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."
- 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.
- Spirit Eyes, aka "The Sight": This power is
very similar to Auspex: Aura Perception, except it allows the thaumaturge
to see spirits instead.
- 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
- Fetishes: With this power the thaumaturge can force a
spirit into an object or become a ghost and haunt an object or location.
- 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."
- 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.
- 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.
- 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.
- 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.
- 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."
- 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]).
- 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).
- 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.
- 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.
- 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.