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