Thaumaturgy
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Neptune's Might
Personal Note:
For one to accomplish mastering this path is one of the greatest achievements of a Tremere. Most of the kindred, in New Orleans, do not bother with it due to the lack of a sufficient water supply. But back in Vienna, that is truly another story. For those Tremere who have not troubled with this path.......Watch your ass in Vienna the Lasombra will nail the weaklings.
Kurt
Level One...........
>Eyes of the Sea<
This power allows you to view past events that have occurred around a standing body of water as if you were that body of water. A body of water can be anything from a lake to a puddle, but not an ocean or river. Spend one Mental Trait, and ask a Storyteller for results
Level Two...........
>Jail of Water<
While this power must be used in the presence of a substantial amount of water, it can bind Kindred more effectively than steel chains. At your command, enough water leaps from its resting place to cover the target completely, capturing Kindred and possibly drowning mortals. Defeat the target in a Physical challenge (survival) to imprison him. Once you have succeeded in this, he may not take any action requiring movement until he defeats you in a Physical Challenge (survival) to break free. You may dissolve the bonds at will.
Level Three........
>Dehydrate<
This power allows you to inflict wounds at a distance by pulling minute amounts of water from a victim's body. Defeat the target in a physical Challenge (Survival). Success means they lose one Blood Trait. This will of course do damage to a human target, and is also extremely painful.
Level Four...........
>Flowing Wall<
One of the classic vampric weaknesses of legend was the inability to cross running water. While this is only myth, those who can create the Flowing wall have learned to use water as a barrier to the undead. Touch a standing body of water and spend one Willpower Trait. Any supernatural creature wishing to cross that body of water must win (not tie) a simple test, only retestable with Willpower. Quasi-Supernatural creatures (Ghouls, etc.) must win or tie such a test. Note that you also are subject to this power, although you may remove the effect at will.
Level Five...........
>Blood to Water<
This power allows you to turn an opponent's blood to water with but a touch. This process is generally fatal to mortals and can prove a great inconvenience to the undead as well.