0% found this document useful (0 votes)
74 views10 pages

Necromancy Paths and Powers Guide

The document outlines the mechanics and powers associated with Necromancy, a series of Paths that allow characters to interact with the dead. It details various abilities such as Awaken, Seal of Abamixtra, and Daemonic Possession, each with specific costs, dice pools, and effects. The document emphasizes the limitations and requirements for using these powers, including the need for Willpower and the nature of the animated corpses or spirits involved.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
74 views10 pages

Necromancy Paths and Powers Guide

The document outlines the mechanics and powers associated with Necromancy, a series of Paths that allow characters to interact with the dead. It details various abilities such as Awaken, Seal of Abamixtra, and Daemonic Possession, each with specific costs, dice pools, and effects. The document emphasizes the limitations and requirements for using these powers, including the need for Willpower and the nature of the animated corpses or spirits involved.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

NECROMANCY

NECROMANCY
The animated corpses have Physical Attributes at half
Necromancy, like Thaumaturgy, is a series of Paths. the vampire’s Necromancy dots, rounded up. They have
When a character first learns Necromancy, he chooses a no Abilities.

•• Awaken
Awaken the
primary Path. The character can learn other Paths, but
secondary Paths can never exceed the primary Path’s
•• the
Homuncular Servant
rating.
The system to use standard Necromantical Path
powers:
Homuncular Servant
Cost: 1 Vitae With this power, a necromancer can take a small piece
Dice Pool: Wits + Occult + Necromancy – level of of a corpse and transform it into a grotesque sort of
power being attempted familiar. The homuncular servant is typically a severed
Action: Instant human hand, though some necromancers prefer to use
Roll Results: rolling eyeballs or hopping severed heads. Regardless
Dramatic Failure: The character loses a dot of of the form it takes, the homuncular servant is
Willpower as the magic takes a toll on her mind. preternaturally quick and possesses an animal cunning
Failure: The effect does not happen, and the Vitae
and mild intelligence. It can hide easily, and knows how
point is still spent.
to evade detection.
Success: The effect happens as described in the text.
Even if it has no sensory organs, a homunculus can
Exceptional Success: Extra successes are usually
see and hear anything that goes on around it. It is
their own reward.
capable of relating what it sees to its master in a crude,

The Path
The Path of
of Bone
wordless sort of telepathy. It is unfailingly obedient to
Bone its master, but it possesses no volition of its own. Some
necromancers prefer to animate small dead animals
instead of human appendages. These dead animals are
The Path of Bone explores those vestiges of life that referred to as feraculi. A feraculum moves in an
remain in a corpse after death. The ease with which a uncanny fashion similar to a homunculus and retains
corpse can regain a semblance of life fascinates those little of the traits it possessed as a living animal. For
necromancers who study cadavers and mortals example, a feraculum bird cannot fly, but it can scale
extensively. The fruits of their research have strong walls and hop like a homunculus.
practical applications as well, as shown below. System: A single success gains the necromancer a

•• Seal
Seal of
of Abamixtra
familiar with the statistics described below. The
Abamixtra homunculus cannot carry anything, but the
necromancer can attach small items to it, such as
By invoking the Seal of Abamixtra, a necromancer can jewelry.
raise a corpse or group of corpses to perform a simple The homunculus must remain within 100
task. The corpses remain animate until they complete yards/meters of its master or it will cease to move until
their task or they are destroyed. If attacked, the corpses the master comes within range again. The homunculus
will not defend themselves in any way and will remains active for one night per success on the initial
continue to work at their appointed task. Corpses roll. There is no limit to the number of times a
animated by the Seal will gradually decay, albeit at a particular homunculus can be re-animated; some of the
slower rate than a normal corpse. If the task has an more eccentric Giovani keep “pets” that have served
indefinite duration, they will continue to work at the them for years.
task until they rot away into a pile of bones. The homunculus can die in combat like any other
System: For every success, she may choose to creature, and is as vulnerable to bashing damage as any
animate one corpse. She may give them a single mortal. Use the homunculus statistics from p. 312 to
command. These animated corpses have no judgment or reflect this creature.
intelligence and will follow any instruction literally. COLOCAR FICHA DO HOMUNCULO AQUI!
They can follow straightforward commands. “Sweep
this room every day until the dust and cobwebs are
gone” or “Hold this door shut indefinitely” are suitable
commands; “Subdue any mortals who enter this room”
or “Construct a shed” are not.
••• Shambling
••• Shambling Hordes
If the body in question is the body of a vampire in the
Hordes moments before it is reduced to ash, the necromancer
must achieve five successes on the activation roll
With the use of this power, a necromancer can create a against the original owner of the body's Resolve +
group of walking dead minions to attack her enemies. Composure roll in order to proceed with possession.
System: For each success rolled, she may spend a The soul may use whatever physical abilities or
blood point and raise three corpses to fight for her. She Disciplines (such as Vigor) that the body possessed in
can immediately order the animated corpses to attack, life. The soul retains whatever mental abilities or
or she can give them standing orders (e.g. “Attack Disciplines (such as Majesty) that he possesses.

The Path
Path of
of the
anyone who enters this room!”). The corpses will retain
their integrity for centuries if need be; they are
The the
Cenotaph
supernaturally bound to carry out her commands, even
if their bodies would have normally crumbled into dust.
For one additional blood point per corpse, the Cenotaph
vampire may add a number of Physical Attributes equal
to her Necromancy dots to the monsters.
Using her own undead body as a conduit, a practitioner

•••• Baleful
•••• Baleful Exorcism
of the Path of the Cenotaph becomes instinctively
Exorcism attuned to the links that exist between the worlds of the
living and the dead.
With but a word and a forceful gesture, a necromancer
can exorcise a mortal’s soul from his own body,
effectively making him a ghost for the duration of the
power. His only tie to the mortal world is his comatose
•• AA Touch
Touch of
of Death
Death
The necromancer is attuned to the residual energy left
body, placing him at the mercy of the necromancer who
by a ghost’s passage or touch, allowing her to determine
exiled him.
if an object, person, or area had been touched or
System: The necromancer spends a point of
influenced by a ghost.
Willpower instead of the usual Vitae to activate
System: The necromancer pays the cost and makes
Necromancy and makes the roll against her target's roll
the roll, If successful, the necromancer may know
of Resolve + Composure. The number of successes she
whether a ghost has exerted power over the subject, or
wins over her target indicates the number of hours that
crossed nearby.
the soul is banished from the body. After this time, the
soul is free to return to the body, assuming that no other Successes Result
spirits have taken up residence in its absence. 1 Last turn; detect use of ghostly powers
This power cannot be used on Cainites or other 2 Last three turns; detect use of ghostly powers
supernatural creatures, save for ghouls.

••••• Daemonic
Last hour; detect ghost’s touch and use of
3
ghostly powers
••••• Daemonic
Possession
Last day; detect ghost’s touch and use of
4
ghostly powers
Possession 5
Last week; detect nearby passage of ghost,
ghost’s touch, and use of ghostly powers
Daemonic Possession allows a necromancer to channel
a soul into a freshly-dead body. This power can give a A botch provides a misleading answer. If the
physical body to a disembodied spirit such as a ghost or necromancer succeeds in detection on a possessed
a vampire using Psychic Projection.
object or person, she immediately becomes aware of the
System: The body in question must be a corpse that
ghost inside. The impression thus gained counts as an
is still warm and has not yet gone into rigor mortis.
image of the spirit for purposes of the Sepulchre Path.

•••• Reveal
Reveal the
the Catene
Alternatively, the body may be a vessel that has been
prepared either by Baleful Exorcism (above) or the
Ritual Prepare the Vessel. Catene
The necromancer cannot force a soul into a body, but
The necromancer recognizes the ashen mark left on
most ghosts hunger for a chance to walk the earth
objects by the dead, allowing her to distinguish between
again. Many necromancers will use Daemonic
ghostly playthings and fetters.
Possession as a bargaining tool with the restless dead.
System: The necromancer holds and examines an With one success, the Cainite may sense a vague
object for at least three turns. The player then spends a pull in a general direction.
blood point and makes the roll. If successful, the With three successes, the necromancer can sense
Cainite determines if the object holds significance to the direction and guess distance to within a quarter-mile
any ghost and, with three or more successes, the (or half a kilometer).
identity of at least one such ghost (which allows the With five successes, the necromancer immediately
Cainite to use the Sepulchre Path on that wraith). senses the location of the new ghost to within one foot
If the necromancer already knows any of the ghosts (or 30 cm).
involved, the nature of the tie is revealed alongside their Failure carries no penalty, but a botched attempt
identity. sends the necromancer in the wrong direction.
A botch means the necromancer can never use this To prevent overburdening a chronicle with ghost-
power on that item again. hunting, the Storyteller may rule that disturbances in

••• Tread
••• Tread Upon
Upon the
the Grave
the Underworld, intervening magic, or similar
Grave phenomena cloud this sensation.

The necromancer feels when she is close to the world of


the dead. A necromancer might use her natural
••••• Ephemeral
••••• Ephemeral Binding
Binding
perception, whilst another might scry, but both can By infusing an object, person, or place with her own
sense where the Underworld touches the living world. ashen energy, the necromancer can create an artificial
Ghosts are drawn to places where the veil is thin, fetter rather than have to rely on finding one by chance.
making these locations superbly suited to further System: The necromancer coats an object with her
necromantic purposes. vitae; if the subject is a person, then that individual
System: The player declares intent to sense the must ingest the vitae. The player marks off the blood
Shroud in an area, pays the cost and makes the roll. point, spends a Willpower point, and makes the roll.
Success reveals whether the location is highly attuned If successful, the item temporarily becomes a fetter
to the Shadowlands, about average, or far removed. to one wraith. If the Cainite already knows the name of
With three or more successes, the necromancer can the wraith or has a strong psychic impression, the object
determine whether the Shroud’s strength has been can become a fetter at any range, even to a ghost who
artificially altered in the area. normally does not come near the living world.
A failed use of the power has no adverse effect, Otherwise, the necromancer must be able to see or
though it may be attempted only once per scene. sense the ghost.
A botch stuns the necromancer into inaction for a full A fetter created in this fashion functions for all
turn and costs her a temporary Willpower point as she is necromantic and ghostly purposes as a normal fetter: it
overcome by overwhelming despair. can be detected with Necromantic powers, the

•••• Death
•••• Death Knell
necromancer gains a +5 bonus die to Necromancy
Knell against the wraith attuned to it, and the ghost similarly
finds exertion of its powers easier upon the object (so
The necromancer instinctively feels the short tug of the the vampire might turn a ghoul into a host for a wraith
Underworld when a newly deceased individual pulls familiar with possession). The ghost can sink into the
away from it and turns to a ghostly existence instead. fetter to heal itself, but if the fetter is destroyed, the
The necromancer can use the accompanying emotions wraith is banished to some inaccessible region of the
of obsession and despair to find the new ghost’s Underworld.
location, though she might need additional powers to Ephemeral Binding lasts for one night per success
actually see the wraith. scored. The expenditure of an additional Willpower
System: Whenever someone dies and becomes a point increases this duration to a week per success,
ghost within a half-mile (or kilometer) of the whereas spending a permanent dot of Willpower
necromancer, she automatically senses the demise extends the duration to a year and a day.
(though she may choose to ignore this “always-on” A botch causes failure and makes the ghost
power). immediately aware of what the necromancer was trying
This does not automatically pinpoint the location or to do.
identity of the new ghost, but the player may spend one
Willpower point and make the standard roll for the
necromancer to gain a sense of the distance and
direction to the new wraith.
The Path
The Path of
of the
the
System: The player spends the cost and makes the
roll. If the necromancer has a piece of the ghost’s ha

Sepulchre
Sepulchre
corpse, he gets a bonus of +3 die.
One success will summon a ghost.
If a summons is unsuccessful because the ghost does
ro
co
bo
not exist, the necromancer will have a feeling of pl
The Path of the Sepulchre involves perceiving, sudden, terrifying descent as they reach too far into the
communicating with, and commanding the spirits of the Great Beyond.
restless dead. The Path of the Sepulchre and The Path A botch will summon a ghost other than the one
of Ash are common paths for the Giovani, and they are specified, most likely a malevolent, Oblivion-
expected to know at least the fundamentals for worshipping Spectre that may impersonate the intended
communicating with ghosts. ghost and lead the necromancer astray.

•• Peering
Peering Across
Across the
Once summoned, a ghost may not move out of sight
the of the necromancer, though he may attack her or her

Shroud
allies.
Shroud The necromancer may dismiss the ghost by spending
a point of Willpower; otherwise, the ghost vanishes at
The dead walk among us unseen and unheard. To the end of the scene.
command them, a necromancer must be able to If summoned, the ghost is under no compulsion to
perceive them. Peering Across the Shroud allows a answer the vampire truthfully.

••• Compel
••• Compel Soul
vampire to see and hear the dead, but not touch them.
They appear hazy and indistinct to her eyes, and they
speak in soft whispers or echoing moans.
Soul
System: The player pays the cost and makes the roll. Using this power, a vampire can bend a ghost to her
Failure has no effect; a botch means that the will for a short time. This ability requires supreme
character is stricken blind for the scene. confidence, as a failure of resolve can lead to disastrous
Success means that the vampire can see ghosts for consequences for a necromancer.
the remainder of the scene, or up to two hours. There is System: The vampire must be in close proximity to
a catch, however. The eyes of a vampire who is using a ghost in order to command it. She may approach the
Peering Across the Shroud glow bright blue to a ghost’s ghost herself, but most necromancers consider this
vision, and like most people, ghosts don’t like to be gauche and will use Summon Soul if possible.
spied on. In order to gain power over the ghost, the

•••• Summon
Summon Soul
necromancer must hold an object handled by it in life as
Soul described in Summon Soul above. The vampire then
pays the cost and makes the roll, which the ghost
Summon Soul allows a necromancer to summon a ghost contests with its Resistance.
back from the Underworld in order to converse with If the vampire wins, the net successes gained
him. In order to do this, she must fulfill a few determine how much control the vampire has over the
requirements. ghost (see below). Instead of issuing a command to a
First, she must either know the ghost’s name or have ghost, the vampire may ask it a question: if she does so,
a strong mental image of its appearance, such as one the ghost must answer honestly and to the best of his
obtained through Peering Across the Shroud or other knowledge. A compelled ghost may not attack a
supernatural means. An image of the ghost’s appearance vampire or indirectly endanger her, though he is under
in life will not work. no compulsion to aid the vampire unless specifically
Secondly, an object or person that the ghost had close requested to do so. If the vampire attacks the ghost
contact with in life must be present. Using a piece of directly, the compulsion will end immediately.
the ghost’s corpse works very well. If the ghost wins, the vampire loses a number of
Finally, the deceased must actually be a ghost. Not Willpower points equal to his net successes, and the
everyone becomes a ghost upon their death. Indeed, the vampire is unable to use any necromantic powers
vast majority of people do not, instead going on to their against that particular ghost for the rest of the night.
final reward or punishment. Even if they do, many
ghosts suffer spiritual destruction or dissolution at the
hands of Oblivion.
Cainites almost never become ghosts upon Final
Death.
Roll Results The target ghost must be present in the
1 success: The vampire may command the ghost to necromancer’s location – she may use Summon Soul
attend to a simple task that will not place the ghost in for this purpose.
danger. The ghost is compelled to attend to the task She must also know the ghost’s name. The player
immediately, but he may delay this by spending one makes the roll with a -3 die if she wishes to trap the
point of Willpower per scene of delay. This task may ghost in an object, but a +3 die she possesses a piece of
take no longer than eight hours to complete. the ghost’s corpse.
2 successes: As above, but the vampire may give the Each success binds the ghost for one night.
ghost two commands instead of one. Alternatively, he The vampire may simply ignore her successes and
can ask the ghost to perform one potentially dangerous bind the ghost for one week if she spends a point of
task, so long as danger is not absolutely certain. The Willpower.
ghost may delay fulfilling his task by spending If she spends a point of permanent Willpower, she
Willpower as above. may bind the ghost for a year and a day.
3 successes: The vampire may issue three A ghost may attempt to leave the area by making an
commands as above, or she may ask the ghost to extended Resistance roll (six cumulative successes
perform and difficult or dangerous mission. The required). This is no easy task for the ghost, who takes
vampire may instead choose to ask the ghost to perform one level of aggravated damage per roll attempted.
a simple extended task with a duration of one month. If the ghost is reduced to zero health, he is hurled
The ghost may resist the compulsion for one scene by back screaming to the darkest depths of the Underworld
spending a point of Willpower. to face horrible spiritual agony. The ordeal will last at
4 successes: The vampire has three options: she may least one month (if he survives it), during which time he
prescribe two dangerous or difficult tasks (as per two cannot be summoned or otherwise contacted again.

••••• Torment
•••••
successes above), she may order the ghost to perform a
single assignment that is complex and/or extremely
dangerous, or she may also enslave a ghost for the
Torment
purposes of performing an infinite number of simple, With use of Torment, a necromancer may strike from a
non-dangerous tasks for up to up to one month. If she distance at a ghost’s incorporeal body as if he himself
chooses the final option, she may spend a point of were a ghost. He remains in the land of the living,
permanent Willpower to enslave the ghost for a year however, and a ghost cannot strike him in return.
and a day. The ghost may delay individual orders by System: The player pays the cost and makes rolls.
spending Willpower, but he cannot delay enslavement. Each success inflicts a level of lethal damage.
5 successes: The vampire may issue multiple orders
that have a sum complexity or danger (as outlined The Path
The Path of
of the
the
above) of five successes (five simple and safe tasks, one
dangerous task and three simple ones, two dangerous
tasks and one simple one, or one complex and/or
Corpse in
Corpse in the
the Monster
Monster
extremely dangerous task and one simple one). As an
alternative, the vampire may ask the ghost to perform The corpse is the sacred gateway between the living
virtually any task it is capable of performing as long as and the dead. Through careful study and ritual, the
it can be accomplished within a single month, Cappadocians have learned ways to apply some of the
regardless of how dangerous or morally repugnant it is. aspects of a corpse to a vampire or mortal.
The ghost cannot resist these commands by spending
Willpower; he must obey immediately. •• Mortuus
Mortuus in
in Vultus
Vultus
•••• Haunting
•••• Haunting A Cainite can make herself (or another vampire) appear
as if she was a long-dead corpse. She can use this
A necromancer uses the power of her blood to bind a ability to hide in plain sight in a catacomb or crypts, or
ghost into an object or location. The ghost is trapped by inflict it on an unwilling victim as a sort of curse.
the necromancer’s will; if he attempts to leave, he risks System: The player pays the cost and makes the roll
his own destruction. to give her character the visage of a mummified corpse.
System: The player spends a blood point while the She loses two points of Dexterity and has -1 in social
vampire draws a small circle on the ground (either in interactions (minimum of 1 in Dexterity) for the
the location or around the object) with the blood. duration of the power.
The player also gains a bonus of two extra dice to her System: The player targets another vampire within
Intimidation pool. her character’s line of sight that is no further than 20 to
If she remains perfectly still (no roll required, as yards/meters away. She spends one Willpower and tu
Cainites have no autonomic functions to suppress), an makes the roll. If she is successful, the target is afflicted m
observer must score five successes on a Intelligence + with all of the unpleasant sensations of mortal life th
Medicine roll in order to distinguish her from an without gaining any of the benefits thereof (e.g. sa
ordinary corpse. walking in sunlight). B
To inflict Mortuus in Vultus on another vampire, the All actions the victim takes are at a -5 die. The victim
necromancer must touch the target (requiring a can ignore these penalties by spending one point of
reflexive Str or Dex + Brawl roll halving the target's Willpower per scene.
defense), and then pay the cost and make the roll. Furthermore, the victim cannot use blood to raise his
Mortuus in Vultus lasts until the next sunset or until Physical Attributes and Willpower cannot eliminate this
the necromancer releases the spell. penalty.

•••• Algor Mortis


However, he can still use Vigor, Celerity, and
Algor Mortis Resilience while under the effects of Intimations of
Mortality. The curse remains in effect until the next
With the use of Algor Mortis, a vampire is able to sunrise.

•••• Benedictio
•••• Benedictio Mortem
transform herself into a cool, melancholy creature,
unmoved by mortal pain or emotional manipulation.
Her body transforms in a literal sense; her flesh
Mortem
becomes colder and her breath freezes in the air when With this power, a necromancer fully assumes the
she speaks. aspect of a corpse and is able to slough off the
System: As a reflexive Action, pay a Willpower weaknesses of his vampiric condition. A corpse, after
point, and make the roll. If successful, the player may all, is not particularly affected by the rays of the sun,
ignore all wound penalties for the scene. nor is it especially flammable.
She gains an additional die to any pools that involve System: The player spends one point of Willpower
resisting emotional manipulation such as Intimidation and makes the roll. For every success rolled, she gets
or Empathy (even supernatural like Majesty) for each the benefit of Benedictio Mortem for one turn.
dot of the Corpse in the Monster. While Benedictio Mortem is active, a vampire
However, her remoteness also makes it difficult for needn’t make Rötschreck or frenzy checks. A stake
her to manipulate others, and she increases the through the heart is no more dangerous to her than any
difficulty of all attempts to manipulate others by a -3 other stab wound. Fire deals lethal rather than
die penalty. aggravated damage. Holy artifacts do not faze her.
Algor Mortis does not ward against frenzy. Though Sunlight does not affect a vampire under the cloak of
the necromancer may appear apathetic and cool on the Benedictio Mortem unless her bare skin is exposed on a
surface, the Beast still lurks in the dark recesses of her clear day, and in that case, she only takes bashing
heart. damage. Once the protection Benedictio Mortem

••• Intimations
••• Intimations of
of
expires, however, the vampire immediately becomes
vulnerable to the aforementioned dangers.

Mortality
Mortality ••••• Benedictio
••••• Benedictio Vitae
Vitae
Intimations of Mortality inflicts the more unpleasant With Benedictio Vitae, a Cainite is able to enjoy many
and irritating aspects of mortality upon a vampire. of the best aspects of mortal life without forsaking the
These experiences are culled directly from the power of her vampiric nature. The voice of the Beast
Discipline user’s memory and include such experiences speaks only in a whisper, and she may enjoy the
as mortal hunger and thirst, the need to eliminate waste, pleasures of mortal food and drink. She may enjoy the
poor sensory acuity, and vulnerability to physical embrace of a lover and feel the warmth of the sun on
trauma that even a neonate vampire could shrug off. her skin as a living woman would.
Cappadocians who use this discipline enjoy a
temporarily reprieve from their clan’s weakness, and
appear as they did before the Embrace.
With this power in effect, the necromancer can travel in
daylight with little fear, and she takes no damage from
sunlight if she is in the shade or suitably covered (as in
•••• Centering
Centering
By invoking this power, the thaumaturge causes a
a hooded cloak). sudden, intense calmness in the subject by whispering
She is not compelled to slumber during the day, but
soothing words to her. While under this serenity, the
she is still vulnerable to being staked in the heart and is target is able to better focus on tasks at hand, ignoring
still repelled by holy artifacts.
distractions and annoyances, including grave bodily
Though the voice of the Beast is not as insistent as it
harm. Magi in fear of frenzy often use this power on
usually is, Benedictio Vitae does not silence it utterly.
themselves to achieve a state of tranquility, as emotions
The necromancer can still succumb to the effects of
are stifled.
frenzy and Rötschreck, though the difficulty of both System: This power is usable on any subject within
checks is halved (rounded up). Benedictio Vitae lasts
10 meters of the thaumaturge and lasts for one turn per
until the next midnight after its casting. success on the activation roll. During this period the
The Beast deeply resents being caged, however, and
target is unaffected by any effect that reduces his dice
exacts its vengeance upon its jailer when it is freed.
pools. This includes wound penalties, situational
After the Benedictio Vitae expires, the difficulty of all
modifiers and Disciplines. Modifications due to
rolls to resist frenzy and Rötschreck for the next six
defenses still apply during this time, however. In
nights increases by three.
addition, due to the unnatural serenity that this power

The Grave’s
The Grave’s Decay
bestows, the target receives two additional dice in all
Decay attempts to avoid or break frenzy. Lupines may even be
calmed from their Death Rage if five or more successes
are scored on the activation roll.

••• One-Tracked
••• One-Tracked Mind
The dark hand of fate is a real force in the Dark
Medieval world. The Path of the Grave’s Decay allows
the necromancer to harness the dark powers of decay, Mind
ruin, and entropy that await all creatures, living and By extending his powers to other individuals, the
unliving. thaumaturge is able to fixate the subject on one action.

•• Ashes
Ashes to
to Ashes
Ashes
This single-mindedness of the target is such that they
ignore everything else that occurs around them. Guards
are easily distracted with this power, as their attention
While some Cainites slaughter indiscriminately and fear becomes fixated elsewhere, and research becomes a
no consequences for their actions, other Cainites feel dedicated, focused task.
the need to be a bit more discreet.
The Dark Medieval is a violent place, and even some
of the most devout adherents of the Road of Heaven
might have the need to dispose of a body quickly. Use
of this power turns a human corpse into a pile of
unremarkable ash roughly one-fifth the weight of the
original body.
System: The player spends one blood point as the
vampire drips her vitae onto the corpse and makes the
roll. The corpse disintegrates in a number of turns equal
to five minus the number of successes rolled.
These ashes are utterly unrecognizable via mundane
means, though use of supernatural powers might be
able to uncover the identity of the former corpse. On a
botch, the corpse putrefies, but loses none of its
integrity. The vampire may not use Ashes to Ashes on
that corpse again.
System: This power may affect anyone within 20 System: To use this power, the thaumaturge must
meters of the thaumaturge. Successful invocation makes spend an extra point of vitae and 1 point of Willpower.
the target focused on a task (usually a skill) decided by For a period according to the amount of successes, the
the caster. For example, the caster might choose that his thaumaturge has three dice bonus in all actions, as well
Brujah friend will be focused on attacking with his as in his defense. The Kindred is immune to frenzy
weapon, while doing this the Brujah will have 9 again from all sources, even by supernatural means. Finally,
on his rolls with the weapon (or 8 again if he already any means to control or influence the thaumaturge
had 9 again), but in taking any action other than suffers with a 4 dice penalty, including the powers of
attacking with his weapon, the brujah will have a -2 Presence and Dominate.
dice penalty, as well as having a -2 to his defense. Also, whenever the Thaumaturge uses vitae to boost
This power may be used offensively, like making the physical rolls, the bonus is now +3 dice instead of +2
Brujah focused on Science tasks, thus giving him dice and the vampire is also able to boost Mental and
penalties in all his attacks and defenses in a fight. Social rolls in the same way he does with physical rolls.
The duration of One-Tracked Mind is one scene if
used outside of combat, otherwise it is reduced to one 1 success: Lasts for 1 turn
turn per success on the activation roll. 2 successes: Lasts for 2 turns

•••• Dual
•••• Dual Thought
3 successes: lasts for 3 turns

Thought 4 successes: lasts for the scene


5 successes: lasts for 1 hour (or the scene if it's a
With the rigors of concentration required to learn complex one)
Thaumaturgy, many Tremere are able to take quick and
complete control of a situation. With this power, the Thaumaturgical
Thaumaturgical
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
Countermagic
Countermagic
objective, Dual Thought expands the thaumaturge’s
concentration to the point that focus upon two goals is Very little information is given about Thaumaturgical
possible. One person can't be affected by one-tracked Countermagic beyond its mechanical effects, but the
mind and Dual Thought at the same time. fact that it does not rely on knowledge of Thaumaturgy,
System: This power requires the caster to spend one and has reduced effectiveness against other magics,
extra Vitae point and a Willpower point. may suggest a link to the Paradox that plagues mortal
Successful use of Dual Thought allows the caster to mages.
take an extra action during his turn with some dice While vampires do not subscribe to the Consensus
penalties (-5 for 1 success, -4 for 2 successes and no reality of Mage: The Awakening, it is possible
penalty for 5 or more successes). This is restricted to Thaumaturgical Countermagic is a mystical refutation
mental actions, be it the use of Disciplines such as the of the unnatural uses to which blood magic stretches the
use of Auspex or Thaumaturgy, or the contemplation of power of vitae. If so, it probably works particularly well
some problem, but these mental actions cannot be against Thaumaturgy because it is an unnatural fusion
considered attacks (like Path of Blood 4 or Dominate 1) of Hermetic wizardry and Kindred power, while other

••••• Perfect
••••• Perfect Clarity
blood sorcery generally grew out of magical traditions
Clarity which always involved blood or death, making them
less "unnatural".
Perfect Clarity brings about a Zen-like moment of System: Thaumaturgical Countermagic is treated as
unimpeded insight for the thaumaturge. Pure focus is a separate Discipline, although it uses the usual rules
achieved, thought and action become one, and complete for Thaumaturgy (including experience costs and the
serenity of mind descends upon the Kindred magus. fact that it is limited to only five levels). It cannot be
This lucidity protects the thaumaturge from influences taken as a character’s primary path, and a rating in it
both internal and external; even the Beast within is does not allow the character to perform rituals.
unable to rage forth. Some practitioners have likened The use of Thaumaturgical Countermagic is treated
use of this power with the state of Golconda as a reflexive action in combat. To oppose a
(theoretically, of course), but the upper Tremere Thaumaturgy power or ritual, a character must have a
hierarchy denies this rumor as much as they deride the Thaumaturgical Countermagic rating equal to or greater
existence Golconda itself. than the rating of that power or ritual.
The player spends a blood point and rolls the number of NOTE: This power cannot be used to increase the
dice indicated by the character’s Thaumaturgical structure of a living creature. A thaumaturge may use
Countermagic (on the same level of the power you want Fortify the Solid Form in conjunction with the Level
to cancel). Each success cancels one of the opposing Two power Crystallize the Liquid Form to make a very
thaumaturge’s successes, if you bring it to 0, you erase solid piece of ice, molten metal, etc.

•• Crystallize
Crystallize the
the Liquid
their magic.
You can use your reflexive action to try and cancel a
•• Liquid
Form
magic someone is currently casting or you can use it to
dispel a magical effect, be it a buff, nerf, a ritual,
anything that you are aware of. (you don't need to know
Form
the exact specific of the spell, you only need to have an Tremere designed this power to prevent other Kindred
ideal that it exists). But you can only try to dispel the from taking vitae. This can also be used to solidify
same effect once per night. water and molten metal. Liquids within living bodies
Thaumaturgical Countermagic is only at full may not be altered, though blood exiting the body may
effectiveness when used against Thaumaturgy. It works be solidified. Kindred may not consume solidified
with halved dice pools against Necromancy and other blood.
mystical Disciplines, and is completely ineffective System: As a Reflexive Action, the thaumaturge can
against non-vampiric magics and powers. perform a casting roll and for each success it scores he
Thaumaturgical Countermagic can be learned by may transform one blood point (or about 1L of a liquid)
characters who are unable to learn Thaumaturgy or into solid form for a scene. This substance will not
other blood sorceries. Any non- Tremere character with change in temperature; solidified molten steel still
a rating in this power automatically gains the Flaw Clan burns and melts other material. The liquid must be
Enmity (Tremere), receiving no freebie points for it. within the thaumaturge’s line of sight up to 30 meters.

PATH OF
PATH OF ••• Liquefy
••• Liquefy the
the Solid
Solid
TRANSMUTATION
TRANSMUTATION Form
Form
•• Fortify the Solid
Fortify the Solid Form
Form A thaumaturge may “melt” solid objects and leave them
in a liquidlike state. By employing this power, attackers
By fortifying a solid object, a magus increases the could find their weapons in small pools at their feet.
strength and integrity of an item. A thaumaturge Stakes rot away at a rapid pace, and blades corrode into
mystically transmutes a feather to become a crude blunt soft, bizarre puddles. Some wily Tremere might even
object, pencils become makeshift stakes, normal clothes transmute bullets before they impact an intended target.
become battle-clad armor, and a car becomes as tough System: As an Instant Action, the thaumaturge may
as a tank. transform an object within his line of sight.
System: This power increases the offensive or Adding a Willpower to the cost on the activation roll,
defensive capabilities of an object. The Thaumaturge the thaumaturge may hasten the change, performing it
defines if he’s reinforcing the item for defense or as a Reflexive Action. A transformed object remains in
offence and after a successful Thaumaturgy casting roll, a liquid state for one scene, after which it resumes its
original shape. The size of the object that may be
he can add to the object:
changed depends upon the successes acquired in the
1 damage rating per 3 successes activation roll:
1 Health Level per 2 successes
1 Durability or Structure per success One success – A Lighter
Two successes – A telephone or a weapon or armor
An object may only be improved to a maximum of piece up to 2 damage/armor rating
Natural Blood Potency damage/ health /durability Three successes – A computer or a
/structure rating, no matter how many successes the weapon/armor/shield up to damage/armor/defense
thaumaturge gets. rating of 4
If the Tremere uses this power to fortify a shirt or Four successes – An automobile
armor he is wearing, next time he takes damage, he Five successes – A railroad car
takes from the item's imbued Health level first, and
when this health gets to 0, the magic vanishes and the As many as many Tremere have tried, Liquefy the
item would appear to never have taken damage. Solid Form does not work on anything sentient, be it
These effects last for a scene. alive or unliving.
•••• Shape
•••• Shape the
the Entirety
Entirety of
of •••••
••••• Sublimation
Sublimation
Forms
Forms After attaining this level of mastery, a thaumaturge
finds herself no longer hindered by common barriers
Attaining this level of power, the thaumaturge is able to such as walls and rock formations. With but a thought,
transmute the shape of any matter, and make the matter solid objects shift to a vaporous state and may be
sustain itself on that shape for a period of time. traversed with little difficulty. The Warlock passes
System: As an Instant Action, with an extra blood beyond walls, as they are insubstantial and will not
point on the activation roll, the Warlock can touch the obstruct his movement. Targets fall through a gaseous
matter it wants to shape and have it take any form. If floor, and vaporous parachutes are useless in slowing
the warlock touches a stone floor, for example, he can the travel speed of a skydiver. A true master may even
have the alteration in shape occurs in up to 50 meters of be able to evaporate parts of unliving creatures, like
his person. the amount of matter depends on how vampires, due to the inert tissues and matter in their
successful the activation roll was, but the thaumaturge bodies.
can cast it first and then decide what he is doing with System: A Thaumaturge may make vaporous any
his successes. nonliving body within 5 meters per success, of him. For
every success he scores on his casting roll, a larger
1 success – 1 cubic meter of matter
amount of material transmutes in this manner. It takes a
2 successes – 5 cubic meters of matter
single success to transmute a laptop computer into
3 successes – 10 cubic meters of matter
vapor, while it takes five successes to transmute a city
4 successes – 20 cubic meters of matter
bus. A transmuted object loses its shape and becomes
5 successes – 50 cubic meters of matter
transparent.
6 successes or more - talk with the GM, maybe you
This effect lasts for twice the caster Blood Potence in
will part the Red Sea turns and the Warlock may spend 1 Willpower during
The change of shape lasts for turns equal to twice the casting to make it last for the scene. When the duration
thaumaturge Blood Potence and he can spend 1 ends, the object in question reforms as if nothing had
Willpower during casting to make it last for the scene. ever happened. Needless to say, this is an outrageous
The matter will respect it's new shape while it lasts. breach of the Masquerade if any inappropriate eyes
observe the object vanishing or reacquiring its form.
Should a victim occupy the same space as the object
after this power expires, he suffers a number of
unsoakable health levels of lethal damage the Fate
determines appropriate to the circumstance. For
example, a rock reforming within a body might inflict a
single level of damage, where a person trapped within a
tree trunk should suffer at least five levels of damage.
Objects that reform partially within another object will
remain this way until physically removed, or invoked to
be vaporous again.
In modern days, Warlocks have evolved this power
for direct warfare, targeting parts of their vampire
opponents directly. This can be done by spending 1
Willpower in addition to the normal casting cost and the
roll is reduced by the target’s Blood Potence (or
equivalent Supernatural Resistance). The number of
successes is dealt as unsoakable Lethal damage (even to
Kindred), due to pieces and parts of the target’s body
being evaporated.

You might also like