Thaumaturgy
The equally feared and guarded Tremere discipline of blood magics and sorcery. Almost anything can be done with this intricate art, but everything comes with a price, and these magics take much time, and effort to truly master. |
Thaumaturgy is, like Necromancy, divided into 2 core subjects. Paths, which encompass the core magical abilities granted therein, and Rituals, which may be learned over time and have a variety of effects on the world around the kindred (1 level 1 Ritual is learned with the first dot into Thaumaturgy). These abilities can range from mundane, to extraordinary feats of power in both cases. The kindred, upon receiving Thaumaturgy as a discipline selects a single path which is forevermore their Primary Path. Think of this as a main area of expertise if you will, it comes first above all else. Upon gaining their second dot into their Primary Path, kindred may wish to branch out and learn another paths of Thaumaturgy, but bear in mind the Primary Path ALWAYS comes first, and must always be 1 dot higher than any secondary path until the Primary Path has been completely mastered at 5 dots. Paths may not go above 5 dots.
Rituals: There is no limit to the number of Rituals that may be learned by the kindred. Rituals are limited only by the kindred's Primary Path of Thaumaturgy and the level of the Ritual, i.e. the level of the Ritual must be equal to, or lower than, the dots in the Primary Path. Rituals MUST be learned from another Thaumaturgist or read from another's documents. System For Use: Thaumaturgy utilizes a unique system for the activation of its Paths, and is all encompassing, meaning the system is used for all Paths. The kindred spends 1 Bloodpoint, and makes a Willpower roll against the difficulty of the powers level +3. Only 1 success is needed to activate the path. Failure indicates that the magic simply fails to happen, while a Botch indicates that the magic has failed so miserably that it has mentally injured the kindred, and deals 1 point of Permanent Willpower damage. Caitiff House Rules Variation: The kindred spends 1 Blood point and rolls Intelligence and Occult difficulty 7. Based on the number of successes, determines how well the path functions. failure indicates that the path backfires and most often injures the Thaumaturgist and those near them (determined by the Storyteller), while a botch indicates that the path fails catastrophically resulting in the rending of the kindred's mind inflicting 1 point of Permanent Willpower damage, and the kindred must roll the new Willpower (difficulty 9) to resist falling into torpor for a length of time determined by the Storyteller. This system is very rewarding, as the potency of the paths are obviously more powerful, but the consequences for failure are much more devastating and can result in final death in the wrong circumstances. |
The Path of Blood (Most often taken as Primary Path)
This Path allows the Thaumaturgist, a much finer degree of control over the blood in their veins, and even, in the veins of others.
The Lure of Flames
This Path is very simple. For every success scored, allows the kindred to conjure magical flame where they see fit. Either in their palm to be thrown, or on the seat of that big mouthed Brujah's motorcycle. Fire "Palmed" in this manner does not harm the Thaumaturgist in any way but still creates light. Once released, the fire acts as fire would and can damage anything flammable. "Palmed" fire may be extinguished as the kindred sees fit but once its gone, its gone. More successes also indicate how well the fire may be controlled and manipulated. Also note: if you score more successes than what was intended you may choose how big the flame is up to the max successes. Those with Fortitude may soak the damage inflicted.
Movement of the Mind
This Path allows the movement of objects and people through the telekinetic power of the blood. Things may be spun, rotated, or even thrown. Even flight is possible at higher levels as the kindred simply moves themselves. Each success determines how much weight may be lifted and for how long. Each success scored allows 1 Turn of manipulation. Should the kindred run out of time in manipulating something they may simply roll again without blood expenditure to maintain control. Should they fail, the object begins to fall normally. The kindred may then spend another blood and re-roll to try again next turn. People who wish to oppose the movement, need only make a contested Willpower roll against the Thaumaturgist. Victims who succeed are free to act normally and the kindred must re-roll next turn, but should they fail, they are at the mercy of the Thaumaturgist.
Path of Conjuring:
The staple "Thing out of Thin Air Trick", This path allows the Thaumaturgist to create simple objects from nothing. These items bear only 2 stipulations. 1) the item in question must be completely "generic", as in should it be made twice it would be uniform to the last one, i.e. the knife created before will look exactly the same as the one in the kindred's mind's eye and so on, or the rat will look exactly the same as the other, and so on. 2) The object in question must be no larger than the Thaumaturgist, and they must have intimate knowledge of the item for a perfect summoning. also the copy will bear no flaws or distinguishable markings. The roll indicates how well the copy looks and performs where 1 success is a crumby copy, a five would be an exact replica with no flaws whatsoever.
Hands of Destruction
This path, while mostly used by Sabbat Thaumaturgists, is an awful display of offensive capability. Allowing the hands and body of the kindred to become weapons of great destruction to both flesh and material.
This Path allows the Thaumaturgist, a much finer degree of control over the blood in their veins, and even, in the veins of others.
- 1 Dot, "A Taste For Blood": This power allows the kindred to taste another's blood and determine details about the potency of that blood. Details include: remaining vitae in the subject, whether kindred or not, etc. With 3 successes can even determine Diablerie in the past.
- 2 Dots, "Blood Rage": This power allows the Thaumaturgist, though a simple touch, to force other kindred to expend blood against their will. This may cause a rush in the subject as they gain Strength or Dexterity, or feel closer to frenzy as they loose the blood within. 1 Bloodpoint is spent for each success on the victim, and blood spent in this manner supersedes generational limits. Additionally, each success on the victim increases the difficulty to resist frenzy by 1.
- 3 Dots, "Blood of Potency": With this astonishing power, the kindred may temporarily lower their generation for purposes of intimidation and blood pool increase. Bear in mind that this is merely an illusion and that it carries with it no power over the embrace, meaning if you embrace another whilst under the effects of this power your childe will be one generation under your ACTUAL generation. Furthermore, should someone try to Diablerize you under this effect they will only gain your ACTUAL level of generation and so on. Your blood pool increases to meet you illusory generation, and with it as well, the blood spent per turn restrictions. When the effect ends, the excess blood in your system simply disappears, and you revert to normal. Each success on the roll, either lowers your illusory generation by 1 or the length of time the effect lasts by 1 hour. Use caution. You could become a target by mistake.
- 4 Dots, "Theft of Vitae": This power allows the kindred to literally steal vitae from their victim without ever having come near them. Blood stolen in this manner seeps from the orifices and pores of the victim, and mystically travels to the Thaumaturgist and is absorbed through the skin, and need not necessarily enter through the mouth. This powers use is clearly a breech of Masquerade in most cases, and should be used very carefully. Furthermore, it carries with it, like drinking from a subject, the power to create blood bonds with but 3 uses. Successes on the roll equal how many blood points may be stolen per use, and the kindred need only be within eyesight of the target, and within 50 feet.
- 5 Dots, "Cauldron of Blood": This Power with but a touch to the subject, allows the Thaumaturgist to boil the blood of their victim as you would water on a stove. The roll indicates how many blood points may be boiled per use, and for every success deals 1 Aggravated health level that may be soaked using Fortitude ONLY! One Success is ABSOLUTELY FATAL to mortals, but some ghouls can survive. Maybe.
The Lure of Flames
This Path is very simple. For every success scored, allows the kindred to conjure magical flame where they see fit. Either in their palm to be thrown, or on the seat of that big mouthed Brujah's motorcycle. Fire "Palmed" in this manner does not harm the Thaumaturgist in any way but still creates light. Once released, the fire acts as fire would and can damage anything flammable. "Palmed" fire may be extinguished as the kindred sees fit but once its gone, its gone. More successes also indicate how well the fire may be controlled and manipulated. Also note: if you score more successes than what was intended you may choose how big the flame is up to the max successes. Those with Fortitude may soak the damage inflicted.
- 1 Success, "Candle": Difficulty 3 to soak. 1 level of aggravated damage per turn
- 2 Successes, "Palm of Flame": Difficulty 4 to soak. 1 level of aggravated damage per turn .
- 3 Successes, "Campfire": Difficulty 5 to soak. 2 levels of aggravated damage per turn
- 4 Successes, "Bonfire": Difficulty 7 to soak. 2 levels of aggravated damage per turn
- 5 or more successes, "Inferno": Difficulty 9 to soak. 3 levels of aggravated damage per turn
Movement of the Mind
This Path allows the movement of objects and people through the telekinetic power of the blood. Things may be spun, rotated, or even thrown. Even flight is possible at higher levels as the kindred simply moves themselves. Each success determines how much weight may be lifted and for how long. Each success scored allows 1 Turn of manipulation. Should the kindred run out of time in manipulating something they may simply roll again without blood expenditure to maintain control. Should they fail, the object begins to fall normally. The kindred may then spend another blood and re-roll to try again next turn. People who wish to oppose the movement, need only make a contested Willpower roll against the Thaumaturgist. Victims who succeed are free to act normally and the kindred must re-roll next turn, but should they fail, they are at the mercy of the Thaumaturgist.
- 1 Success: 1 Pound
- 2 Successes: 20 Pounds
- 3 Successes: 200 Pounds
- 4 Successes: 500 Pounds
- 5 Successes: 1000 Pounds
Path of Conjuring:
The staple "Thing out of Thin Air Trick", This path allows the Thaumaturgist to create simple objects from nothing. These items bear only 2 stipulations. 1) the item in question must be completely "generic", as in should it be made twice it would be uniform to the last one, i.e. the knife created before will look exactly the same as the one in the kindred's mind's eye and so on, or the rat will look exactly the same as the other, and so on. 2) The object in question must be no larger than the Thaumaturgist, and they must have intimate knowledge of the item for a perfect summoning. also the copy will bear no flaws or distinguishable markings. The roll indicates how well the copy looks and performs where 1 success is a crumby copy, a five would be an exact replica with no flaws whatsoever.
- 1 Dot, "Summon the Simple Form": This power allows the Thaumaturgist to summon simple objects with no moving parts, made of simple materials. Ex: a lead pipe, a wooden stake, a plastic baton, etc. 1 Willpower point must be spent per turn the Kindred wishes to keep the object in existence lest it vanish into the ether.
- 2 Dots, Permanency: With this power, a kindred may make a simple form only, permanent to this world by spending 3 Bloodpoints.
- 3 Dots: Magic of the Smiths: The Kindred may now summon forth much more complex forms. They may be a bit more detailed, and feature moving parts. Ex: A Bicycle. chainsaw, cellphone, or gun. Forms may be made permanent with the use of Permanency but cost 5 Bloodpoints or 1 Willpower per turn. Particularly complex forms may require an Intelligence and Knowledge roll be made about the item prior to the regular roll at Storytellers disgression to determine the Thaumaturgists familiarity with the object to be summoned.
- 4 Dots, Reverse Conjuration: This power allows a Thaumaturgist to cast summoned objects back from whence they came. The roll is "Extended" until the Thaumaturgist equals the number of successes made by the kindred who summoned the object. This power also works on objects conjured by other Thaumaturgists.
- 5 Dots, Power Over Life: This powerful ability allows the Thaumaturgist to conjure both people and creatures right out of their mind's eye and into reality itself. Both imperfect and impermanent, life-forms summoned by this power lack any sort of free will and act only under the direct guidance of the kindred who summoned them. Life-forms created with this power last no more than a week or until banished and cost a massive 10 Blood Points to conjure. Lifeforms simply vanish into the ether when their time in reality expires.
Hands of Destruction
This path, while mostly used by Sabbat Thaumaturgists, is an awful display of offensive capability. Allowing the hands and body of the kindred to become weapons of great destruction to both flesh and material.
- 1 Dot, "Decay": This power allows the kindred to speed up the decay of the object caught in their grasp. Only 1 success is required to activate this power, and the object subjected to the power ages 10 years per 1 minute it spends in the kindred's grasp. the object rots, or decays until it is nothing but dust or a nasty muck. Should the grasp be broken prior to destruction the age remains and the kindred may simply try again. This power only works on inanimate objects, though dead organic matter may be subject as well
- 2 Dots, "Gnarl Wood": This power causes wooden objects to bend, swell, and warp until they are useless. The kindred need only be able to see their target, succeed on the roll, and spend 1 BloodPpoint per every 50 pounds of wood to be rendered useless. Furthermore, more than 1 object may be gnarled at any given time, Ex: every stake that foolish group of hunters have on them.
- 3 Dots, "Acidic touch": The Thaumaturgist who succeeds on the roll spends 1 Blood Point to create a viscous acid from any part of their body. 1 Blood Point worth of this vicious acid is enough to melt through a quarter inch thick sheet of steel, and up to 3 inches of wood. Attacks made with this acid cost 1 Blood Point per use and deal aggravated damage. The Thaumaturgist is immune to their own acid only.
- 4 Dots, "Atrophy": This frightening power allows the kindred to wither the limbs of their target into rotted bits of bone and dry flesh with but a touch. Upon a successful roll, the limb is instantaneously withered into uselessness. The change is permanent in mortals, and kindred must spend 5 blood points to repair the damage done. Victims may resist the change with a successful Stamina and Athletics roll (difficulty 8). 3 successes must be scored for full resistance but lower scores slow the Atrophy allowing the withered limb to be used with a +2 difficulty with 1 success, and a +1 difficulty with 2. Please note this works only on arms and legs, not head or torso.
- 5 Dots, Turn to Dust: This mighty power allows the effects of Decay to function on living and animate objects without need for touch. Mortals age 10 years per success on the roll by the kindred. With enough successes, the person will age past death, crumble to dust, and be no more. The living thing may roll Stamina and Courage and beat the roll of the Thaumaturgists activation roll. This is the only chance the victim has. Should they fail to beat the kindred, they are aged, and that is the end of it. Please note: Kindred can be effected by this power, but what is age to an immortal being? The worst that will happen is they will wither slightly and suffer a -1 to Appearance until the next night.
Caitifflord Says:
This disciplines magic is extrodinary and powerful. My only advice would be to remind those who practice it that all magic comes with a price. |
Catiffprince says:
NOW I WILL RAMBLE. This discipline cannot be simply categorized as just simply a single discipline. It has literally no limits to the things that can be accomplished through its use. Power, money, fame, even respect and admiration can be garnered through the proper application of Thaumaturgy. When the death of your enemy is all you wish, there is a path for that. When you want your enemy to suffer for an eternity, there is a path for that as well! With rituals to supplement and in most cases to augment your innate ability, there is little downside. practice and study are all that is required. This was one of my very first 3 disciplines and is without doubt the most limitless of them all, and it is for this reason, that in my realm, I awakened Tremere himself and drank of his hearts blood solidifying my position as its most powerful practitioner. . |