret.
The downside of this ritual is that the subject has no idea that the secret exists or that ze has hidden it within the amulet. Ze will act as per zir typical personality would suggest, which could cause a number of complications. Ironically, by hiding the secret, the subject leaves zirself vulnerable. For example, if the subject murdered the Prince’s childe, ze won’t know to be careful at court or to be watchful that others might have learned zir secret.
A crafty Thaumaturge will ensure that the amulet is placed in zir hands after the danger is passed by mailing it to zirself or hiding it away with a trusted retainer with a note written in zir own hand. Because of this, any Thaumaturge who knows the ritual will flinch anytime ze finds an Amulet of Mnemosyne, dreading the secret ze might unlock.
To rob an enemy of xyr voice strikes into the heart of xyr identity. This ritual is often used as a public punishment for those rebel souls that refuse to moderate their behavior in court or Elysium. The victim must be immobilized as a crystal bottle is placed over xyr heart while the caster chants the incantation that draws out the target’s voice. Next, the Thaumaturge must seal the crystal bottle with wax to trap the voice and complete the ritual. Afterwards, the victim is no longer able to speak or make any sort of verbal sound. This curse can seriously limit a Kindred’s powers. Without the ability to speak, disciplines such as Dominate or Presence may be useless to the target, as are blood magic rituals with a verbal component.
System: To cast the ritual, the Thaumaturge must immobilize the victim. This can be done via staking or binding the target. The caster must have unfettered access to the victim while ze attempts to draw forth the voice. Each point of Willpower the victim currently possesses extends the required casting time by 15 minutes. Once the ritual is complete, the crystal bottle contains the essence of the victim’s voice, and xe may not speak nor make any verbal sound until the seal or the crystal bottle has been broken. The death of the Thaumaturge does not break this curse.
Sometimes the Tremere need to enforce a limited form of blood bond on an agent or even one of their own, so a variation on the Ascension of the Blood ritual was developed. With Brotherhood of the Cup, a Tremere can impose such a bond, but one designed to inspire loyalty to the clan as a whole rather than an individual.
System: While no Tremere would admit it, this ritual bears a concerning similarity to the Vaulderie. In addition to the ritualist, it requires at least 4 other Tremere (although tradition requires a total of 7) to put their blood into a chalice. Anyone who drinks from the cup becomes blood bound, but to Clan Tremere and what xe perceives to be its goals. The effect lasts for 1 hour for each success gained on the roll. Once the ritual wears off, so do the effects. This does not count as having drunk once from any of the Tremere who conducted the ritual.
This ritual allows the caster to cling to walls or ceilings, as would a spider. Ze may even crawl along these surfaces (as long as they can support zir). Use of this power seriously discomfits mortal onlookers. The character must place a live spider under zir tongue for the duration of the ritual (though the spider may die while in the Thaumaturge’s mouth without canceling the power).
System: The character may move at half zir normal rate while climbing walls or ceilings. This power lasts for 1 scene, or until the vampire spits out the spider.
People love to share urban legends. These dubious stories of modern folklore have limited veracity, but something powering the stories pushes the communities to preserve and propagate them through the generations. Tapping into the power of these stories, the Thaumaturge can create a psychically-charged urban legend that discourages visitors to a specified house or location.
The caster recreates a popular urban legend upon the grounds that ze wishes to protect. Tales shall arise in the community of something that happened to a friend of a friend recounting the horror of that location, such as a legend about a group of teenagers ambushed by the hook-man and then anesthetized only to find a kidney missing. Overly excessive uses of this may attract the attention of hunters or malicious supernatural creatures, so this ritual is used with care.
Some believe that this is a minor breach of the Masquerade, as it encourages a belief of the supernatural. However, those that practice this ritual argue that Dante’s Urban Legend preserves the Masquerade by pushing away mortals from places they should not be, and upholds the tradition of Domain. A few Princes that have discovered this ritual have limited its use within their domains.
System: The caster must recreate the exact urban legend ze wishes to propagate at the location. For example, ze might need to steal some kidneys from a drunken mortal or kill a group of teenagers with a hook. Afterwards, ze must sacrifice a point of blood to each entrance of the house or location.
Typically Thaumaturges are careful to select an urban legend that does not remind others of vampires. Some will cast this ritual on the property of their rivals to make a point. Once the ritual is enacted, rumors will soon circulate among the mortals that the house is haunted or cursed, and therefore should be avoided by anyone with sense. Property values around the “haunted” house will plummet as neighbors move to avoid living next to the house that causes them nightmares.
These mortals rationally disbelieve in the supernatural, but they will feel disturbed by the thought of the location protected by the ritual and attempt to avoid it. Strong-willed mortals may feel curious enough to make a Willpower check (Difficulty 8) to attempt to enter the building or area — failure means that they create some excuse to avoid entering. The duration of this ritual is 1 decade plus an additional year for every additional success achieved on the activation roll.
This ritual takes an hour to cast, and must be cast upon a target who has diablerized at any point in xyr existence. If the ritual is successful, one diablerized soul (chosen by the caster, if there are multiples) is released from its captivity, pouring out of the target’s mouth in a wash of brilliant light. The spirit remembers everything that has happened both before and after its death. By maintaining the ritual, the caster may keep the diablerized soul intangibly materialized, so that ze can question it. The soul has no compulsion to be honest or reveal anything, but is likely to be well-intentioned toward the individual who set it free. Once the ritual circle is broken, the spirit is released and moves on from the physical world.
Most of the Inconnu who are privileged enough to learn this ritual utilize it to free (and question) Salubri who were long ago diablerized by the Tremere. However, a few cunning — and less moral — members of the society have been known to deliberately diablerize their enemies in order to escape with their souls, and then later cast this ritual on themselves.
System: This ritual takes an hour to enact, and requires 10 points of blood be spent by the caster during the course of the casting. The target of the ritual must remain within the ritual circle (a maximum 100 square foot/10 square meter area) throughout the casting, although xe may be restrained by physical force or supernatural means. If the ritual is successful, it immediately removes all effects of this diablerie (both good and bad) from the target, except that the ritual does not restore any morality loss incurred by diablerizing.
This defensive ritual inflicts painful burns on anyone who deliberately touches the subject’s skin. It requires the subject to swallow a small glowing ember, which does put off some vampires with low pain thresholds. Some vain Thaumaturges use this ritual purely for its subsidiary effect of darkening the subject’s skin to a healthy sun-bronzed hue.
System: Flesh of Fiery Touch takes 2 hours to cast (reduced by 10 minutes per success). It requires a small piece of wood, coal, or other common fuel source, which ignites and is swallowed at the end of the ritual. The subject who swallows the red-hot ember receives a single Aggravated health level of damage (Difficulty 6 to soak with Fortitude). Until the next sunset, anyone who touches the subject’s flesh receives a burn that inflicts a single Aggravated health level of damage (again, Difficulty 6 to soak with Fortitude). The victim must voluntarily touch the subject; this damage is not inflicted if the victim is touched by or accidentally comes in contact with the subject.
This ritual darkens the subject’s skin to that which would be obtained by long-term exposure to the sun in a mortal. The tone is slightly unnatural and metallic, and is clearly artificial to any observer who succeeds in a Perception + Medicine roll (Difficulty 8).
Use of this ritual allows the Thaumaturge to make zirself insubstantial. The caster becomes completely immaterial and thus is able to walk through walls, pass through closed doors, escape manacles, etc. The caster also becomes invulnerable to physical attacks for the duration of the ritual. The caster must follow a straight path through any physical objects, and may not draw back. Thus, a Kindred may walk through a solid wall, but may not walk down through the earth (as it would be impossible to reach the other side before the ritual lapsed). This ritual requires that the caster carry a shard from a shattered mirror to hold zir image.
System: This ritual lasts a number of hours equal to the number of successes scored on a Wits + Survival roll (Difficulty 6). The caster may prematurely end the ritual (and, thus, zir incorporeality) by turning the mirror shard away so that it no longer reflects zir image.
Although it’s possible to learn Thaumaturgy with long and difficult study, experienced Tremere can help a student to “attune” xyr blood more closely to the twisted form of the Curse necessary for Thaumaturgical practice. Students who are sluggish in mastering the basics of Thaumaturgy often suffer through this ritual once, which seems to “open the door,” so to speak. Non-Tremere Kindred have a rougher time — should they find a willing tutor, this ritual can help in learning Thaumaturgy, but it’s still a slow and painful process.
To awaken the Inherited Affinity, the caster must have uninterrupted access to the subject for an entire night. Typically the subject is chained to a wall, so as to avoid having xem break loose and cause havoc. The caster feeds the subject a nauseating concoction of rendered fat, various herbs, and powdered garnet all steeped in blood. Then the Thaumaturge inserts 6 heated, gold-plated needles into various points of the subject’s anatomy — points of bodily power, generally, though the exact locations vary from caster to caster. Over the next 3 hours, the caster instructs the subject to infuse xyr body with the power of xyr vitae. The needles block off usual sources of blood circulation and alter the results (often quite painfully), complete with bloody splotches on the skin, profoundly distended veins and bleeding from various pores. Once complete, the subject may practice the new vistas of Thaumaturgy. This, of course, requires that the subject ingest yet more vitae to replace that lost through the ritual.
Many regents know how to use the Inherited Affinity, and it’s common to put a newly Embraced neonate through this process to help awaken the power of blood magic. The subject must remember the feelings of the blood flow from the course of the rite; for most Tremere, this comes naturally after 1 application.
System: Surviving the Inherited Affinity ritual does not guarantee that a subject can learn Thaumaturgy, but it helps. The end result is up to the Storyteller — if the Storyteller requires players to make various study rolls to unearth Thaumaturgical knowledge or rituals, going through the Inherited Affinity ritual may lower the Difficulty. The ritual itself takes 3 nights of time and requires the subject to suffer through 5 levels of Lethal damage and to expend all but 1 blood point; it’s most helpful if the subject then imbibes additional blood and contemplates the feelings evoked. Obviously, a Kindred is subject to the usual chances of frenzy from hunger and injury due to this ritual.
Blood magic is the ultimate advantage in the Jyhad, but not everyone can (or is allowed to) learn Thaumaturgy. The Thaumaturge can craft an annotated version of a ritual, fueled with zir blood, to make the formula accessible to someone else.
Clan Tremere created this ritual as an aid to teach their Apprentices the basics of blood magic by practicing a specific ritual. They later used Inscription to provide a one-time ritual advantage to their allies, allowing the Tremere to force a dependence upon them for magic.
The Inscription ritual allows the Thaumaturge to cast any first or second level ritual onto a page or other flat surface (something portable and easy to fold is preferred). A reader can then unlock the power of that ritual by reading the inscription and following its instructions. The scribe uses their blood as a base for the ink, and their vitae’s power remains in the mixture to help fuel the ritual. An inscribed ritual is in imperfect form and cannot be used to learn Thaumaturgy. It’s a simplified set of instructions, with the scribe’s vitae overcoming any omissions or sloppiness on the part of the practitioner.
System: A Thaumaturge who knows the techniques of Inscription can write an abbreviated form of any first or second level ritual that they know, at a cost of 2 blood points. Anyone who can read the language used may then recast the ritual later. Casting the ritual from the notes requires the use of the usual components and time, as well as an Intelligence + Occult roll, but the caster need not have any knowledge of Thaumaturgy. Once an inscription is complete, the power of the writer’s vitae is trapped in the object; zir maximum blood pool is effectively reduced by 1 until the Inscription is used. After use, the Inscription dries into a fine, illegible ash, with all the power expelled from the ink. The scribe can use the Inscription zirself (which is rather pointless) or give it to someone else.
It is well known in magical circles that the blood powering Inscription can be used for links of Sympathy and Identity, and an incautious Thaumaturge could find zir blood in the hands of an enemy who can use it against zir. To prevent an Inscription from reaching the wrong subject, many scribes also use the Encrypt Missive on their enchanted notes to ensure that only the intended recipient may use this ritual.
This object is an oval mirror no less than 4 inches (10 cm) wide and no more than 18 inches (45 cm) in length. It looks like a normal mirror, but once created, the vampire can use it to see the supernatural: It reflects the true form of Lupine and faeries, and enables the owner to see ghosts as they move through the Underworld. The caster creates the mirror by bathing an ordinary mirror in a quantity of zir own blood while reciting a ritual incantation.
System: The ritual requires 1 point of the vampire’s blood. Thereafter, the mirror reflects images of other supernatural creatures’ true forms — werewolves appear in their hulking man-wolf shapes, magi glow in a scintillating nimbus, ghosts become visible (in the mirror), and so on. Sometimes, the mirror also reveals those possessed of True Faith in clouds of golden light.
The Tremere joke privately that this is their “ritual for the Ventrue.” Kindred who invoke the Presence Discipline on the subject of this ritual find the effects of xyr Discipline reversed, as if xe had used the power on xemself. For example, a vampire using Presence to instill fear in a Kindred under the influence of this ritual feels the fear xemself; a vampire Summoning the caster is instead drawn to the Thaumaturge’s location. This ritual is an unbroken secret among the Tremere, and the Warlocks maintain that its use is unknown outside their clan. The magical component for this ritual is a length of blue silken cord, which must be worn around the caster’s neck.
System: This ritual lasts against a number of effects equal to the successes rolled, or until the sunrise after it is enacted. Note that the Presence Discipline power must actually succeed before being reversed by the ritual. As such, only powers that specifically target the caster (and thus, require a roll to succeed) can be reversed — “passive” powers such as Majesty are not affected.
Among the Tremere clan’s most famous exploits are its great binding rituals over the entirety of the Tremere antitribu, and the majority of the Assamite clan. No lone Thaumaturge could accomplish such a feat. Only by sharing strength can the Tremere achieve the necessary might to create or resist such forces.
To combine Thaumaturgical strength, Tremere Kindred can use a linking ritual. The Power of the Pyramid rite requires that each participant know and invoke the ritual simultaneously, and requires physical contact — so a group of Tremere, formed in a circle with linked hands, all chanting the same words in unison, indicates that the clan prepares for a daunting task. Once completed, the rite allows the Tremere involved to gather their mental strength together so that they can multiply their power.
Perhaps because of its connotations, this ritual only works for Kindred of Tremere lineage. Other vampires might be able to learn it, but it would probably not do them much good.
This ritual requires the casters to fast for 24 hours before performing it. Additionally, one of the Thaumaturges participating in the group must wear a brooch or pin made from mortal bone, which must pierce zir flesh (though it need not be visible to the rest of the group).
System: Each Kindred involved in Power of the Pyramid must know this ritual and successfully cast it simultaneously — any failed castings simply exclude the individual from the circle but do not hinder other successes. Once complete, a single Tremere can break from the circle without nullifying the ritual, but if any others lose physical contact the ritual ends. So long as the ritual continues, all participants may freely share their Willpower. Thus, one Tremere could break from the circle, perform another ritual and draw upon the Willpower of all Kindred involved. Once a caster has broken from the circle, ze cannot return and release someone else; that “lynchpin” is the only one able to move around freely.
The creation of life, twisted and obscene as it might be, has long been a goal of some Thaumaturges. While Gargoyles and Homunculi are among the more well-known creatures created by Thaumaturgy, the Rutor’s Hands are a more obscure and horrifying creation. A Thaumaturge of sufficient will can pluck out zir own eye and set it atop one of zir own severed hands and animate this thing as a scurrying, malevolent spy. The eye rests on the back of the hand and swivels about to watch its surroundings, while the hand scuttles about like a desiccated spider. The construct obeys the will of its owner and can relay what it sees and hears (even though it has no ears) back to its master, as the Thaumaturge desires.
System: The casting of this ritual requires that the Thaumaturge cut off zir hand and pluck out zir eye at the conclusion of this ritual; this causes 5 levels of unsoakable Aggravated damage. Once this damage is healed, the Tremere regenerates zir hand and eye, though the ghastly homunculus may still prowl. Completing this ritual may also require a Willpower roll at the Storyteller’s discretion, simply to carry out the painful finale. The animate hand has 1 health level of its own and moves about with the equivalent of 2 dots in each Physical Attribute and in Perception. The caster mentally directs the thing’s movement at will (so long as the Thaumaturge remains conscious, of course). The Hand must have 1 point of blood each week, or else it crumbles to dust. Likewise, if the Hand is exposed to sunlight or fire, it vanishes with a squeal, leaving behind a putrid stench.
Thaumaturges often need laboratory assistants whom they can trust implicitly. This ritual allows the intrepid vampire to conjure a temporary servant. To cast the ritual, the Thaumaturge slices open zir arm and bleeds into a specially prepared earthen bowl. The ritual sucks in and animates whatever random unimportant items the wizard happens to have lying around their workshop — glass beakers, dissection tools, pencils, crumpled papers, semiprecious stones — and binds the materials together into a small humanoid form animated by the power of the ritual and the blood. Oddly enough, this ritual almost never takes in any tool that the caster finds zirself needing during the assistant’s lifespan, nor does it take the physical components of any other ritual nor any living thing. The servant has no personality to speak of at first, but gradually adopts the mannerisms and thought processes that the Thaumaturge desires in an ideal servant. Sanguine Assistants are temporary creations, but some vampires become fond of their tiny accomplices and create the same one whenever the need arises.
System: The player spends 5 blood points and rolls. The servant created by the ritual stands a foot (30 cm) high and appears as a roughly humanoid shape composed of whatever the ritual sucked in for its own use. It lasts for 1 night per success rolled. At the end of the last night, the assistant crawls into the bowl used for its creation and falls apart. The assistant can be reanimated through another application of this ritual; if the caster so desires, it reforms from the same materials with the same memories and personality.
A Sanguine Assistant has Strength and Stamina of 1, and Dexterity and Mental Attributes equal to those of the caster. It begins with no Social Attributes to speak of, but gains 1 dot per night in Charisma and Manipulation until its ratings are equal to those of the caster. It has all of the caster’s Abilities at 1 dot lower than zir own. A Sanguine Assistant is a naturally timid creature and flees if attacked, though it will try to defend its master’s life at the cost of its own. It has no Disciplines of its own, but has a full understanding of all of its master’s Thaumaturgical knowledge and can instruct others if so commanded. A Sanguine Assistant is impervious to any mind-controlling Disciplines or magic, so completely is it bound to its creator’s will.
By touching a target ze believes to be blood bound, the user of this power can trace the target’s regnant and anyone else connected to xem by such a bond. A thin red thread appears to stretch out from the target and connects to anyone xe has a blood bond connection with, whether xe is master or servant. This does not work on vampires connected by Vinculum, as the bond is too diffuse.
System: If the ritual is successful, the caster can see a connection between the target and anyone xe is blood bound to. If multiple bonds are in place, the power user can see 1 for each success ze makes. If ze achieves 5 successes, ze can also see which direction each bond goes, revealing who is bound to whom.
This ritual turns an ordinary stake of rowan wood into a particularly vicious weapon. When the stake penetrates a vampire’s body, the tip breaks off and begins working its way through the victim’s flesh to xyr heart. The trip may take several minutes or several nights, depending on where the stake struck. The stake eludes attempts to dig it out, burrowing farther into the victim’s body to escape surgery. The only Kindred who are immune to this internal attack are those who have had their hearts removed by Serpentis.
System: The ritual takes 5 hours to enact, minus 30 minutes per success. The stake must be carved of rowan wood, coated with 3 blood points of the caster’s blood, and blackened in an oak-wood fire. When the ritual is complete, the stake is enchanted to act as described above.
An attack with a Shaft of Belated Quiescence is performed as with a normal stake: a Dexterity + Melee roll (Difficulty 6, modified as per the normal combat rules; the attack does not need to specifically target the heart) with a Lethal damage rating of [Strength + 1]. If at least 1 health level of damage is inflicted after the target rolls to soak, the tip of the stake breaks off and begins burrowing. If not, the stake may be used to make subsequent attacks until it strikes deep enough to activate.
Once the tip of the stake is in the victim’s body, the Storyteller begins an extended roll of the caster’s Thaumaturgy rating (Difficulty 9), rolling once per hour of game time. Successes on this roll are added to the successes scored in the initial attack. This represents the tip’s progress toward the victim’s heart. A botch indicates that the tip has struck a bone and all accumulated successes are lost (including those from the initial attack roll). Removing the part of the body where the tip impacted (such as a Tzimisce turning into blood or a vampire cutting off xyr arm) may stop the tip’s progress, depending on the number of successes acquired and the Storyteller’s discretion. When the shaft accumulates a total of 15 successes, it reaches the victim’s heart. This paralyzes Kindred and is instantly fatal to mortals and ghouls.
Attempts to surgically remove the tip of the shaft can be made with an extended Dexterity + Medicine roll made once per hour (Difficulty 7 for Kindred and 8 for mortals). The surgeon must accumulate a number of successes equal to those currently held by the shaft in order to remove the tip. Once surgery begins, however, the shaft begins actively evading the surgeon’s probes, and its rolls are made once every 30 minutes for the duration of the surgery attempt. Each individual surgery roll that scores less than 3 successes inflicts an additional unsoakable level of Lethal damage on the patient.
Shaft of Belated Quiescence may be performed on other wooden impaling weapons, such as spears, arrows, practice swords, and pool cues, provided that they are made of rowan wood. It may not, however, create a Bullet of Belated Quiescence.
A Thaumaturge in need of assistants for research work cannot always rely upon the loyalty of apprentices, but who doubts the loyalty of one’s own flesh? A Homunculus is a tiny creature crafted out of the caster’s blood and tissue and invested with life via Thaumaturgy. Crafting a Homunculus takes several hours of uninterrupted work, and a Thaumaturge can have only 1 Homunculus at a time.
The horrid little entity takes shape in a bubbling morass of oil, blood, denuded bone, and chunks of the caster’s body. At the conclusion of the ritual, the Homunculus crawls from its fatty birthing caul to serve its master. It can move about under its own power, and may be used as a spy or a means to fetch materials. The Homunculus acts according to its master’s orders, which may be issued by thought as long as the beast is in its creator’s presence. Over time, some Homunculi may develop their own personalities and goals.
System: A Homunculus is a tiny creature crafted out of the caster’s blood and tissue, shaped to perform menial tasks or to be a spy. Homunculi can have many different capacities, including limited flight, burrowing, or grunting speech. Establishing a psychic connection to a homunculus causes a link instead to the consciousness of its creator. These creatures tend to be loyal, if prone to pranks and cruel amusements.
A Homunculus has 2 health levels and 2 dots in each Physical Attribute. When it is destroyed, its creator takes 1 unsoakable point of Aggravated damage. A Homunculus must be fed 1 blood point each week, or it will wither and die.
Legends abound of mighty wizards summoning forth items of great power with an incantation and a sweeping gesture. Rumored to have been created by Etrius during the siege of Ceoris when the entire clan needed to be armed at a moment’s notice, this ritual allows a Thaumaturge to mystically link zirself to a specially prepared vessel via the power of their vitae. By speaking the name of the object in question, the caster may teleport this vessel directly into zir hand with a burst of shimmering black light.
System: Translocation of the Vessel requires that the Thaumaturge selects a vessel to attune to zir vitae. This item must be small enough that they can easily lift it with one hand. Examples might include a scalpel, a walking stick, a handbag, a pouch, or a wand. Next, ze must soak the vessel in a point of zir blood over the course of an evening. The object will slowly absorb the vitae, creating a sympathetic bond between the vessel and the Thaumaturge. The caster may sever the link at any time by spending a point of Willpower or if the vessel is broken.
When the caster wishes to have the vessel ready for translocation, ze draws a circle of protection onto the ground with purified salt and a point of zir blood. This circle must be large enough to completely surround the vessel. Once the vessel is placed into the circle of protection, it can be summoned to the Thaumaturge by name, anywhere in the world. The caster must extend zir hand, chant the incantation involving the name of the object, and it appears in zir hand.
The Tremere hold a special loyalty to House and clan, but the extent of this loyalty and the means by which it is garnered remain a secret to the Kindred at large. In reality, every Tremere Apprentice holds a partial bond to the Council of Seven through their mixed blood.
After the Embrace, a Tremere neonate undergoes a formal oath-swearing of the Code of Tremere. No magic compels that oath, but the presiding regent (or higher ranking Tremere) ends the formality with the Transubstantiation. The caster fills a large chalice with their own blood and intones the syllables of the ritual. The neonate, still grappling with the new phenomenon of blood-thirst, drinks the entire contents of the chalice. As the blood enters and spreads through their system, the rite mystically transforms it into the blood of the Council of Seven.
By this means, the Tremere place each neonate one step toward a full bond with the council, without the risk of having enemies steal the council’s blood. Partaking of the Transubstantiation is considered a requirement for a fledgling to be recognized socially as a true member of the Tremere clan.
Those who undergo the ritual, and indeed, many who have the ability to perform it, know little of its mystical design or purpose. Obviously, the transmuted blood is that of the Council of Seven — but how vast are their stores that they can transfuse neonates at the whims of those conducting the ritual? Where does the neonate’s blood go? Whispers of a hidden vault beneath Vienna with labeled, preserved vials of vitae from every Kindred who has ever undergone this ritual can’t possibly be true... can they?
System: The caster of the Transubstantiation must sacrifice a point of zir own blood. The blood placed in the chalice remains unchanged until after it’s imbibed and then spread throughout the subject’s system, at which point it takes on the properties of the Council of Seven.
This causes one step toward a blood bond to the whole council, but guarantees that the councilors’ vitae cannot be stolen. Because the blood is already in the subject’s system, it counts as xyr own vitae if it is later drained out. In truth, there is no physical requirement that this rite be used on a new neonate. A rare few Tremere neonates escape the process. Theoretically, the rite could also be used to generate a stronger bond in older Tremere or even in ghouls or Kindred of other clans. Kindred of the 14th or 15th Generations, ghouls, and revenants cannot use this rite — their blood is not sufficiently strong enough to channel the councilors’ power.
This wards an object in a manner identical to that of the level 2 ritual Ward Versus Ghouls, except that it affects werewolves.
System: Ward Versus Lupines behaves exactly as does Ward Versus Ghouls, but it affects werewolves rather than ghouls. The ritual requires a handful of silver dust rather than a blood point.
While most modern Tremere apprentices see Thaumaturgy as a distinct property of their blood, some aged Tremere who survived the Long Night remember nights as mortal wizards. The clan’s very foundation rests upon the traditions of those wizards — tribunals, apprenticeships, the Tremere Oath; all stem from the organization that the Tremere abandoned in their plummet into damnation. Among those early practices was one magical rite used to settle disputes. Even though the Tremere traded their mortal sorcery for blood magic, they managed to find ways to turn their old practices to their undead state, and the ritual of certámen made that transition as well.
Certámen exists as one of the oldest forms of dispute resolution between wizards, or so the elder Tremere say. In the modern nights, certámen takes a decidedly sinister form, and remains in the hands of very few Tremere. Indeed, perhaps only a half-dozen Tremere below the rank of regent know the ritual itself, and a handful more remain aware of its existence. Still, its use remains protected by ancient tradition, and a Tremere without other recourse can, if ze is even aware of it, call for certámen to settle a quarrel. One pontifex supposedly favors certámen as a traditional measure and a hallmark of a true and loyal Tremere — and correspondingly evidences terrifying skill with the practice.
The rite of certámen opens with a formal declaration of challenge, though that does not constitute part of the actual ritual. The rite itself sees the contenders in a circle of blood or vitreous humour, where by technique and form — the power to harness Thaumaturgy — they shall settle the matter. A circle 10 paces across marks the boundaries of the competition, while each participant stands in an interior circle 2 paces wide and faces the opponent. The interior circles’ outer edges just touch upon the inner ring of the large circle, so the competitors stand just a short distance apart. The participants state their terms immediately upon entering the circle, challenger declaring what he stands to gain and defender declaring 3 limits upon the forms of the combat. Each participant intones the ritual for certámen; when both complete it, the test of blood begins, to end only in death, submission, or the judgment of a presiding arbiter.
By tradition, each participant brings a second, who makes announcement of xyr contender and handles offices such as holding the participant’s trappings or ritual accouterments. The seconds stand behind and to the right of their participants. A (supposedly) neutral party arbitrates, and may end the certámen at their discretion; they can, for instance, intervene to prevent a prodigious apprentice from destroying a regent. The arbiter determines or ratifies the victor, and also overrules the apparent victor in rare cases of cheating (though technically, the only way to “cheat” at certámen is to bring in magical artifacts or excess blood without announcing their presence to the arbiter and opponent). The arbiter also determines whether a given certámen contest has a definitive result. Should, say, one contender simply use Movement of the Mind to force the other out of the ring a few seconds into the contest, or should both participants exhaust their stores of vitae without a clear victor, the arbiter may declare the matter inconclusive or a draw.
Certámen allows a Thaumaturge to extend zir usual path effects into more symbolic and devastating forms. Fire magics become incendiary greatswords or demonic flamebolts; spirit minions become translucent, armed legionnaires; weather sorcery takes on a viciously turgid aspect. Onlookers watch as the two Tremere contend with the mightiest blood magic at their disposal. Ultimately one must give way or be slain. Each participant holds comparable amounts of power, while the ritual causes Thaumaturgy cast by the two to evidence mystic traces and patterns that allow onlookers to tell what’s happening and even give the participants some ability to defend against the opponent’s attacks. Victory goes to finesse and broad knowledge, not to raw power. Should a participant frenzy, zir second (and any attending guards) must put zir down immediately; ze loses the contest. Similarly, stepping from the inner circle immediately results in forfeiture. Completion of the ritual does not mystically bind either participant to its terms, but failure to adhere to one’s own agreed-upon certámen carries grave weight with nearly every Tremere, and may well lead to condemnation as a rogue (assuming that the oathbreaker survived the experience).
Of course, in modern nights certámen exists more as a curiosity than as a common practice. Some few Tremere do use it, but certámen is never frequent nor lightly invoked. A Tremere can decline a challenge of certámen, though doing so usually entails a loss of face among the more traditional members of the clan. Successful certámen garners some small amount of prestige among the few who still consider it an art, but its use remains restricted to personal disputes. A Tremere cannot use certámen to force a superior to give zir rank or to show off zir Thaumaturgical might, but ze could use the rite to legitimately depose a superior with whom ze had a personal grievance or to force a peer to stop interfering in zir affairs. Similarly, a higher-ranking Tremere may step in as arbiter, and a dour pontifex may very well stop the whole process before it begins. And, of course, if the battle results in death, why then someone more competent than the loser must step forward to take over the late Kindred’s assets and duties.
To this night, very few members of the other clans have even heard of certámen. Elder Tremere intend to keep it that way.
System: Certámen ultimately serves a simple game mechanical purpose: the two (always and only two) Tremere involved in certámen may expend exactly 2 blood points per turn, regardless of Generation. Furthermore, at a cost of 1 blood point, a player may make a Willpower roll against the opponent’s Thaumaturgy roll, with the Difficulty being the opposite character’s Thaumaturgy. This acts as a normal resisted roll, canceling out the opponent’s successes. Because certámen highlights all Thaumaturgical actions, the player can roll Intelligence + Occult (Difficulty varies by power) to recognize most incoming Thaumaturgical effects and decide whether or not to defend against or respond to them. This allows the participants to invoke potent Thaumaturgy and to defend more ably against incoming attacks. The certámen ritual imposes these modifiers only so long as both participants remain in their respective circles.
This ritual enchants a mortal bone so that anyone who holds it must tell the truth. The bone in question is often a skull, though any part of the skeleton will do — some casters use strings of teeth, necklaces of finger joints, or wands fashioned from ribs or arms. The bone grows blacker as it compels its holder to tell the truth, until it has turned completely ebony and has no magic left.
This ritual binds the spirit of the individual to whom the bone belonged in life; it is this spirit who wrests the truth from the potential liar. The spirit absorbs the lies intended to be told by the bone’s holder, and as it compels more truth, it becomes more and more corrupt. If summoned forth, this spirit reflects the sins it has siphoned from the defeated liar (in addition to anger over its unwilling servitude). For this reason, anonymous bones are often used in the ritual, and the bone is commonly buried after it has been used to its full extent. A specific bone may never be used twice for this ritual, though different bones from the same corpse can.
System: The bone imbued with this magical power must be at least 200 years old and must absorb 10 blood points on the night that the ritual is cast. Each lie the holder wishes to tell consumes 1 of these blood points, and the holder must speak the truth immediately thereafter. When all 10 blood points have been consumed, the bone’s magic ceases to work.
The training of a ghoul to serve the needs of a Thaumaturge can take years. Some use this process to weed out undesirables and test potential Embrace candidates. The amount of effort involved inspired the creation of the ritual known as the Curse Belated. By performing this ritual on a ghoul, the caster invests a portion of zir power so that, should the unthinkable happen, zir thrall shall be resurrected as a vampire.
This ritual was originally used by the sorcerers of the Assamites and the Followers of Set. Clan Tremere has an organized system of schooling their apprentices, and while most are forever regulated to the position of research assistant, some were important enough that elders sought out and converted this ritual to preserve those that they put so much time into.
System: The Thaumaturge must first prepare a brand with zir sigil. Ze must feed zir ghoul a point of blood while chanting the incantation, and then seal the covenant by branding zir sigil onto the body of zir thrall. The Thaumaturge loses access to 1 permanent point from zir blood pool until this ritual is triggered. The moment that the ghoul’s heart stops beating, the stored vitae inside xyr body activates and resurrects xem as a full-fledged vampire. Once “Embraced,” the sigil disappears and the empty spot in the caster’s blood pool unlocks, allowing zir to once again spend that blood point. The caster is immediately aware that the ritual has been triggered and that zir former ghoul is now dead and might be zir new childer. (Though ze can sense the ritual’s activation, the Thaumaturge may have no way to know whether the former ghoul managed to survive the process.)
This ritual imbues the vampire with an unnatural resistance to fire. Only a foolish vampire would actually attempt to walk on or through fire, but this ritual does grant an advanced tolerance to flame. Some Sabbat use this ritual to show off, while other Thaumaturges use it only for martial concerns. To enact the ritual, the caster must cut off the end of 1 of zir fingers and burn it in a Thaumaturgical circle.
System: Cutting off one’s finger does not do any health levels of damage, but it hurts like hell and requires a Willpower roll to perform. This ritual may be cast on other vampires (at the expense of the caster’s fingertips...). If the subject has no Fortitude, xe may soak fire with xyr Stamina for the duration of this ritual. If the vampire has Fortitude, xe may soak fire with xyr Stamina + Fortitude for the duration of the ritual. This ritual lasts 1 hour.
A vampire under the effect of this ritual experiences the transformation suggested by the ritual’s name: zir heart is completely transmuted to solid rock, rendering zir virtually impervious to staking. The subsidiary effects of the transformation, however, seem to follow the Hermetic laws of sympathetic magic: The vampire’s emotional capacity becomes almost nonexistent, and zir ability to relate to others suffers as well.
System: This ritual requires 9 hours (reduced by 1 hour for every success). It can only be cast on oneself. The caster lies naked on a flat stone surface and places a bare candle over zir heart. The candle burns down to nothing over the course of the ritual, causing 1 Aggravated health level of damage (Difficulty 5 to soak with Fortitude).
At the end of the ritual, the caster’s heart hardens to stone. The caster gains a number of additional dice equal to twice zir Thaumaturgy rating to soak any attack that aims for zir heart and is completely impervious to the effects of a Shaft of Belated Quiescence. Additionally, the Difficulty to use all Presence or other emotionally manipulative powers on zir is increased by 3 due to zir emotional isolation. The drawbacks are as follows: the caster’s Conscience/Conviction and Empathy scores drop to 1 (or to 0 if they already were at 1) and all dice pools for Social rolls except those involving Intimidation are halved (including those required to use Disciplines). All Merits that the character has pertaining to positive social interaction are neutralized. Heart of Stone lasts as long as the caster wishes it to.
Amongst the vast arsenal of mystical powers of Kindred, perhaps the most important is the ability to leverage blood to heal wounds that would stagger or kill mortals. Kindred can quickly knit and heal their injuries from abrasions, lacerations, and even the loss of appendages. This ritual allows a Thaumaturge to transmute a drop of zir blood into a mystical poison that temporarily blocks zir victim’s ability to use xyr vitae for healing. Before casting Infirm Inert, the Thaumaturge must imbibe a small quantity of blood laced with laudanum and then meditate for 20 minutes. Finally, ze must expel a drop of blood into the palm of zir hand. The next Kindred the caster touches before dawn suffers the effects of the ritual.
System: Infirm Inert creates a skin-contact poison that may only be used once before it turns inert. If the poison is not used by the end of the evening, the power of the ritual fizzles and the poison is rendered useless. The Thaumaturge must apply the mystical poison to zir own skin (ze is immune) and then touch zir intended target. The Storyteller may require a roll to touch the victim, depending upon the circumstances.
Upon skin contact, Infirm Inert temporarily cancels the victim’s ability to heal, though xe may not be aware of this until xe actively attempts to use xyr blood to do so. Victims may spend a point of Willpower to ignore this effect for 1 turn. When this ritual expires, all wounds may be healed according to the type of damage suffered, as normal. Each success on the activation roll for the ritual adds an additional night of effectiveness for the poison. The effects of this mystical poison may be countered by the ritual Purity of Flesh.
It is difficult to be subtle when your fellow predators can sense your motivations. Innocence of the Child’s Heart masks the aura of the caster from the Auspex power of Aura Perception. Any who use that power on the caster will perceive a white aura, untainted by any signs of vampirism. This ritual requires a high price: the sacrifice of a mortal child.
System: Innocence of the Child’s Heart requires the ritualistic sacrifice of a mortal child and the harvesting of xyr heart. The Thaumaturge must dip a beloved toy that once belonged to the child in the heart’s blood. The toy quickly absorbs all of the blood until it appears to be clean again. As long as the caster carries the toy, zir aura will be pure white untainted by any signs of vampirism. The duration of the effect is 1 week, plus an additional week per success on the activation roll. This horrific ritual imposes an extreme cost on the caster’s Humanity.
Among Kindred, diablerie is regarded as a great crime — many elders go to extraordinary lengths to extinguish an upstart neonate who evidences a hunger for the blood of zir fellows. Deceptive Tremere can turn this paranoia against a hapless victim. All that’s needed is some intimate possession of the target, and the destruction of another Kindred...
System: The Thaumaturge must destroy another Kindred by zir own hand, while holding or wearing some possession of the subject. Ze may then invoke this ritual by placing the object in the dead Kindred’s corpse before it crumbles to ash. Once the ritual is completed, the subject exhibits the evidence of a diablerist to all forms of divination until the next sunrise. This includes Aura Perception, the Blood Walk ritual and any other sort of scrying.
The Mark of Amaranth cannot be deferred by the Soul Mask ability, though higher levels of Obfuscate or certain advanced rituals might be able to counter it. Note that the ritual does not cause the victim to think that xe’s a diablerist — an innocent victim can truthfully answer that xe is not a diablerist, even as xyr aura contradicts xem.
Naturally, use of this ritual is an efficient way to rapidly erode one’s Humanity.
Practitioners of Psychic Projection understand that there are multiple layers to the universe. A Malkavian Thaumaturge obsessed with mirrors is rumored to have created this ritual, allowing zir to travel from place to place in the material world. Mirror Walk creates a sympathetic link between 2 mirrors, allowing the caster to travel between them as long as they are within a mile of each other.
System: The Thaumaturge must create 2 identical mirrors of the appropriate size made with silver. Ze must soak both mirrors in 2 points of zir own blood and chant over zir creation for 3 nights to create a special resonance link between the 2 objects. Once completed, the Thaumaturge may stand before either mirror and recite the mystical password to open a magical gate between the 2 mirrors. Such powerful magic cannot be done swiftly, as it requires 3 turns for the portal to open. The glass ripples and shimmers when ready, and then the caster may step through. Ze may take 1 passenger with zir on this trip, but ze must act swiftly, as the gateway closes after 2 turns. If the Thaumaturge or zir passenger is delayed, they may become trapped between locations and lost in another realm.
Loyalty is an exceptionally rare commodity, and perhaps that is why so many are willing to rob others of their free will to secure it. Blood bonds are one of the oldest means of control and ensuring loyalty by the elders in vampire society. The Anarchs now utilize many of the same tactics that were once the tools of their oppression. The Sabbat have embraced what once terrified them in their own communal Vaulderie. Agents of the Camarilla often must disguise their allegiances while working undercover for the Ivory Tower in Anarch or Sabbat territory where proving loyalty is often as simple as sharing blood.
Clan Tremere developed this ritual to protect Archons and Sheriffs from blood bonds and the Vaulderie, even if only temporarily.
System: The Thaumaturge must anoint the forehead of the target with a point of the caster’s vitae and then pass to xem a prepared chalice with a drop of mercury. Xe must drink the metal and suffer 1 Aggravated wound to xyr internal organs as the mercury covers xyr insides with a mystical barrier. Afterwards, the target is magically protected against being blood bound or the effects of the Vaulderie (including getting the Mark of the Betrayer for some Tremere antitribu) for 1 day per success achieved on the activation roll. This protection comes at a steep price. In addition to the Aggravated wound, the target may not receive sustenance from blood without the target willingly canceling the ritual.
This ritual allows the caster to unearth a vampire that has hidden zirself in the ground via Protean.
System: This ritual opens a 10-foot by 10-foot chasm leading to the subterranean resting place of a vampire in an Earth Melded state. The ritual automatically awakens the target Cainite if ze is asleep, but will not do so if ze is in torpor. The ritual must be cast at the exact spot where the vampire entered the earth, and the caster must repeatedly strike the ground with a leather whip.
Scrying is the practice of remote viewing via a reflective, translucent substance such as water. The Thaumaturge must craft a wide silver bowl and then fill it with purified spring water mixed with a drop of owl’s blood. Next, ze must concentrate upon zir intended target and gaze into the bowl. If successful, the caster can see and hear what is happening around the target as though ze was personally there.
System: Once the bowl and water is prepared according to the specifications, the Thaumaturge must concentrate for a minute before attempting to Scry zir target. This ritual lasts for a number of hours equal to the successes for the activation roll. The Thaumaturge only has to concentrate during this duration to view scenes through the water. If a location is the center of the Scry, this location cannot be changed throughout the duration of the ritual. The caster cannot use Auspex powers, Thaumaturgy, or similar mental Disciplines through the Scry.
If the caster is attempting to Scry an item or place, ze must be familiar enough with it to have formed a psychic attachment with it. If the caster intends to Scry upon a person, ze must have in zir possession an object with a psychic resonance with the target.
Another ritual designed to enchant a stake, Splinter Servant is a progressive development of Shaft of Belated Quiescence. (The two rituals, however, are mutually exclusive.) A Splinter Servant consists of a stake carved from a tree which has nourished itself on the dead. The stake must be bound in wax-sealed nightshade twine. When the binding is torn off, the Splinter Servant leaps to life, animating itself and attacking whomever the wielder commands — or the wielder, if ze is too slow in assigning a target. The Servant splits itself into a roughly humanoid form and begins single-mindedly trying to impale the target’s heart. Its exertions tear it apart within a few minutes, but if it pierces its victim’s heart before it destroys itself, it is remarkably difficult to remove, as pieces tend to remain behind if the main portion is yanked out.
System: The ritual requires 12 hours to cast, minus 1 per success, and the servant must be created as described above. When the binding is torn off, the character who holds it must point the Servant at its target and verbally command it to attack during the same turn. If this command is not given, the Servant attacks the closest living or unliving being, usually the unfortunate individual who currently carries it.
A Splinter Servant always aims for the heart. It has an attack dice pool of the caster’s Wits + Occult, a damage dice pool of the caster’s Thaumaturgy rating, and a maximum movement rate of 30 yards or meters per turn. Note that these values are those of the caster who created the Servant, not the individual who activates it. A Splinter Servant cannot fly, but can leap its full movement rating every turn. Every action it takes is to attack or move toward its target; it cannot dodge or split its dice pool to perform multiple attacks. The Servant makes normal stake attacks that aim for the heart, and its success is judged as per the rules for a normal staking. A Splinter Servant has 3 health levels, and attacks directed against it are made at +3 Difficulty due to its small size and erratic movement patterns.
A Splinter Servant has an effective life of 5 combat turns per success rolled in its creation. If it has not impaled its victim by the last turn of its life, the Servant collapses into a pile of ordinary, inanimate splinters. 5 successes on a Dexterity roll are required to remove a Splinter Servant from a victim’s heart without leaving behind shards of the stake.
Thaumaturges cast this ritual when they do not wish to feed by mouth. Instead, Stolen Kisses allows them to drain small portions of vitae through other parts of a vessel’s body. Some vampires prefer the strong handshake in a crowded room. Sadists enjoy choking vessels, providing a double pleasure of asphyxiation and the flush of new vitae coursing through cold veins. Others seek to relive mortal experiences by draining blood from a vessel during sex. Victims from this ritual are not immediately aware that blood is drained from their bodies, but will experience a slight sensation of dizziness and light-headedness. This ritual requires the caster to carry a “witch’s kiss” — a thistle steeped in the blood of a vampire — somewhere on zir person.
System: The Thaumaturge must first make a small incision on zir body where ze intends to make physical contact with a vessel. Once the ritual is cast, the wound knits itself closed and then opens to create a lip-and-mouth mystical orifice that when pressed against a vessel’s flesh will drink 1 blood point every other turn from the victim as long as contact persists. After the second point of vitae is consumed, a vessel is likely to feel woozy, while taking 5 blood points can cause the victim to black out from the substantial lack of blood in xyr body. Stolen Kisses remains active for 1 night. Note that the Thaumaturge does not cause ecstasy or rapture when taking blood in this manner, as ze would if ze fed on a vessel normally.
Mastery of blood magic requires dedication and time away from the politics and socialization of vampire society. Trust is a rare commodity, especially to a fellow vampire and predator, and certain tasks require a certain delicate touch. This creature was created by a Tremere elder to serve as a clever thief and saboteur. Ze discovered in zir experiments on some Tzimisce subjects that there was a very minute trace of the mutability inherent in vitae, and in that moment received the inspiration for the creation of the blood imp.
The Thaumaturge must stitch together the form of the Blood Imp from the dead parts of animals, inanimate objects, and even human cadavers. This is a personal, individualized process, and rarely will 2 Blood Imps look exactly the same even if made by the same caster. (The flesh of a former supernatural creature doesn’t work, and attempts to use it with this ritual will automatically fail.)
Once the Blood Imp has been given the spark of life, it forms its own personality based on that of its creator. The Blood Imp was created to love the Thaumaturge, and will go out of its way to do things that it believes will make zir happy. A cruel caster will find that zir Blood Imp delights in tormenting lesser creatures to make its master laugh, while a solemn Thaumaturge will find a quiet, thoughtful servant that works subtly and efficiently.
Homunculi are created to be useful and devoted laboratory assistants and so gain their creators’ knowledge of Thaumaturgy. Blood Imps, however, are made for mayhem.
System: Summon the Blood Imp requires that the Thaumaturge stitch together fresh (within 3 days) corpses of animals and humans into a frightening humanoid creation. The Blood Imp has an animal cunning and empathic link to its master that allows it to innately understand the needs and desires of its master. Next, the caster must add 6 points of Tremere blood into the mix and allow it to simmer over the course of 3 nights.
Such devoted service is not without a cost. The Blood Imp requires a certain amount of attention lest it turn spiteful. Nothing is more frustrating than an angry Blood Imp disrupting important rituals or breaking priceless artifacts in a temper tantrum.
A Blood Imp can fight, but not with tremendous effectiveness; it will nevertheless destroy itself if necessary to protect its creator. It can also push or carry small objects, and makes an effective spy (though it detests being away from its master for long periods of time). Blood Imps are damaged by sunlight and fire like Kindred, and can also be destroyed utterly by immersion in sanctified water.
A Blood Imp has 3 health levels and 2 dots in each Physical Attribute. It is intelligent, self-willed, and (as it is fashioned of its creator’s blood) wholly blood bound to the one who created it. A Blood Imp has 3 points of Willpower; by spending a point of Willpower, it may gelatinously alter its shape to match that of any other creature in its size-range. A Blood Imp must be fed 2 blood points each week, lest it wither and die.
Transgressor is the term for outsider Thaumaturges or rogue Tremere that use blood magic to attack the Ivory Tower. Track Transgressor was designed to track these enemies of the Camarilla. Clan Tremere vigilantly hunts these enemies to protect the Camarilla from mystical assaults (or so it claims). Skeptics whisper that the Warlocks simply don’t like the competition.
System: To cast the ritual, the Thaumaturge must locate a site where Thaumaturgy has been cast within the past 24 hours. Ze must then spill zir blood (spending a blood point) upon the ground while reciting the proper incantation. Bloody footprints that are only visible to the caster appear on the ground and lead away to the transgressor. After casting this ritual, the Tremere is able to flawlessly track down the transgressor until dawn. This tracking follows the exact path that the magus took after leaving the area where the magic was used. This ritual may track down only Thaumaturgy and related rituals, not Necromancy or other types of magic.
Thaumaturges have long used their powers to inflict harm upon those that have offended them or compete against their interests. Often, it is a rival Thaumaturge that is the most dangerous and willing to strike out against a blood magician. Unweave Ritual allows a Thaumaturge to identify the enemy ritual under which ze labors and then create a countering blood magic ritual to unweave it. Thaumaturges skilled in this magic learn general principles to confound other rituals, shrug off their effects, or collapse them prematurely.
System: First, the caster must figure out what ritual currently afflicts zir. If ze possesses the ritual, this is automatic. Otherwise, this may require some research via an Intelligence + Occult roll with a Difficulty base of 4, plus 1 for every level rating of the ritual. Next, the caster must secure a component that would be used in the casting of the offending ritual, then destroy it in some fashion. Zir successes subtract from the successes scored by the original caster; if ze manages to wipe away all of the successes, the offending ritual immediately ends, with all concomitant effects. Thus, a quick end to Bind the Accusing Tongue would allow the victim to speak ill of zir enemies again, but a premature end to a Blood Contract would painfully shove zir into torpor.
Only rituals that have a duration can be unwoven. For instance, a Thaumaturge who has thrown off a blood bond through Abandon the Fetters is not constantly under the effects of that ritual. Once the ritual is complete, the bond is gone and the ritual is done. However, a Thaumaturge suffering from The Bottled Voice would be considered to be under the duration of the ritual as long as the crystal bottle remained sealed, so it could be unwoven. Note that a Thaumaturge can only unweave a ritual on zirself, not one on someone else. A Thaumaturge suffering from multiple rituals must unweave each one separately. Multiple unweavings can be accumulated against a ritual so long as the appropriate time and components can be acquired.
Clan Tremere has long utilized mystical servants to protect their havens and laboratories. Vigil of the Stone Guardian allows the Thaumaturge to create a mystical sentry to protect a door or gate, in the form of a stone gargoyle door-knocker.
The stone guardian watches over the entry and mystically alerts its master when there is a visitor or trespasser. The Thaumaturge may remotely possess the guardian by expending a point of blood. Ze can observe what is happening through the guardian’s eye and speak through its horrific stone face. This ritual does not technically violate the Tremere oath against the creation of new Gargoyles, but some quietly feel that it skirts the spirit of said promise, or at least insults the clans the Tremere once hunted.
System: To create a Stone Guardian, the Thaumaturge must find or create an appropriate door-knocker (with both eyes and a mouth) and then soak it in zir blood over the course of 3 nights. Ze must then hang it upon the door or gate that will become the new home for the guardian and enact the ritual. If successful, the Stone Guardian bonds with the door or gate and cannot be removed without being destroyed.
The Thaumaturge may remotely possess the Guardian by expending a point of blood. Once it is possessed, the caster can observe what is happening through the Guardian’s eye and speak through its mouth. By expending a point of Willpower, the Thaumaturge may attempt (if ze possesses the ability) to utilize the first 2 levels of Dominate, Presence, or Dementation to chase away intruders. The Stone Guardian may not physically attack or block entry to trespassers otherwise, but it can open the door or gate upon command from the Thaumaturge.
Such protection comes at a cost to the Thaumaturge. The Stone Guardian requires a point of blood per night to continue its vigilance. If the stone guardian is not fed, it will sleep until reactivated by the Thaumaturge with a point of blood.
This warding ritual functions exactly as do Ward Versus Ghouls and Ward Versus Lupines, but it inflicts injury upon Cainites.
System: Ward versus Kindred behaves exactly as does Ward Versus Ghouls, but it affects vampires rather than ghouls. The ritual requires a blood point of the caster’s own blood and does not affect the caster.
Created by Clan Tremere during the Anarch Revolt, Abandon the Fetters shatters the blood bond between master and thrall through a grueling, excruciating process that lasts an entire night. The Thaumaturge forms a bond to the thrall and master by mixing a concoction made from blood from all 3 of them and placing it in a glass container. Next, the caster must exsanguinate and excoriate the thrall. The exact method is determined by the ritualist’s individual style: some prefer mortification with a whip, while others might apply brands. Once the subject is almost dead, the caster shatters the glass container, spilling the blood to the ground and snapping the thread of the bond. The mixture of blood evaporates in a hissing, scalding steam, and the subject is freed.
Some Princes forbid the practice of this ritual in their domains, believing that it could be a threat to the Second Tradition for a Thaumaturge to undo 1 of their punishments.
System: The Thaumaturge must have 1 point of blood each from zirself, the thrall, and the subject’s master. (If the caster happens to be the subject or regnant, no additional blood is needed.) The excoriation causes 3 levels of unsoakable Aggravated damage to the subject as flesh is flayed or burned away. The final venomous steam inflicts an additional level of unsoakable Aggravated damage on both the caster and the subject. The subject loses a permanent point of Willpower, but if the ritual succeeds, the blood bond dissipates immediately. However, this offers no protection against the formation of another, later bond. Abandon the Fetters may not be used to break the Vinculum of a Vaulderie or the effects of the Transubstantiation of Seven ritual.
Created by the Tremere alchemist David Witz, clones were an attempt to grasp the secret of eternal life without the burden of vampirism. Using computers to map key points of individual personalities and combining this research with biothamaturgy, Witz has created “clones,” alchemical homunculi programmed with simulations of individuality. By using the Discipline of Dominate, he can even give these clones limited memory of the individual they are to replace. The argument exists that these clones are too close to Simulacra, a process which has been outlawed by the clan’s pact with the Inner Circle, and thus the ritual to create them has been taught to only a few.
Each clone is the precise replication of a mortal, ghoul, or vampiric individual. The clone is created on a template of DNA and psychic impressions taken from that individual through study and the use of stolen genetic material. This clone is perfect, and emotionally pliable for a time — but over the course of a few days to weeks, subtle imperfections begin to creep into the programming, eventually driving the clone insane. If the clone is not destroyed by this time, it will go murderously rogue, attempting to eradicate its original (the individual whom it is a copy of) and destroy its creator.
System: This ritual takes 3 nights to complete, and the caster must possess some amount of the target’s genetic material (such as skin cells or a hair), which is destroyed in the casting. The clone created by this ritual is a perfect, but living, duplicate of its target in every way, including all appropriate Merits, Disciplines, and personality traits, but only possesses the most rudimentary memories of the individual it is replicating. Over the course of the next 7 days, the clone’s psychology becomes more and more psychotic, and its Disciplines or other powers (as appropriate) become wildly unstable, until it becomes almost entirely unrecognizable from their original state. If allowed to survive, at some point after the 7th night, the clone will go on a violent murder spree — ending only in its death, preferably after the death of the individual it was created to replicate.
Although the clone is a living creature (and must eat, sleep, and breathe), if it is a replication of a vampire, it appears to be a vampire to all ordinary and supernatural means of detection.
The Tremere ceased making Gargoyles after the Slaves revolted, and, as part of the Camarilla negotiations, promised never to revive the technique. This horrific ritual creates a Gargoyle from the dismembered parts of slain Cainites, and is the process through which the first of that line came into being.
To enact this ritual, the caster must prepare at least 2 other vampires (of the Nosferatu, Tzimisce, or Gangrel clans) for at least a full turn of the moon, feeding them a very small amount of cursed and defiled blood, and starving them to within an inch of wassail. These individuals are tortured nightly, and various humiliations and physical horrors inflicted upon them, to break their sanity and weaken their body.
After the subjects are prepared, they are staked, and brought into a prepared room where this ritual is begun. Over the next few nights, the victims’ limbs are cut from their bodies (the ritual prevents the parts from falling to dust). The ritualist sews the 2 (or more) vampiric corpses together into a single vaguely-humanoid shape, and then wraps the resultant form (and all extra parts) within the stretched womb of a deer or horse. The bodies must remain undisturbed in this sac for a period of 3 months, while the Thaumaturge periodically visits and performs various incantations. If the Thaumaturge misses even a night of these incantations, the ritual is increasingly likely to fail — if it does, the fetal Gargoyle dies, and the creature cannot be revived. If the Thaumaturge is successful, at the end of the 3 months a newborn Gargoyle will force its way out of the thick sac of flesh.
System: The blood cost of this ritual is 5 points for each Cainite used in the Gargoyle’s manufacture. After 3 months of casting, on the final night of the ritual, the Thaumaturge must make a roll as the fetal sac is cut open. The roll is Intelligence + Occult (Difficulty 9, but the roll requires 3 successes). Subtract 1 die for every night the Thaumaturge did not perform zir incantations. A single success allows the creation of a Gargoyle (if this is a player character, it must be built according to the standard character creation rules). Attempted use of this ritual, whether successful or not, removes a single point of morality from the user’s morality total. No matter what Path a character espouses, this ritual (and the activities required to perform it) is deeply and utterly abhorrent. Gargoyles created with this ritual are infertile, and cannot Embrace.
This ritual creates an unbreakable agreement between the 2 parties who sign it. The contract must be written in the caster’s blood and signed in the blood of whoever applies xyr name to the document. This ritual takes 3 nights to enact fully, after which both parties are compelled to fulfill the terms of the contract.
System: This ritual is best handled by the Storyteller, who may bring those who sign the Blood Contract into compliance by whatever means necessary (it is not unknown for demons to materialize and enforce adherence to certain Blood Contracts). The only way to terminate the ritual is to complete the terms of the contract or to burn the document itself — attempts to add a clause forbidding burning the contract have resulted in the contract spontaneously combusting upon completion of the ritual. 1 blood point is consumed in the creation of the document, and an additional blood point is consumed by those who sign it.
During the war between the fledgling Camarilla and Clan Assamite, there were a vast number of casualties. The Tremere created this ritual as a precaution against being diablerized by their many enemies, especially the Assamites, who seemed to delight in targeting the Warlocks. Some historians have speculated that Cobra’s Favor was the first of many Thaumaturgical experiments that eventually lead to the ritual that cursed the Assamites at the signing of the Treaty of Tyre.
Cobra’s Favor manipulates the vitae of the caster, causing it to burn with a toxin that causes horrific damage to anything that consumes it. The ritual requires an herbal poultice and the venom of a snake to be mixed with some of the Thaumaturge’s blood.
System: By spilling 1 point of blood into a prepared container and combining it with the necessary herbs and poison, the Thaumaturge recites an incantation, willing zir magic into the concoction until it turns jet black. The caster must ingest the elixir for the ritual to take effect, suffering 1 level of unsoakable Aggravated damage in the process. Afterwards, for the next week, anything that consumes the blood of the caster suffers a level of Aggravated damage per point ingested. Each additional success on the activation roll extends the duration of the ritual by an additional week.
House and Clan Tremere have long utilized this ritual for tribunals and internal matters. Recent nights have seen a number of Princes call upon Tremere to use the ritual within their political halls in exchange for favors. Casting this ritual is an expensive and lengthy process, but there are always those willing to pay the price for the added assurance. Unbiased testimony and blatant truth become standard within the court, and many connivers and liars have betrayed their own plans under the effects of this power.
To cast this ritual, the Thaumaturge must place a skull and a pair of crossed bones upon every entry to the room, including windows. Once the court is assembled, the caster must then spend a point of blood at each of the entries into the room to symbolically seal the room from falsehoods. This ritual can be quite costly if the ritual is cast in a large room with multiple entrances and windows.
Several Princes have come to rely too much on this ritual, much to their undoing, as either the Prince becomes preposterously indebted to the Tremere or other Kindred resent their heavy-handed tactics and refuse to attend meetings. This power invariably erodes the power of Princes who rely on it, though some are too short-sighted to understand this.
System: Once the ritual is complete, all who enter the room are bound to abide by the truth-telling edict it enforces. No falsehood may be spoken, and direct questions from the presiding judge or power are answered candidly with no omissions or deceit. The magic persists within the room for the length of 1 week. Each additional success on the activation roll extends the duration of the ritual by an additional week.
This ritual is the first taught to most Tremere once they have attained mastery of their first Path. Enchant Talisman allows the caster to enchant a personal magical item (the fabled wizard’s staff) to act as an amplifier for zir will and Thaumaturgical might. Many talismans are laden with additional rituals (such as every ward known to the caster). The physical appearance of a talisman varies, but it must be a rigid object close to a yard or a meter long. Swords and walking sticks are the most common talismans, but some innovative or eccentric Thaumaturges have enchanted violins, shotguns, pool cues, and classroom pointers.
System: This ritual requires 6 hours per night for 1 complete cycle of the moon, beginning and ending on the new moon. Over this time, the vampire carefully prepares zir talisman, carving it with Hermetic runes that signify zir true name and the sum total of zir Thaumaturgical knowledge. The player spends 1 blood point per night and makes an extended roll of Intelligence + Occult (Difficulty 8), 1 roll per week. If a night’s work is missed or if the 4 rolls do not accumulate at least 20 net successes, the talisman is ruined and the process must be begun again.
A completed talisman gives the caster several advantages. When the character is holding the talisman, the Difficulty of all magic that targets zir is increased by 1. The player receives 2 extra dice when rolling for uses of the character’s primary Path and 1 extra die when rolling for the character’s ritual castings. If the talisman is used as a weapon, it gives the player an additional die to roll to hit. If the Thaumaturge is separated from zir talisman, a successful Perception + Occult roll (Difficulty 7) gives them its location.
If a talisman is in the possession of another individual, it gives that individual 3 additional dice to roll when using any form of magic against the talisman’s owner. At the Storyteller’s discretion, rituals that target the caster and use zir talisman as a physical component may have greatly increased effects.
A Thaumaturge may only have 1 talisman at a time. Ownership of a talisman may not be transferred — each individual must create zir own.
Escape to a True Friend allows the caster to travel to the person whose friendship and trust ze most values. The ritual has a physical component of a yard-wide/meter-wide circle charred into the bare ground or floor. The caster may step into the circle at any time and speak the true name of zir friend. Ze is instantly transported to that individual, wherever xe may be at the moment. Ze does not appear directly in front of xem, but materialize in a location within a few minutes’ walk that is out of sight of any observer. The circle may be reused indefinitely, as long as it is unmarred.
System: This ritual takes 6 hours a night for 6 nights to cast, reduced by 1 night for every 2 successes. Each night requires the sacrifice of 3 of the caster’s own blood points, which are poured into the circle. Once the circle is complete, the transport may be attempted at any time. The caster may take 1 other individual with zir when ze travels, or a maximum amount of “cargo” equal to zir own weight.
This legendary ritual is used to create entire packs of Blood Brothers, forging them from mortal flesh and Cainite vitae completely outside of the Embrace. Some Cainites consider Mirror of Blood to be a heresy against the vampiric condition. Others refer to it as the pinnacle of unified magical research and experimentation. Nevertheless, all agree: it is dangerous, in the extreme.
The Tzimisce and the Tremere antitribu of the Sabbat created this ritual together, after centuries of trial and error. It is incredibly difficult to master and extremely delicate to carry out. To enact this ritual, the caster must capture 10 children less than 7 years old. These children may be of any race or sex, but they must all be of the same blood type and have no diseases or genetic imperfections of any sort.
All of the children are ghouled to the same vampire. This vampire is generally a patsy of some sort; either a newly created and disposable childer, or a captive from some other sect. For the next 3 months, the children are alternately pampered by their domitor and tortured by the ritualist, shaped day by day into perfect replicas of one another. The torments, as well as the delights, escalate rapidly, until by the end of the 3 months, the children have broken minds and equally deteriorated bodies. In this state, they psychologically transfer their self-will to their domitor, offering an implicit, soul-deep trust. It is at that point that they are made to watch that domitor die at the hands of their tormentors — and then allowed to slaughter their domitor during the final night of the ritual. With a final, twisted application of spells both hermetic and elemental, the children are murdered, their minds are merged and their memories shared, and then they are brought back from the dead by the power of the ritual. The bond they share — their domitor’s original blood bond, now amplified and twisted into something far greater — establishes the permanent and unalterable unity of a new pack of perfectly identical Blood Brothers.
System: The blood cost of this ritual is 3 points for each child to be transformed into a Blood Brother. After 3 months of casting, on the final night of the ritual, the Thaumaturge must make 10 rolls — 1 for each child involved in the ritual. These rolls are made with Intelligence + Occult (Difficulty 9). If the Thaumaturge achieves at least 1 success on a roll, that child survives. If 2 or fewer children survive the process, the entire ritual is a failure, and all of the children die. If 3 or more of the original 10 children survive, the ritual is a success. The number of children who survive are the numbers of Blood Brothers in the new, unified pack.
Attempted use of this ritual, whether successful or not, removes a single point of morality from the user’s morality total if they follow the Path of Humanity. Other Paths (particularly those which eschew killing) may require a similar (or greater) morality loss. Blood Brothers created with this ritual are infertile, and cannot Embrace.
The Thaumaturge using this ritual possesses the ability to create a modest prison cell in the astral plane anchored to a specially prepared silver mirror. The caster may then open the mirror portal to the prison cell with a verbal incantation and physically deposit an incapacitated prisoner.
Some Thaumaturges use this ritual to create a private space to meditate without distractions.
System: The Thaumaturge must polish a silver mirror with a point of their blood and the tears of an innocent child. The Thaumaturge must expend a point of Willpower that is permanently absorbed by the mirror.
Once created, the Thaumaturge may open a portal through the glass by touching it with a point of zir blood. The opening to the mirror prison lasts as long as desired by the caster. Incapacitated prisoners may be passed through with no difficulty, but an unwilling target requires an opposed Strength roll to force the victim through the portal. Escaping the mirror requires the prisoner to defeat the caster in an opposed Willpower roll. A prisoner may only attempt to escape in this fashion once every 30 days. The cell can comfortably contain up to 3 individuals. A person inside may not be Scried for or be the target of Clairvoyance (or similar powers, at the Storyteller’s discretion). The prisoner needs neither sustenance nor sleep, as xe remains untouched by the passage of time.
Should the mirror be destroyed or the Thaumaturge wish to cancel the ritual, the stored Willpower point will return to zir and any prisoners will instantly be released. If the caster spends a point of blood and touches the mirror, ze can increase or decrease the opaqueness of the glass, allowing the prisoner to see outside of xyr prison as ze wishes. If the mirror is clear, the prisoner can appear in the mirror as a floating head to communicate.
A secret known only to the elder Tremere and vile diablerists, Nectar of the Bitter Rose breaks the usual constraints of diablerie, allowing multiple vampires to share in the fruits of a victim’s power. This ritual is considered a dark stain from the Tremere’s past, and evidence of any knowledge of this ritual would be cause for scandal in the Camarilla.
System: The Thaumaturge must restrain the victim in some fashion while casting this hour-long ritual over them. Ze must chant the proper incantations while zir coterie of would-be diablerists taunt the victim over xyr impending doom. While distracted, the caster mystically identifies different aspects of the soul and symbolically separates them from the whole by draining the target of vitae in small batches.
At the ritual’s completion, the caster and up to 5 vampires may attempt to gain the benefits of diablerizing the subject. Each would-be diablerist must make a separate challenge to claim the dark prize. Nectar of the Bitter Rose does not allow a vampire to gain benefits from diablerizing a victim of weaker or lesser Generation — it simply lets multiple people share in a diablerie.
Neonates whisper that Tremere elders can utterly destroy their enemies with but a sample of vitae. Although little is ever that simple, some truth lies behind the dread rumor. With Night of the Red Heart, a Thaumaturge can send zir enemies shrieking in terror, slay them outright, or force a confrontation.
The Thaumaturge needs only a quantitative sample of the victim’s blood. Over the course of an entire night, the caster chants the syllables of the ritual continuously. After the first iteration of the ritual (which takes about 10 minutes), the victim suddenly feels a foreboding sense of dread. Whenever the subject faces the caster, xe realizes that a ritual is in progress to slay xem — and that xe must either escape its power, or else find and interrupt the caster by following the preternatural knowledge imparted. Once the ritual ends at sunrise, if the victim is within its range, xe spectacularly crumbles to ash in a matter of seconds.
In addition to the victim’s blood, the caster must have an effigy of the victim that ze has carved zirself from bone, rotten wood harvested at midnight, or stone from the grave of a faithful priest’s headstone.
System: Although extremely potent, Night of the Red Heart is not an all-powerful ritual. Chances are, as soon as it begins, the victim will either flee the city or else hunt down the caster. Because there are no holds barred — death or failure — this likely means that the victim will not stop until xe can destroy the Thaumaturge. Should the caster manage to complete the ritual with a full point of the victim’s blood, though, the hapless subject immediately collapses to Final Death.
The player rolls for the ritual’s success as soon as casting begins — if the roll fails, then the ritual will not work and the victim will feel nothing (although the caster doesn’t necessarily know this.) The player must also expend 1 Willpower point to continue the casting for the duration of the entire night, and if the ritual is stopped or interrupted in any way, it fails.
Night of the Red Heart has a limited range. Popular lore holds that the rite works “for seven leagues beyond the accursed’s haven”; scientific Thaumaturges credit the rite with a range of 30 to 35 miles. Regardless, the subject can immediately tell if xe has managed to escape the ritual’s range, because the sense of dread vanishes — but if xe returns while the ritual remains in progress, xe once again comes under its influence. Note that although the subject can tell if xe manages to escape the ritual’s range, the caster does not know this; it’s possible to cast Night of the Red Heart upon someone who’s not in range, without knowing that the ritual will fail.
This dreadful ritual enfeebles the subject, making their skin brittle and weak. Humors rise to the surface and flesh tightens around bones and scales away at the slightest touch. Used against physically tough opponents, this ritual strips away the inherent resilience of the vampiric body, leaving it a fragile, dry husk. The Thaumaturge must inscribe zir subject’s true name (which is much harder to discern for elders than it is for young vampires) on a piece of paper, which ze uses to cut zirself and then burn to cinders.
System: This ritual causes the subject’s Stamina and Fortitude (if any) to drop to 1 each. For every Generation below 8th, the subject retains 1 extra point of Stamina or Fortitude (keeping Fortitude first, though they may not exceed their original scores). For example, a vampire of the 4th Generation with Fortitude targeted by Paper Flesh would drop to a Stamina + Fortitude score of 6 (assuming the score was 6 or more to begin with). This ritual lasts 1 night.
In the 18th century, a religious-minded Tremere developed this ritual, which allowed them to consecrate a protected space and then extend a certain amount of its sanctuary to those that inhabit it with them. The Thaumaturge casting this ritual must first find and acquire a building that has not been tainted with violence of any kind (or not in the past 50 years, if it is older than 50 years). Next, ze must build a shrine at the metaphoric center of the building that all who visit must be able to see. The exact nature of the shrine depends upon the faith of the caster. Said shrine need not be of a religious faith, but it must represent a concept in which the Thaumaturge places zir own faith and belief.
Finally, the Thaumaturge must consecrate the building via a sacrifice of zir blood and will over 3 nights.
System: To complete this ritual, the Thaumaturge must invest a permanent point of Willpower into the consecration of the targeted building at the end of the 3 night ritual. Once completed, the shroud of sanctuary completely envelops the boundaries of the targeted building. All souls, living or otherwise, that are not specifically invited by the caster cannot enter the building. Further, those inside the building are protected against all uses of Animalism, Auspex, Dominate, Dementation, and Presence (and related Disciplines, at the Storyteller’s discretion).
However, this protection does not come without a price. The shroud of Sanctuary only lasts as long as the grounds remain consecrated. Any acts of violence committed within the building will immediately taint it, making it impossible to benefit again from Sanctuary. Should the ritual be broken, the caster will immediately become aware of this, as the Willpower point invested into the building reverts back to zir. If the building remains consecrated, the magic of this ritual continues for 1 year per success from the activation roll. Afterward, the caster must either reinvest the Willpower point or allow the Sanctuary to dissipate.
The Amr of Clan Assamite created this ritual as a means of showing mercy to criminals that deserved punishment, but not the Final Death. Severed Hand allows the Thaumaturge to permanently sever a part of a restrained Kindred’s body in such a fashion as to prevent the vampire from ever regenerating the lost body part. Although the hand is typically the most common appendage removed, this ritual can affect eyes, fingers, tongues, and other body parts.
The most important component is the severed anatomy of the subject, which is why this ritual is almost always performed at the maiming. The Tremere stole the secrets of this ritual and then removed references to the veneration of Haqim. Clan Assamite was quite surprised to learn that Camarilla had adopted the same practices in their courts.
System: This ritual takes an entire night to perform, during which time the wound is treated with different alchemical compounds to prevent the regeneration process. Although the health levels can heal in the normal way, the severed body part is unable to be restored to its former condition without magical healing (such as Obeah).
Stone of the True Form requires a small stone that is perfectly spherical. The caster must carefully coat it with a mixture made from a point of zir blood and other eldritch compounds. Once the ritual is completed, the stone serves as an anchor to metaphorically connect the material world with Plato’s world of idealized forms. If the Thaumaturge has the will, ze can force others to assume their natural shape.
With a single touch of the stone, the caster may engage the target into a contest of will to force xem to assume xyr natural form. A Thaumaturge might use a Stone of the True Form on an Obfuscated Nosferatu, force a grotesque Tzimisce into a humanoid form, or even trap an enraged werewolf in its mortal form.
System: Over the course of 1 night, the Thaumaturge must cast this ritual on a small round stone such as a marble. Afterwards, the caster may use this stone as a trigger to engage zir target in a contested Willpower roll (Difficulty of each other’s Stamina). If the caster wins by even 1 success, the subject will immediately shift to xyr natural form for a single turn. Every success above and beyond the first success extends the number of turns a target is unable to assume a shape other than their original form. If the stone is shattered, the victim is now free to change shape no matter how many turns left remain on xyr term in xyr original form.
This warding ritual functions exactly as Ward Versus Ghouls, but it inflicts injury upon spirits. Several other versions of this ward exist, each geared toward a particular type of non-physical being.
System: Ward versus Spirits behaves exactly as does Ward Versus Ghouls, but it affects spirits (including those summoned or given physical form by Thaumaturgy Paths such as Elemental Mastery). The material component for Ward Versus Spirits is a handful of pure sea salt.
The other versions of this ward, also Level 5 rituals, are Ward Versus Ghosts and Ward versus Demons. Each of these 3 Level 5 wards affects its respective target on both the physical and spiritual planes. Ward Versus Ghosts requires a handful of powdered marble from a tombstone, while Ward versus Demons requires a vial of holy water.
Although they have a great mastery of lore and Kindred physiology, most Inconnu are not modernists. This ritual was designed to protect themselves from recently-Embraced neonates and hunters using technological weapons. This ritual creates a circle of magic centered on the caster, into which technology (i.e. any machine more complex or advanced than a crossbow) cannot pass without shattering or becoming defunct. This circle can be made as large and as permanent as the caster desires, as long as ze is willing to pay the necessary price.
System: The ritual requires 3 points of mortal blood from individuals with an Intelligence of at least 3. The caster determines the size of the warding circle when it is cast; the default radius is 10 feet/3 meters, and every 10-foot/3-meter increase raises the Difficulty by 1 (1 additional success is required for every increase past the number necessary to raise the Difficulty to 9). The caster spends 1 blood point for every 10 feet/3 meters of radius, and rolls. The ritual takes the normal casting time if it is to be short-term (lasting for the rest of the night) or 1 night if it is to be long-term (lasting a year and a day).
Once the warding circle is established, it glows a faint coppery-orange, too faint to be seen in normal light, but notable in dim lighting conditions or natural darkness. A successful Intelligence + Occult roll (Difficulty 8) identifies this as a warding circle. If technology crosses into the circle, the possessor of that technology must roll more successes on a Willpower roll (Difficulty equal to the caster’s [Thaumaturgy rating + 3]) than the caster rolled when establishing the ward. Failure indicates that the ward causes all such technology on the individual to be irrevocably destroyed; data cannot be retrieved at a later date, and all parts of the item shatter. If the technology leaves the circle and later enters it again, the possessor must repeat this roll.
Weak Princes sometimes rely on a Bone of Lies to “interview” new arrivals in their domains. While the Bone of Lies is useful in weeding out Sabbat infiltrators, diablerists, and other problem cases, it’s also a good way to earn the ire of the city’s respected Kindred — few Kindred enjoy being accused of lying. Still, paranoid Princes rely on the Bone to keep an iron hold over their domains, so the Tremere recently devised this ritual variant.
Like a Bone of Lies, a Bone of Contention comes from a hundred-year-old fingerbone steeped in blood over several nights. Unlike a Bone of Lies, though, the Bone of Contention doesn’t compel truth; rather, it aids the Tremere in deception.
Naturally, this ritual’s very existence is a viciously guarded secret. If Princes discovered that their Bones of Lies actually just gave whatever answers the Tremere wanted... well, it wouldn’t be more than they’d expect, but it wouldn’t be pretty, either.
System: A Bone of Contention looks like a Bone of Lies: an aged fingerbone with ritual magic placed upon it. While a Bone of Lies darkens and forces truth whenever the holder lies, a Bone of Contention acts in this fashion only when its creator so wills. The Tremere can cause the bone to darken and then force the holder to speak a lie that the speaker is forced to believe, so long as the Thaumaturge can see the bone. Like a Bone of Lies, a Bone of Contention only functions 10 times. In the creator’s absence, a Bone of Contention functions like a normal Bone of Lies, simply to avoid possible complications (“This Bone of Lies failed to work when you were missing from the last convocation. Is there something you want to tell us?”).
This Thaumaturgy ritual is so rare that the Justicars believe Kemintiri is the only blood magic user in the world who knows and uses it. While it’s possible the Anathema may have traded her knowledge of The Eternal Mask to another for some dark secret over the years, no other Thaumaturgists have been caught with its effects.
The Eternal Mask grants the caster the ability to “absorb” zir victim’s aura, which allows zir to wear it like a mask. When combined with Obfuscate, a caster may not only look like zir victim, but “wear” zir victim’s aura, too, which allows zir to escape detection by most means.
System: After committing zir victim’s aura to memory for an hour, the Thaumaturge must ritually diablerize the victim to fully consume their essence. This is usually done after incapacitating the victim in some way.
The Eternal Mask lasts for a number of years equal to the successes rolled when first cast. When another vampire views the caster’s aura, it will be displayed as the victim’s aura in every way. Rumor has it that memories of the victim remain in the caster’s mind even after the ritual has expired.
This three-night ritual creates an ensorcelled weapon made of bone or ivory. The Thaumaturge must carve the weapon zirself and then bathe it in the lifeblood of a year-old fledgling each night. All the blood is absorbed into the weapon and cannot be used for any other purposes. The third “contributor” must be the caster’s own childe. The enchanted weapon becomes a powerful tool, able to sever flesh and even bone with ease, draining the strength of those who it injures. It is nearly impossible to destroy this weapon.
System: All damage done by this bone-weapon is Aggravated. In addition, for each level of damage it does, the weapon “drinks” a point of the victim’s blood. The weapon can be destroyed only if it absorbs 20 points of blood from a single victim and is immediately incinerated. Any weapon that can be carved from ivory or bone may be used in this ritual, and does damage as per that weapon type — Storytellers, beware of players who would carve bone claymores.
This extremely powerful ritual is used in the most important Tremere chantries and strongholds. Few outside House Tremere are even remotely aware of its existence, let alone its power. After the Convention of Tyre, where Nosferatu infiltrated the Assamite stronghold of Alamut, the Council of Seven quickly decided that the safety of the chantry in Vienna must never be compromised. This ritual was the result of that endeavor. At the locations this ritual has been invoked, the powers that deceive the mind are almost negated. For in the halls of these places, all that reside within have the unearthly power to pierce these illusions. It requires the eyes of seven vampires who have lied to any of the Kindred invoking the ritual to be steeped in a special alchemical preparation, which is boiled away during the ritual’s performance.
System: Successful casting of this 5-night ritual requires three Thaumaturges concurrently to perform its incantations. Upon completion, the ritual enchants one structure (one building, one haven, or one compound) and will last for a decade. Renewing the ritual requires a dedication by only one of the Thaumaturges who cast the original ritual. While in effect, all Kindred within the structure are unaffected by Obfuscate, Chimerstry, and similar powers of misdirection, including some permutations of Dominate.