Thaumaturgy Paths:

 

Countermagic:

 

..Level 1:  6D6 Dispel; Works against any Thaumaturgical Spell (+1/4), Skill Roll (-1/2), 2 Blood END to Activate (-1/2), Incantations (-1/4), Gestures (-1/4)

Active Cost: 22 .....Skill Roll: -2 .....END: 2 ...........................                        Total Cost:  9pts

 

..Level 2:  +6D6 Dispel; Same Limitations

Active Cost: 45 .....Skill Roll: -4 .....END: 4 ...........................                        Total Cost:  9pts

 

..Level 3:  +4D6 Dispel; Remove Gestures Limitation

Active Cost: 60 .....Skill Roll: -6 .....END: 6 ...........................                        Total Cost:  9pts

 

..Level 4:  +4D6 Dispel; Remove Incantations Limitation

Active Cost: 75 .....Skill Roll: -7 .....END: 7 ...........................                        Total Cost:  11pts

 

..Level 5:  7D6 Suppress; Works against any Thaumatugical Spell (+1/4), 0 END (+1/2), Skill Roll (-1/2), Costs 2 Blood Pool END to Activate (-1/2), Full Phase (-1/2), Incantations (-1/4), Gestures (-1/4), Concentrate: 1/2 DCV (-1/4), Prerequisite: Countermagic Lvl. 4 (-1/2)

Active Cost: 61 .....Skill Roll: -6 .....END: 0 ...........................                        Total Cost:  16pts

 

 

Path of Fire:

 

..Level 1: "Hands of Helios": 1/2D6 HKA (1D6+1 w/ Str); Personal Immunity (+1/4), Skill Roll (-1/2), 2 Blood END to Activate (-1/2), Prerequisite: 'Lure of Flames' (-1/2)

Active Cost: 12 .....Skill Roll: -1 .....END: 1 ...........................                        Total Cost:  5pts

(Note: This spell enwraps the caster's hands in flame and allows her to make melee attacks that cause aggravated damage. In a way, this is the Tremere's answer to the Gangrel's Feral Claws.)

 

..Level 2:  "Impotent Flames":  +12 r ED Force Field; Invisible Effects (+1/2), 0 END (+1/2), Only vs. Fire/ Heat Attacks (-1/2), Skill Roll (-1/2), Costs 2 Blood END to Activate (-1/2), Prerequisite: 'Hands of Helios' (-1/2)

Active Cost: 24 .....Skill Roll: -2 .....END: 0 ...........................                        Total Cost:  8pts

 

..Level 3:  "Blinding Flames":  3D6 Flash vs. Sight; Explode (+1/2), Skill Roll (-1/2), Incantation (-1/4), Gestures (-1/4), Costs 2 Blood Pool END to Activate (-1/2), Full Phase (-1/2), 2x END (-1/2), Prerequisite: 'Impotent Flames' (-1/2)

Active Cost: 45 .....Skill Roll: -4 .....END: 9 ...........................                        Total Cost:  11pts

 

..Level 4:  "Fire Ball":  2D6 RKA; Explode (+1/2), Skill Roll (-1/2), Incantation (-1/4), Gestures (-1/4), Costs 2 Blood Pool END to Activate (-1/2), 2x END (-1/2), Prerequisite: 'Blinding Flames' (-1/2)

Active Cost: 45 .....Skill Roll: -4 .....END: 9 ...........................                        Total Cost:  13pts

 

..Level 5:  "Burning Touch":  2D6 RKA; Damage Shield (+1/2), 1/2 END (+1/4), No Knock Back (-1/4), Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4), 2 Blood Pool END to Activate (-1/2), Full Phase (-1/2), Prerequisite: 'Fire Ball' (-1/2)

Active Cost: 53 .....Skill Roll: -5 .....END: 3 ...........................                        Total Cost:  14pts

 

 

Weather Control:

 

..Level 1:  "Wind Control":  10 Str Telekinesis; Explode (+1/2), -5 Str/3" (+1/2), T.K. Cannot Punch (-1/4), Skill Roll (-1/2), Gestures (-1/4), Costs 2 Blood Pool END to Activate (-1/2), Full Phase (-1/2)

Active Cost: 30 .....Skill Roll: -3 .....END: 3 ...........................                        Total Cost:  11pts

 

..Level 2:  "Fog Call": 4" Darkness vs. Sight; 1/2 Active Points in Enclosed Areas (-1/2) Skill Roll (-1/2), Costs 2 Blood Pool END to Activate (-1/2), Full Phase (-1/2), Prerequisite: 'Wind Control' (-1/2)

Active Cost: 40 .....Skill Roll: -4 .....END: 4 ...........................                        Total Cost:  11pts

 

..Level 3:  "Summon Rain":  512" [1/2 mile] Change Environment; Skill Roll (-1/2), Gestures (-1/4), Incantations(-1/4), 2 Blood Pool END (-1/2), Full Turn (-1), Prerequisite: 'Fog Call' (-1/2)

Active Cost: 50 .....Skill Roll: -5 .....END: 5 ...........................                        Total Cost:  12pts

 

..Level 4:  "Summon Storm":  4,096" [4.6 miles] Change Environment; Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), 2 Blood Pool END (-1/2), X-tra Time: 5 minutes (-2), Prerequisite: 'Summon Rain' (-1/2)

Active Cost: 65 .....Skill Roll: -6 .....END: 7 ...........................                        Total Cost:  13pts

 

..Level 5:  "Summon Lightning":  2D6 RKA; Indirect (+1/4), Area Effect: One Hex (+1/2), No Range Modifiers (+1/2), Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4), 2 Blood Pool END (-1/2), Full Phase (-1/2), Only in appropriate weather conditions (-1/2), Prerequisite: 'Summon Storm' (-1/2)

Active Cost: 68 .....Skill Roll: -7 .....END: 7 ...........................                        Total Cost:  17pts

 

 

 

Spirit Path:

 

..Level 1:  "Spirit Eyes":  Astral Vision & Mind Link <[Only w/ Spirits]; Costs 1/2 END (-1/4), Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4), 2 Blood Pool END (-1/2), Full Phase (-1/2)

Active Cost: 20 .....Skill Roll: -2 .....END: 1 ...........................                        Total Cost:  6pts

 

..Level 2:  "Call Spirit":  Summon Spirit Built on 150pts; Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4), 2 Blood Pool END (-1/2), X-tra Time: 1 hour (-2 1/2), Must Know Spirit's True Name (-1/4), Prerequisite: 'Spirit Eyes' (-1/2)

Active Cost: 60 .....Skill Roll: -6 .....END: 6 ...........................                        Total Cost:  11pts

 

..Level 3:  "Spirit Trap":  3D6, 3 DEF Entangle; BOECV (+1), Only vs. Spirits (-1/2), Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4), 2 Blood Pool END (-1/2), Concentrate: 0 DCV (-1/2), Prerequisite: 'Spirit Call' (-1/2)

Active Cost: 60 .....Skill Roll: -6 .....END: 6 ...........................                        Total Cost:  15pts

 

..Level 4:  "Spirit Slaves":  1D6 Major Transform <[makes Spirit into willing servant]; BOECV (+1), Cumulative (+1/2), Continuous (+1), 0 END (+1/2), vs. Ego not Body (-0), Only vs. Spirits (-1/2), Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4), 2 Blood Pool END(-1/2), Full Phase (-1/2), Concentrate: 0 DCV (-1/2), Must Know Spirit's True Name (-12), Prerequisite: 'Spirit Trap' (-1/2)

Active Cost: 60 .....Skill Roll: -6 .....END: 0 ...........................                        Total Cost:  12pts

 

..Level 5:  "Fetish":  2D6 Spirit Shift; Ranged (+1/2), Only vs. Spirits (-1/2), Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), 2 Blood Pool END (-1/2), Full Phase (-1/2), OAF: Container for Spirit (-1), Prerequisite: 'Spirit Slaves' (-1/2)

Active Cost: 60 .....Skill Roll: -6 .....END: 6 ...........................                        Total Cost:  13pts

 

 

 

Elemental Mastery:

 

..Level 1:  "Create Element":  Summon Non-Living Thing: 5 Body worth of Earth, Air, Fire or Water (+1/4), Skill Roll (-1/2), Costs 2 Blood Pool END to Activate (-1/2), Full Phase (-1/2), Concentrate: 1/2 DCV (-1/4)

Active Cost: 31 .....Skill Roll: -3 .....END: 3 ...........................                        Total Cost:  11pts

 

..Level 2:  "Shape Element":  1D6 Minor Transform; Change Shape or Flow of element (+1/4), Area Effect: One Hex (+1/2), Cumulative (+1/2), Continuous (+1), Skill Roll (-1/2), Gestures (-1/4), 2 Blood Pool END (-1/2), Concentrate: 1/2 DCV (-1/4), Prerequisite: 'Create Element' (-1/2)

Active Cost: 32 .....Skill Roll: -3 .....END: 3 ...........................                        Total Cost:  11pts

 

..Level 3:  "Animate":  16 Str Telekinesis; Invisible (+1/2), Skill Roll (-1/2), 2 Blood Pool END (-1/2), Only to manipulate non-living matter (-1/4),  Prerequisite: 'Shape Element' (-1/2)

Active Cost: 36 .....Skill Roll: -3 .....END: 4 ...........................                        Total Cost:  13pts

 

..Level 4:  "Elemental Strength":  2D6 Str Aid, 1D6 PD Aid & 1D6 ED Aid; Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Ego Roll (-1/2), Prerequisite: 'Animate' (-1/2)

Active Cost: 40 .....Skill Roll: -4 .....END: 4 ...........................                        Total Cost:  13pts

 

..Level 5:  "Summon Elemental":  Summon Elemental Spirit [built on 120pts], Obey Summoner (+15pts), Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), 2 Bloo Pool END (-1/2), Full Turn (-1), Prerequisite: 'Elemental Strength' (-1/2)

Active Cost: 69 .....Skill Roll: -7 .....END: 7 ...........................                        Total Cost:  17pts

 

[Note: Elementals are built using the Spirit Rules from Horror Hero. They have the following properties:

Characteristics =  All Base characteristics are considered at 10. No points spent here.

Powers:  Image vs. Sight; Affects Real World (+2), 0 END (+1/2), Only create image of body (-1)<[18pts]

            Normal Sight and Normal Hearing <[30pts]

Fire> 1D6+1 RKA; A.R.W. (+2), 0 END (+1/2) <[70pts]

Air> 13 Str Telekinesis; A.R.W. (+2), 0 END (+1/2) <[68pts]

Earth> 20 Str Telekinesis; A.R.W. (+2), 0 END (+1/2), OIF: Body of Earth (-1/2) <[70pts]

Water> 20 Str Telekinesis; A.R.W. (+2), 0 END (+1/2), OIF: Body of Water (-1/2) <[70pts]

Disadvantages:

Psy Lim: Obey Summoner (Com, Stng) ……………………15pts

Phys Lim: Must stay within 50' of pure element ……………25pts

Lose 1 Dex per minute manifested ………………………….20pts

Supernatural/ Magical attacks act as Consume Spirit ...……..30pts

 

Elementals are generally built on 118pts. Disadvantages do not effect point cost. The fact that elementals need to be near a "pure" form of their element can prove as a special problem for thaumaturgists. Though not taken as a limitation on the spell, the caster should have handy enough virgin earth, distilled water, burning wood or "high O2 low CO2" air nearby for the elemental to stand being manifest. If the elemental is forced away from its element or the element is taken away, the elemental will be dispelled. ]

 

 

Path of Mars:  (Sabbat only Path)

 

..Level 1:  “War Cry”:  +25 to PRE; Only to resist Pre Attacks (-1), Skill Roll (-1/2), Costs 2 Blood END to activate (-1/2), Lasts 10 minutes (-0)

Active Cost: 25 .....Skill Roll: -2 .....END: 0 ...........................         Total Cost:  8pts

 

..Level 2:  “Strike True”: +5 to Melee; OCV Only (-1/4), Lasts only for next attack (-1/2), Skill Roll (-1/2), Costs 2 Blood END (-1/2), Costs END (-1/2)

Active Cost: 25 .....Skill Roll: -2 .....END: 3 ...........................         Total Cost:  7pts

 

..Level 3:  “Wind Dance”:  +3 DCV vs. ALL & Defense Maneuver [0 Phase]; Lasts for one turn (-1/4), Costs END (-1/2), Skill Roll (-1/2), Costs 2 Blood END (-1/2)

Active Cost: 25 .....Skill Roll: -2 .....END: 3 ...........................         Total Cost:  9pts

 

..Level 4:  “Fearless Heart”:  2D6 Aid to STR, DEX, CON and BODY (+1 ½), Skill Roll (-1/2), Full Phase (-1/2), Costs 2 Blood END (-1/2)

Active Cost: 50 .....Skill Roll: -5 .....END: 5 ...........................         Total Cost:  20pts

 

..Level 5:  “Comrades at Arms”:  Add Usable by Others advantage to War Cry, Strike True & Wind Dance [Usable by 4 Others, (+1)]

Active Cost: 50 .....Skill Roll: -5 .....END: 5 ...........................         Total Cost:  23pts