In A World Of Darkness...
Thaumaturgy Paths

Path of Corruption

 

These powers must be used on a victim within arm's length. Followers of Set may learn this path without knowing Thaumaturgy.

Contradict

Roll: Manipulation + Subterfuge, difficulty Willpower + 1

The vampire may cause a victim to do the opposite of what she was originally going to do.

Disfiguration

Roll: Intelligence + Disguise, difficulty 8

The vampire may alter the facial appearance of a target. This may be used to make someone look better, worse, or just different. The difficulty to use this power for impersonation is 10.

Change Mind

Roll: Manipulation + Empathy, difficulty Willpower + 1

The vampire may choose a Demeanor, and force a victim to adopt it, for the following time periods:

1 suc. one turn.

2 suc. one day.

3 suc. one month.

4 suc. one year.

5 suc. permanently.

Cripple

Roll: Willpower, difficulty Courage + Fortitude + 3

The vampire can make a victim effectively paraplegic, for the following time periods:

1 suc. one turn.

2 suc. one day.

3 suc. one month.

4 suc. one year.

5 suc. permanently.

Corrupt Soul

Roll: Charisma + Empathy, difficulty Willpower + 3

The vampire may choose a Nature, and force a victim to adopt it, for the following time periods:

1 suc. one turn.

2 suc. one day.

3 suc. one month.

4 suc. one year.

5 suc. permanently.

 

Movement of the Mind

 

Roll: Willpower, difficulty [level of power used] + 3

By spending a blood point, the vampire may telekinetically lift or manipulate things as if she were holding them in her own hands. At level three, the vampire is assumed to be able to telekinetically move herself, even if she exceeds 200 pounds. The level of the effect (the weight of the object being moved) is limited to the number of successes on the Willpower roll.

one pound

twenty pounds

two hundred pounds

one quarter-ton

one half-ton

 

Neptune's Might

 

Eyes of the Sea

Roll: Perception + Occult, difficulty 7

By looking into a standing body of water, the vampire may see past occurances in that body of water. The amount of time by which the vampire can see into the past is as follows:

1 suc. one day.

2 suc. one week.

3 suc. one month.

4 suc. one year.

5 suc. ten years.

Jail of Water

Roll: Dexterity + Survival, difficulty 6

Resist: Strength, difficulty 8

The vampire may command water to rise, and trap a target. The vampire may dissolve the jail at will, but a target may only be in one of these jails at a time. This power must be used near a large amount of water.

Dehydrate

Roll: Willpower, difficulty 8

Resist: Stamina + Survival + Fortitude difficulty 9

The vampire may pull water out of a target, leaving exit wounds. Humans so injured lose one health level per success, and vampires so injured lose one blood point per success. To take an action the next turn, the target must roll Courage, difficulty 6, and score three more successes than the vampire scored. Failure means that she is in too much pain to act.

Flowing Wall

Roll: Willpower, difficulty 6

By spending three willpower points, and touching a standing body of water, the vampire may make a wall of water. Supernatural creatures must score three successes on a roll of Strength + Courage, difficulty 9, to cross this barrier. The vampire may dissolve the barrier at will.

Blood to Water

Roll: Willpower, difficulty Humanity + 3, to 10

By touching a victim, the vampire may convert one of the victim's blood points to water for each success. This is fatal to mortals, and vampires lose one die from all pools for each blood point lost this way. When the vampire sleeps, the water disappears, but the blood does not return.

 

Lure of Flames

 

Roll: Willpower, difficulty [level of power used] + 3

By spending a blood point, the vampire may create a flame, anywhere within line of sight, that will not burn anything until released. She must also roll Perception + Alertness to place it anywhere other than her own body. The level of the effect (the size of the flame) is limited to the number of successes on the Willpower roll.

candle flame

hand of flame

torch flame

large bonfire

large forest fire

 

Blood Thaumaturgy

 

A Taste for Blood

Roll: Perception + Occult, difficulty 7

By touching the blood of a vampire, the vampire may make an approximation as to the last feeding time, the amount of blood left in a vampire, her rough generation, etc.

Blood Rage

Roll: Dexterity + Subterfuge, difficulty Willpower

The vampire may force a vampiric victim to spend one blood point per success, and may decide how the blood is spent.

Blood of Potency

Roll: Manipulation + Survival, difficulty 8

The vampire may temporarily reduce her generation. Each success either reduces the vampire's generation by one, or adds one hour to the time period for which it is reduced.

Theft of Vitae

Roll: Intelligence + Medicine, difficulty Willpower

The vampire may steal blood from a victim, at a rate of one point per success. The difficulty is to use this power is 6 against a non-living source (IE a plasma bag).

Cauldron of Blood

Roll: Willpower, difficulty [blood points to be burned] + 4

The vampire may boil some of the blood of another vampire or mortal, which will burn all at once. This causes one aggravated wound per blood point boiled, in addition to blood loss.

 

Spirit Thaumaturgy

 

Evil Eye

Roll: Manipulation + Intimidation, difficulty Humanity

The vampire may inflict one botched die per success on the victim any time during that scene. These botches can be accumulated, and added to any roll, in any number, but any unused by the end of the scene are lost.

Spirit Sight

Roll: Perception + Occult, difficulty Willpower

The vampire may see spirits in whatever form they have taken, and may even communicate with them.

Spirit Slave

Roll: Willpower, difficulty 6

Resist: Willpower, difficulty 6

The vampire may demand a service of a spirit in her presence, and if the spirit is capable of this task, it must perform it. The spirit is free to leave afterward.

Fetishes

Roll: Willpower, difficulty Willpower

Resist: Willpower, difficulty Willpower

The vampire can force a spirit to inhabit an object, where it will become a permanent slave. She automatically loses one Humanity for doing this, if the spirit was not willing.

Journey

By spending a willpower point, the vampire may leave her body, and roam the physical world as a spirit. In this form, she may be attacked as a spirit, but not physically, and may use mental disciplines. She is generally visible, and appears naked, unless she uses Obfuscate.

 

Weather Control

 

Roll: Willpower, difficulty [level of power used] + 3

By spending a blood point, the vampire may create weather anomalies. She must also roll Manipulation + Survival, difficulty dependent on the typical likelihood of the weather pattern being perpetrated. (Lightning on a sunny day in Kenya is difficulty 9; fog in London is difficulty 3.) In the event of lightning, treat the strike as a firearm, doing ten dice of damage. The level of the effect (the magnitude of the weather anomaly) is limited to the number of successes on the Willpower roll.

fog

rain

storm

wind

lightning (10 dice of damage)

 

Gift of Morpheus (Sabbat)

 

Cause Sleep

Roll: Manipulation + Empathy, difficulty Willpower + 3

The vampire may put a victim to sleep. If the target is a vampire, a willpower point must also be spent.

1 suc. the victim loses one die from all pools next turn.

2 suc. the victim loses one die from all pools next turn.

3 suc. the victim goes to sleep.

Mass Slumber

Roll: Charisma + Leadership, difficulty 8

The vampire may affect several victims with the power Cause Sleep. Interpret successes as per Cause Sleep.

Enchanted Slumber

Roll: Intelligence + Subterfuge, difficulty Willpower

The vampire may put a victim to sleep, and name an event that must occur that will enable the victim to awaken. If the target is a vampire, a willpower point must also be spent. If the event does not occur, the victim will stay asleep for up to the following time periods:

1 suc. one turn.

2 suc. one night.

3 suc. one week.

4 suc. one month.

5 suc. one year.

Dreamscape

Roll: Wits + Dreaming, difficulty Willpower

The vampire may project her own image into a dream, but has no control over the dream other than by her own actions within it. The vampire must have a belonging of the victim to use this power.

Master of Dreams

Roll: Manipulation + Dreaming, difficulty 7

Resist: Manipulation + Dreaming, difficulty 7

The vampire may start changing the target's dreams, once she has entered them by using Dreamscape. If the target is a vampire, a willpower point must also be spent. Once this power has been used, the target may also change her dreams with resistance rolls, and both characters may act in the dream as if they were awake. If either character dies in this dream, the character also dies for real.

 

Biothaumaturgical Experimentation (Black Hand)

 

This power is as much science as thaumaturgy, and a laboratory, with a lot of esoteric equipment is necessary. Assume that a single roll represents a week of work, and an expenditure of $1000 per level of the power being used.

Thaumaturgical Forensics

Roll: Intelligence + Medicine, difficulty 5

The vampire can learn things about a target from a piece of hair, skin, blood, or other tissue. Things that can be learned by this power include age, sex, race, clan, generation, tribe, Garou gifts, vampiric diablerie, infernal diablerie, disciplines, Vicissitude infection, etc.

Animal Experimentation

Roll: Intelligence + Medicine, difficulty 8

The vampire may alter an animal. Each success represents one attribute dot, two abilities dots, one instinct, one behavior pattern, one aspect of the creature's niche in the ecology (such as diet or habitat), or one feature that can be added, removed, or modified. The Storyteller must approve all such changes.

Thaumaturgical Surgery

Roll: Wits + Medicine, difficulty 7

The vampire may heal two levels of normal damage, or one level of aggravated damage, done to a target, per success. This power may not be used twice on the same injury. The surgery takes an hour; the recovery time is one week.

Human Experimentation

As Animal Experimentation, but may be used to alter mundane humans.

Supernatural Experimentation

As Animal Experimentation, but may be used to alter vampires, mages, mummies, werecreatures, spirits, faeries, etc.

 

Elemental Mastery

 

Elemental Strength

The vampire may spend two willpower points to increase all of her physical attributes by one. This power costs one willpower point per turn.

Wooden Tongues

Roll: Wits + Linguistics, difficulty 7

The vampire may communicate with, and get the impressions of, inanimate objects.

Animate the Unmoving

Roll: Willpower, difficulty 7

The vampire may animate and control otherwise inanimate objects. This power costs one willpower point per turn, and will not make an object perform tasks of which it would be incapable even if it could move.

Elemental Form

Roll: Stamina + Repair, difficulty 6

The vampire may turn into an inanimate object of size roughly equal to her own. At least three successes are required to be able to use disciplines in this form.

Summon Elemental

Roll: Manipulation + Science, difficulty 8

The vampire may summon an Elemental. With a roll of Charisma + Intimidation, it may even follow her instructions...

 

Path of Conjuring

 

The vampire may not summon an object larger or heavier than herself with any power on this path.

Summoning the Simple Form

Roll: Intelligence + [ability], difficulty 6

By spending a willpower point, the vampire may create a simple, featureless object with no moving parts. She must spend a willpower point each turn to prevent it from disappearing.

Permanency

Roll: Intelligence + [ability], difficulty 6

By spending a willpower point and three blood points, the vampire may permanently summon a simple, featureless object with no moving parts.

Magic of the Smith

Roll: Intelligence + [ability], difficulty 7

By spending a willpower point and five blood points, the vampire may summon a complex object with moving parts. The quality and functionality of the object depends on the degree of success on the above roll.

Reverse Conjuration

Roll: Willpower, difficulty Willpower

By spending twice as many willpower points as the target did, the vampire may dissolve the conjuration of a target. The above roll is used as a roll to resist the Conjuration roll

Power over Life

Roll: Intelligence + Empathy / Animal Ken, difficulty 8

By spending ten blood points, the vampire may summon a creature that will intelligently follow her instructions. However, this creature will slowly become more insubstantial, and in a month will have faded away.

 

Hidea Iman: Gifts of Faith (Possessed by the Hajj of the Middle East)

 

The Hajj use this Thaumaturgic path to emulate True Faith. It is the only path they practice and is available to them only. There are two rites that are unique to the Hajj as well; both are known only to Tarique and Mazen. The first is the ward that dampens the Keening; the second is a "blessing" that allows an Ashirra to enter a Muslim holy site, even Mecca and Medina, for one night.

 

Most Hidea Iman rituals require lenghty preparation; futhermore, the user must be absolutely pure (he cannot even have had a Humanity check called for during the past 24 hours).

 

Saut Allah

Roll: Charisma + Leadership, difficulty 6

Through one hour of chanting the Hajj can verbally inspire his followers and grant them an extra point of temporary Willpower.

Nuzra Allah

Roll: Willpower, difficulty targets Willpower.

By Maintaining eye contact the Hajj can prevent one attacker from assaulting him.

Ruh Allah

Roll: Charisma + Leasership, difficulty targets permanent Willpower.

The successes are subtracted from 10. Once the target's Humanity rating is reached, the frenzy is quelled.

By reciting a prayer, the Hajj can attempt to bring someone out of a frenzy.

Ghadub Allah

The same as Nurza Allah, the Hajj no longer needs to maintain eye contact in order to stop an attack. Only one opponent can be so affected.

Kubda Allah

Roll: permanent Willpower, difficulty targets permanent Willpower.

After establishing eye contact, the Hajj can demand that an opponent submit. Successfully attacked opponents who do not submit suffer 2 levels of nonaggrivated damage (they feel an outside force crushing them) per success the Hajj makes. If they do submit, they will no longer be able to attack the Hajj for the duration of the evening.