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Thaumaturgy Paths

 Description: Thaumaturgy blends the powers of blood with magic. It is incredibly feared by the
other clans and regarded as an abomination.

 Abilities: As with Necromancy, there are multiple paths of Thaumaturgy. The Path of Blood is the
most common path for those new to the Discipline, but there are many other paths which may be
learned as well.

o THE PATH OF BLOOD


 Level 1: A TASTE of BLOOD - Through the taste of another vampire's blood the
Tremere learns how much blood the vampire currently has, when it last fed, and its
generation.
 Level 2: BLOOD RAGE - Through physical touch the Tremere is able to cause
another vampire to expend its blood against its will. If the other vampire looses
enough blood it runs the risk of Frenzy.
 Level 3: BLOOD of POTENCY - Once per night the Tremere may effectively lower
his/her generation, enhancing all blood abilities.
 Level 4: THEFT of VITAE - The Tremere vampire literally sucks the blood from a
target through the air, without requiring physical contact or ingestion.
 Level 5: CAULDRON of BLOOD - Through physical touch the Tremere is able to boil
the blood of a mortal, killing it in the process. Also works on supernaturals (with
blood), although it isn't likely to be fatal.

o THE LURE OF FLAMES


 Level 1: Able to conjure a supernatural candle fire.
 Level 2: Able to conjure a supernatural fire in the vampire's palm.
 Level 3: Able to conjure a supernatural camp-fire.
 Level 4: Able to conjure a supernatural bonfire.
 Level 5: Able to conjure a supernatural inferno.

o THE MOVEMENT OF THE MIND


 Level 1: Able to telekinetically move up to 1 pound.
 Level 2: Able to telekinetically move up to 20 pounds.
 Level 3: Able to telekinetically move up to 200 pounds.
 Level 4: Able to telekinetically move up to 500 pounds.
 Level 5: Able to telekinetically move up to 1000 pounds.

o THE PATH OF CONJURING


 Level 1: SUMMON THE SIMPLE FORM - Able to summon simple, inanimate objects.
 Level 2: PERMANENCY - Objects summoned are permanent.
 Level 3: MAGIC of the SMITH - Able to summon complex objects with moving parts.
 Level 4: REVERSE CONJURATION - Able to banish summon objects.
 Level 5: POWER OVER LIFE - Able to summon mindless (but obedient) creatures
and people.

o HANDS OF DESTRUCTION
 Level 1: DECAY - Causes an inanimate object to wither and rot away at
supernatural speed.
 Level 2: GNARL WOOD - Ability to warp wooden objects into desired shape or
form.
 Level 3: ACIDIC TOUCH - The vampire creates an acid from its body which burns
flesh and corrodes metal.

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 Level 4: ATROPHY - Turns the target's limb into a mummified husk of bone and
skin.
 Level 5: TURN TO DUST - Ages the target at supernatural speed, literally turning
mortals to dust in seconds.

o THE FOCUSED MIND


 Level 1: READINESS - Using Readiness makes the caster able to gain a quicker
understanding on a predicament. Enhanced lucidity enlightens the caster, allowing
better reactions to changing situations and increased cleverness. This power is only
usable on the thaumaturge himself.
 Level 2: CENTERING - By invoking this power, the thaumaturge causes a sudden,
intense calmness in the subject by whispering soothing words to her. While under
this serenity, the target is able to better focus on tasks at hand, ignoring
distractions and annoyances, including grave bodily harm. Magi in fear of frenzy
often use this power on themselves to achieve a state of tranquillity, as emotions
are stifled. This power is usable on any subject within earshot of the thaumaturge
and lasts for one turn per success.
 Level 3: ONE-TRACKED MIND - By extending his powers to other individuals, the
thaumaturge is able to fixate the subject on one action. This single-mindedness of
the target is such that they ignore everything else that occurs around them. Use of
this power is sometimes colloquially referred to as ''railroading someone.'' This
power may affect anyone who can hear the thaumaturge.
 Level 4: DUAL THOUGHT - With the rigors of concentration required to learn
Thaumaturgy, many Tremere are able to take quick and complete control of a
situation. With this power, the thaumaturge is able to divide his attention to two
completely separate tasks without problems. As One-Tracked Mind forces the
subject’s attention into a single objective, Dual Thought expands the
thaumaturge’s concentration to the point that focus upon two goals is possible.
Successful use of Dual Thought allows the caster to take an extra action during his
turn. This is restricted to mental actions, be it the use of Disciplines such as the use
of Auspex or Thaumaturgy, or the contemplation of some problem.
 Level 5: PERFECT CLARITY - Perfect Clarity brings about a Zen-like moment of
unimpeded insight for the thaumaturge. Pure focus is achieved, thought and action
become one, and complete serenity of mind descends upon the Kindred magus.
This lucidity protects the thaumaturge from influences both internal and external;
even the Beast within is unable to rage forth. This power lasts for the duration of
one scene. The Kindred is immune to frenzy and Rotschreck from all sources, even
by supernatural means. Finally, any means to control or influence the thaumaturge
suffer a + 2 difficulty, including the powers of Presence and Dominate.

o SLEEP OF MORPHEUS
 Level 1: CAUSE SLEEP - The vampire may put a victim to sleep. If the target is a
vampire, a willpower point must also be spent. The victim can be awaken by any
loud noise or someone trying to wake them up.
 Level 2: MASS SLUMBER - The vampire may affect several victims with the power
Cause Sleep. Only effects mortals, and only those the vampire can see.
 Level 3: ENCHANTED SLUMBER - The vampire may put a victim to sleep, and name
an event that must occur that will enable the victim to awaken. If the target is a
vampire, a willpower point must also be spent. If the event does not occur, the
victim will stay asleep for up to the following time periods: One turn, one night,
one week, one month, one year.
 Level 4: DREAMSCAPE - The vampire may project her own image into a dream, but
has no control over the dream other than by her own actions within it and may use
any Disciplines or Abilities she possesses. The vampire must have a belonging of
the victim to use this power. The sleeper may or may not remember the dream.

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 Level 5: MASTER OF DREAMS - The vampire may start changing the target’s
dreams, once she has entered them by using Dreamscape. If the target is a
vampire, a willpower point must also be spent. Once this power has been used, the
target may also change her dreams, and both characters may act in the dream as if
they were awake. If either character dies in this dream, the character also dies for
real.

o NEPTUNE’S MIGHT
 Level 1: EYES OF THE SEA - By looking into a standing body of water, the vampire
may see past occurrences in that body of water. The amount of time by which the
vampire can see into the past is as follows: One day, one week, one month, 10
years.
 Level 2: JAIL OF WATER - The vampire may command water to rise, and trap a
target. The vampire may dissolve the jail at will, but a target may only be in one of
these jails at a time. This power must be used near a large amount of water.
 Level 3: DEHYDRATE - The vampire may pull water out of a target, leaving exit
wounds. Humans so injured lose one health level per success, and vampires so
injured lose one blood point per success.
 Level 4: FLOWING WALL - By spending three willpower points, and touching a
standing body of water, the vampire may make a wall of water. The vampire may
dissolve the barrier at will. This wall is impassable to vampires, werewolves, etc for
one night. The wall will also block its creator, though he can move it at will.
 Level 5: BLOOD TO WATER - By touching a victim, the vampire may convert one of
the victim’s blood points to water for each success. This is fatal to mortals, and
vampires lose one die from all pools for each blood point lost this way. When the
vampire sleeps, the water disappears, but the blood does not return.

o ONEIROMANCY

 Use of any of these powers requires at least five minutes of reading the signs
during which the Warlock goes into a trance similar to sleep. Awareness of his
surroundings is limited, and he can “awaken” from the trance at any time but will
suffer the same penalties as if awakening during the day for three turns.
Oneiromancy powers can also be used while the thaumaturge is in torpor.

 Level 1: PORTENTS - From the ephemeral fragments of his own dreams, the magus
may attempt a personal reading of the near future. While asleep, the
oneiromancer draws upon the dream imagery flittering in the unconscious. Upon
waking from the divination, the Cainite may scrutinize the meaning of the visions.
Although these visions of the present and future are invariably hazy, they often
provide important glimpses into significant events. System: This power of
Oneiromancy must be used immediately after awakening and takes the
thaumaturge 10 minutes to read the signs. Multiple uses of Portents may well
result in the same vision occurring over and over again. The Portent should always
be fragmented and cryptic.
 Level 2: FORESEE - Foresee lets the Warlock look into the mind of a sleeping
individual, interpreting her dreams as clues to future events involving that
individual. Used by thaumaturges in soothsaying, oneiromancers sometimes gain
the trust of people while gleaning unconscious secrets from the targets. System:
The subject must be within the presence of the oneiromancer and asleep for
Foresee to work, though Psychic Projection also works if the thaumaturge is not
physically present. Additionally, if a Kindred is the subject of this power, the
thaumaturge must spend a Willpower point to successfully see and understand the
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prognostication.

 Level 3: DREAMSPEAK - The oneiromancer can now send messages to others in


dream form. Although these messages appear while the target is asleep, the
subject remembers them clearly after waking. Since these messages are dreams,
those unfamiliar with this power may discount them as such. More nefarious uses
have included sending nightmares and threats to a victim. System: Dreamspeak
sends a static dream message, determined at the time of sending, to anyone the
oneiromancer has previously met. If the subject is not asleep at the time this
power is used, the Dreamspeak has no effect. While using this power, magi drop
into a trance as with the other divinations of Oneiromancy. One turn’s worth of
dreams can be sent per success — this won’t allow the thaumaturge to haunt her
victim for a full night, but it will allow her to leave messages, impart warnings, etc.
 Level 4: AUGURY - Refining the power of somnolent divination, the oneiromancer
is able to seek answers to questions and problems. While specific information can
be sought by the oneiromancer, the dream images providing that knowledge have
the same disjoined and confusing quality. Since fortune-telling and prophesy is
convoluting and bewildering, Augury may not provide any answer that is useful to
the thaumaturge, and has been known to be completely misleading, as is often the
case with dream-symbols. Let the diviner beware. System: Where broken and
unguided imagery is the hallmark of Portents, Augury provides more direction and
continuity. The augury comes to the Warlock in the same dreamlike imageries but
the events are better understood. Thaumaturges who achieve this level of skill in
the Path of Oneiromancy often have little use for lesser powers. Note that the
subject must have the knowledge the thaumaturge seeks, or the power is useless.
 Level 5: REVEAL the HEART’S DREAM - This power of divination works on a much
more immediate means, the thaumaturge gaining an immediate insight into the
dreams and desires of a person just by observing them directly. The innermost
desire of the target becomes instantly apparent to the magus. With this
information, a magus is able to approach a person with offers that are next to
impossible to deny. It is hard to say no to the thing that you desire most. This
revelation of the soul occasionally reveals even more information about the target
— that of his greatest of fears. It is this aspect of revelation that some say is the
power the Followers of Set use to destroy the souls and virtue of their victims.
System: This power requires the expenditure of a point of Willpower (two, in the
case of Kindred subjects) in addition to the normal blood point to activate and the
subject must be within sight of the thaumaturge. First turn will reveal the
innermost desire of the target. 2nd turn and the oneiromancer gains an even
deeper understanding of the target’s soul and learns the victim’s innermost fear.
The subject’s reaction to being confronted with this is up to the player but
remember that it is their ultimate driving passion.

o PATH OF WARDING
 Level 1: BAR the COMMON PASSAGE - The vampire paints her ward on a door or
other portal. The affected doorway is imbued with sufficient magical fortification to
hold back the ferocious strength of a werewolf or the head of a battering ram. If
something breaks the ward, the vampire is alerted subconsciously.
System: If the total Strength applied to the portal equals double the warding
successes, the door opens (or is shattered) normally. If the warded portal opens,
the Cainite receives a mental alarm.
 Level 2: GLYPH of SCRYING - By focusing her will, the vampire can view the
immediate vicinity of a particular ward. Paranoid Tremere princes can monitor
their entire cities through these glyphs. Portable objects can be imbued with these
wards to function like remote senses. System: The number of successes rolled
indicates the number of days that the ward functions. The ward can be destroyed

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as usual, but always fades after the time limit expires. A clever Thaumaturgist hides
a glyph from sunlight but still makes it useful. The vampire can establish a
telepathic connection with any one of her wards instantly, but never with more
than one at a time. She can move about as normal while focusing on a ward, but all
difficulties increase by two. Once in contact with a particular ward, the Cainite can
see and hear everything in the surrounding area as if she were actually there.
When she focuses on a ward, the blood in the glyph gleams as if it were liquid
again.
 Level 3: RUNES of POWER - Many elders place these wards on ancient tomes of
magic. Unwary neonates or intruders receive a nasty surprise when they make
contact with these runes. System: The number of successes indicates the number
of aggravated wounds the victim suffers upon contact with the warded object
(though the subject may soak if she has Fortitude). The caster is the only person
who is immune to the effect. The rune remains potent until exposed to sunlight or
the object is destroyed.
 Level 4: GLYPH of ENLIGHTENMENT - The vampire who paints these glyphs can use
them as Glyphs of Scrying, above, and can communicate through them. Tremere
with this ability can even use it to attack distant opponents.
System: By focusing on the ward, the Cainite can see and hear everything around
it. She can also speak through the glyph. The vampire can choose to 'transmit'
another Thaumaturgical power through the glyph; as long as the power's
requirements can be met (physical contact with the target of the power is not
required, for example). Each such use of another power reduces the rune's
effectiveness by one day.
 Level 5: SECURE the SACRED DOMAIN - This potent ability can be used to seal off
an entire castle. One glyph, painted at the exact centre of a castle or tower,
secures all windows, portcullises, doors and other portals from all entry or exit. A
single Tremere can hold off an entire army for one night - in this way.
System: The vampire must paint the ward at the exact centre of the building.
Failure indicates a wasted effort. If the vampire succeeds, no doors, windows or
portals will open, though they can be destroyed. Likewise, existing breaches in
walls may not be passed, although new ones may be opened and entered, the
effects of this power last until the following dawn.

o SPIRIT MANIPULATION

 It is the art of forcing spirits into actions and situations that would normally be
anathema to them. Any botch not only inflicts normal loss of Willpower but also
turns the full force of the spirit's wrath against the offending vampire.

 Level 1: HERMETIC SIGHT - The vampire can perceive the spirit world, either by
gazing deeply into it or by seeing the presence of nearby spirits as a hazy overlay
on the material world. This power does not allow the thaumaturge to see into the
realm of the deal or fae. One success is necessary to perceive spirits, while two
allows him to view the spirit realm. This lasts for the duration of the scene or until
deactivated. With less than four successes, the thaumaturge operates at difficulty
to all actions performed due to the distraction of divided perceptions.
 Level 2: ASTRAL CANT - The languages of the Spirit World are infinitely varied and
mainly incomprehensible to mortal (or immortal) minds, Astral Cant does not teach
the thaumaturge the tongues of the spirits, but it does allow him to understand
them as they speak to him and to reply in their own languages--in effect, a
universal translator for the spirit world. Imprecise use of this power can be
disastrous, particularly with a powerful spirit. The use of this power is not always
necessary; many spirits speak human tongues but choose to feign ignorance when
dealing with vampires. Successes determine accuracy of translation. Pidgin spirit
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language simple words and phrases, Simple sentences are possible, fluent
conversation, complex issues, even the most obscure idiomatic expressions and
forms of humour come through.
 Level 3: VOICE of COMMAND - This is perhaps the most dangerous power in this
path, for the consequences if a Thaumaturge fails can be most unpleasant. This
allows a vampire to issue orders to a spirit, compelling it to heed her bidding
whether the spirit wants to or not. Botch-spirit is immune to character's
commands for rest of night. Failure-The spirit is unaffected, further attempts to
command it are more difficult. It may ignore, taunt, or even attack the character.
The number of successes determines the complexity of the command that the
Spirit will obey (e.g.: 1 success – The Spirit obeys a very simple command that is no
great inconvenience to it, the Spirit heeds a relatively straight forward command
that it is not innately opposed to doing; 2 successes - The spirit agrees to perform a
moderately complex task that does not violate its ethics. The spirit consents to an
extended or intricate task that does not place it in immediate danger; 5 successes -
The Spirit accepts a lengthy or nigh-impossible task, or one that may mean its
destruction). Spirits are aware they are being compelled by this power and may
well seek revenge at a later date. Thaumaturges who issue commands above and
beyond what their spirit is compelled to do may find themselves mocked or
ignored, or even worse, the Spirit will "agree" to follow orders without following
through.
 Level 4: ENTRAPE EPHEMERA - This allows a thaumaturge to bind a spirit to an
object. This can be done to imprison the target, but is more often used to create a
fetish, an artifact that allows a user to channel a portion of the spirit's power
through it to affect the physical world. Fetishes created by this power are often
recalcitrant and fail at inopportune times, as the spirits within are most displeased
with their situation and will take any opportunity to escape or thwart their captor.
 Level 5: DUALITY - The Thaumaturge can now fully interact with the spirit world.
While using this power, he exists on both planes of existence at once. He is able to
pick up objects in the physical world and place them in the spirit and vice versa.
Beings and landscape features in both worlds are real to him, and he can engage in
any manner of interaction. He can even use Thaumaturgy or other Disciplines in
either world. This is not without its dangers, however: One misstep and the
vampire can find himself trapped in the spirit realm with no way home. Several
incautious thaumaturges have been starved into torpor while trapped on the other
side. The number of successes determines length of time of the contact. One turn,
three turns, 10 turns, 10 minutes, remainder of scene. Character is susceptible to
attacks from both the physical world and spirit realm. He is considered to be in the
physical world for purposes of physics and common sense. Example, his feet rest
on the ground in the physical world, not the ground of the spirit, and he could thus
walk across a spiritual chasm if a physical parking lot overlaid it.

o PATH OF THE SPIRIT

 This Path of Thaumaturgy involves using spirits to do one's work; if one fails, the
cost is not only a point of Willpower but the “gain” of a pissed off spirit too.

 Level 1: EVIL EYE - Bad luck seems to follow those who have been cursed by the Evil
Eye. In fact, spirits follow them around them jinxing them. Only lasts a short time,
but this can be cast over and over again on same victim.
 Level 2: SPIRIT SIGHT - Similar to Aura Perception but for spirits instead of auras.
The vampire may see spirits in whatever form they have taken, and may even
communicate with them.
 Level 3: SPIRIT SLAVE - The vampire may demand a service of a spirit in her
presence, and if the spirit is capable of this task, it must perform it. The spirit is

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free to leave afterward. Recently dead can be forced to haunt a certain location
temporarily.
 Level 4: FETISH - The vampire can force a spirit to inhabit an object, where it will
become a permanent slave. She automatically loses one Humanity for doing this, if
the spirit was not willing.
 Level 5: JOURNEY - By spending a willpower point, the vampire may leave her
body, and roam the physical world as a spirit. In this form, she may be attacked as
a spirit (made a Spirit slave and trapped into a fetish, but not physically, and may
use mental disciplines.

o PATH OF SHADOW-CRAFTING

 Students of this path learn to manipulate shades, but not in the same fashion as
the Lasombra. While Shadow-crafting tugs at the absence of light, Magi who have
fought the Lasombra firsthand come away with the distinct impression that
Obtenebration manipulates something else -- a tangible darkness, a sort of abyssal
nothingness coaxed into the material world. This path does not function for
Kindred with the flaw Cast No Reflection.

 Level 1: LIGHTS OUT - The first rule of shade: darkness overcomes all light. A
neophyte thaumaturge can exert this property of darkness, lights may flicker and
dim or even snuff out completely, depending upon their strength and the
thaumaturge's will. The thaumaturge can focus darkness upon any one light source
within her range of sight. Only lights up to the strength of a torch, light bulb or
neon light can be affected, but complete success snuffs a light permanently (light
bulbs and neon signs burn out; candles go out, but could be re-lit later).

 1 success - Momentary flicker


 2 successes - Pronounced guttering for several seconds
 3 successes - Source produces only dim light or erratic light for two turns
 4 successes - Light source blacks out completely for two turns then
resumes
 5 successes - Totally extinguished
 Level 2: SHADOW TAUNT - A wholly unnerving power, Shadow Taunt allows the
thaumaturge to take command of a distant shadow. By sympathetically linking it to
his body, the thaumaturge can make the distant obey his own shadow's motion.
The number of successes determines how many turns the caster can control a
distant shadow. Only one shadow at a time may be influenced. The caster must be
able to see the shadow, and it must be a natural shadow, not one created with
Obtenebration.
 Level 3: CORUSCATING SHADOW - A commanding Tremere can peel the very shade
from surrounding surfaces and bend it into floating forms that whip about. These
airborne shadows conceal the caster and create a roiling sphere of confusion. The
unnatural display manifests as an ephemeral globe that encompasses the caster at
about arm's length, though it contracts and expands rapidly while the shadows flit
about its surface. Under the effects, the Tremere gains partial concealment due to
the rapidly strobing passage of shadowy shapes. The ball of shadows that
surrounds the caster has no physical substance.
 Level 4: NIGHT’S VEIL - Shadows seem to devour the landscape hungrily as night
falls. Where any shadow lays, the power of night remains--through that
sympathetic power the Tremere can invoke the strength of night in any place.
Mortals who have observed the bizarre power have left the experience ''touched'',
talking of shadows impossible in the current light. Typically, the caster stands
within a shadowed corner and invokes this power. In each successive turn, the
shadow slowly expands to cover greater ground. The shade counts as an area
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under the province of night: the Tremere can act normally without hindrance from
daytime and avoid the sun's rays. Should the cast step outside the shadow, though,
the effect ends immediately--quite possibly stranding the Tremere, dizzy and
disoriented, in burning sunlight.
 Level 5: ABYSSMAL PACT - Mastery of the Path of Shadow-crafting allows a
Tremere to imbue his shades with some semblance of substance. While smothered
in darkness, the Tremere lets loose something that seems hungry and malevolent.
Mastery of such shade creations also gives the Tremere a small chance to counter
Obtenebration, though such hope perhaps leads more to overconfidence than to
conquest. To summon this, both the Tremere and the target must be within the
same patch of darkness. The caster doesn't have to see the individual, but must
somehow sense the victim's presence, whether by hearing, touch or some other
apprehension. The darkness must be total or near-total. Costs five blood points
total. Once created, the shade-form assaults the victim and drains vitality. Tangible
shadow attacks envelop the victim in a smothering blanket of darkness that bites
like a school of barracuda. The hungry shadows suck out the very essence of living
vitality (Kindred can use their blood to restore such losses). Subsequent attacks are
cumulative, so its possible to wear a victim down over multiple turns, though that's
certainly expensive and time-consuming for all but the most proficient
thaumaturges. The abyssal shades conjured with this power can be used to fight
against Obtenebration, but they seem reluctant to do so. Instead of inflicting
damage upon an opponent, the caster can direct the shadow power so that every 2
successes removes 1 success from an Obtenebration effect. This can negate a
power entirely or reduce its efficiency. Of course, the Lasombra can simply
reactivate the appropriate Obtenebration powers, probably without nearly as
much effort, but the surprise alone can prove invaluable.

o PATH OF THE LEVINBOLT

 Level 1: SPARK - Novice thaumaturges can build up a tiny static charge, enough to
make a noticeable snap with a touch. Such a discharge poses little threat to healthy
targets, though the energy can ruin delicate electronics or stun an unlucky victim.
The thaumaturge simply touches a target after the requisite blood expenditure and
releases the spark. The electricity can snap from any part of the caster's body, so a
thaumaturge might give an unpleasant surprise to someone touching her. The
caster must use this power immediately after invoking the magic.
 Level 2: ILLUMINATE - Neonates sometimes derogatively refer to this effect as the
''40-watt Tremere,'' right up until they've felt its sting. The thaumaturge summons
enough electricity to cover her hand or arm in arcing bolts. This power can charge
a battery or briefly run a small device, or even leave a nasty burn on a touched
subject.
 Level 3: POWER ARRAY - Like a looming thundercloud, the thaumaturge holds the
waiting fury of lightning. Although the vampire cannot create or direct a charge
strongly or accurately enough to launch actual bolts of electricity, she can conduct
power through other substances or even absorb nearby energies. As with the
lesser levels of this path, the thaumaturge can discharge a shock of electricity. The
electricity can also be sent through any conductive substance touched; a metal
sword (with a similarly metal handle) could carry the electric touch--the bolts of
lightning would literally snap across the blade into the target touched.
The thaumaturge could also briefly power a large device or continue to power a
small device for the duration of the effect. A sorcerer could conceivably find
himself needing just a minute to look into an unpowered computer's files, to
override an electrical lock or to start a dead car battery. The thaumaturge can
choose to channel other electrical energies though herself, if desired, which lets
her draw power out of a car battery or power line without injury and without
counting against her own power generation. By touching both power source and

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subject, the thaumaturge can act as a near-perfect conductor without any harm to
herself.
 Level 4: ZEUS’ FURY - Accomplished thaumaturges can not only absorb/create
electrical power, but shape and redirect it. The vampire may arc lightning from her
body to nearby targets or hold a potent charge that raises hair on end and sparks
with suppressed energy.
 Level 5: EYE of the STORM - The thaumaturge becomes a shifting, sparking pillar of
electrical power. Her merest glance can prove dangerous, her touch explosively
fatal. The energy channelled in the Eye of the Storm can tear apart a mortal body
or spectacularly explode all but the most heavily shielded electrical components.
The sparking, glowing form of the thaumaturge becomes a veritable halo of
energy, and onlookers suffer from the excessively bright light and flashing
afterimages.

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