Bloodsucking Thaumaturgy

   Here’s another file from awhile (quite a few years actually) back – in this case a collection of exotic Thaumaturgic Paths for Vampire: The Masquerade. Per the request at the time, these were set up for the live-action variant of the rules, but that really shouldn’t be difficult to convert; they generally all go from levels 1-5, and costs in blood, will, traits, and damage have reasonably well-established conversions. A more notable variation is that each path was associated with a particular set of rituals, which were not generally available otherwise. It helped keep thaumaturgy from becoming an easy way to do pretty much anything. Most existing paths are listed by name and associated rituals only, since they’re available in the books. I seem to recall that some existing paths have been revised, or did not have existing conversions for live-action, and so are listed in full, but it was a long time ago.

   Path Of Absorption: While there’s debate over whether this path involves befriending elementals or modifying the user’s body somehow, it’s still a generally modern path. It’s also limited to a particular form of energy selected by the user, although additional forms may be added after this path has been mastered – as per a new intermediate discipline. Typical forms of energy taken include electrical, heat and flame, light, magnetic, and radioactive. Oddities (gravatic, kinetic, nuclear, and so on), must be approved by the Storyteller on a case-by-case basis. User’s may not select energies to which they have a specific supernatural vulnerability.

  • (Basic) Conductivity; This simple talent allows the user to avoid damage from his/her selected energy form by letting it pass freely, and harmlessly, thorough him/ her. While this requires the expenditure of a physical trait, most user’s find that vastly preferable. In the case of kinetic energy, this can protect the user from impact-based attacks – but not from bullets, and swords, and other sharp pointy things.
  • (Basic) Energy Storage; This talent allows the user to build up an internal reserve of energy, rather then simply allowing it to pass through. The user can store enough to cause one level of damage per physical trait he / she possesses, but cannot yet control the release enough to generate effects more “sophisticated” then a simple corona discharge that will inflict one level of damage on whoever comes in contact with it – at a cost of 3 levels of damage/energy expended per turn. If the user controls multiple energy forms, this “reserve” is boosted by two levels per additional form, but must be divided up between them. Note that some energy forms are likely to have side effects.
  • (Intermediate) Energy Discharge; The “user” may now control his or her energy discharge well enough to use it in various ways – discharging up to three levels of energy when striking somebody, using thermal energy to fuse a lock, electrical to power an elevator, or what- ever else comes to mind. Such tricks require the expenditure of a mental trait, and are limited to contact only – or along an appropriate carrier.
  • (Intermediate) Bolt Of Might; While this is similar to Energy Discharge, above, the user may now “project” his or her energies to a considerable range. He or she may also produce fairly sophisticated effects, such as recharging a battery, welding a leak closed, or treat- ing a cancer patient with radiotherapy.
  • (Advanced) Transformer; While this ability lets the user freely shift his or her stored energy between the forms he or she has mastered, it also allows him / her to employ closely related forms of energy (Heat/Flame, and so on) – and even to draw strength and power from pure energy, converting it to “blood” points. The limits on this useful ability vary according to the magnitude of the power source(s) available, but house current would probably be good for 2-3 points a day. If the user can handle heat and radiation – and is standing atop a nuclear reactor core – 30 might be a better estimate.
  • Absorption Rituals: Arcane Imbuement, Freezing The Light, Capacitance, Shield Of Force, and the “Einstein Transformation”.

   The Arcadian Way: This powerful path is based on the power of synchronicity – the unseen, irrational, links between apparently unrelated things. The logic of the realms of dream. Using this path means accepting that logic, peering beyond the realms of conventional reality. It means embracing what is, by normal standards, madness – which is why this path is almost exclusively the property of the Malkavians. “Using” it requires an active, permanent, derangement, and will result in one – if the user doesn’t have one already. Oddly, many of those who use this path attract, or are backed by, the fey. Nobody knows why, although some mutual tie to the dreaming is suspected.

  • (Basic) On The Madness Net; The user can sense, and draw on, a sort of group mind – the mental links which tie the insane together. He or she may “tell” all the other true lunatics in the area things, recognize derangements, obsessions, and similar quirks in others, and is entitled to request up to three bizarre insights or bits of information per session. Of course, there is no guarantee that the answer will actually be relevant or make any sense. This usually takes a simple check; On a win, the “user” gets something relevant, although it may be obscure. A tie results in getting something, but it may be awfully cryptic or obscure. A loss gets the user something totally irrelevant. (Storytellers may choose to perform this test with someone else – in secret). Using this power requires the expenditure of a mental trait.
  • (Basic) Seeing The Beyond; This “talent” allows the user to employ his senses “over” the synchronistic web – seeing, hearing, and smelling, things ranging from all of reality down to yesterday’s breakfast. Getting anything the slightest bit relevant requires a test. On a win, the user gets a quick peek “behind the curtain”, at things that are normally hidden or obscure. A loss will result in being overwhelmed by all of reality, wandering about bumping into things, and being effectively out of play for the next ten minutes. In any case, using this power requires the expenditure of a mental trait.
  • (Intermediate) Babble; At this point the “user” can transfer tiny amounts of energy through the web – such as glimmers of light, a voice, an ounce or so of telekinetic force, and so on. While the most common use is to hold conversations with those who aren’t present (A character with this power can simultaneously “link” up to one individual per mental trait, although noise, on one end or the other, can make things difficult) – but many other prankish applications have been seen.
  • (Intermediate) Scrawl Of The Madman; Bypassing time and space, this talent allows the user to project his or her message directly over mental links, even employing the disciplines of Domination or Telepathy over them. Perhaps sadly, this does require a “focus” – something the user has created to provide the necessary link. A bit of graffiti is perhaps the most common such link – but various artworks have been used as well. Only the insane are well enough hooked into the net to perceive such messages fully – and, even then, they can only do so it the creator chooses to accept the link. Others can, however, be influenced in bizarre fashions.
  • (Advanced) Paths Of Insanity; The user may now physically “Walk the Web”, traversing space, the realms of the umbra, fairyland, passing through walls, and so on. Unfortunately, this power isn’t very reliable. The user may have to solve various “puzzles” to find his / her way, pass through realms with exotic guardians, or simply wind up in the wrong place. In general this can be dealt with with a simple test. A tie indicates that the user has to deal with problems along the way – and a loss indicates going completely wrong. In any case, using this discipline is something of a strain, and so costs one blood point.
  • Fey Rites: Lunatic Parody, Imbuement Of The Vitae, Preservation, Voice Of Orpheus – and Create Plotline.

   Path Of Armoring: This handy path taps the power of the realm of the machine, focusing it’s power into the physical realm. Learning it requires that the would-be user have a total of at least six levels in repair and science. It can’t be learned by anyone who has trouble dealing with technology. Smaller items created by the use of this path are permanent – but larger items will usually quietly disappear after an hour or so.

  • (Basic) Tools Of The Craftsman; The user can create hand tools, and minor supplies (solder, glue, nails, and so on) by expending one mental trait. This is limited to relatively conventional items however – and functions a lot like an “instant shopping trip”. Somewhat more exotic items (diamond drills, x-ray scanners, and so on, or a full toolbox for a particular craft), require the expenditure of a willpower point instead. It should be noted that, while the tools of artists, or physicians, differ from those of a smith, they’re all just tools.
  • (Basic) Summons Of The Warrior; While this lets the user create various hand weapons and relevant supplies rather then tools, it’s otherwise roughly identical to the Craftsman power, above. Items which self-destruct in use (Missiles, explosives, and so on) generally are not available in this way, although grenades have apparently become so common as to be an exception.
  • (Intermediate) Vulcan’s Lore; This power allows the user to enhance tools and weapons via the supernatural energies of his or her blood. A sword might inflict an extra level of damage, a pick might easily dig through solid stone, or a “rough” sander leave behind a finely polished surface. Such effects generally last for the duration of a scene and cost one to three blood points to invoke.
  • (Intermediate) The Iron Skin; This power allows the user to create “Armor” – ranging from sterile surgical gloves and environmental gear up through items such as fire-safety and kevlar suits – through the expenditure of a mental trait. Truly complex items, such as heavy military or plate armor, spacesuits, and deep-sea diving gear, require the expenditure of a willpower point instead. As a side benefit, user’s may instantly repair these items by expending blood points. As usual, such items vanish when the user is finished with them.
  • (Advanced) Integral Might; This useful ability lets the user create several items at one time, potentially arming, equipping, and armoring, him- or herself in a single action. Unless the user specializes, this power is limited to a maximum number of “items” equal to the user’s (total number of mental traits/3). Specialists must set up a specific list of items (or systems in an armored suit for serious comic-book enthusiasts) which come into being when they call upon this talent. Such a list can, however, include a number of items/systems equal to their total mental traits. In either case the use of this talent requires the expenditure of a point of willpower.
  • Armouring Rituals: Apport Object, Enchant Weapon, Mystic Imbuement, Armor Of The Smith – and “It’s The Batmobile”.

   The Beast Arcane: This “path” draws on the powers of various animalistic totem spirits, and hence is less a path then a series of paths. Each practitioner selects a single totem animal to draw upon – and gains various selection of abilities related to it. Unfortunately, this is limited to those animals that the user can get a blood sample from to obtain a link – unless he / she somehow manages to make direct contact with the spirit of a mythic or extinct animal. Sadly, this same flexability means that the specific powers associated with each spirit must be developed in consultation with the Storyteller, as shown below. It should, however, be noted that most totem spirits also impose some form of restriction or “quest” on their followers. Samples can be found in the various werewolf sourcebooks.

  • (Basic) Mark Of The Beast; This ability permits the user to draw on some minor aspect of a totem’s power – usually something associated with the animal in tales. Possibilities include; near-infallible tracking (Dog), night-sight or a hypnotic gaze (Cat), wisdom (Owl), the camouflage of a chameleon, the speed of a mongoose, or the strength and healing lore of the bear. Such things can usually be handled as another basic discipline, or as a few bonus traits and/or abilities.
  • (Basic) The Beast Militant; This handy power allows it’s user to draw on the combative abilities of his or her totem, manifesting claws, a toxic bite, carrying a noxious disease, or whatever seems appropriate. Totems not normally associated with combat – such as the Hare, Mouse, or Kangaroo – usually grant some gift of speed or stealth and/or an extra health level instead.
  • (Intermediate) Strengths Of The Beast; The user may tap the strength of his or her totem up to three times per session, gaining up to three appropriate traits and/ or an additional trick (Sprint as a cheetah, flight of a hawk, catlike balance and landing safely from falls, and so on). Such bonuses last for the duration of the scene.
  • (Intermediate) Mind Of The Beast; This power grants the user a telepathic ability to communicate with, and direct, creatures of the appropriate type. He/she can even tap into their senses. Unfortunately, activating this power requires the expenditure of a mental trait, and may require some arguing, or domination, or reluctant animals. For those using agents or ghoul animals, it must be noted that even a “second hand” death is so traumatic that it often causes derangements.
  • (Advanced) Form Of The Beast; This power allows the user to take his / her totem’s form, complete with the appropriate bonus traits, instincts, and reflexes. If combined with Shadow of the Beast (Protean), it allows the user to split off bits of himself to embody spirit animals for a scene – essentially simply calling forth appropriate animals at a cost of one blood point each.
  • Beastly Rituals: Summon The Bestial Horde, Tame The Beast, Protean Curse, Path Of The Beast – and Call The Great Beast.

   Path Of Blood: This path is ordinarily restricted to the Tremere, as they are very protective of it. The reason for this is fairly quite simple; Characters may learn rites of any level they can locate, given time – and, unlike acquiring disciplines, temporary enhancement of generation, combined with mastering enough “paths”, will let you use them. Of course, both the formulas, and the ingredients, for potent rituals are extremely hard to come by.

  • Blood Rituals: Blood Walk, Engaging The Vessel Of Transference, Vitae Infusion, Night Of The Red Heart – and Blood Contract.

   Path Of Botany: This exotic path is most often found among the Gangrel, but that isn’t saying much, as most kindred seem to have a very hard time learning it. The few who succeed are almost always those who are deeply concerned with nature. Others must pay twice the usual cost to acquire this path.

  • (Basic) Identify Plants; The user may automatically identify plants, as to species, uses, types, health, and so on. In addition, the user can skillfully prepare a wide variety of herbal concoctions; medicines, toxins, hallucinogens, and so on. While not magical, these can be useful in a variety of ways. Mixtures that include vampire blood (as a sort of catalyst) may show effects roughly equal to Garou herbal magic (QV) at the option of the Storyteller.
  • (Basic) Speak With Plants; While plants can’t truly “speak”, they can recieve various impressions, and are a lot more “alert” then one might expect – or at least their spirits are. This ability allows the user to tap into those impressions and communicate vaguely. As a side effect, the user cannot be surprised in the wild, and can “track” unnervingly well.
  • (Intermediate) Animate Plants; This ability permits the user to channel the power of his or her blood into nearby vegetation. Such plants may be animated (Imbued with one “Quick”, and one “Brawny”, trait per point of blood expended. Many or most will have “Tough” traits already), healed (As usual for blood-healing), or even made to grow with preternatural swiftness (Pretty much at the Storytellers option).
  • (Intermediate) Meld With Plants; While this closely resembles “Earth Meld”, the user is effectively melded with the vegetation of the entire area – rather then a specific plot of earth – and will wake from a days sleep having regained two blood points.
  • (Advanced) Sap Sucker; At this level the “user” can draw on the life force of plants to sustain himself or herself. This permits him or her to regain four blood points and a wound level (Aggravated or not) per hour of meditation in a wooded or heavily overgrown area. This power also attracts the attention of animal spirits, and so allows the user to begin learning the discipline of Spiritus.
  • Botanical Rituals: Healing Hand, Green Blessings, Shaping The Green, Summons Of The Rare Herb, One Mind Of The Swarm.

   Path Of Bushido: This exotic path is natural for the Bushi – but most westerners have a difficult time with it. Training with a weapon is an integral part of the path, and students are generally required to craft their own, high-quality, weapon to study with, and must have an appropriate ability at level 3+ to study this path. Failure to do either will double it’s cost.

  • (Basic) Earth Moving; No flaws or weaknesses can be detected in the user regardless of the method employed to spot them. “The student of the way stands solidly upon the earth. He is without weakness.”
  • (Basic) Water Flowing; Moving with swift grace, the user is entitled to request a “Bushido Retest” once in every combat challenge just as the user might employ a “Might Retest”. “Study the movement of water. It flows about any obstacle, penetrates the slightest chink. It is ever in motion, the light shining through it. Be as the water, unaware of itself, and so invincible.”
  • (Intermediate) Fire Leaping; The user may “channel” the power of Spirit Fire into his/her weapons and blows, inflicting aggravated damage to almost everything, including wraiths and spirits. “The fire of your spirit is your true weapon. Let that fire live in your blade, as in your heart, and carry with you the utter purity of death.”
  • (Intermediate) Wind Blowing; The user is as evasive as the wind, leaving any attacker down a trait. “Be as the wind. It passes unseen, and none may do it harm.”
  • (Advanced) Circle Of The Void; The user may “summon forth” a “whirlwind” of elemental force about a modest area. This has the dual effect of making it almost impossible to flee (it takes immense power to break thru the “whirlwind” before it dissipates at the end of the scene) – and of cutting off external power links (this negates most other thaumaturgy paths, many or most “gifts”, infernal investments, and makes it very hard to escape via teleportation or similar effects. All of them rely on Umbral links, and the wind interdicts that level of reality quite throughly). It costs three blood points to call forth the circle.
  • Bushido Rites: Enchant Weapon (All), Restrain The Fleeing Foe, Death Feared Not, Healing Blood – and In- vulnerable Weakness.

   The Champion’s Way: Unlike most paths, the Champion’s Way requires a major commitment. It involves tapping into the power of a major archetype of the high umbra, the type of entity/power nexus usually referred to, or seen as, a “god”. Such beings are not inclined to lend their power to people of whom they do not approve, and so acquiring this path means accepting at least a part of that beings nature and purposes as your own. It can, however, be acquired at “half price” if the user seeks out the entity in person. As a side effect, this path allows the user to draw strength and power from his or her patron. Each step along the way provides the user with the equivalent of one “blood point” per day. This spiritual “allowance” can be drawn upon at any point – but cannot be accumulated from day to day.

  • (Basic) Summon Talisman; This useful ability allows the user to manifest a personalized magical device, an item powered by the energies of his / her patron. Such items ordinarily bestow five traits appropriate to the patron, and have two “minor functions”. Typical “minor functions” include causing aggravated damage, allowing the user to resist some specific attack form, granting the gift of tongues, starting fires, providing skills, and so on. Such items swiftly lose potency if separated from the user, but can be resummoned or, if necessary, recreated through the expenditure of a mental trait.
  • (Basic) Detect Opposition; This ability permits the user to intuitively “sense” the presence and identity of beings opposed to the goals his or her patron. Barring the use of “soul mask” or some similar defense this is pretty much automatic. As a side effect, this power also permits the user to automatically recognize other followers/allies of his or her patron.
  • (Intermediate) Companion; This is less an “ability” then a reputation. At this point the user can expect to be recognized, and (at least to some extent) obeyed and respected by other servants of his or her patron – and will attract a companion spirit of some sort. This may come in the form of a spirit mentor, an ally, some sort of “personal totem”, a supernatural steed. or any other that seems appropriate. Such entities are a good deal more limited then the user, but cannot be permanently destroyed. Even if “slain” they will simply show up again in a month or so. Details on such beings must be determined in consultation with the Storyteller, or with a Narrator.
  • (Intermediate) Aura Of Purity; This “power” infuses it’s user with the power of his / her patron, granting him or her the equivalent of the “Resistant” merit (The user should select a variant appropriate to the patron entity) at the 12 point level. In addition, the user may expend one mental trait to channel this power into any target within about twenty feet, purging it of any relevant effects (E.G.; Someone possessed of indomitable Iron Will due to this ability could allow someone else to throw off dominate-based effects).
  • (Advanced) High Channeling; This potent talent lets the user actively tap and channel the energies of his/ her patron. While this can simply be left to the discretion of the Storyteller, it can also be represented by simply giving the user some “Gifts” (one each of L1 thru L3 is about right) appropriate to the patron. Any Gnosis costs are, thanks to the patron’s backing, paid with mental traits.
  • Champions Rituals: Lesser Vow(s), Summon Guardian Spirit, Greater Vow, Oathbinding, and “Hell Blast”.

   Cinamystics: This powerful path draws on the support of movie enthusiasts everywhere. Unfortunately, that means having to put up with all their cliches, various irrationalities, and thousands of conflicting psyches. That’s what makes it Malkavian thaumaturgy. Anyone who hasn’t got a permanent active derangement already will have one by the time they finish learning this.

  • (Basic) Invincible Line Of Gibberish; This “useful” power causes those around you to accept any reasonably plausible “explanation” – for almost anything – unless they choose to expend a willpower point. Fortunately for everybody else, employing this talent requires the expenditure of a social trait.
  • (Basic) Talkshow Science; While this peculiar power is directed at the universe itself, instead of at it’s inhabitants, it’s relationship to the “Invincible Line Of Gibberish” is undeniable. Unfortunately, the universe is a bit harder to persuade then people are, and so employing this talent requires the expenditure of a blood point. Provided that the user has some more-or- less “plausible-sounding” explanation of how he or she plans to repair or create an item, he or she can do so – although “creation” is usually limited to relatively minor items. Since the universe tends to be a skeptic, no single user can keep more then one such item/use of an item around per mental trait.
  • (Intermediate) Cliche Mastery; This bizarre ability allows the user to perform movie-quality “stunts” – at the cost of one point of willpower each. As a further limitation, the user must select a particular class of movie to draw on. The choices available at this level include Westerns (whistling up a horse, shooting a gun out of someone’s hand, beating a dozen thugs in a fist fight), Slapstick (producing silly items, fast changes of clothing, starting a pie fight absolutely anywhere) and Detective (finding clues, reading backgrounds, and so on) movies.
  • (Intermediate) It’s In My Contract; While basically identical to Cliche Mastery, above, this power expands the list of available “choices” to include the various types of action-adventure movies (ninja movies, action movies, etc). In addition, this power reduces the cost of creating appropriate small items to one mental trait.
  • (Advanced) We’re The Good Guys; Once again, this is basically identical to cliche mastery, but the choices now include Espionage movies and even ones like “Batman” – everything short of blatantly superhuman abilities.
  • Cinamystic Rituals: Instant Makeover, Conjure The Chorus, God Watches Over Fools, It’s The Batmobile – and Create Plotline.

Path Of Conjuring:

  • (Basic) Simple Conjuration: You may create simple, inanimate, objects by spending three mental traits. An additional mental trait must be expended each turn, or the object will vanish. The object may not weigh more then ten pounds, cannot contain moving parts, and cannot contain precise details.
  • (Basic) Permanent Conjuration: You may expend one blood point to conjure up a permanent simple item – as above – or to make more significant conjurations last.
  • (Intermediate) Magic Of The Smith: You may expend 3 blood points to conjure up complex devices. This is restricted to throughly-familiar objects, thus you can not create original, experimental, or heavily modified items, using this ability. Items which weigh more then twenty pounds will cost additional blood points – at a rate of one additional blood point per doubling of the weight, up to a maximum of 12 blood points and five tons of material. Using permanency on such things costs an additional blood point for every three blood points or part thereof spend to increase the mass limit.
  • (Intermediate) Reverse Conjuration: You may engage another conjurer in a mental challenge to dissolve his creations. He need not actually be present at the time this ability is employed – but will “feel” it. You may automatically dissolve your own creations.
  • (Advanced) Simulacrum: You may expend blood points to conjure simulacra of living creatures. This costs 3 blood points for a creature of up to 100 pounds – and an additional point for each additional 100 pounds. Such simulacra must follow the basic pattern of an existing species (Minor modifications are acceptable. If you truly must have purple-and-green tigers with big puffy ears go right ahead), and lack free will, imagination, and creativity, but will intelligently follow the user’s instructions. Sadly, neither sentient mor supernatural beings can be created in this fashion.
  • Conjuring Rituals: Midas Touch, Mass Enhancement, Replication, Splinter Servant, Bone Of The Kindred.

   Path Of Corruption: The maximum range of this path is about four feet.

  • (Basic) Contradict; You can make somebody say or do the opposite of what they had intended to, but only in the moment. You could turn a marriage proposal into a bitter denunciation, force someone to shift the target of an attack, or get a policeman to let a prisoner go, but you couldn’t get someone to change sides or commit some massive betrayal. Using this talent requires both a mental challenge – and the expenditure of two mental traits to power it.
  • (Basic) Induce Emotion; While similar to Contradict (Above), this power simply induces some strong emotion for the duration of the scene. The target may ignore the emotion if he chooses – but he suffers a one-trait penalty on all challenges while he does so.
  • (Intermediate) Disfigurement; With the expenditure of three mental traits and a successful touch, you may alter another character’s superficial physical “looks” for the duration of the evening. Just as a note, this has no effect on those with the Mask Of 1000 Faces, as they will automatically compensate for the effect.
  • (Intermediate) Cripple; With a successful touch and the expenditure of a willpower point, you can paralyze your target from the waist down. This disability will persist for the duration of the scene – but it’s not a guarantee that your target is helpless.
  • (Advanced) Sweet Whispers; The low-level telepathic influences of this talent allow you to “acquire” 4 new social traits – which do not count against your normal maximum.
  • Corrupting Rituals: Communicate With “Kin”, Mask Of Shadows, “Geas”, Innocence Of The Heart, and Blood Contract.

   Countermagic: This straightforward path is primarily used by the “Avengers Of Saulot”, but this is hardly a universal rule. Unlike other paths, this one is primarily concerned with “shunting” energies back into the umbra – rather then drawing on specific sources. This sometimes leads to exotic effects, as the user becomes something of a nexus for various spirits, as well as a link which some of them can use to travel back and forth between the umbra and the physical realm.

  • (Basic) Magic Detection; This power allows the user to detect the presence and general strength of magical energies with a moment’s glance. If the user expends a mental trait, he / she can even get a fairly good idea of the magic’s type and general purpose.
  • (Basic) Mystic Analysis; An extension of the “Magic Detection” power described above, allowing the user to spend additional mental traits to obtain details about magical items and effects. This includes items such as it’s exact function and rank, the personal “signature” of the caster, methods of bypassing it, and so on.
  • (Intermediate) Countermagic I; This useful ability allows the user to counteract the effects of basic and intermediate level thaumaturgy, as well as level one and two gifts and magical numina – as long as he or she is directly affected by them. It can’t be used to counter effects which are targeted against other characters, and requires the expenditure of both a mental and a physical trait.
  • (Intermediate) Countermagic II; While this power is capable of counteracting advanced thaumaturgy, basic and intermediate thaumaturgic rituals, and gifts or arcane numina of up to level three, it is otherwise identical tot he first version.
  • (Advanced) Countermagic III; This potent ability is a major improvement on the lesser versions. It can be used to counteract advanced and expert level rites, as well as gifts or numina of up to the fourth level. It can also be used at range against effects that are not directly affecting the user. Unfortunately, achieving such results requires the expenditure of one willpower point, rather then simple traits.
  • Countermagic Rituals: Sphere Of Grounding, Reading The Runes, Spell Mirror, Disrupt Magic, and Spell Modification.

   Path Of Cybernetics: This peculiar path permits it’s user to draw upon, and internalize, some small portion of the energies of the “realm of the machine”. Unlike most paths, the exact “powers” of this path vary; they manifest as increasingly sophisticated, and increasingly powerful, bionic augmentations. Some examples for each level are given below – but others are quite possible. The exact functions of any particular system should be decided in consultation with the Storyteller.

  • (Basic) We Can Rebuild Him; A relatively minor, and isolated, system; “enhanced” cybernetic eyes, a neural interface computer jack, pop-out claws, internal radio and/or telephone link, toxin injector, augmented memory.
  • (Basic) Prosthesia; Single-function, but more wide- spread systems; enhanced reflexes or strength, implant armor, electrotouch, linecaster and rewinder, pheromone adjustment, radar sense, data storage implant (Permits the use of knowlege-based files and programs – such as languages, street maps, and so on).
  • (Intermediate) Cybrernetica; Multiple-function and/or deep systems, as well as major weapons; variable skill programming, adjustable forearm laser, reinforced skeleton, cyberwings, a generalized hypersensory package, limb replacement (Permits various stunts of strength and speed), touch-interface systems.
  • (Intermediate) Bionics; Systems that have a notable impact on the nature of life/unlife, bizarre “powers”, and major changes in physical design; full life support, space adaption, medical/”booster” package, weird power “modules” (Duplicating the lower levels of a “psychic” numina), blood cleansing, enhanced blood storage.
  • (Advanced) Spirit Of The Machine; Nanotechnological and quasi-material augmentations; psiamplifiers, fusion powered microsymbionts, force field generators.
  • Cybernetic Rituals: Designer’s Trance, Interface Crafting, Shaping The Design, Implant Cyberware – and Master Programmer.

   Path Of Detection: This useful path does not involve enhanced senses so much as the ability to perceive odd patterns. It is not so much the path of the Seer as the path of the Detective – and it is difficult indeed to conceal the truth from it’s masters. Most of those using this path would never admit to it. Some of them don’t even seem to know that they’re using it.

  • (Basic) Lens Of Truth; While it requires a careful, through, examination of an area, item, or entity, this talent reveals whatever traces and clues it may contain. The residual energies of magic or other arcane powers. Items which don’t fit in. Footprints, crushed fibers, writings, and so on. While the precise limits of this ability are up to the Storyteller, it’s generally most informative.
  • (Basic) Reading The Tale; This potent talent allows it’s user to intuitively “know” when something doesn’t fit the pattern – whether it’s the pattern of a series of crimes, knowing when something is out of character, or simply spotting when someone’s lying. While this is very useful, it shouldn’t be overestimated. Something may not “fit” because it’s irrelevant – because it’s a lie – or because there is something you don’t yet know about going on. Nevertheless, it’s a great way to find out what you don’t know. As a side benefit, the user may attempt to employ this power to reconstruct events – but this invariably requires a fair number of clues.
  • (Intermediate) Know The Trails; This curious talent permits it’s user to “know” an area “like a native” by simply expending two mental traits. The user gains a full knowledge of local trails and shortcuts, a decent knowledge of things like secret passages – and can track people with unnerving accuracy.
  • (Intermediate) The Locksmith’s Touch; This simple and straightforward talent permits the user to open almost any mundane lock with a few moments of tinkering – and offers a decent chance (A simple check) to bypass/find most traps and security systems as well – although using this talent does expend an appropriate physical trait.
  • (Advanced) Leaping The Gap; This ability is closely related to “Reading The Tale”, but is far more potent. It allows the user to not only detect what portions of a pattern are missing, but to “deduce” the items which will fit into those gaps. In practice, the user can simply spend a point of willpower to get a bit of help from the Storyteller in figuring things out – commonly in the form of some extra clues or leading questions.
  • Detection Rituals: Provoke Confession, Decipher- ment, Know The Provenance, Mists Of Cleansing, and Touch Of The Thievish Hand.

Earthmaster’s Lore:

  • (Basic) Fist Of Pluton; This handy power imbues the user’s hand with the mass and toughness of a mountian of stone. Offensively, when the user strikes someone, he or she can expend one mental trait to stun the victim, as per a “Force Bolt”. Used defensively, the user may block physical attacks with his or her hands, allowing him / her to bid mental traits in physical challenges. This ability costs one willpower point to activate for the duration of a scene.
  • (Basic) Earthen Blast; This ability allows the user to spend a mental trait to hurl a great mass of earth, mud, or dust, at any target within sixty feet. While this does no appreciable damage, victims are generally momentarily blinded, leaving them “down” one trait for the duration of the turn. Side effects – such as being covered in mud, engulfed in a great cloud of dust, and so on, do apply. Actually hitting an unwilling target requires a mental versus physical challenge.
  • (Intermediate) Might Of The Gorgon; This talent allows the user to expend a willpower point to cause the very earth and stone upon which his/her target stands to “flow” up around them, engulfing them in solid rock. While virtually impenetrable from the outside (Level 3 vehicle armor), the stone crumbles away after a minute or so – sooner if the target attempts to escape (About 45 seconds for most, 30 for those using Might [or some similar enhancement], 15 for those with Vigor, and immediately for those with Puissance). Unwilling targets must be defeated in a mental versus physical challenge or they will successfully dodge the effect.
  • (Intermediate) The Inner Stone; This ability allows the user to “shunt” impacts into the earth beneath his feet. The user may spend one willpower point to resist any single great impact, remaining unaffected. While this does include things like bullets and sword-blows, it does not extend to fire, energy effects, or magics. It does look extremely impressive when you’re hit by a car or some such – and it bounces. Sadly, the user must be in contact with the earth, or some structure firmly rooted to the earth, for this to work.
  • (Advanced) Storm Of Stone; This ability permits the user to call forth a brief “rain” of fist-sized rocks, inflicting one level of damage to those caught within. This effect has a radius of ten feet per point of will invested in it – but it’s victims may attempt to evade injury via winning a static physical challenge against three traits. In any case, the center of the storm can be located up to sixty feet from it’s invoker.
  • Earthmastery Rituals: Elemental Pact, Land Sense, Shape The Earth, Friend Of The Trees, and Tethers Of The Tellurian.

Elemental Mastery:

  • (Basic) Elemental Strength; You may buy 3 temporary physical traits per blood point you expend. While this cannot take you beyond your normal limits, it can make it a lot easier to get there. Such traits fade away in about five minutes, as usual for blood enhancements.
  • (Basic) Spirit Tongue; You may communicate with the spirits of inanimate objects. While these usually have only a very limited awareness of what “goes on” around them, you can get general impressions. You may also attempt to talk such spirits into performing functions which lie within their nature (E.G.; locks into opening, cars into starting without their keys, and so on). This may require a social challenge in some cases (E.G., bank vault doors are well aware that it’s their job to keep people out, and can be very dutiful about it).
  • (Intermediate) Trait Imbuement; You may imbue items within your sight with some of your traits. They will obey general directives and require no further guidance, but are limited by their physical forms. This effect lasts for the duration of the scene.
  • (Intermediate) Elemental Form; You may expend three blood points to take the form of some inanimate object of roughly equal size and mass. While you may maintain your mind and senses, your use of disciplines and such is subject to the practical limitations of the form.
  • (Advanced) Summon Elemental; This power permits you to command elemental spirits. Sadly, they are alien and hard to comprehend. Simply calling forth the elemental spirit linked with a mass of said element requires the expenditure of a willpower point and a mental challenge. Another mental challenge is required for each command. Losing such a challenge releases the elemental – to do as it pleases. Elementals are dangerous and undependable servants – and usually require a Narrator to portray.
  • Elemental Rituals: Pentacle Of The Elements, Land Sense, Heart Of Stone, Rending The Earth – and Elemental Repulsion.

   Path Of Gaian Guardianship: Sadly, few vampires seem capable of learning this path. It requires a deep and abiding commitment to the powers of life, not just for yourself, but to the life of the world. For a vampire, this does not come easily.

  • (Basic) Sense The Wyrm; This straightforward talent usually requires a little bit of concentration, but it will automatically reveal the taint of the wyrm unless it’s mystically shielded – in which case it requires a successful mental challenge. This power has been known to function automatically, and at great ranges, but only when the wyrm-forces involved are both overwhelming, and unshielded.
  • (Basic) Know The Guardians; While similar to “Sense The Wyrm”, above, this talent allows the user to sense other defenders of Gaia – uncorrupted Garou, those few kindred who follow this path or some similar code, and so on. It also lets the user locate caerns and potential caerns.
  • (Intermediate) Cast Out The Darkness; This powerful talent allows the user to “exorcize” the powers of the wyrm – driving away banes and possessors, cleansing an item or area of wyrm-taint, and so on. This ordinarily requires a mental challenge, however using this talent to erect protective wards merely requires the spending of one mental trait per scene. As a side effect, the user will no longer show wyrm-taint or offend animals.
  • (Intermediate) Know The Wyrm Within; This “ability” allows the user to consciously hear the “voice” of the tiny fragment of the wyrm that exists in everyone. The user can, in essence, listen in on what the Wyrm is up too. Unfortunately, they plans of the wyrm are rarely all that coherent – but this can still provide advance warnings and clues. As a side effect, the user cannot be possessed. He or she is entirely too aware of what lies hidden within his or her consciousness.
  • (Advanced) Hearing The Voice Of Gaia; This power is basically what it says. The user “hears” the voice of living world. While this often leads to visions and odd intuitions, it’s side effects are more defineable; the “Voice” slowly erodes beast traits (The user gains one bonus experience point per session towards “buying them off”), and allows the user to channel a “gift” of up to level (five minus the number of beast traits the user has) once a day. Optionally, those without beast traits may be allowed to spend those “bonus points” on obtaining “True Faith” in Gaia.
  • Gaian Rituals: Rite Of The Opened Caern, Rite Of Cleansing, Rite Of Spirit Awakening (All Garou rites), Friend Of The Trees, and Abandon The Fetters Of Blood.

Gift Of Morpheus:

  • (Basic) Cause Sleep; This simple ability allows the user to cause a target to “doze off”, entering a light sleep. This requires a successful mental challenge and, if the target is a supernatural being or skillful user of numina, the expenditure of a willpower point. This process requires about five minutes, and the victim will wake immediately if disturbed in any fashion.
  • (Basic) Mass Slumber; This handy talent allows it’s user to expend a point of willpower to induce up to 20 targets to go to sleep. Additional points of willpower can be spent to affect additional targets, but any and all targets to be affected must be subject to ordinary sleep to begin with (Wraiths and Vampires are not) – and those with supernormal abilities (Numina-users, garou, ghouls, and so on) must be defeated in individual mental challenges to be affected.
  • (Intermediate) Enchanted Slumber; This mythic power allows the user to cause a target to fall into a sleep from which he / she can’t be awakened until a specific event occurs. Such a slumbering character is almost impervious to harm – effectively “caught out of time”. Similarly, mental probes are useless. Unfortunately, the user must win a mental challenge, and expend a will- power point, to induce such a state. If the target is a player-character, or a major narrator character, the use of this power will also require the consent of the player or narrator involved. It’s a great plot device under limited circumstances – but can get very boring.
  • (Advanced) Master Of Dreams; This talent allows the user to project himself into the dreams of some nearby (within a few hundred feet) character. While this can be used simply to communicate, the user may also shape the subjects dreams using mental challenges (Thanks to the fact that the user’s quasi-“awake”, he or she wins ties in such contests. On the other hand, the basic “reality” of the dreamworld is set by the dreamer, and the user must actively intervene to alter it. This can be a waste of effort, since a dream can change totally at a moments notice). While dreamers can be terrorized or entertained, actually harming one requires confronting them within their dream. This can be treated as a standard, physical, confrontation, save for the fact that no non-telepathic allies will be available, and for the fact that the environment is malleable.
  • Morphic Rituals: Materialize “Dreamstuff”, Dream- travel, Dreamsending, Dreams Of Times Gone By, Induce Torpor.

Hands Of Ice:

  • (Basic) Talons Of The Winter; This power causes the user’s hands to radiate a supernal cold. In this state the user’s touch freezes tissue (Wounds inflicted with the user’s hands require twice as much blood, time, or pathos, to heal as usual), and liquids (Up to around a cupfull as a base, but more mental traits may be spent to freeze larger amounts of liquid) – and extinguishes small flames (Most usefully, this power can be used to reduce the damage inflicted by fire-based attacks by 1 level, provided only that the user sees them coming, and can make some motion to parry them). Using this talent requires the expenditure of one mental trait per turn.
  • (Basic) Spear Of Ymir; This useful power allows the user to spend a mental trait to create small (Up to 10 or 15 pounds) objects made of ice. Such objects are unnaturally durable (As tough as steel) and long-lasting (They won’t usually melt for at least fifteen minutes, although heat-based attacks will destroy them). Wounds inflicted by ice-weaponry require twice as much blood, time, or pathos, to heal as usual. Given that the user must roughly “shape” the item with his hands, it can’t be created at range, or where somebody already is.
  • (Intermediate) Frostbite; This annoying talent lets the user drain heat from a target. Used at range, this power simply causes superficial freezing in the Undead (One level of normal damage, mostly due to cracking) and is pretty much ineffective against warm-blooded beings (Such targets temporarily lose two physical traits due to chills). With a successful touch, this power causes three levels of ordinary damage to Kindred (Sufficient to freeze, and possibly shatter, a limb. Shattering a limb requires two extra simple tests – and any attempt to specifically hit an opponent’s head leaves the user down 2 traits on the initial physical challenge needed to touch the target. On the other hand, shattering an opponent’s head will usually kill them). Warm-blooded targets are not directly damaged by the user’s touch – but they can be knocked unconscious – failing a simple test against six physical traits to resist. Whether or not this power is used at range, employing it requires the expenditure of a willpower point.
  • (Intermediate) Heart Of Ice; This handy talent lets the user spend one point of willpower to dampen his or her emotions for the duration of a scene. While he/she will still be aware of his/her emotions, they are very distant and unimportant. In this state the user cannot be affected by powers which rely on emotions – such as Presence – and cannot frenzy. On the other hand, he / she cannot spend willpower either.
  • (Advanced) Winter’s Breath; This ability allows the user to call forth a raging blizzard and hailstorm in up to a 20 foot radius per point of willpower invested in it. Such a storm inflicts no damage, but does include blinding snow, disorienting hail and gusts of wind, some freezing rain to ice things up, and bitter cold. Anyone other then the user within the area when this storm is first invoked must make a static check to avoid losing a turn. Whether the check is made or not, everyone in the area effectively loses three “levels” of celerity. Ranged combat becomes virtually impossible. All this persists for one minute per blood point spent invoking the storm.
  • Icy Rites: Blessings O/T Morrigan, Spectral Mask, Enchanted Cloak, Keening O/T Banshee – and Crystalline Might.

   Lure Of Flames: This path has the useful side effect of granting the user a certain affinity with elemental spirits of fire. The user may expect such beings to be reasonably “friendly” under most circumstances – and can get very simple ideas across to them (Anything complex still requires a mental challenge). Master’s are also entitled to a retest against Rotschreck resulting from exposure to flames. They are, after all, used to them. The Infernal Fires variant allows the user to generate spiritual, rather then mere physical, fires. These can injure those with protection against ordinary fires, and even ignite things, although ssuch econdary flames are purely ordinary. Unfortunately, learning this variant means acquiring a permanent beast trait – one that can never be bought off, or otherwise removed. Otherwise, it’s quite identical.

  • Flame Rites: Everburning Flame, Fuel Flame, Flesh Of Fiery Touch, Armor Of The Smith, Summon Fire Spirit

   Path Of Humanity (Bardo): This “path” has an unusual limitation; the user must subtract the number of beast traits he has from five to determine the maximum level of abilities he can use in this path. The practice of this path is almost totally restricted to the Children Of Osiris – and it’s popularly considered lost. Most of the current users of Thaumaturgy do not even know that it’s a thaumaturgy path, rather then a discipline.

  • (Basic) Caging The Beast; You may call for a retest whenever you are testing against gaining a beast trait or going into frenzy. Sadly, this ability can only be employed once per effect.
  • (Basic) Sign Of Thoth; You may expend a blood point to gain a retest against any ability that affects your mind or spirit thanks to your inner discipline. Sadly, this ability may only be employed once per effect.
  • (Intermediate) Beast Succulence; You find the blood of animals fully satisfying and nourishing, physically and emotionally, no matter how old you become.
  • (Intermediate) Entrancement; You may expend a will- power point to make simultaneous mental challenges versus anyone you choose within thirty feet. Those you defeat are subject to some simple suggestion, which they will attempt to carry out for the next ten minutes. Some of the most popular suggestions include; “Sleep!” and “Be Helpful!”.
  • (Advanced) Ra’s Blessing; You are no longer injured by sunlight, and may comfortably walk the day. Invoking this power requires the expenditure of one blood point per hour.
  • Bardic Rituals; Create Sanctum, Extend Torpor, Boon Of Anubis, Lesser Rebirth, True Rebirth.

Path Of The Inquisitor:

  • (Basic) Knowing The Bone; This handy ability allows the user to identify a characters general type (Human, Garou, Faerie, Changeling, Mage, Kindred, etc) – given a few minutes of observation, and the expenditure of a mental trait. Characters of a type the user has never seen before may be identified as such, while those who are employing supernatural disguises usually require a mental challenge as well.
  • (Basic) Bonds Of Kinship; This talent lets the user extend his power of observation to determine a targets Bloodline/Tribe/Tradition/Kith/Whatever. This requires the expenditure of a second mental trait, but is still treated as a part of Knowing The Bone.
  • (Intermediate) The Might Within; This useful talent allows the user to get an idea of the “power level” of any character he can observe either in action, or over a considerable period (For those in a greater hurry, a mental challenge will also suffice). He or she can get a rough idea of how “experienced” the character is, as well as an estimate of his/her generation/rank/whatever. Sometimes all of this can be summarized in one, single, word (“Archmage”. “Antediluvian”. “Oracle”).
  • (Intermediate) Knowing The Path; This useful talent permits the user to determine the “affiliation” of any character he/she can either interact socially with for a time – or whom he/she defeats in a social challenge. This can mean; vampiric sect and path, garou auspice, breed and sept, faerie court and house, wraith “sect” and/or guild, mortal organization, mage chantry, or whatever.
  • (Advanced) The High Awareness; This “talent” allows the user to simply expend a mental trait to “scan” the immediate (About a sixty foot radius) area for a particular “item” from the above lists (EG; A high-ranking garou theurge). If focused on a particular character, this power allows the user to attempt to penetrate any disguise, arcane or not, with a mental challenge.
  • Inquisitorial Rites: Know The Provenance, Sentinel Rune, Aura Of The Occult, Rending The Earth, Fetter Of The Bondsman.

   Movement Of The Mind: Unlike most thaumaturgy paths, this one commonly spawns variants. It seems that telekinesis can be used in many different ways. Two of the more common variants are Warfare and Kineticism. Warfare specializes in the use of pure force in combat, and is most common among the Anarch’s. Kineticism specializes in the redirection of kinetic energy, and is most common among the Caitiff. Both are powerful martial talents – but they lack subtlety and are useful for little else.

  • Warfare; Force Bolt (Basic, QV), Force Shield (Also basic, permits the user to expend a willpower point to block any single attack up to six wounds), Force Blade (Costs one willpower to create, inflicts +1 wound, and can be manipulated at range, at the cost of one mental trait per strike, intermediate), and Shockwave (A 360o degree “Force Bolt”, affecting everyone within 30 feet or so for the cost of one willpower point. Having this talent reduces the cost of casting a normal force bolt to one mental trait).
  • Kineticism; Dampening (The user begins each session with an aura which counts as three tough trait armor), Redirection (Lets you bid, and counterbid, with a single trait when physically attacked, as in “I’m fast enough to redirect that bullet back towards you.”), Discharge (You may spend two mental traits to enhance the damage you inflict with a physical attack by one level) – and Kinetic Shield (Upgrades Dampening to the equivalent of level one vehicle armor. While it lasts, the user may choose to extend his field to protect other characters within a ten foot radius).
  • Movement Of The Mind Rituals: Mold Material, Touch Of The Mind, Rending The Earth, Telekinetic Storm, and Force Sphere.

   Path Of Necromancy: While this path is most commonly employed by the Giovanni, there are other’s who do so.

  • (Basic) Death’s Insight; You may look into the eyes of a corpse, and experience the last few minutes of life as that person experienced them. Fortunately, pain and such are transmitted only vaguely. This stunt requires a static check on corpses and a mental challenge against Kindred (While Kindred are not quite dead, the embrace is traumatic enough to leave quite an impression). The use of this power requires the expenditure of a mental trait.
  • (Basic) Summon Wraith; You may hold a seance. This requires something (A relic, friend, relative, or some such item) to use as a focus, that the Wraith you want be available (many aren’t; they’ve either Transcended, reached Golconda, been disrupted thru Diablorie or any of a variety of other effects, or been reborn) – and a successful mental challenge if the Wraith doesn’t want to respond. Wraiths can be dangerous, even if they are usually limited to mental challenges. Providing the ectoplasm needed to “bring through” a wraith costs one blood point. Extra blood points may be used to provide points of pathos to a Wraith, at a ratio of 1 to 1.
  • (Intermediate) Compel Wraith; You may make a mental challenge against a Wraith in an attempt to bind it to your will. Success allows you to demand one relatively minor service from it per point of occult ability that you possess. Such services may be answering honestly, going after some bit of information, or some such – as long as each service requires no more then twenty-four hours. Using this ability requires the expenditure of a willpower point.
  • (Intermediate) Anchor Wraith; You may hold a Wraith within the living world – making it unnecessary for it to exhaust it’s own energies to manifest. This effect persists one day per level of your occult ability, and costs three blood points to employ.
  • (Advanced) Soul Stealing; You may summon a “Wraith” from within a living body. This requires the use of a point of willpower, a blood point – and winning a mental challenge. Unless “Compelled”, the victim is free to use a willpower point to return to his/her body at any time. “Empty” bodies will deteriorate at a rate of one health level per day, but are otherwise unharmed. Like “Summon Wraith”, this ability requires a focus – something as strongly linked to the target’s spirit as his body is. This generally means a portion of their body, a blood trait, or a child (Childe’ for Kindred). This also means knowing their identity. You cannot just try this out on random tissue samples.
  • Necromantic Rituals: Create Zombie, Create Wand Of Blasting, Soul Exchange, Dybbuk, Death Pact.

   Neptune’s Might (Path Of Water): Masters of this path enjoy an affinity with the elemental spirits of water. Such beings can be expected to be friendly to the user under most circumstances, and he or she can get simple ideas across to them. Anything complex still requires a mental challenge.

  • (Basic) Watery Prison; Given the presence of enough water, you can make it leap up and engulf someone – an effect which is very inconvenient and may possibly drown mortal victims. The initial “grab”, and subsequent at- tempts to break free, are resolved as a contest of the user’s mental traits versus the victim’s physical ones. A victim who needs to breathe will eventually drown, but the process requires several minutes (much too long to worry about with three-second turns). Manifesting any type of flame-based power will also disrupt the “Prison”.
  • (Basic) Hydrokinesis; You may expend a mental trait to exert a crude telekinetic control over several hundred gallons of water – flinging it around, smothering flames, or using it to knock over and bother people.
  • (Intermediate) Dehydration; You may actively “pull” water out of people’s bodies. Such an attack inflicts three levels of simple damage, expends a mental trait, and requires a mental challenge. Trivial uses of this power (Drying your clothing, etc) require no check.
  • (Intermediate) Armor Of The Deeps; You may expend a willpower point to surround your body with the essence of pure, flowing, water. For the rest of the scene, you are immune to things like corrosives and poisonous gases and take only simple damage from fire and heat – and even that is reduced by one level (E.G.; 3 wounds to 2, etc).
  • (Advanced) Water Freedom; At the cost of a point of blood per hour, you gain the freedom of the seas. You may plunge unharmed into the depths, swim at speeds of up to 300 MPH, sense your surroundings, and navigate – all by sensing and manipulating the flow of the waters around you.
  • Water Rituals: Communicate With Kin, Rite Of Introduction, Eyes Of The Past, Mists Of Sleep, and Summon Water Spirit.

   Power Words: These all work exactly the same way; You work a ritual, pronounce the word at it’s end, and the effect of the ritual is held suspended until you again pronounce the word (Or make the gesture, or whatever). True masters may spend five additional points to learn a set of variations, allowing them to suspend ten such effects, but this requires that they be of the seventh generation or less. Those of the fourth generation or less may expend another five points to acquire a third set of variations, but this appears to be the limit.

   If this path is used in conjunction with rites designed to be released at a moments notice, the rite can be “held ready” indefinitely.

  • (Basic) Fiat Apprentus; “Suspends” basic rituals.
  • (Basic) Fiat Noviate; Suspends basic and intermediate rituals.
  • (Intermediate) Fiat Initiate; Suspends ritual magic of up to the advanced level.
  • (Intermediate) Fiat Master; Suspends ritual effects of up to the expert level.
  • (Advanced) Fiat Magus; Suspends ritual magics of up to the master level.
  • Power Word Rituals: Sphere Of Grounding, Phantom Step, Sign Of The Wraith, Shield Arcane, and Hell Blast.

   Path Of The Probe Arcane: This handy path allows the user to extend a low-powered magical “sensor” into any target within about sixty feet. While this is unlikely to alert any but the most sensitive, the probe is weak enough to be deflected by almost any mystic defense, and the information that can be gathered is limited by the user’s level of skill.

  • (Basic) Structural Scan; The user may “scan” simple physical structures, expending mental traits according to the scale and complexity of the item being scanned. Some samples might include; “It’s a big rock” (0), the thickness of a door / wall (1), what it’s made of (2), the internal structures and combination of a lock (4), identifying crystals and metals (5), a detailed chemical structure (6-9), the micro-structure of a transistor / chip (10-12) or virus particle (13-18), and the details of an atomic structure (20+).
  • (Basic) Biological Scan; The user may probe complex biological systems, identifying general types (Such as “Rhinoceros”, 1), wounds and injuries (2), diseases or parasites (3-4), more subtle disorders (5-6), assorted supernatural conditions (Vamparism, shapeshifting, and so on, for 7-10 points), subcellular structures (8-12) and so on. This does include bioactive toxins and such.
  • (Intermediate) Energy Scan; The user may “scan” for “ordinary” physical energies, including radiation, the current in an electrical fence, the sensing beams of a laser alarm system, and similar stuff. Otherwise, this works pretty much as the others do.
  • (Intermediate) Umbral Scan; The user may now “scan” for information on spirits and magical effects – ranging from their general power level (1), basic type (2) and intent (3-4), on up through details of their structure and powers (Storytellers or Narrators call). This talent is often used to identify a spellcasters style or even individual “signature” from the energy-traces of his / her work.
  • (Advanced) Psychic Scan; The user can now determine the general “quality” and power of minds, a talent which ranges from simply recognizing psishields or sentience (1), up thru recognizing various psychic abilities, on to being able to recognize psychological quirks and/or nascent psychic powers (Usually 8-10).
  • Probe Rituals: There are no rites associated with this path. It is, however, possible to analyze things in detail given time, concentration, and the appropriate background knowledge, although it usually requires some tests. It is also possible to extend the range, but it takes both a good deal of time, and the expenditure of mental traits.

   Path Of Speed: Partly telekinetic and partly something else, this odd path permits the user to go very, very, fast. Fortunately, some bizarre side effect allows the user to ignore “practical” problems (Such as traction, cornering, wind friction – or the fact that it’d cause a lot of damage to scoop somebody up at 300 MPH) – but this “detachment” from ordinary reality means that the user must be at least a little bit mad. Hence, this is one of the paths of “Malkavian Thaumaturgy”.

  • (Basic) Light Foot; This useful ability permits the user to run at 4x normal speed, “walk” on water, leave no tracks, move quietly – and even run up walls and make incredible leaps (Up to one floor per physical trait). This is something of a strain – and so costs one blood point per scene.
  • (Basic) Vibratory Bolt; While this requires the expenditure of three physical traits, it can be employed in either of two different ways. Projected, it acts as a standard “Force Bolt” (QV; Movement Of The Mind). If internalized it renders the user intangible for a turn – but also inflicts a level of normal damage on him or her.
  • (Intermediate) Boosted Speed; This powerful ability boosts the user’s movement speed by a factor of five and leaves him / her “up” two quick traits in any physical confrontation – and those two traits can be used as an initial bid. Like “Light Foot”, this is something of a strain – and costs one blood point per scene.
  • (Intermediate) Kinetic Armor; This power allows the user to generate a “force field” capable of protecting him / her from external injury (At a cost of one blood point for every two wounds resisted), and allowing the user to avoid self-destruction when throwing hyperfast punches and such (sheer, fantastic, impact allows such blows to inflict an extra level of damage – and the user may inflict aggravated damage if he / she so desires).
  • (Advanced) Wind Mastery; This power allows the user to channel pure kinetic energy into the air about him/ her – a power that may be combined with the user’s raw speed to create powerful whirlwinds, cancel the user’s personal sonic booms (And, incidently, reduce friction enough to multiply the user’s movement by 4x – again), generate pressure explosions (duplicates the effect of a “Force Bolt” against everything within thirty feet – for a blood point) – and for other, crude, “telekinetic” effects (Q.V.; Major Manipulation, under the Movement Of The Mind path – but, obviously enough, the user has no fine control).
  • Speed Rituals: None. They’re all much too slow. On the other hand, mastering this path allows the user to perform most other rituals in only one-third of the usual time.

   Spiral Weaving: All the powers of Spiral Weaving are based on turning forces back against themselves. While this is, indeed, a potent effect, it is also expensive to use; each time a major power from this path is used it costs two points of blood and one point of willpower. Such uses are entirely reflexive – and so do not take an action.

  • (Basic) Kineticism; The user may turn an “incoming” kinetic force back upon itself. This will stop an on- rushing car, train, or elephant, as if it had struck a mountain. As a lesser effect, the user may expend one mental trait when they push or throw someone to add an extra thirty feet to the trip.
  • (Basic) The Repelled Strike; The user may “reflect” an incoming physical attack upon the attacker, causing him to take the damage he was attempting to inflict. A character with Magic Resistance is entitled to a check to avoid being harmed.
  • (Intermediate) The Pheonix Wing; As above, save for the fact that it applies to things like lasers and bolts of fire. Area-effects are simply repelled from the im- mediate vicinity of the user. As a lesser trick, users may simply expend a mental trait to repel enough light to leave their features and description blurred and hard to describe for the duration of a scene.
  • (Intermediate) Repulsion Arcane; As above, save for the fact that it applies to magical effects.
  • (Advanced) Mirror Of The Mind; As above, but usable against psychic and telepathic effects. As a minor trick the user may expend a mental trait to “blur” his minds surface patterns for the duration of one scene, making his mind very difficult to pick out or identify.
  • Spiral Rituals: Sphere Of Privacy and Wards against Ghouls, Lupines, Kindred, and Spirits.

   Spirit Thaumaturgy: Note that incautious use of this path can easily get you a lot of very, very, dangerous enemies in the spirit worlds. Those wielding this path should be careful to maintain a good reputation there.

  • (Basic) The Evil Eye; This annoying ability permits you to expend one point of willpower to leave a target one trait down in any and all challenges for the rest of the scene. Those with magic resistance or some similar talent are entitled to a resistance check – but others have no way to keep spirits from pestering them.
  • (Basic) Spirit Sight; You can see spirits. This is closely related to Aura Perception, but extends to the spirits of the dead, nature spirits, faerie – and even the spirits of “inanimate” objects with a simple test. Once seen, they may be communicated with – but getting them to do anything in particular takes persuasion. A good look at a creatures spirit can be most revealing, but interpretation is likely to take practice.
  • (Intermediate) Spirit Slave; You may make a mental challenge against a spirit in an attempt to bind it to your will. Success allows you to demand one relatively minor service from it per point of occult ability that you possess. Such services may be answering honestly, going after some bit of information, or some such – as long as each service requires no more then twenty-four hours. Using this ability requires the expenditure of a willpower point if the spirit is sentient – but only costs a mental trait if it’s animalistic or inanimate. Of course, minor, nonsentient, spirits are rarely very powerful.
  • (Intermediate) Create Fetish; You may prepare items for inhabitation by spirits, creating fetishes. These are useful in that they allow you to draw on the power of the spirit without having to fool around with extra ceremonies. Fetishes may be temporary or permanent, and may be created by either getting the spirit to inhabit it willingly – or by using “Spirit Slave” to coerce it into entering. Forcing sentient spirits into temporary servitude, or animalistic ones into permanent service, is obnoxious (and may offend both them and other spirits of various types). Forcing sentient spirits into permanent servitude will require a simple check to see if you acquire a beast trait for such a heartless act. It generally takes several hours to create such an item – but you can simply haul a prepared item or two around.
  • (Advanced) Spiritwalk; Except for the fact that the user projects his “astral form” into the middle umbra, rather then into the high umbra, this talent is almost identical to “Psychic Projection”. While the user cannot employ any physical disciplines in the umbra, most of the rest act normally. Activating this talent costs a point of willpower.
  • Spirit Rituals: Calling The Restless Spirit, Wand Of Blasting, Call Minor Spirit, Call Major Spirit, and Ward Versus Spirits.

   Path Of Torture / Chains Of Pleasure: While these are separate paths, they are so closely related that there is little point in listing them separately. Like the “Infernal Fires” path, acquiring either of these paths also means in acquiring a permanent beast trait. They are not nice. Employing either has a side effect; the user automatically gets two more-or-less ordinary servants (pleasure-junkies or broken slaves) per level of mastery in either of these paths. At the option of the Storyteller, these may be treated as a single path, or mastery of the second may be acquired at a drastically reduced experience point cost.

  • (Basic) Pain/Ecstasy; This power allows the user to cause tremendous pain/pleasure with a simple touch and the expenditure of two physical traits. This continues as long as the user maintains skin contact, and leaves the target down two traits on challenges. As a kind of side effect, the user receives two bonus intimidating/ seductive traits which do not count against his or her normal trait maximum.
  • (Basic) Incapacitation; This is an enhanced version of Pain/Ecstasy, so intense that the victim must spend a point of willpower to take any action – although one point will suffice for the duration of the scene. Used against a helpless target, this power permits the user to gradually strip away their willpower. This requires one hour per point and is limited to a maximum of four points. Those with wills of 5+ cannot be fully broken in this way. Using the power requires a touch and the expenditure of three physical traits.
  • (Intermediate) Wave Of Pain/Ecstasy; This obnoxious ability allows the user to employ the power of Pain or Ecstasy at range. The user may spend a willpower point to initiate a simultaneous mental challenge against up to (Occult) targets, or may focus on an individual. If used against a group, the effects are identical to the basic pain/ecstasy power. Used against an individual, this effect is potent enough to effectively knock them unconscious if the challenge is lost. Either effect can be maintained for as long as the user continues to keep an eye on his or her victims.
  • (Intermediate) Will Drinker; This subtle power lets the user draw power from those touched by the power of these paths. Each willpower point spent to resist the effects of these abilities, or stripped from a victim, gains the user a blood point. If the user’s blood pool is already full, he or she may refill his or her will- power pool instead.
  • (Advanced) System Shock; At this point the user can overload a victim’s nervous system. With a successful touch, and a mental versus physical challenge, the user can inflict two levels of aggravated damage – and hurl the victim into deep shock (coma or torpor, as appropriate to the subject, although victims get a simple check to see if they awaken each hour). Employing this ability requires the expenditure of a willpower point.
  • Pain and Pleasure Rituals: Interrogate, Touch Of The Flesh, Break The Adamant Will, Rite Of Extension – and Soul Leech.

   Vortex Of Corruption: Learning this path will result in gaining either a beast trait or a derangement. In either case, it cannot be removed. User’s will ALWAYS show up as grossly wyrm-tainted. In the use of gifts, blood points equate to gnosis.

  • (Basic) The Lightest Touch; The “user” gains access to a level one Black Spiral Dancer gift. Gnosis costs are converted to blood point costs.
  • (Basic) The Twisted Mind; As above.
  • (Intermediate) The Venomous Bite; As above – except that the gift made available is level two.
  • (Intermediate) The Black Grasp; As above – save for the fact that the gift made available is level three.
  • (Advanced) Master Of Corruption; As above, save for the fact that the gift made available is level four.
  • Corrupt Rituals: Spectral Mask, Create Fomori, Il- lusion Of A Peaceful Death, Protean Curse, Soul Leech.

Path Of Weather Control:

  • Weather Control Rituals: Predict Weather, Farmers Blessing, Enchanted Cloak, Grand Tempest – and Weather Sending.

Winds Of Aeolus:

  • (Basic) Touch Of The Wind; This useful ability lets the user command the services of lesser spirits of the air, via a mental link. While such spirits are rather weak (They can lift a maximum of 10 pounds), cannot be persuaded to actually attack anyone, and the mental link has a maximum range of about 15 feet, they can relay a vague set of impressions to the user, act like a spare set of hands, get into anything that isn’t airtight, and even temporarily dematerialize, and retrieve, palm-sized items. In general, setting up the psychic link expends three mental traits, and lasts for the duration of the scene. However, since air-spirits are notoriously unreliable, the user must spend an extra mental trait to “call them to order” for any individual task.
  • (Basic) Forceful Wind; This talent permits the user to expend 2 mental traits to generate a brief blast of hurricane-level wind. This can be directed at any one target within 100 feet, provided only that they are at least 5 feet away from the user. Creatures, and items, “struck” by such a blast must win a three-trait static challenge to avoid being blown 20 (Tie) to 40 ft away. Sadly, items weighing more then 300 pounds are usually pretty much immune to this power, as is anyone with an appropriate defense (Narrator’s call).
  • (Intermediate) Pressurize; This nasty talent allows the user to cause any victim within 100 feet to experience a severe attack of “The Bends”. This expends one point of willpower, and requires a successful mental versus physical challenge. Victims take two levels of normal damage, and will be a trait down on challenges for the duration of the scene unless they’re somehow immune to pain or get appropriate medical treatment.
  • (Intermediate) Wings Of Aeolus; This talent permits the user to call upon the greater spirits of the air – gaining the power of near-effortless flight. As a side effect, the pressures and winds that support and drive the user tend to “deflect” projectiles, leaving anyone attacking the user by such means down two traits. In any case, the user’s maximum flight speed is around 60 MPH – and activating this power requires the expenditure of one blood point per hour, or part thereof.
  • (Advanced) Typhoon; This terrible power permits the user to summon forth a miniature tornado, with winds of 100+ MPH. This affects a 20-foot radius, and will sweep away those who fail to resist (A six-trait static physical challenge, barring special defenses). Anyone who gets swept away is out of action for at least a minute or two, and may suffer serious injury (a simple check; Win = land safely, if several hundred feet away. Tie = take 1 wound, as above. Loss = Hurled directly into a solid barrier. 3 wounds, but you can pick what you hit within reason). Ranged combat within the area becomes impossible, objects will be hurled around madly, and any other appropriate side effects occur. The funnel-cloud may be generated up to 150 feet away from the user – and may be moved around at 15 MPH. On the other hand, it requires one point of willpower per turn to sustain, and does not become effective until the second turn. Alert targets often take this time to get out of the way.
  • Rituals: Communicate With Kin, Weather Summoning (As per “Tempest”, path of Weather Control), Shield Of Force, Dreamsending, and Force Sphere.

   Path Of X-Ray Vision: While many thaumaturgists deny that this particular path exists at all, it is all too real. It’s also yet another path of “Malkavian Thaumaturgy” – a path that can only be used by those with an active derangement. For some unknown reason, those who use this path must specify something it won’t work on. At least one somewhat elderly, well-mannered, oriental vampire found himself unable to see through silk.

  • (Basic) Instant Search; This handy power allows the to expend one mental trait to throughly “search” his / her target. In essence, this is roughly equivalent to a through physical search. It will reveal everything the target is carrying – and quite a few details about their anatomy – but does not extend to implants and such.
  • (Basic) See Inner Workings; The user may now expend a mental trait to look inside things. This can reveal the workings of a lock, medical details (Extending the “Instant Search” power to reveal implants and such), the contents of an envelope, and so on. Sadly, activating this extension of the basic power requires the expenditure of a second mental trait.
  • (Intermediate) Sight From Beyond; This is the basic superman effect; looking through walls and such to see what’s on the other side. Once again, employing this talent requires the expenditure of a mental trait.
  • (Intermediate) Optic Blast; This ability allows the user to “fire” a bolt of concussive force from his/her eyes. Such an attack inflicts one more level of damage then simply punching an opponent (Yes, potence adds to the damage done) – and permits the user to employ both mental and physical traits in targeting it (This usually means winning ties). Of course, it also means spending a mental trait to “fire” the blast.
  • (Advanced) Lance Of Heat; While it’s flame-hot, and so will inflict “aggravated” damage to many foes, this effect is otherwise identical to “Optic Blast”, above.
  • Optical Rituals: Eyes Of The Night, Most Excellent Shades, Eyes Of The Past, Scrying Pool – and Eyes Of The Beast.