Discipline: Thaumaturgy, part Three

"The Discipline of Thaumaturgy encompasses blood magic and other sorcerous arts. Thaumaturgy is the unique possession of the Tremere and one of its most jealously guarded secrets." V:tM, WW2300, page 178

 

All Thaumaturgy powers require the Kindred to spend at least one point of blood to invoke the power. Difficulty for most Thaumaturgy powers is a Willpower roll versus the level of the power +3.

 

Reminder: The average character has only 7 health levels before death or dieing in the White Wolf system. Normal/Bashing & Lethal damage is soaked/absorbed by Full Stamina + Fortitude, Lethal just is more deadly for all meaningful purposes. Aggravated damage can ONLY be soaked by Fortitude, no Stamina.

 

Spirit Thaumaturgy

Vampire Players Guide, Second Edition, WW2206, page 83-84

"This Path of Thaumaturgy involves using spirits to do one's work; if one fails, however, the cost is not only a point of Willpower, but also the enmity of the spirit."

  1. Evil Eye: This power causes evil spirits to follow the victim around and cause them problems. A Manipulation + Intimidation roll (difficulty victims Path/Humanity) is made, each success is a single botch the thaumaturge can assign to the victim for a single scene. The effect lasts only one scene, and any unused points are lost.
  2. Spirit Eyes, aka "The Sight": This power is very similar to Auspex: Aura Perception, except it allows the thaumaturge to see spirits instead.
  3. Spirit Slave: With this power the thaumaturge can demand a task of a spirit. A contested Willpower roll is made (difficulty 6). If after any turn the thaumaturge has no cumulative successes, the spirit is free to leave
  4. Fetishes: With this power the thaumaturge can force a spirit into an object or become a ghost and haunt an object or location.
  5. Journey: Similar to Psychic Projection the thaumaturge seperates from her body and travels along the physical realm in spirit form. While traveling, the thaumaturge CAN be affected by Spirit Thaumaturgy as if a true spirit. Physical attacks can not normally harm the spirit, nor can the thaumaturge use disciplines that are physical in nature. Unless another power is used, the thaumaturge is visible even to mortals. This power costs one Willpower to invoke. The spirit can travel up to 500 mph and appears naked.

Elemental Mastery

Vampire Players Guide, Second Edition, WW2206, page 85

"Similar to Spirit Thaumaturgy, Elemental Mastery offers the Kindred control over the souls of inanimate objects. Often seen as control of the four elements (Air, Earth, Fire and Water), this path actually gives its followers the ability to manipulate all forms of insensate objects."

  1. Elemental Strength: With this power the thaumaturge is able to increase each of her physical attributes (Strength, Dexterity and Stamina) by one for one round/post at the cost of a point of Willpower. For each additional round/post this power is maintained an additional Willpower point must be spent.
  2. Wooden Tongues: With this power the thaumaturge is able to gain information from inanimate objects. An objects' memory may be limited and its feelings may be alien to the character, but it can give information of extreme value. The character rolls Wits + Linguistics (difficulty 7) and for each success one piece of information is gained.
  3. Animate the Unmoving: Chairs grab their occupants, doors swing open and closed and guns leap out of their owners' hands when this power is used. An object can not take actions impossible for its form, but objects with legs can run, and wooden stakes can twist out of hands and statues can mimic human life. This power requires the spending of one Willpower point per round/post the power is used or maintained.
  4. Elemental Form: With this power, the character can take the form of some inanimate object of equal size and weight. A Stamina + Repair roll (difficulty 6) is required, while one is enough to make the change, three are required to use any senses or disciplines.
  5. Summon Elemental: This power allows the thaumaturge to summon one of the legendary elemental beings (Air, Earth, Fire and Water) and there are even rumors of Electricity or Nuclear elementals. This power requires some presence of the element to be invoked nearby. Summoning the elemental requires a Manipulation + Science roll (difficulty 8), while forcing the elemental to obey requires a Charisma + Intimidation (difficulty 7)

Path of Corruption

Vampire Players Guide, Second Edition, WW2206, page 85-86

"The power to manipulate and warp others' forms and personalities can be looked upon as natural for the Tremere. Indeed, it is said that one cannot be a true master within the clan unless one has mastered this path, but then many things are said about the Tremere. All of these powers require that the target be within arm's reach."

  1. Contradict: This power allows the thaumaturge to have the target do the exact opposite of what they might normally do for one round/post. This requires a Manipulation + Subterfuge roll (difficulty of targets' Willpower + 1 [Maximum 10]).
  2. Disfigurement: This power is similar to Mask of A Thousand Faces, except it allows the thaumaturge to use the power on others as well. While it is typically meant to disfigure and scar others (Intelligence + Disguise, difficulty 8), it can be used to make the target look like someone else (Intelligence + Disguise, difficulty 10).
  3. Change Mind: With this power, the thaumaturge can cause drastic changes in another's actions. A person affected by this power can undergo extreme mood swings in mere seconds. This power requires a Manipulation + Empathy roll (difficulty Willpower + 1). With one success the effect lasts for one turn/post, two successes equal one day, three successes equal one month, four successes equal one year and five successes the effect will last until some event occurs to make the victim change Demeanor involuntarily.
  4. Cripple: This power allows the thaumaturge to effectively turn the target into a paraplegic. A vampire can paralyze someone from the waist down with a successful Willpower roll (difficulty of the target's Courage + 3 + Fortitude rating). With one success the effect lasts for one turn/post, with two successes the post lasts for one day, with three it lasts one month, with four it lasts one year and with five successes the effect is permanent.
  5. Corrupt Soul: A more intense version of Change Mind, Corrupt Soul can transform a person's very essence. A Charisma + Empathy (difficulty of the target's Willpower + 3) roll is required, successes determine how long the victim will assume whatever Nature is desired by the thaumaturge. One success equals one turn/post, two successes equals one day, three equal one month, four equal one year and five successes make the effect permanent.