Thaumaturgy
Path of Corruption
These powers must be used on a victim within arms 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
Neptunes 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 victims 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 vampires 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
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 targets 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
creatures 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.