Other then what is printed here Thaumaturgy is run by ST Discretion

Thaumaturgy has its roots in hermetic magic: every level of every discipline has both a verbal and somatic component, unless the rules state otherwise. We allow those expert thaumaturges who have the Path they are using at Advanced level to choose not to use verbal and somatic components at the time of casting. Those who have the Path they are using at Intermediate level can choose to drop either verbal or somatic component at the time of casting. This does not apply to rituals, which ALWAYS have verbal and somatic components. Each section describing a path of thaumaturgy includes a requirements chart which includes any requirements in ADDITION to the requirements of 1 blood trait and components described above that are dependent on the knowledge of the thaumaturge. 

In reading these rules, we recommend that if you are familiar with thaumaturgy by the book, you can skim the major content and only pay attention the * content, which are house rules that may be different from the book or important clarifications.

 

Path of Blood: (pg. 177, LotN:R)
 

Retests for this thaumaturgical path is Occult.

 

1. A Taste for Blood(Basic) - This power requires that the ingestion of the vitae of another vampire which could have adverse effects such as blood bond or disease. The thaumaturge can determine how much blood the vampire has in her system, how recently she fed, the generation of the vampire, and can detect whether that vampire has diablerized(Subject to the standard three months of detection) from ingesting a full trait of blood.

 

*If the thaumaturge has less than a full trait available to taste, the storyteller may limit the amount of information gained, but the player may prioritize which information they are looking for first.


2. Blood Rage(Basic) – Unless the thaumaturge's intended target is incapacitated, in torpor, or relenting to the touch, a Physical Challenge may be needed in order to establish touch. The thaumaturge forces the target to spend a blood trait in any way the thaumaturge wants. Examples from the book include but are not limited to: forcing a vampire to to increase his Physical strength (gaining physical traits with blood traits); forcing a kindred to spend blood to heal; or forcing a vampire to sweat blood from his pores. It is commonly used to awaken kindred from Torpor due to damage.

 

*This can also be used to force a vampire to activate a specific discipline requiring blood expenditure if they have that discipline, but the thaumaturge does not gain any control over effects created by the target through use of this power.

 

3. Blood of Potency(Intermediate) – Also known as Boiling Down, this discipline allows the thaumaturge to concentrate his blood and spend mental traits to artificially lower his generation for the scene. Each generation the thaumaturge drops requires the expenditure of 2 mental traits. A thaumaturge may only lower himself up to 3 generations. After the discipline wears off, any excess blood in the thaumaturge's system is diluted and he is left with his normal blood pool. You may only Blood Potency once a night.

 

Example: Sally is a 9th generation Tremere. In an attempt to Dominate a kindred she knows to be 8th generation, Sally uses Blood Potency to drop her generation to 7th generation. Because she decided to drop 2 generations below her normal, she must spend 4 mental traits. Willpower may be expended to refresh those spent traits (in accordance with normal willpower spending rules).

 

4. Theft of Vitae(Intermediate) – With this power, the thaumaturge is able to draw the blood of his intended target from his body and absorb it into her own body. This discipline requires line of sight and the intended target cannot be any more than 50 feet away. This discpline also requires the expenditure of one mental trait per blood trait , with a maximum of 3, the thaumaturge intends to steal. You may not steal any more than 3 blood traits in a single challenge.

 

        The challenge required for this discipline are the thaumaturge's Mentals vs. the intended target's Physicals. Target may not retest dodge or use Celerity. The Mentals required to steal the target's blood must be spent prior to the challenge. If successful, the target takes no damage, but his blood seeps from his pours and as long as there is nothing in the way of the thaumaturge and her target, the blood will seep into the skin of the thaumaturge.

 

*This is the same as ingesting blood. The thaumaturge is susceptible to blood blonds and other blood related baddies and goodies.

 

5. Cauldron of Blood(Advanced) – This discipline requires physical touch- you must grasp your victim, so a Physical challenge may be needed. Once successful, the thaumaturge may spend up to 3 mental traits to boil blood traits equal to the number of mentals spent in the victim. For each trait of blood you boil, the victim takes one point of aggravated damage. So if you spend all three mentals, your victim take 3 ag

 

1 Mental = 1 Blood, 1 Agg.

2 Mentals = 2 Blood, 2 Agg.

3 Mentals = 3 Blood, 3 Agg.

 

*This discipline can kill a mortal.

 

*You may spend your Mental traits after you make a successful Physical challenge (if needed) to grasp your victim.

 

 

Movement of the Mind: (pg. 180, LotN:R)

 

Retests for this thaumaturgical path is Occult. 

 

1. Force Bolt (Basic): This discipline requires a challenge of the thaumaturge's Mental traits vs. the intended target's Physical traits.

 

        If the thaumaturge is successful in the challenge, the target is subsequently knocked to the ground and will lose hi next action. Per LotN:R, if the target has Celerity, he may recover in the same round but must take one of his actions to do so.

 

        Force Bolt also allows the thaumaturge to affect objects that weigh 100 pounds or less. If the object is not held onto by anyone or anything, applying Force Bolt can move the object in any direction up to five feet. If the object is held by someone else, Force Bolt allows the object to be struck aside only after a Mental vs. Physical challenge against the holder.

 

*This discipline requires line of sight.

 

2. Manipulate (Basic): This discipline allows the thaumaturge to effect objects at range. The objects must be able to be manipulated with one hand naturally to be able to be affected by Manipulation, such as a key, a button, a hand gun, etc.

 

*If Manipulation is being used for an attack, an extra mental trait must be bid to do so.

 

*If you are using Manipulation to move an object, it moves at normal walking speed. Remember, if you wouldn't be able to pick it up with one hand, you can't lift it. Moreover, the moment you lose your concentration, the spell is broken and you will have to re initiate the challenge on your next action. Otherwise, the object remains under the thaumaturge's control until he ceases the spell.

 

*This discipline requires line of sight.

 

3. Flight (Intermediate): Flight requires significant amounts of the thaumaturge's concentration. He may not be able to take part in any other activities while using Flight. Flight allows the thaumaturge to move anything up to 200 pounds in weight. But, since the thaumaturge lacks any kind of fine motor control with the object/person effected, he may not uses these objects to bludgeon or cut.

 

        When attempting to grab or hoist up a person with this power, the thaumaturge must make a challenge of his Mental traits vs. his intended targets Physical traits. This power does not inflict any kind of damage and the Thaumaturge may only move the target 3 steps

 

        This discipline may be used on the thaumaturge himself and allows him to “fly” in the air in any direction and however high. The Thaumaturge may move at 6 steps. If the thaumaturge has Celerity, he cannot combine these two disciplines to make him “fly” faster. In this case, Flight may only be used for a mode of transportation. You may not take any other actions while “flying”; ie, throwing a knife or using force bolt, etc. The moment a thaumaturge does anything other than concentrate completely on his Flight, the spell is broken and he will fall (stop using Flight). He will have to wait until his next action to re initiate.

 

*This discipline requires line of sight.

 

4. Repulse (Intermediate): (pg. 181, LotN:R) With a simple gesture and some spoken words, this discipline allows the thaumaturge to shove objects out of the way or push back opponents up to 20 feet. This power allows for multiple objects to be affected at the same time.

 

        In order to repulse people/Kindred, the thaumaturge must make a challenge of his Mental traits vs. the intended targets Physical traits. You can Repulse those opponents who are holding/grappling you. You may use Repulse objects into opponents, which also requires a challenge of your Mental traits vs. your intended targets Physical traits. If your opponent is struck by a repulsed object, he will take one lethal damage.

 

*This Discipline requires line of sight.

 

*Repulse is an instant effect. You must Repulse the objects or people every turn you wish to move them.

 

Example: Sally decides in this combat to use her power of Repulse to thaumaturgically “throw” a chair at her target. She is successful in the challenge and the chair hits her opponent. The Repulse action has been fulfilled and she may not use the same chair with Repulse again until the next turn. Even if she wishes to attack the same target with the same object, she must initiate a new challenge.

 

5. Control (Advanced): This discipline allows the thaumaturge to manipulate an object or person/kindred with precision. This power can be used to paralyze a target or to throw them or any object of their choosing, up to a weight limit of 1 ton. A Mental traits vs. Physical traits challenge must be made to initiate Control on the thaumaturge's target. If the thaumaturge wishes to do anything to the target except paralyze her, he must make another successive Mental traits vs. Physical traits challenges. Victim's may still talk while under Control.

 

        The thaumaturge must focus all of his attention on Controlling the object/person. The moment he stops concentrating, the power dissipates.

 

        Remotely controlling things like a gun or attacking with a weapon requires the thaumaturge to bid an extra trait in the challenge, but if successful, the thaumaturge will do the normal damage.

 

        You may also cause your Controlled victim to fly into hard surfaces, causing 1 level of lethal damage to him.

 

*This discipline requires line of sight.

 

Example: Sally made a successful challenge against her opponent and now how has him under her Control. While holding him up in the air, she decides that she would like to force him to clasp his hand over his mouth. She initiates a second control challenge and again is successful. She then wishes to slam her victim into a nearby wall. She must make another challenge, but this time she fails. Her victim remains paralyzed in the air and does not move.

Lure of Flames: (pg. 178, LotN:R)
 

Retests for this thaumaturgical path is Occult. 

 

1. Hand of Flame (Basic): For this discipline, the thaumaturge can surround her hand or both hands in flame that both create light and burn her surroundings or an opponent. The power lasts until the thaumaturge decides to shut it off or snuff it out, as per LotN:R. The clothing the thaumaturge may wear on her hands are not affected by the magical flame.

 

        If the thaumaturge is successful in a physical challenge versus an opponent with her burning hands, she will deal 1 level of aggravated damage to her target due to the flame. Hand of Flame can be stacked with Potence and Celerity. Touching things that are flammable with Hand of Flame, such as dry wood, clothing or fabric, or hair, will cause the object to go up in flames. These flames can hurt the thaumaturge.

 

*Hand of Flame takes one action to invoke.

 

2. Flame Bolt (Basic): Flame Bolt takes a single action to fire. With this power, the thaumaturge points at a target and chants words of power and fires a single dart of flame at a target, as per LotN:R. In order to strike a person/vampire, the thaumaturge must make a successful Mental vs. Physical challenge. When the fire strikes, the victim takes 1 level of aggravated damage and the fire magically disappears. If the target is an object, such as furniture fabric or paper that is flammable, they will catch fire.


*Requires line of sight.


*The thaumaturge is not immune to his own Flame Bolt.

3. Wall of Fire (Intermediate):  After vocally and somatically invoking this discipline, a thaumaturge must simply indicate by pointing where she would like this fiery wall up to 50 feet away and measures 6 feet wide and 6 feet high. Doing so takes 1 action. Aiming Wall of Fire at a flammable object can cause the fire to spread. 

        You may create a wall of fire directly on an opponent's location. This, as usual, requires a successful Mental vs. Physical challenge. If successful, the Wall of Fire comes from directly under the thaumaturge's target and inflicts 1 level of aggravated damage to the target. 

        Others wishing to pass through the wall are also dealt 1 level of aggravated damage for every round they remain in the direct blast of it. 

        Wall of Flame lasts until the Thaumaturge decides to "shut it off", or until the Thaumaturge moves further away than 50 feet.

*This discipline requires line of sight.


4. Engulf (Intermediate): This discipline allows a thaumaturge to stare at a subject and cause it/them to burst into flames. This requires a successful Mental vs. Physical challenge. If successful, the flame deals 2 aggravated damage to the target. In addition, the victim will take 1 level of aggravated damage at the end of each round for every round he's on fire. 

        While a subject make be Engulfed multiple times in successive turns, the victim only takes 1 level of aggravated damage from the continuing fire.

*Requires line of sight.

5. Firestorm (Advanced): This power can only be used within 50 feet of the thaumaturge and affects an area up to 20 feet in diameter. The thaumaturge must make a mass Mental vs. Physical challenge against everyone in the area of effect. Those who lose the challenge take 1 level of aggravated damage, as would those who cannot physically evade the Firestorm (i.e, torpored body, or someone handcuffed to a radiator in range). 

All flammable materials in the ignite immediately. The Firestorm lasts until the thaumaturge snuffs the fire out at will or moves further away than 50 feet.

 

*Requires line of sight. 

Path of Conjuring: (pg. 182, LotN:R)
 

Retests for this thaumaturgical path is Occult.

*Caster can not conjure anything larger or heavier then themselves.

*The required blood expenditures are beholden to generational limits when in rounds.

*Caster must have a relevant ability to reflect knowledge of the thing they are conjuring.

*Substances that are conjured must have precedence of existing, i.e. you can conjure insulin for a diabetic but not a miracle drug that hasn't been invented yet to save a cancer patient. (Subject to ST discretion)

1. Summon the Simple form (Basic): Use as printed in LotN:R.

2. Permanency (Basic): Use as printed in LotN:R.

*Items created with this power and all higher levels must have an item card created.

3. Magic of the Smith (Intermediate): Use as printed in LotN:R.

4. Reverse Conjuration (Intermediate): Use as printed in LotN:R.

5. Power Over Life (Advanced): Use as printed in LotN:R.

Hands of Destruction: (pg. 183, LotN:R)

 

1. Decay (Basic): Use as printed in LotN:R.

 

*A physical challenge may be need to touch the object, i.e. if someone is holding the object and doesn't want you to touch it you must beat them in a physical challenge.

2. Gnarl Wood (Basic): Use as printed in LotN:R.

*The Retest for this power is Occult.

*Line of sight within 50 ft.

3. Acidic Touch (Intermediate): Use as printed in LotN:R.

*The Retest for this power is Brawl

4. Atrophy (Intermediate): Use as printed in LotN:R.

*The Retest for this power is Brawl

*Does not affect the head

5. Turn to Dust (Advanced): Use as printed in LotN:R.

Elemental Mastery: (pg. 76, LotN:Cam)

1. Elemental Strength (Basic): Use as printed in LotN:Cam.

*Caster can activate and attack in the same round

2. Wooden Tongues (Basic): Use as printed in LotN:Cam.

*The Retest for this power is Subterfuge.

*Line of sight within 50 ft.

*Questions must be asked out loud.

3. Animate the Unmoving (Intermediate): Use as printed in LotN:Cam.

*Line of sight within 50 ft

*Number of object the caster can control equals permanent mentals divided by 3(rounded up)

4. Elemental Form (Intermediate): Use as printed in LotN:Cam.

 

5. Summon Elemental (Advanced): Use as printed in LotN:Cam.

 

*Retest for this power is Occult

*Summon the Elemental (No challenge)

*Win a Static Mental challenge vs the Spirit's Mentals to control it.

*Each command requires that the caster spend a mental.

*To force the Elemental to do something that endangers the Spirit's existence requires the caster to win on a second Static challenge.

*Only Spirit's of the four basic Elements may be summoned.

The Green Path: (pg. 78, LotN:Cam)

 

1. Herbal Wisdom (Basic): Use as printed in LotN:Cam.

 

*Retest for this power is Occult

2. Speed the Season's Passing (Basic): Use as printed in LotN:Cam.

*The Willpower spend to cause a stake to crumble to dust, must be spent before the staking Challenge is made.

3. Dance of Vines (Intermediate): Use as printed in LotN:Cam.

*The Retest for this power is Brawl

4. Verdant Haven (Intermediate): Use as printed in LotN:Cam.

*Spend a willpower to activate

*Retest for this power is Occult

5. Power Over Life (Advanced): Use as printed in LotN:Cam.

Neptune's Might: (pg. 81, LotN:Cam)

1. Eye's of the Sea (Basic): Use as printed in LotN:Cam.

2. Prison of Water (Basic): Use as printed in LotN:Cam.

*Strength Related traits may only be bid to break out of the prison.

3. Blood to Water (Intermediate): Use as printed in LotN:Cam.

4. Flowing Wall (Intermediate): Use as printed in LotN:Cam.

*Spend a willpower to activate

*Retest for this power is Occult

5. Dehydrate (Advanced): Use as printed in LotN:Cam.

Path of Technomancy: (pg. 86, LotN:Cam)

 

1. Analyze (Basic): Use as printed in LotN:Cam.

*No Challenge is necessary to activate this power but a Physical Challenge may be necessary to touch the object

*A mental trait must be spent each round to maintain the power.

*Knowledge is maintained for a number of minutes equal to half of the caster's permanent mental traits, round down.

*An additional mental trait must be spent per round to analyze software.

*Caster gains the temporary trait Oblivious while analyzing the item.

 

2. Encrypt / Decrypt (Basic): Use as printed in LotN:Cam.

*Caster must spend an additional mental trait to affect an item they are not touching; Line of sight, range is equal to 10 X the caster's permanent Willpower Traits in yards.

*To destroy the item instead of merely damaging it the caster must spend an additional mental trait.

3. Remote Access (Intermediate): Use as printed in LotN:Cam.

*At the end of the activation round full connection is made.

*While under the effects of this power the caster gains the negative trait Oblivious.

4. Flowing Wall (Intermediate): Use as printed in LotN:Cam.

*Spend a willpower to activate

*Retest for this power is Occult

5. Dehydrate (Advanced): Use as printed in LotN:Cam.

Spirit Manipulation: (pg. 89, LotN:Cam)

 

1. Hermetic Sight (Basic): Use as printed in LotN:Cam.

2. Astral Cant (Basic): Use as printed in LotN:Cam.

​​3. Voice of Command (Intermediate): Use as printed in LotN:Cam.

4. Entrap Ephemera (Intermediate): Use as printed in LotN:Cam.

5. Duality (Advanced): Use as printed in LotN:Cam.

Weather Control: (pg. 89, LotN:Cam)

 

1. Fog (Basic): Use as printed in LotN:Cam.

2. Rain or Snow (Basic): Use as printed in LotN:Cam.

​​3. High Winds (Intermediate): Use as printed in LotN:Cam.

4. Storm (Intermediate): Use as printed in LotN:Cam.

5. Lightning Strike (Advanced): Use as printed in LotN:Cam.

 

Alchemy: (pg. 47, LotN:StG)

 

1. Commuta (Basic): Use as printed in LotN:StG.

2. Conforma (Basic): Use as printed in LotN:StG.

​​3. Scinde (Intermediate): Use as printed in LotN:StG.

4. Mutate (Intermediate): Use as printed in LotN:StG.

5. Transmutate (Advanced): Use as printed in LotN:StG.

Biothaumaturgy: (pg. 48, LotN:StG)

Retest for this Thaumaturgical Path is Science

Requires a lab setting for all useless of this Path

 

1. Thaumaturgical Forensics (Basic): Use as printed in LotN:StG.

*Detection of Diablerie is subject to the three month detection time frame.

*Upon casting the sample is destroyed.
 

​2. Thaumaturgical Surgery (Basic): Use as printed in LotN:StG.

​​3. Lesser Animation (Intermediate): Use as printed in LotN:StG.

4. Greater Animation (Intermediate): Use as printed in LotN:StG.

5. Cognizant Construction (Advanced): Use as printed in LotN:StG.

 

The Focused Mind: (pg. 50, LotN:StG)

Retest for this Thaumaturgical Path is Occult

 

1. Readiness (Basic): Use as printed in LotN:StG.

2. Centering (Basic): Use as printed in LotN:StG.

​​3. One-Tracked Mind (Intermediate): Use as printed in LotN:StG.

4. Dual Thought (Intermediate): Use as printed in LotN:StG.

5. Perfect Clarity (Advanced): Use as printed in LotN:StG.

The Hearth Path: (pg. 51, LotN:StG)

Retest for this Thaumaturgical Path is Occult

 

1. Guest's Herald (Basic): Use as printed in LotN:StG.

2. Master's Order (Basic): Use as printed in LotN:StG.

​​3. Rhyme of Discord (Intermediate): Use as printed in LotN:StG.

*Confusion effects are at Storytellers discretion 

4. Temportal (Intermediate): Use as printed in LotN:StG.

5. The Cauldron's Rede (Advanced): Use as printed in LotN:StG.

Mastery of the Mortal Shell: (pg. 50, LotN:StG)

Retest for this Thaumaturgical Path is Occult

 

1. Vertigo (Basic): Use as printed in LotN:StG.

*Requires a Physical Challenge to touch the caster's target.

2. Contortion (Basic): Use as printed in LotN:StG.

*Requires a Physical Challenge to touch the caster's target.

*Bonus traits apply to maintaining bite or Grapple Challenges

​​3. Seizure (Intermediate): Use as printed in LotN:StG.

*Effects last for one hour or one scene, whichever is shorter.

4. Body Failure (Intermediate): Use as printed in LotN:StG.

*This power requires the caster after the initial Physical Challenge is successful to win a Physical Challenge on each subsequent round the caster wishes to maintain this power, the caster is up two Physical traits for purposes of this challenge.

5. Marionette (Advanced): Use as printed in LotN:StG.

*Caster suffers from the negative trait Oblivious while using this power.

*The ultimate effects of this power are at Storyteller Discretion.

Proudly created with Wix.com