Thaumaturgical paths

||[ Kiss of Sunlight]||[ Path of Transformation]||[ Path of Nature's Touch]|

|[ Path of Discordia]||[ Path of Dreams]||[ Path of Medusa]||[ Path of Runes]||



Kiss of Sunlight
With sunlight being the bane of most Kindred's existence, it was only a matter of time before someone designed a Form to take advantage of the situation. Roll Wits + Survival to use this Path.

1• The Kindred can illuminate a 30 ft diameter circle with moonlight. Treat the light as the full moon.

2• The Kindred can reduce the potency of sunlight around herself. Number of successes can be used to determine reduction in T# or number of hours the protection lasts.

 

3• This level gives the Kindred the ability to create a flash of sunlight around one person. It lasts long enough to affect him, but does not affect anyone else. The number of successes + 3 determines the Difficulty for Soak purposes, or the number of wounds caused, divided between the two as the caster desires. Damage is _not_ aggravated.

 

4• The ability to reduce or intensify sunlight around another being. If used to intensify, add the successes to the Difficulty. This can be used immediately before using level 2.

 

5• Now the Thaumaturgist can create an area of full sunlight, 30 feet across. Treat the difficulty as for level 3.

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Path of Transformation
This Path allows the Kindred to manipulate her own or another's appearance.  NB: Vicissitude didn't exist at that time...

1• At this level, the Caster can permanently alter skin and hair color with the expenditure of  a point of Willpower.

 

2• Facial features, hair length and style can be altered at this level at the price of 1 Willpower. Hair can be depilated or baldness cured at this level.

 

3• Skin texture can be altered. Scars, skin diseases, and other similar problems can be added  or removed. Requires Wits + Medicine roll. Can also permanently raise or lower Appearance.

 

4• Can alter internal organs as well. This allows for full sex change or curing of diseases, cancers, etc. Or they can be induced. Flesh wounds can be healed. (Wits wound levels healed.)  Internal bleeding can be stopped. (Or started). Fat can be removed from the subject as well.

 

5• Bone alteration. Can heal or cause problems with the bones. Severed or broken spinal  cord can be repaired, bone diseases can be healed. This also allows a complete body change - Height, build, etc. Bones can also be twisted out of shape, into pretzels perhaps.

 

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Path of Nature's Touch

 

1• The Voice of the Mother
This power allows the Thaumaturgist to speak with plants, insects, and other lower forms of life. Although these beings have little concern for anything but their own survival, the use of this power allows the Thaumaturgist to interpret impressions from these beings.
System: The Thaumaturgist rolls Wits + Linguistics (difficulty 7) to see if she can interpret the impressions that she is being given. The more successes, the more information can be understood.

 

2• The Mother's Influence
This power gives the Thaumaturgist limited control over plants and lower life forms. She can cause vines to snake out and grab opponents, and she may direct a swarm of insects towards an opponent. The life forms which are eing controled must be in the near vicinity of the Thaumaturgist.
System: The Thaumaturgist must make a Manipulation + Survival roll versus a difficulty of 7. The more success gained on the roll, the more control that the Thaumaturgist gains over the being that she is influencing. The being to be controlled must be within line of sight.

 

3• Call to Arms
By using this power the Thaumaturgist is able to summon lower forms of life, and has gained enough control over plants to enable her to bond them into new forms. At this level, the Thaumaturgist could draw upon the plantlife around her to create a Wall of Thorns, or a new form of tree. There must be enough live organic material surrounding the Thaumaturgist to make up the new form; beyond that, the only thing required is the
thaumaturgist's imagination.
System: There are two systems, one for summoning lower life forms, and another for bonding plants. To summon lower forms of life, the thaumaturgist must make a Charisma + Survival roll against a difficulty of 6 (although this may be higher depending on the area). The number of success rolled determines the number of beings that will show up, as well as from how far they will come. It may also represent the control over which the Thaumaturgist has over the summoning (ie they wish to summon wasps instead of all insects), and the summoning will be heard for approximatly 500 yards per success. All lower forms of life that are summoned will respond to the call. To Bond Plants, the Thaumaturgist rolls Manipulation + Survival, the number of successes indicating how well the bonding occurred, and how large the new form may be. This power will never make a plant more intelligent than it already is, and it cannot be made to make a plant perform instinctive actions that it would not have before the bonding (ie turning a Rose into a Venus Fly Trap).

 

4• One with Nature
This power is very similar to the Protean power of Earth Meld, and indeed those who possess it may meld with the earth. However, the thamaturgist who utilizes this power may also meld with other natural forms which are large enough to hold her (ie trees and large rocks). This form must be solid, and it cannot have spaces (like bushes).
System: This power requires a roll of Stamina + Survival (difficuly 7). If she is successful, then the thaumaturgist melds with the form. The downside of this power is that any damage that the form takes while the Thaumaturgist is within it is also taken by the Thaumaturgist. More than one user of this power has been known to perish in a Forest Fire.

 

5• Stream of Life
This power allows the Thaumaturgist to draw upon the life force of a plant or lower life form to replenish her own life force and heal herself. It may also be used to help the Thaumaturgist replenish her Blood Pool.
System: If the Thaumaturgist touches the form, she may heal one level of health for every level that the form possess. This causes one level of damage for every one that the Thaumaturgist heals, and the form will become sickly and die within a matter of minutes. If the Thaumaturgist wishes to use the life force of the form to replenish her blood pool, she must roll Stamina + Survival, and will gain one blood point per success, at the cost of one health level of damage to the form that she is draining. This is almost always fatally traumatic to the form, and even if they still possess some of their life force, they almost always wither away and die. To the nature loving users of this path, this is a power of last resort.
Note: Yes, 'lower life forms' include everything from single-celled life forms all the way to insects. This path can be used to control bacteria and viruses, as well as algae, lower mollusks and arachnids. This allows the Thaumaturgist to effectivly summon diseases...however, the Thaumaturgist may be as affected by these viruses and bacterium as the opponents they are attempting to subdue.

(By Dark Whisper)

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Path of Discordia

 

1• Nagging Song
By spending a Blood Point and concentrating for several turns, the Erisian can cause a bit of some annoying song to become lodged in the target's mind. Commonly used songs are: "Peaches" by The Presidents of the United States of America, "Mairzy Doats," and the hands-down favorite, "The Name Game." The longer the user is able to concentrate, the more severe the nagging will be. One or two turns will merely dent the victim's concentration (-1 to all Alertness rolls), while an Erisian following a target around all night directing a few measures from "Peaches" at him will frustrate him to the point of frenzy (+3 difficulty to all frenzy rolls for the next 24 hours). Eris has been said to actually drive vampires and mortals alike to suicide. Storytellers are encouraged to take great liberties with the effects of this power (mwah hah hah).
The user does not need to maintain eye contact with the target, but must keep him in sight.


2• Golden Apple
By spending one Blood Point, the Erisian can conjure a valuable gift of some sort to drop between two or more enemies who envy each other. Eris's namesake was attributed with the first use of this power when she wasn't invited to some function or another of the gods. She created a golden apple etched with the word "Kallisti" (To the most beautiful one) and rolled it down the aisle. Immediately, Athena, Aphrodite, and Artemis began fighting over it, each claiming it was meant for her, thus started the Trojan War. The targets must already have some rivalry going before the Golden Apple can be used successfully. A good example would be a (fake) powerful talisman with a tag attached to it reading "To my most favored apprentice" and signed by a Tremere Regent, dropped between two competing apprentices of the same Regent. All targets must roll vs. Willpower (difficulty is the caster's Thaumaturgy+Manipulation) or immediately begin to bicker over the bauble. If there is but a grain of truth to the mythological example above, this can be an extremely powerful weapon!

 

3• Fnord Fnord Fnord
By concentrating for two turns, the user can warp the target's sense of hearing such that every third or fourth word he hears will register as "Fnord." For example, a target will hear "Run back to the Chantry and get help!" as "Fnord back to the Chantry and get Fnord!" Needless to say, this will confuse the target to the point where no action is possible -- except the wrong action. No, nobody knows what the hell "fnord" means.


4• Murphy's Curse
The user can now cause anything and everything to go awry for a target for up to a week. All manner of bizarre and even cartoonish mishaps will befall the poor victim for the specified length of time (the price of a pack of cigarettes rung up on a UPC scanner will register as several hundred dollars, which the cashier will demand; flowerpots, small appliances, small dogs, etc., will fall from 20th-story windows on the target just as he is about to attack the caster [it is said that a large safe fell on and crushed a HIT Mark just as it was about to attack Eris a few years back]; target gets mugged by a Brujah; target's car gets stripped leaving nothing but a fender and the alarm lying on the pavement; etc.) If the target is already somewhat paranoid (Prince, Primogen, average Tremere), each mishap subtracts one die from his Dice Pool for the next 24 hours...for anything. Otherwise, each day of the curse subtracts one die for the next 24 hours. The user must spend one Blood Point and one hour in concentration for every day she wants the Curse to last.


5• Holy Chao!
The user must grab and hold any part of the target's anatomy (!) for one turn and roll vs. Thaumaturgy+Manipulation (difficulty is the target's Willpower+Stamina). Each success infects the mind of the target with a bit of Discordian lore...permanently.

 

1

The target becomes obsessed with apples, particularly yellow ones.

2

He begins to dream about the symbol known as the Sacred Chao (similar to the yin-yang, except one half holds a pentagon while the other has a golden apple) and doodles it constantly.

3

He will become consumed with a desire to learn all he can about Eris (the goddess) and Chaos.

4

The target will become a sort of Discordian street preacher and may be mistaken for a Malkavian.

5

The entire Principia Discordia is downloaded into the target's brain.

6

The target becomes a model Discordian and is welcomed into the ranks of House Kallisti.

7

The target's blood is actually altered, transforming him into a Disciple of Eris. He loses all of the Disciplines of his former Clan except for those he may share with the caster. If he has three Disciplines and shares none of them with the caster, they change into the Erisian Disciplines. The points he had for his prior Disciplines carry over (if he had 4 points in Protean, 3 in Celerity, and 3 in Animalism, he will then have 4, 3, and 3 to put into Auspex, Obfuscate, and Thaumaturgy...his choice what goes where). He will not know any Thaumaturgy Paths yet. If the victim was a mage in life, he may (1 in 10 chance; roll one die) regain his ability to use mortal magick.

none

Nothing happens; the target is pissed off.

botch

The caster picks up a Derangement of the Storyteller's choosing.

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Path of Dreams

Some notes: All these abilities require that the victim or victims must be asleep. The spells must be cast just before the Vampire goes to sleep (the spell will put him to sleep for the duration of the effect automatically). Only one level may be used a night, but that level can be used on different people as long as the cast has blood points to spend.

1• The Dreaming
This ability allows the caster to enter the dreams of another and observe what goes on. He cannot interact with anything, or be noticed by the dream's inhabitants. However, the dreamer may become aware that her dream has a watcher. She will never actually see the observer in either case.
SYSTEM: The caster must spend one blood point for each person whose dream he will enter. The dreamer must make a Willpower roll with a difficulty of 7 to notice she is being watched.

 

2• Dream Lover
At this point, the caster has a small amount of control over the victim's dream. Specifically, the caster will appear as the dreamer's "dream lover". The caster will appear as whatever sex the dreamer finds more attractice. The direction the dream takes is entirly up to the caster.
SYSTEM: The caster can appear as someone else on a Willpower check against a 7 difficulty. The victim gets a Willpower-8 roll to resist and wake up. This costs 2 blood points to use.

 

3• Explorer of Dreams
The caster can now interact fully with the victim's dream. He can move items, but cannot cause any major changes. For example, he could run and snatch someone from the path of an oncoming train, but cannot just stop the train.
SYSTEM: The victim will not notice the caster until he makes himself known. This costs 3 blood points to use.

 

4• Dreamsharing
The caster can now take several people into one dream. The caster must chose the person whose dream they enter. The person whose dream they are in will not realize that the others are real people unless the sharing is voluntary.
SYSTEM: This ability costs 3 points per person. If one of the people is woken up, then everyone must check to see if they wake up.

 

5• Shaper of Dreams
This is the ultimate in dreaming abilities. The caster is now fully in control of the victim's dream. He can alter "reality" to his heart's content, but cannot control the dreamer herself.
SYSTEM: The caster must spend five blood points to use this ability. The victim must make a Willpower-9 check to wake up if the caster won't let her.

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Path of Medusa

This Path has been developped by Nefflim and Elizabetha during the course of 30 years. Curiously enough, this path can only be learned by female Kindred. The path is a new discovery and thus its secret closely guarded and only transmitted to those who have proven themselves worthy.

 

1• Tight Skin
The skin of the owner becomes harder, and she gets +2 soak dice. Using this power requires the expenditure of a blood point. The effect last for one scene.

 

2• Serpent’s Hair
The hair of the owner turns to a bunch of aggressive, hissing snakes that are under complete control of the character. The snakes can spit poison, which is deadly to mortals if not medically cared for within an hour. Roll Dexterity+Firearms (difficulty 6) to see if the snake hit. Vampires spit on suffer 3 levels of damage plus the character’s Medecine rating. Only one snake can spit a turn. Additionally to spitting, the snakes allow the owner to sense danger, wherever it emanates from. Serpent’s Hair last as long as the character wishes, but the use requires the expenditure of a blood point.

 

3• Gorgons’ Perception
With this power, the character can sense the exact location and emotional state of a character she knows. This includes the whole globe, as well as other worlds, like the spirit world. The power requires a mere moment of concentration.

 

4• Form of Medusa
At this point, the character can assume the form of Medusa, that is a normal body from the waist up, but the legs form the body of a giant snake. Claws and fangs grow and do aggravated damage (Strength+2). The eyes turn to those of a snake, and Serpent’s Hair is active automatically too. While in this form, the character’s Appearance drops to 0, while her Stamina and Strength increase by 2. To assume this form, one must spend a blood point and the transformation takes 3 turns, during which the character is quite vulnerable. The transformation can be speeded up to one round only by the expenditure of 3 blood points instead of 1. Duration is at will.


5• Petrification
With the expenditure of a Willpower point, the character can instantly turn mortals to stone, by looking into their eyes. For this power to work on vampires, a Manipulation+Intimidation (difficulty 8) roll is required. The Kindred victim may however spend as much willpower points as the caster had successes in his roll to overcome the effect instantly. A petrified character is absolutely immune to any damage, even fire and sunlight. No bomb can destroy the statue. She can be transformed back by pouring blood over the statue of the one who petrified him/her. The petrified character stays conscious all the time, and may also use mental disciplines. The victim cannot see what happens around him, but he hears it. If a victim remains petrified for a longer period of time (storyteller’s discretion), she will gradually gain derangements. This power can be combined with Form of Medusa.

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Path of Runes

The Path of Runes is the area of magic dealing with the arcane power of glyphs and runes. The "potent mystical talismans" spoken of in the description of the Tremere might have come about due to magics from the Path of Runes, however, since this is one of the most jealously guarded secrets of the Children of Andrelle, it is unlikely. All of these runes and glyphs cost one willpower point to enchant, plus the other components specified in the descriptions. The area of effect is variable. The caster may wish to defend his door from uninvited guests, so he places a rune of 2 glyphs and a rune of permanancy over his door. An entire car could be protected with a glyph of defense, or just the windsheild. The caster has control of what could be affected.

 

1• Glyph of Defense
This glyph acts as a ward spell. If the caster so desires, he may augment it with the components of other wards. For instance, the caster may wish to keep out ghouls ans lupines, so he will use a drop of mortal blood, and silver dust in the enchanting process.

 

2• Glyph of Attack
This glyph will attack anything affected by a ward spell. (Ghouls, lupines, kindred.) By using the same process described for a Glyph of defense, the Thaumatugist may enchant a Glyph to attack any living thing entering the area of effect. It requires the caster's blood (1 point) and the blood of anyone the caster wishes not to be harmed. The attack ray is acc. 4, dmg. Caster's thaumaturgy rating + 4 (Aggarvated dmg)

 

3• Rune of Permanancy
This rune, when placed with any other runes and glyphs, renders them permanent. Without the Rune of Permanancy, the glyphs last for 96 hours, the runes for 1 month. This rune affects itself.

 

4• Rune of 2 Glyphs
This acts as a a glyph of defense and attack. The caster may wish to ward lupines and ghouls, but not his kindred fellows, so he uses the enchantment process prescribed in the manner of both of the glyphs.

 

5• Rune of Fiery Death
This rune is usually placed on a cane or other similar object. Upon the caster's command, the rune will expel a gout of flame which is acc. 3, dmg possessor's thaumaturgy rating +6. (Aggravated dmg.) The rune is not faithful; anyone knowing the command word may use it. The caster may wish to add a glyph of attack to the rune to keep the faith, so to speak.