By J.D. Carriker, Jr. (oakthorne@hotmail.com)
Thaumaturgy is also one of the most versatile, with Paths and Rituals of widely varying capabilities. With any other Discipline, one at least has a faint idea of what to expect -- not so Thaumaturgy. Attacks could range from fire to weather to mental entrancement. Defenses are innumerable; a seemingly undefended Thaumaturgist might have a bevy of magical protections that render her immune to nearly anything and everything, just waiting to be activated.
Though they are among the best known Thaumaturgists, the Tremere do not wield a monopoly on the Discipline (much as they might wish and try to convince others otherwise). Thaumaturgy has been practiced since Caine's time. The existence of such powerful magic-wielders as Louhi and Baba Yaga only further proves the long time presence of Thaumaturgy among the Kindred.
When a character first learns Thaumaturgy, he gains one Path. This Path is his Primary Path, always equal to his rating in Thaumaturgy; he need never pay to increase the Path, for it rises as his knowledge of Thaumaturgy does. The Tremere universally utilize the Path of Vitae as their Primary Path, though a rare few (usually those part of the Tremere Secret Societies) have others. Different clans utilize different Primary Paths, while some even allow the Thaumaturge to choose his own Primary Path. This does lead to some problems, because to increase his Thaumaturgy rating, the character must find a tutor with not only a higher rating in Thaumaturgy, but his Primary Path, too (as the two go hand-in-hand). If learning from tome, the character must have two tomes -- one to increase his Thaumaturgy and another to increase his Primary Path rating. This particular difficulty is undoubtedly the reason Clan Tremere chose one Path as the Clan Primary.
This is how it is solved in my game. For Paths, I allow the character to have one extra path per additional point in thaumaturgy, at a rating equal to the characters Thaumaturgy: 1 for the first extra Path, 2 for the second, etc. Thus Aliana of Clan Tremere boasts a 4 in Thaumaturgy. Her Primary Path (Path of Vitae) is also a 4. Then, she has three other Paths, at ratings of 3, 2 and 1, as she wished to rate them. The Storyteller always has the final word in what Paths are available to a character.
For rituals, I simply allow two Rituals/Thaumaturgy level. They are allowed to choose one/level and the Storyteller chooses the other. For the Level One ritual I always choose Rite of Introduction for Tremere. For subsequent levels, I usually take a look at the Rituals of the character's Mentor (if she has one) or Sire, usually keeping in mind what the tutor might think is most important. For example, what does the tutor consider the character's primary duties to be? Chantry guardian? Stock up on Wards and the like. Chantry defender? Attack and detection spells (such as Scent of the Garou's Passing from ClanBook: Tremere). Spy? Eavesdropping and espionage spells, plus spells of hiding, concealment and escape.
Of course, these are house rules. Use and abuse them as you see fit. One thing more about Thaumaturgy during Character Creation: Freebie Point costs:
Path | 4 points/dot |
Rituals | 1 point/level of the Ritual |
Of course, no Paths may be rated higher than the Primary Path and no Rituals may be bought of a higher level than the character's rating in Thaumaturgy.
Researchers are exactly that: those who seek answers to questions as well as new discoveries in magic. Researchers search for a cure for the Curse of the Tremere, working closely with the scientists of the Vizier.
The magical assassins are greatly feared by the few who know of them. They often command incredible sums of vitae for their missions and are the ones most often sent after Tremere and other Thaumaturgists. The magical assassins command a secret Path called the Path of Sharastani.
System: One Blood Point is spent and the standard Jumping roll is made (see Vampire:the Masquerade p. 213). Each success in a vertical jump is five feet, while a horizontal success is worth ten.
System: One Blood Point is spent. The Assamite then gains one extra action/dot in this Path rating for purposes of running only!
System: One Blood Point is spent. The character may then scale sheer, completely smooth surfaces. His hands and feet (which must be bare) adhere to the surface. He is even able to cling upside down to ceilings and the like.
System: The Assamite must concentrate, spending a Willpower Point to walk upon the water. Once there, however, he is held aloft by surface tension. He may cancel the effect at anytime. If he suffers a wound, the power ends abruptly, plunging the Assamite into the liquid. Harmful liquids (such as acid or lava) will still inflict damage to the Assamite's feet, though far less than that taken by trying to wade or swim through it!
System: One Willpower point to activate. The Assamite rises 20 feet/turn, but only straight up. Clever Assamites use this ability to rise into the clouds, then traverse the skies with the previous power, walking upon the clouds.
Craft Rowan Ring (Level II): Originated among the Assamites, Craft Rowan Ring has since found its way among both Sabbat and Camarilla, as well as the Followers of Set. The only component for this ritual is neither expensive nor rare, merely time consuming. A rowan sapling must be fed a point of Kindred vitae during the three days of the New Moon, for thirteen months. At the end of this time, the tree may be harvested, yielding one ring per year it was fed. The actual crafting and enchanting of the ring takes two nights. Alamut is rumored to boast a grove of vitae-fed rowans, centuries old, fed by the researchers of the Amr. The Rowan Ring is described in the Storytellers Guide to Vampire.
Wall of the Scirocco (Level III): This ritual, known as Shield of Zephyr's Might outside of Clan Assamite, is an old, but seldom used spell, often found in old books and scrolls. This ritual creates a shield of buffeting winds that protects the caster from thrown, projectile or firearm weapons. When casting the ritual, the Thaumaturge must burn the tail feathers of an eagle and mix them with specially prepared incense. The incense is lit in a brazier and the caster gradually drops a total of three Blood Points into the flame (which the caster must still overcome Rotschreck to face, dif 5). He then rolls Manipulation + Dodge (difficulty 6) at the end of the two hour ritual. These successes act as automatic successes that he may allocate to himself for dodge purposes in the next week. Those who know the Path of Weather Control may add the rating of that Path to the successes gained.
For example, Farid casts this spell upon himself, gaining 6 successes. Two days later, he is attacked by a ravenous Brujah wielding a pair of hand-held crossbows. Farid uses two of these successes to supplement his first dodge. Since the Celerity-using Brujah fires again, Farid allocates the remainder of his "dodge" successes, not wanting to waste his own Celerity-driven actions. Imagine the Brujah's surprise when a sudden gust of wind throws both his quarrels quite far from their intended target.
Pleasures of Heaven (Level IV): This ritual is unique to Clan Assamite. Indeed, it is only known to certain silsila (elders) and is used as a reward. The spectacular completion of a difficult mission, the defense of clan secrets, the destruction of a powerful Tremere, great new discoveries or any increase in Clan Prestige will often be rewarded with the casting of this ritual on the Favored One. The Favored One inhales a great quantity of hashish while the silsila chants the Prayer to Paradise, causing the Favored One to enter a seven-day Torpor. during this time, the Favored One experiences lucid, realistic dreams of himself in a lush, comfortable garden, with a never-ending feast of the finest foods and drinks before him, that he may savor as though he were mortal. He can feel the joy of a warm sun upon his brow again without fear and a harim of women or selama of men (depending upon the Favored One) are available for the Favored One's every pleasure, which he may experience once more. It is truly Paradise.
During this time, the character ceases to use Blood Points, kept in the magical stasis of the ritual. The Favored One is totally healed of wounds and derangements, regaining all Willpower spent. In addition, the Favored One may increase her Willpower or Path of Blood (the Path of Enlightenment) rating at half cost. It is rumored that there are certain silsila (and even one of the du'at) who are addicted to the pleasures of this ritual and are often in ecstatic Torpor. There is also a rumor of the existence of a ritual with the reverse effect -- the Cursed One is plunged into the foulest and cruellest of Hells in punishment for failing the clan.
Iconoclasts have occasionally demonstrated powers of Thaumaturgy. They have found it to be a devastating weapon for the Anarch Movement (having been on the receiving end of it often enough, thanks to the Tremere of the Camarilla). Some rituals used by such Iconoclasts can be found in the Anarch Cook Book (pp 60-61, and p 78).
Additionally, some Ancilla Brujah, from the age when the Church was The Establishment, turned to Satanism in their rebellion. Some of these wayward ones actually discovered (or were ensnared by) true Infernalism and now walk the Path of Evil Revelations, studying the secrets of Dark Thaumaturgy. The trouble is, these few Brujah are in the minority, though many immediately take any Brujah Thaumaturgist to be one of the Fallen. As a result, many Brujah hide their knowledge of Thaumaturgy. It is exactly this type of paranoia that the Lasombra took advantage of -- also the reason why the ancient name of Brujah has become known as the Spanish word for "witch".
Fire of Just Retribution (Level III): This ritual creates a violet-black flame in the palm of the Thaumaturgist who has at least a rating of two in the Lure of the Flames. Taking 30 minutes to perform, the Thaumaturgist creates a dark fire that is used as a lie detector, of sorts. The flame does not burn nor does it cause Rotschreck. It retains these properties until one who is holding their hand in the middle of the flame speaks a lie. Those who do so immediately receive a fierce Aggravated wound (Fortitude only to soak, dif 8) and must immediately check to avoid Rotschreck (dif 7). This was used by the sorcerers of Carthage to ensure that the dealings around them were kept honest.
Formulate Elixir of Distillation (Level V): An alchemical ritual, this creation process utilizes powdered star sapphire, deadly nightshade and the azure subterranean mushrooms that are called skycaps (found deep beneath tundra-temperate regions). The crafter must have a rating of 5 in Alchemy and access to an alchemical lab (which may be maintained by those with Resources 4+). The creation process takes one month, creating one dose/success on an Intelligence + Alchemy roll (dif 9). The effects of this Elixir are described in the Storyteller's Handbook to Vampire.
The second group of Setite magicians are the bokor of the Carribean, officiating and feeding from bloody voudoun ceremonies. These bokor ("evil" practitioners of voudoun) are oft in conflict with houngans of the Dreamspeakers, Euthanatos and Serpents of the Light. The bokor are in contact with the Spirit World, using those Unseen Powers to their own advantage.
System: Roll Manipulation + Empathy (dif target's Courage +3). One success indicates a slight twinge of fear, while five successes indicates full out panic, with the target using any means necessary to escape the magus' presence.
System: This functions much like the fourth level Presence power to Summon, except that the target may resist with a Willpower roll (diff of magus' Manipulation +3), cancelling his successes in the Summoning roll.
System: Works as the second level of Dominate, except that they need not have eye contact and the target doesn't necessarily need to hear the magus' words.
System: The magus rolls Perception + Intimidation (diff of target's Stamina + 3). Each success inflicts one non-aggravated wound, minus one for each dot in Fortitude possessed by the target.
System: 1 Blood Point, much like Vicissitude, but the magus uses Charisma + Medicine with a variable difficulty:
Spectral Guardian of the Chamber (level II): Used extensively among the bokor of the Followers of Set, this ritual causes an uncontrollable compulsion in a fetish-trapped spirit (created via Spirit Thaumaturgy) to act as guardian for a room or object. The fetish must be in the middle of the room or within the caster's Willpower in feet of the guarded object. At the time of the casting (which takes an hour) a password can be set which will allow the user to pass or touch the object.
Putrifying the Font of Life (level IV): This ritual is a favorite of those on the Path of Typhon and is very nasty, all things considered. It takes three hours to cast and culminates in the caster swallowing a poisonous animal whole. The animal is kept in a dormant stasis in the body of the Thaumaturgist until he invokes the final part of the spell. Doing so requires a simple expenditure of a Willpower point. The animal then rapidly decays into a foul, venemous mass and is dispersed throughout the magus' body, doing him two non-aggravated wounds and making his Vitae foul and unusable by him. He cannot use it to heal wounds, increase attributes, use Disciplines requiring the expenditure of vitae, etc.
However, those who drink of his Vitae find that the blood is useless to them as well. Indeed, merely drinking it causes a non-aggravated wound for every Blood Point imbibed before the body purges it. This ritual is used as a last ditch defense against diabolists. The Thaumaturgist must purge the poisonous blood from his system (usually by vomiting it up) before the next sunrise or he will fall into Torpor.
Of these shamanic Gangrel, some are befriended by the Garou. These Gangrel were often kinfolk in life, though not always. Gangrel can be taught the Werewolf Knowledge of Rituals (at a cost of 4 for the 1st point/current rating x 3 for points thereafter). Once they have done so, they may learn the Garou Rites, up to a level of their Thaumaturgy or Rituals Knowledge, whichever is less. Those who have learned the rituals of the wolfen are known as the Theurges of Clan Gangrel and wield much respect and Prestige.
There is also a group, founded by Celtic Gangrel in the Dark Ages. Originally they were dedicated to stopping the advance of civilization in Ireland, Scotland, England and Wales. Now their new purpose is to keep the druidic and Celtic teachings alive. These Gangrel are called the Council of Oaks and they believe that when Gehenna has occurred, all of civilization will have been destroyed. Man will need to live off the land once more and the Council intends to be there to teach them the proper, ancient way of doing so. Their membership includes Gangrel of the Camarilla and Sabbat (though only those of the Country Gangrel), but the vast majority of the Council consists of Autarkis, those kindred who obey neither sect. The Council of Oaks is known to maintain ties (some rather tenuous) to Fianna Garou, Verbena mages and some of the Fae.
Witchweed (Level IV): This ritual enchants a blossom (generally a poppy or black rose) to release a cloud of noxious fumes that can incapacitate supernatural creatures (including Kindred, mages and Lupines, but not mortals or ghouls). The ritual uses several rare herbs as well as five Blood Points, taking three hours to cast. Once this is done, the blossom need only be set afire, whereupon it will smoulder and smoke (but not actually catch aflame), releasing a cloud of sweet smelling, pungent mist. The mist quickly fills in a twenty foot area the turn after it is lit, expanding to fifty feet the round after that. The cloud dissipates in another three rounds.
Those caught in the cloud must make a Wits + Survival roll (dif 7, +1 for every turn in the cloud). Those who fail the check fall into a state where they are immobilized. After the victim finally fails a check, they then make a Willpower roll with a difficulty equal to the one they just failed. Success indicates that they remain aware of their surroundings. (ie Ravenn succumbed to the cloud when the difficulty was 9 -- this is her difficulty on her Willpower roll to remain aware of what is going on around her.) These effects wear off in a number of hours equal to the character's Stamina - 6 (minimum of one hour).
Umbral Walk (Level V): detailed in Clanbook: Tremere, this ritual was supposedly stolen from the Theurges of Clan Gangrel. They utilize this ritual to allow them to traverse the Umbra with their Garou allies.
Some Kindred assume that just because the Giovanni utilize the Necromantic arts they do not use Thaumaturgy. This is patently untrue. Before the development of the Discipline of Necromancy, they were magicians who studied the Dark Umbra. They were Thaumaturgists, Hedge Magicians Embraced for their knowledge of Spirit Thaumaturgy and store of rituals that dealt with the Restless and Shadowlands.
But as time passed, some of these Cappadocian Giovanni discovered that as they studied and performed certain rituals again and again, their Cappadocian blood, tuned as it was to entropic energies, allowed them to do away with certain aspects of the Thaumaturgical rituals. Soon, as the Giovanni shared their observations with one another, internalizing the rituals, they began to develop a new Discipline: Necromancy. (It has been noted that the Gargoyle Discipline started in the same manner). No longer was it necessary to utilize elaborate and time consuming incantations, props and gestures. Now, it was possible to look into a corpse's eyes to see how it had died rather than performing the tedious ritual to do so. No more the three hour rituals to Summon a Spirit. No longer did the Necromancer need the victim's blood and hair and seven hours to Steal a Soul -- it could now be done on a whim. The neonates abandoned the study of Thaumaturgy and took up Necromancy.
However, among some of the Giovanni, Thaumaturgy was not abandoned quite so cavalierly. These few recognized that as the powers of Necromancy had given them power over the world of the Restless and Necromancy had sprung from Thaumaturgy, surely the magical arts had more to teach; not all of the secrets could possibly have been unlocked. So, these Thaumaturgists gathered. The question on their mind? What were the effects of Necromancy when the Necromancer was within the Shadowlands? So, a number of concepts were conceived of, tested, proven, then mastered, all springing from the initial realization of Cross-Shroud Magics.
The concept of Cross-Shroud Magics is a fairly simple one, though one with enormous ramifications. Simply put, it is this -- each Plane has a form of Static Magic that draws upon the Innate Power of that Plane. Thaumaturgy draws upon the Skinlands (or Earth, or what have you), while Necromancy draws upon the Shadowlands. The effects of these types of Static Magic are most effective when utilized in their native Plane, but they can sometimes cross the barriers that separate the Planes. This is called Cross-Shroud Magic. Examples of Cross-Shroud Magic in Thaumaturgy include the Path of Spirit Thaumaturgy and the ritual Ward vs. Spirits. The known, accepted powers of Necromancy are all Cross-Shroud Magics because the Skinlands are not Necromancy's native Plane. If the Necromancer can gain access to the Shadowlands, he finds that his own power there can be increased greatly, with a bit of study, for the Necromancer may learn the Via Necromantica (Necromantic Paths) and the Necromantic Rituals (similar to Thaumaturgic Rituals, but only capable of being cast in the Shadowlands).
Occhio d'il Cadavere (Level I): As Necromancy 1, Insight, except that the ritual takes two hours and one eyeball of the corpse must be crushed and then mixed with a point of the cadaver's vitae, then consumed. This ritual automatically grants the '5 successes' result.
Richiamo il Inquieto (Level II): As Necromancy 2, Summon Spirit, except that it takes three hours to perform and requires a chalk circle and lit candle. The roll to Summon must still be made, but the spirit can only depart if the Summoner botches the second and subsequent rolls.
Esigere (Level III): As Necromancy 3, Compel, but requires that the conditions from Summon Spirit be met, using 3 Blood Points of the caster's, either drank by the person or smeared on the object. However, the difficulty for the roll is either Willpower or Pathos, whichever is lower.
Perseguita (Level IV): As Necromancy 4, Haunting, except that a short ritual is performed, culmunating in the burning of fennel and burying either the Fetter object or the hair clippings of the person. The Restless is trapped for seven nights.
Furto D'anima (Level V): As Necromancy 5, Soul Stealing, but takes one Blood Point and hair from the victim and seven hours to perform. No roll is necessary, however.
Zombi (Level VI): As Necromancy 6 -- Zombie, but takes five hours to perform. The body may not have been dead longer than a year and a day.
By far the best way to enter the Shadowlands is physically, for the character leaves no Fetter and gains no Shadow. However, this is difficult to do, save with certain powerful Thaumaturgical rituals. Most simply project into the Shadowlands, leaving their bodies behind as a Fetter. Those who do so also gain a Shadow (with an Angst rating of one for every point below ten in either Path or Humanity). These Shadows are reflections of the Kindred's own guilt and/or Beast. Those who have committed Diablerie often find that their Shadows manifest with their victims' personality, or an amalgamation if she has committed Diablerie more than once. Some say this is the reason old Augustus Giovanni never enters the Shadowlands, for who would want Cappadocius for a Shadow?!?
Path of Necromancy: This is the "Primary Path" of Cainite Necromancers. The Arcanoi have powers beneath level 1, sort of "Basic Abilities". The following Paths do not grant these Basic Abilities. Instead, each dot in Necromancy gives the Basic Abilities of one Arcanos. A Necromancer may not gain a Necromantic Path until he has learned those Basic Abilities. Once the Necromancer has achieved his maximum level in Necromancy, he may continue to buy the Basic Abilities for an Arcanos by simply paying 8 Xps. Path of the Tempestrider: Argos
Path of the Exorcist: Castigate
Path of the Shroudleaper: Embody
Path of Fate: Fatalism
Path of the Machinesoul: Inhabit
Path of the Siren: Keening (aka the Path of the Banshee)
Path of Soulties: Lifeweb
Path of the Facedancer: Moliate (aka Ecto-Vicissitude by certain smartass neonates)
Path of the Poltergeist: Outrage
Path of the Bizarre: Pandemonium
Path of the Dreamspinner: Phantasm
Path of Possession: Puppetry
Path of the Restless Coin: Usury (a favorite of the banking Giovanni. In fact, some Giovanni Thaumaturgists speculate that it is an unconscious exercise of this power that causes the Clan Weakness).
Divine the Dancing Face (Level I): A ritual that takes a short five minutes to cast, then reveals who in the caster's sight is Moliated. To the caster, the Moliated areas of the body warp, twist and move, though he does not know what the original form was.
Conceal Fetter (Level II): This ritual is performed on a Fetter from the Shadowlands. It conceals the emanations that mark the person, place or thing as a Fetter. The caster rolls Wits + Subterfuge (dif 6). Each success serves to cancel out the successes of those who are using Lifeweb or other abilities to detect Fetters. This ritual may not be recast on a given Fetter until the previous concealment successes are expended.
Ward vs. the Quick (Level II): This ward is often utilized in Giovanni havens and ritual places; the Mausoleum in Venice is thick with them. This ward instills the Fog in any mortal who tries to enter the warded area. Even assuming they maintain their calm, any who witness a ghostly power in use will likely flee, for the number of successes gained in the Arcanos roll is subtracted from the mortal's effective Willpower to determine the Fog effects for witnessing that phenomenon. This ward has no effect on supernaturals, including ghouls. This ward lasts until Halloween or until the sigils in the Shadowlands are marred. Pierce Facedancing (Level III): this ritual requires five minutes to incant and the expenditure of a Willpower point. Once this is done, the caster is empowered to see through the Moliations in one target. This is often used after Divine the Dancing Face.
Sunder the Shroud (Level IV): This ritual takes an hour to cast. By spending willpower, the Necromancer may lower the Shoud in an area, one level/Willpower point spent. The exact area is defined not in measureable distances, but in concept. Usually it will encompass one living structure (from a small apartment to a full castle), or one recognized area designated by terrain (these moors, this lake, this forest glade, etc). The Shroud slowly returns to normal 1 level/hour after the casting. The Shroud may not be lowered beyond 4. A special case is made for a Haunt, however. The ritual fades at a rate of 1 pt/day after the casting when used in a Haunt and it may be lowered to any rating. If the Shroud is lowered to a 1, then the Skinlands and the Shadowlands merge, and the Quick and the Dead may interact freely with one another. Rumor states that certain parts of the Mausoleum are like this permanently. The area that this is done to too often begin to absorb entropic energy, however and things within begin to decay and break down more often.
Create Fetter (Level IV): This spell takes three hours and must be performed peering through the Shroud at the object (using either Auspex 2 or Spirit Thaumaturgy 2). A permanent Willpower point is spent and the caster rolls Humanity/Path (dif 8). Each success is a rating point in the new Fetter. The potential Fetter must actually be a person, place or thing with true significance to the caster. Having a Fetter renders the Necromancer a number of benefits. First are those standard to Wraiths, which are usable by the Necromancer when he is projecting into the Shadowlands. Secondly, should the caster die the Final Death, he is guaranteed to become a Wraith, keeping all his powers (maintaining Disciplines and the Via Necromantica become his new Arcanoi, though he must Skinride or Embody to use Disciplines ["Whaddya mean that ghost just hit me with Wolf Claws?!?!"]). Last of all, he is rendered immune to Diablerie. If brought to the point of Amaranth, his soul flees to his Fetter and remains there for a time, entering Torpor within his Fetter. What he is when he emerges from Torpor depends on what happended to his body after he fled it. It it was destroyed, he is now a Wraith (often with his killer as a Fetter, and with a Passion to make life hell for him). If not, he reenters his body and emerges from Torpor. The caster may maintain but one Fetter, though he may dispel one enchantment in order to recast the ritual and create another (though he does not regain his Willpower point).
Summon Maelstrom (Level V): A sort of last ditch effort, this spell takes an hour to cast, but need not be triggered right away. It requires the sacrifice of a wraith (often a simple Drone sent screaming into Oblivion). This sacrifice unleashes a conduit to Oblivion. When the caster chooses to unleash the Maelstrom (at any time after the ritual, though it is lost if the caster re-enters his body), a cloud of droning, shrieking Obliviate spirits fill the area, creating a minor Maelstrom. The caster stands immune, for it enters through his own Shadow. Unleashing the ritual causes the caster to lost a point of Path/Humanity, thus increasing the character's Angst. The maelstrom inflicts one die of damage/2 Angst possessed by the caster, inflicted each round. Casting the ritual in the area of a Nihil raises the damage to one die/point of Angst. This ritual cannot be cast or unleashed in a Haunt.
Forge Soul (Level VI): The character must have taken training with a Soul Forger to learn this ritual (ie, must have the Soulforging Ability). Once he has done so, he may cast and reshape souls to his desires. Each success on a Strength + Soulforging roll allows him to do one of the following:
Harrowing of Souls (Level VI): This ritual creates a terrible weapon, feared by the few who know of it. It empowers a bladed melee weapon with a link to the Labyrinth, through the character's own Shadow. Using this weapon requires a Conscience/Callousness roll (dif 8) to avoid Humanity/Path loss (ie, empowering your Shadow with Angst). When a target in the Shadowlands is hit with this, they are forced to make a Willpower roll (dif 9). Those who fail are sent screaming into a Harrowing. Those projected into the Shadowlands (ie non-Wraiths) are sent back to their bodies and are unable to return to the Shadowlands for 24 hours. Those bodily entering the Shadowlands are unaffected. This weapon works only while the wielder is in the Shadowlands and must be reenchanted after it sends a target into a Harrowing.
Though it is rarely spoken of, the existence of the Black Theurgist is whispered about. A Black Theurgist is a member of Clan Lasombra who took the Sabbat mockery for faith and the Church one step too far. A Black Theurgist is a follower of the Path of Evil Revelations and practitioner of Dark Thaumaturgy who cloaks his sorceries in the Theurgist's crucifix, holy water and Scripture. The Black Theurgist is more common in the Lasombra than anyone would dare to admit.
Craft Black Glove (Level III): Craft Black Gloves came into prominence sometime in the Renaissance, when various Kindred ladies of High Society appeared wearing them in the courts of England, France, Spain, Germany, Italy and Eastern Europe. To create the gloves, the Thaumaturgist must immolate three score silkworms in a brazier and pour molten iron over the ashes. The claws or teeth of a vampire or Lupine must then be added to the heated mixture. After the whole has cooled (under a full moon), it is beaten flat and magically "spun" into thread from which is crafted the gloves. The entire process takes nine days, begun on the first night of the full moon. The caster must have access to a minimum of Resources 2. (for the full details on the use of Black Gloves, see the appendix at the back of the Sabbat Player's Guide)
Clan Malkavian has a long history of strange, twisted occult practitioners. From Louhi of Finnish legend to the demented Aleister Crowley, Clan Malkavian has had its share of Thaumaturgists. Why, even in the New England area, birthplace of the infamous H. P. Lovecraft, there exists a coterie of Thaumaturgists who call on and invoke Those Things Not To Be Named (mainly because they're unpronouncable). Some claim these wild eyed, gibbering sorcerers actually work Dark Thaumaturgy.
Unlike any other kindred, Malkavians do not always need tutors or tomes to learn the magical arts. Malkavians find that the greatest teacher of all is Insanity Itself -- otherwise known as the Malkavian Madness Network.
Of all kindred, even Tremere, Malkavians are most likely to encounter mages. First of all, those strange mages called Marauders seem drawn towards the chaos Malkavians seemingly embody. Second, most of the denizens of the Digital Web (accessible via the Malkavian Madness Network) that are met are mages.
One use of this power is described in CB:Malkavian (p. 27; flip it over!). Additionally, though, the character is given access to the true Madness of Reality. As such, he may utilize this power as the Werewolf Background of Past Life: anytime the character wishes access to a Skill or Knowledge he does not possess, he may roll his Malkavian Time Knowledge (dif 7). Each success grants him one dot in that Ability. But there are two catches. One, this power may only be used to gain one Ability per night and...well, the Malkavian is tapping into the mind of another Malkavian while using this Ability. He gains that Ability, but also picks up a Derangement for as long as the Malkavian remains privy to that Ability. A botch grants a new permanent Derangement (though it may be bought off).
Additionally, this power permits the Malkavian access to the Digital Web. He must have a computer and Internet access. A simple Wits + Computer roll (dif of 10 - the character's Malkavian Time Knowledge) will grant him access to the Digital Web (see the Mage: the Ascension sourcebook of the same name).
Lastly, the Malkavian may learn higher levels of Thaumaturgy, Paths and Rituals from the Network. The experience point costs increase (Thaumaturgy: CRx8; Paths: CRx5). Then the character must roll Perception + Occult (dif of the level sought + 3). This is, of course, not without price. The Malkavian who uses this method gains a new Derangement. The cost to overcome this Derangement is the number of successes rolled (on the Perception + Occult roll) times five. This reflects that a Malkavian who merely found the information without delving too deeply won't be quite as affected as the kook who delved a little too deeply...(see Vampire:the Masquerade p.177 for details on overcoming Derangements by spending Willpower). Furthermore, learning this way takes twice as long as normal; during this time, the Malkavian is catatonic, muttering various arcane phrases and other gibberish as he learns it. He can feed, but only if the blood is brought to him. A number of Malkavians have entered Torpor while learning from the Madness Network. If this happens, the character enters Torpor, but still learns the lore sought.
(Note: Clanbook: Malkavian listed this power as Auspex 8, but I couldn't see only 5th Generation Malkavians having access to the Malkavian Madness Network, especially since it would be these old geezers who would most likely avoid the Digital Web, anachronisms that they are...)
In each Warren dwells one member of the clan called the Lorekeeper. The duty of the Lorekeeper is to record and keep the secrets of the Warren, as well as telling the old legends and tales. But, this role is a diluted one, for that duty was originally the task of the Upthog. The Upthog was the Thaumaturgist of the Warren, keeping all lore and knowledge as sacred and holy. But as the centuries has passed, many Warrens (especially those in the New World) have forgotten this role, but many Warrens still maintain the tradition of the Upthog. The badge of the Upthog is a dagger made of blackest obsidian, a reminder that the only thing truly deadly is ignorance. The Upthog is usually accompanied by a ghoul reptile of some sort, usually a serpent (though Paneb of Sobk, Upthog of the Cairo Warrens, is always accompanied by Seneb, an eight foot crocodile). The reptile is upheld as the model for the perfect Upthog -- patient, emotionless, calculating, scrutinizing.
Breaking the Threshold of Privacy (Level I): Originally stolen from the Thaumaturgists of Clan Tzimisce, this ritual (which takes ten minutes to cast) wards a room or object. If anyone sunders the ward (enters the room, touches the object), the caster is immediately alerted mentally. The ward can be circumvented by means of a command word, set at the casting. The ward lasts until triggered. Obfuscated beings may only enter the warded room if their Obfuscate rating is higher than the caster's Thaumaturgy.
Craft Gangrel Eye (Level II): This ritual requires a fine ruby as well as two points of Gangrel vitae. The ritual must be performed in complete darkness, requiring a Dexterity + Occult roll (dif 7). If the roll botches, the caster fails and the materials are wasted. Otherwise, subtract the number of successes gained from 8 -- this is the number of hours the ritual takes due to the blindness. Double the successes gained if the caster can see (via Auspex or Protean) or is accustomed to working without sight (Blindness Flaw or Blind-Fighting Skill). Minimum of one hour. The workings of the Gangrel eye are detailed in the Equipment appendix of the Player's Guide to Vampire.
Curtains of Shadow (Level II): This short ritual takes fifteen minutes to incant and can be activated anytime after it is cast. A dagger of pure obsidian must be used to draw two of the caster's Blood Points. Thereafter, the caster may then "cut" a line on the ground, spending a Blood Point to activate the ritual, marking where the Curtains of Shadow will rest. Looking through the Curtains causes a +3 penalty on Perception difficulties and gives two automatic successes to those using Stealth on the other side of the viewer. It is important to note that this does not manifest as an actual curtain, but rather a very thin shadow.
For example, if the curtain is created north-to-south, the ghoul standing in the east side of the room perceives the west side as darkening suddenly, whereas the Brujah on the west sees the eastern portion darkening. Should the ghoul move to the west side (passing through the curtain), he will find the dark side suddenly to the side opposite him.
In addition, those who try to pass through the Curtain must make a Courage roll (dif 6) to do so, for the Curtain is deathly cold and numbs any part of the body that passes through it. (On an aside, anyone who passes through it may halve Wound Penalties for the next three turns due to this numbing). The Curtain lasts until dispelled by the caster or sunrise. The dagger may be used to create Curtains of Shadow twice before it must be re-enchanted. This ritual is nearly always present on the badge of the Upthog, who often uses it to dissuade pursuers.
Mending the Shattered (Level III): This ritual takes an hour or so to cast and allows the caster to restore an item to a pristine, unbroken condition. The caster touches or holds the item (or the pieces thereof) and chants, while expending Blood Points. The amount of blood depends on the complexity of the item, the damage to it and the ages thereof. The Storyteller decides the amount which ranges from one (a stake broken in half) to five (an ancient Swedish clockwork watch that hasn't worked in decades). The caster must know what is wrong with it, but not necessarily how to fix it. The Warrens find numerous uses for this ritual. Nosferatu dumpster divers find the most interesting things to recreate, from shredded documents to corrupted disks, and the Upthog's haven is often furnished with fine antiques that were considered unsalvagable and taken to the dump.
Misdirect Eye (Level V): This ritual is one that is greatly responsible for the continued secrecy and success (not to mention survival) of numerous Warrens. In short, it causes those searching for a site warded with this ritual to overlook it. It is not rendered invisible -- somone merely overlooks it or is distracted from it prior to discovery. This is a very chaotic ritual, drawing on chance and luck to a great degree. It disrupts scrying attempts as well as physical searches and Auspex is no help against this ritual. Due to the capricious nature of this warding, though, the site must still be carefully guarded because those who are not looking for it are practically guaranteed of stumbling across it. This ritual takes an entire night to cast and lasts for a Year and a Day.
Note that the ritual is not good against those who already know where the site is, only those searching for it. This is no doubt one of the reasons Nosferatu rarely allow any but trusted Warren members into the Warrens. The Upthog often maintains a secret haven warded by this rite, known only to him that may serve as an emergency Warren in case of discovery. This place may even be a subcomplex within the Warrens themselves.
After an apprenticeship of twelve years, the Ravnos Thaumaturgist becomes shilmulo drabarne and is given a gift: an amphora of purest Rom vitae, holding three Blood Points. This amphora preserves the vitae magically. By imbibing one Blood Point of this vitae, the shilmulo drabarne may once again practice her Blood Affinites. They retain these Affinities for as long as the Rom vitae is in their Blood Pool. The shilmulo drabarne is also required to protect a kumpania (travelling family group) of Rom. In return, the kumpania will grant more of The Blood to the shilmulo drabarne, refilling the amphora but once a year.
To be shilmulo drabarne, the character must have the following: at least one point of Thaumaturgy, at least one point in a Blood Affinity (purchased with Freebie Points), and the Merits Family Allegiance and Phralmulo (both from CB:Ravnos).
Curse of the Stilled Tongue (level I): This ritual, which takes an hour to perform, causes a target to become mute. The Thaumaturgist must possess something personal of the target, or a point of her blood (often gained by Engaging the Vessel of Transferrence). The caster must puncture his tongue with a rusted iron needle or nail at the height of the ritual (which may not be soaked, but the single wound level may be healed normally). It takes one Willpower point to complete the spell. The spell lasts until the caster heals the wound in his tongue, or one night, which ever is greater.
Rejuvenating the Mortal Gullet (Level II): This hour long ritual allows the target of the ritual (who may or may not be the caster) to eat and drink again, without regurgitating the food for the length of one night (until sunup). The food and drink must be regurgitated before this time or it will come up when the spell ends, quite messily. By expending a Blood Point in the casting, the caster can rejuvenate the taste buds (though need not necessarily do so).
French court life has long had a fascination for the occult: fortune telling, love potions, charms, etc. Over the years, there have been Embraced the court ladies who dabbled in these things. Known as Les Voisines, these Toreador have made the art of magic into True Art. The court of Francois Villon, Prince of Paris, is the heart of Les Voisines. Rarely is one of Villon's enchantresses found outside of Paris, except on missions for the Prince. Rumor has it that Les Voisines were founded by the original La Voisin, Villon's childe and suspected lover because of Villon's own distrust of the Tremere.
According to the Tremere of France, Villon's Voisines all practice Infernalism and Dark Thaumaturgy. This is generally scoffed at, but occasionally one of Les Voisines will go missing, with no investigation or inquiry from the Prince. Indeed, he usually makes it known (subtly, of course) that the matter should be forgotten; those who press the issue often disappear themselves. The truth is probably that there are a few of the enchantresses who do study the Dark Art, are discovered and quietly eliminated. Les Voisines are practically a bloodline, as they all descend from La Voisin (a 6th Generation Toreador). Even though, they still have Toreador Disciplines and must pay non-clan cost for Thaumaturgy.
After drinking the potion, the victim is struck with a powerful, passionate longing for the one who provided the vitae that the potion is made from. The victim wants nothing more than to touch, kiss, caress, indeed, ravage his new "love". He may spend a Willpower point to overcome those urges if the situation is inappropriate, but he will try to get his love alone at the first opportunity. It should be noted that this potion works only with Kindred vitae and only affects Kindred.
Sleep of the Ancients (Level IV): This ritual takes two hours to cast and requires a point of the victim's vitae. The ritual requires that the caster also expend two of her own Blood Points and uses a distillation of poppies. At the end of the ritual, the victim's vitae and the distillation are mixed in a small brass cauldron and brought to a steaming boil as the enchantress intones the chant. Once the mixture has all boiled away, it takes effect. The area around the victime will suddenly smell stongly of poppies and the victim falls immediately into Torpor for a number of days equal to the caster's Intelligence + Occult ratings (or as dictated by Humanity, whichever is least).
Witchweed (Level IV): See the Gangrel section
Clan Tremere has, in the past few centuries, begun to overcome some of their own personal prejudices and arrogant outlooks and realize that other magical systems might have merit, if only to add to the Clan's already vast body of knowledge. Some of these systems that espouse Hermetic-like intellectualism (such as the Qaballah, Alchemy, some Oriental arts) have been incorporated wholesale into the clan's systems of magic. Other systems have been examined (often by Embracing or capturing those who practice them), raped of useful knowledge and discarded. Those who practice these sytems of magic within the Pyramid are often used as pawns to control a certain segment of society (such as the houngan used to control his followers) and are viewed as wild cards in the clan. Though Clan Tremere vehemently denies it, it does indeed have a few Anarchs, mostly these dispossessed folk, who are all too aware that they have little or no chance of ascending the Pyramid.
While most Tremere stick to a fairly standard set of magic, there are some who diverge from the party line while not exactly being the wild cards mentioned above. These Tremere form the secret societies within the clan, groups such as the Guardians of Tradition and the Brotherhood of the Absinthe. So, for all the solid front that Clan Tremere presents, when one looks closely one can see that what apprears to be a strong wall is truly riddled with tiny cracks. Cracks made by the one thing even the Circle of Seven could never purge from the Pyramid -- individuality.
System: The Guardian rolls Willpower, (dif 7). Very complex machines (electonics and devices that rely on electronics) cannot be affected.
System: Ss Disrupt Simple Machine, except that complex machines may now be affected. If affecting a simple machine with this level, 3 + successes will harm someone within 3 feet of the machine, inflicting one block of damage for every success over two.
System: the Guardian simply does not show up on any sort of mechanical devices: cameras, motion detectors, metal detectors, etc. If there is a supernatural power at work, the Guardian rolls Manipulation + Stealth (diff of the power's Willpower) to remain unseen.
System: The Guardian spends a Willpower point to cause everything in the area of effect to malfunction. Supernatural items (such as a Glasswalker's Technofetishes or Virtual Adept's Trinary) cease to function, but only while in this area of effect.
***** Gremlyn Infestation: with this power, the Guardian "infects" mechanical objects with Gremlyn spirits, spirits which cause the item to atrophy and break down, corrupting data, stalling engines, eating tape, scratching CDs.
System: the Thaumaturgist rolls Charisma + Spirit Lore, with a difficulty chosen by the ST to reflect the newness, care, conditions and safeguards of the machine. Once every few (6 - successes rolled) days, some malfunction occurs, each worse than the last, until (on the fifth malfunction) the machine is rendered useless. The Gremlyn stats are: Rage 6; Willpower 6; Gnosis 7; Power 60 Charms: Disrupt Technology (Power Cost: 10), Conceal in Technology (Power Cost: 5)
If the Thaumaturgist possesses Weather Control of enough power to Create Winds, he may enchant a number of stakes equal to his Weather Control Path rating in one ritual, instead of just the normal one. Also, when he launches the stake, he may roll Manipulation + Survival (dif 8) to add successes to the attack roll, as he has greater control over the winds.
Relaying the Missive of Steam (Lvl I): This ritual, which takes half an hour to perform and a Point of Blood to enact, enchants a small amount of water (which must be clean and pure) with a message. The message may contain five words per point of the caster's Occult rating. Someone wanting to know the message need only boil the water and speak the name of the caster and the message will be heard in the hissing of the steam.
If the caster possesses the Path of Neptune's Might, the message limit is increased to 10 words/ point in the Path.
Communicate with Kindred Mentor (lvl II): This ritual enables the caster to speak with his/her Kindred Mentor. It draws upon the familiarity honed by hours of teacher-pupil interaction to create a telepathic link between the two. The ritual takes ten minutes to perform and requires the caster chant over some object given to him by his Mentor.
Craft Cloak of the Abalone (Lvl II): Created by Clan Tremere for use against the Toreador weakness, the Cloak of the Abalone requires a number of materials, including a cloak of dark wool, hand woven by a beautiful man or woman, powdered gemstones in the colors of the rainbow, seven pinches of each, two Blood Points from a Toreador and a clasp of purest silver. The ritual takes five nights to perform and the caster must have access to Resources of 3+ to finance its creation. (For details on the Cloak of the Abalone, see the Vampire Storyteller's Guide).
Craft Inner Stone (Lvl III): The Inner Stone must be crafted from a piece of marble, white or yellow in hue. It must be shaped by hand and the proper incantations said as this is being done, taking a total of three days. At the end of this time, one Permanent Willpower point is invested in the item. (For details on the Inner Stone, see the Equipment appendix in the Players Guide to Vampire).
Servant of Stone (Lvl III): This ritual is of such a low level due to the fact that to use it, the caster must have the Paths of Spirit Thaumaturgy (level 4) and Elemental Mastery (level 3). In effect, this ritual allows the caster to animate an item, turn it into a fetish and imprison a spirit within it. The spirit then becomes totally subservient and is given the ability to control the movement of the animated "body". This ritual takes three hours to perform and requires the expenditure of a Willpower point to "lock" the enchantment. Despite the ritual's name, the golem-like creatures may be crafted from any substance that will hold the shape, not just stone.
Sting of the Venemous Wound (Lvl III): This rite is performed in a circle, drawn by a pigment composed of two Blood Points and powdered cyanide. Its purpose is to enable the caster's homonculus (created via Soul of the Homonculi, from CB:Tremere) to deliver a poisonous sting or bite.
During the eight hour ritual, the homonculus is bathed in a soup of a number of ingredients -- stagnant water, hemlock, aconite, mercury and the venom of a scorpion. The blood of an adder or cobra is mixed in with the "bath". After the creature is bathed, the caster must push his hands through an open flame (causing one aggravated level of damage) and then run his still-warm hands over the homonculus, to seal the magics.
Thereafter, the homonculus may sting three times in a night. To "recharge" its venom, it must drink one extra Blood Point from its master/sting used (this is in addition to the regular nightly one Point). The toxin is supernatural in origin and may affect the undead. Supernatural creatures take two levels of Aggravated damage (diff 5 to soak, with Fortitude only). Mortals (including ghouls) take four levels of damage (dif 7 to soak).
Craft Brass Heart Shield (Lvl IV): The Heart Shield was crafted originally by Abram von Kaess, a Tremere vivisectionist who lived in paranoia of being staked. Though he was later destroyed by a pack of Sabbat, his apprentices found the ritual in his libraries. It has since spread to a select few others in the clan. The brass used to craft the Shield must be very pure, mixed according to the recipe given in the ritual (requiring Science 3+ or Metallurgy 2+). The ritual, including the creation of the brass takes two weeks. The brass cannot be made and stockpiled for later use, for it rapidly corrodes if left unenchanted. The ritual used five Blood Points in the mixing as well.
Eyes of the Homonculi (Lvl IV): this ritual, which takes thirty minutes to perform creates a link between the caster and his homonculus. The master can choose to share its senses. One Willpower Point per sense must be spent to activate it. The ritual can be cast beforehand, leaving it "hanging" until used. If it is unused by next sunup, the spell cancels, but it can be activated and dropped numerous times therein, as long as Willpower points are spend to reactivate use of the senses. When the ritual is in effect, the caster's senses are totally dominated by the homonculus' input. Perception or other rolls based on that sense fail automatically. Sense enhancing Disciplines (notably Auspex and Protean) can be used via this link, but only with regards to senses.
Formulate Powder of Rigidity (Lvl IV): Powder of Rigidity requires the use of an alchemical lab and requires that the Thaumaturgist be a skilled alchemist (Alchemy Secondary Knowledge of 4+). In addition to numerous mundane materials, it also requires Gangrel or Tzimisce blood. One dose is created/Blood Point used. The time it takes to complete a "batch" is one week/five Blood Points (or fraction thereof) used. Clan lore has it that this powder was created during the first formative years of Clan Tremere, when they were under attack by both Gangrel and Tzimisce. (For the details on Powder of Rigidity, see the Storytellers Guide to Vampire).
Movement of the Stilled Form (Lvl IV): This ritual takes two hours to cast and lasts for a period of seven nights. During that time, should the caster be unable to move (ie paralyzed or staked), the ritual allows him to move, at a rate of an inch per minute or so. The caster must spend one Willpower point/foot moved.
Shaft of Pyrotic Vengeance (Lvl IV): Only a Thaumaturgist with a rating of 3 + in Lure of the Flames may use this ritual. This creates a potent staking weapon. The ritual takes four hours to cast. A stake of excellent white pine is smeared in a mixture of sulfur and pine sap, then run through a Palm of Flame while the proper incantations are said. The mixture hardens over the stake, sealing it in a sheath of grainy, dried sap.
It still functions as a normal stake, except that it is invulnerable to normal flame. Plus, once a Kindred is staked in the heart, only the careless or ignorant dare pull it free. Doing so causes it to burst into flame, dealing the staked vampire four aggravated wounds and dealing her rescuer two aggravated wounds. These, like all fire damage, can only be soaked by Kindred with Fortitude (dif 6, dif 8 for the staked Kindred). It is destroyed in the explosion and all Kindred who see this burst of flame of course must check for the effects of Rotschreck.
Rite of the Simulacrum (Lvl V): To gain any benefit from this ritual, the thaumaturgist must also possess the Path of Conjuring (at a 5), or have the assistance of someone who does. In a full night long ritual, a simulacrum is created of the caster. He then empowers the Simulacrum with a link to himself (requiring the expenditure of a Willpower Point that cannot be regained until the Simulacrum is destroyed). From then on, the Simulacrum takes any damage that would be suffered by the Thaumaturgist. The caster simply appears to be unaffected by the attack. The simulacrum cannot heal itself, nor can it be healed (though one might be able to come up with a ritual capable of doing so). Before damage is transferred to the Simulacrum, the caster may soak, then the Simulacrum may do likewise. The Simulacrum has the caster's soak rolls, effectively granting two soak rolls before the Simulacrum is damaged. The Simulacrum can take seven wounds before being destroyed. However, it is very vulnerable to aggravated damage. If it takes a number of Aggravated wounds equal to the number of successes achieved conjuring it (Intelligence + Empathy, dif 8), the link is broken, the caster regains his Willpower Point and must recast the ritual. A Thaumaturgist may have but one active Simulacrum at a time, though the "stockpiling" of Conjured forms is known.
Stone of Sol's Hated Light (Lvl V): To cast this ritual, the magus must have a chunk of amber no smaller than a marble. Over the six hours of this ritual, it is placed within a crystal decanter filled with two Blood Points of the caster's and sealed with white wax. The wax is inscribed with a number of mystic sigils. The decanter is then left where it will be bathed in at least six hours of sunlight (not necessarily consecutive, but all within the same day).
The next evening, the wax will have melted and covered the decanter. It is peeled off to show the blood gone and the amber is a luminescent white. To use, the caster must point at a target and utter the word of release, rolling Perception + Occult (dif 6). The stone will glow, rise from the caster's hand and streak towards the target, who may try to avoid it by a Dexterity + Dodge roll (dif of the caster's Willpower). Upon impact, the stone shatters in a bright flash of light, possibly causing Rotschreck to those who see it (dif 7 on the Courage roll). The target is coated in a thick, gooey substance that instantly begins to burn the target (dif 8 to resist, with Fortitude only), continuing to burn for the caster's Willpower in turns. It is effectively "mystic Napalm" (as so puissantly phrased by one awed neonate).
Craft Monacle of Clarity (Lvl VI): Those Tremere who know this ritual are rare, indeed for they must have not only Thaumaturgy powerful enough to know this ritual, but powerful Auspex (6+) as well. The glass must be ground from purest quartz sand, alchemically refined (Alchemy 3+ needed to do so). The frame and filigree must be made by the Thaumaturgist himself (requiring the Artistic Expression-Jeweler Secondary ability). Thirteen months must be spent crafting this Monacle and it requires the use of Resources 5. (For more information on the Monacle of Clarity, see the Storyteller's Guide to Vampire).
In addition to these general rituals, it is entirely likely that Clan Tremere has access to some of the Rituals from the preceeding and following postings, especially if the ritual isn't noted as being unique to a clan.
Before the advent of the Tremere, the Fiends were considered the Cainite Sorcerers. Indeed, the first Tremere were created from the vitae of an Elder Tzimisce; it might be fairly stated that the Tremere were a bloodline of the Tzimsice before Saulot was diabolized and they ascended to Clan status. Observe also the close similarities between the Disciplines of the Tremere and Old Clan Tzimisce, so similar in fact that some whipser that some of the Old Clan refuge in the Pyramid, using the Tremere as their weapon against their rebellious, kinslaying neonates.
The sorcerers of Clan Tzimisce are known as koldun and command much respect from clansmates as well as fellow Sabbat. The most powerful and influential of these follow the Path of the Koldun, a Path of Enlightenment that concentrates on the study of Thaumaturgy as a holy undertaking and espouses great hatred for the Tremere. Strangely enough...or perhaps not so strangely...a few Tremere antitribu follow this Path as well, calling it the Path of the Magus. The Priscus of the Tremere antitribu, Goriatrix himself, follows this Path.
Most Sabbat Thaumaturgical rituals were originally Tzimsice rituals. When the sect formed, the Tzimisce made these rituals available to any who wished them. Needless to say, these rituals were not considered to be the greatest of the clan's rich store of occult knowledge. A clan as secretive and obsessed with privacy as the Tzimisce would never reveal all their secrets. Many of their rituals have to do with the Blood Bond (such as Drawing Upon the Bound, in the Players Guide to the Sabbat) or require cruel and gory procedures and/or materials.
Tzimisce tend to be skilled herbalists and Alchemists, as well as skilled artificers (creators of magic items).
The koldun believes himself the apex of Cainite development. It is the force of magic that made the Cainites and those who master it may control reality. The koldun's first thought is the drive to gain more magic, using what he now knows. He learns magic to become more powerful, that he may gain more magic. The koldun believes in his honor, however. He keeps his work and expects others to do likewise. The koldun is stoic and unemotional, for the emotions are part of the Beast. When the Beast dominates, Reason is overcome. When Reason is overcome, magic is not possible. So the koldun fights the Beast, refusing to permit it to control him.
Destroy the Tremere, for they are without honor and disgrace the magic they wield. The Tremere stole this power and must be punished -- we must take back the blood they have stolen. The Tremere antitribu broke from their brethren in shame of this and thus may be forgiven, if they are willing to destroy their foul brethren.
As Man is above the animal, so are we above Man and Beast. The Beast is your enemy, binding you in chains of clumsy emotion, stripping you of Reason, thus stripping you of Power. Control the Beast, build your Willpower.
10 | Attacking physically when you are capable of doing so magically |
9 | Not spending at least four hours/week in study |
8 | Not gaining lore or magic when there is risk to your unlife. |
7 | Allowing your emotions to control you; Frenzying |
6 | Not gaining lore or magic when there is little danger. |
5 | Failing to obey your Master; failing to properly instruct your Apprentices. |
4 | Failing to diabolize a Tremere when the opportunity presents itself. |
3 | Destroying knowledge or allowing it to be destroyed. |
2 | Failing to learn and practice Thaumaturgy. |
1 | Not gaining lore or magic when there is no danger. |
Library Rating | LCPs |
1 | 2 |
2 | 6 |
3 | 12 |
4 | 20 |
5 | 30 |
6 | 42 |
7 | 56 |
8 | 72 |
Once the number of LCPs is determined, the individual books in the library may be determined. Every book and author is different. Some tomes teach lore in a long a laborious way (one dot per book or several books), while others do so quickly and efficiently (granting several dots from one book alone). What part of a knowledge is taught is different for each work as well. Some may teach only the basics (benefitting only those who have no rating in the subject taught), while others may teach advanced concepts (benefitting only those with an existing rating in the subject). Others are simply all around useful (the student may or may not have an existing rating). The actual length of the book is up to the designer though those that grant more dots should of a necessity be longer. The costs for book creation is below:
Lore Taught | Per Dot LCP Cost |
Primary Knowledges | .5 |
Secondary Knowledges | .5 |
Thaumaturgy* | 1 |
Thaumaturgical Path | 1 |
Rituals | 1/level |
* This does not include the Primary Path, merely the ability to use more powerful rituals. Thus, one learning from such a tome must also find another source of learning the Primary Path.)
Scrolls of Sharastani, by the Most Wise and Revered Sharastani, Seeker of Blood and Scourge of the Infidel. Penned by the former Amr of Alamut in Arabic, the five scrolls are of finest vellum, kept in leather covers, tied with a fine red ribbon. These scrolls are kept in the libraries of Alamut, though Amr Sharastani allowed two of this favored childer to copy them. Only one copy's whereabouts are known, the other having disappeared in the late 1930s.
Memoirs of Lanatherion, subtitled Recollections of Carthage. This tome was written by Lanatherion, a Carthaginian sorcerer who escaped the destruction of that city. Lanatherion was destroyed by a Sabbat War Party in the late 1800s while he lay in Torpor . His memoirs were taken as loot and have surfaced numerous times over the decades. They were last seen in the possession of the Toronto pack called Les Limieres (the Bloodhounds) before they ran afoul of the Archons of Justicar Petrodon. The memoirs have since disappeared. The memoirs are bound front and back by covers of a strange orange-silver metal, supposedly the alchemical composite called orichalcum.
RaViNgS fRoM tHe WeB Author unknown, this "book" takes the form of a virus that immediately begins printing out on the computer of anyone finding it on the Digital Web. It takes the icon of a shattered mirror. Its contents are indecipherable to those without access to the Malkavian Madness Network.
Le Petit Livre, by La Voisin. The "Little Book" of Les Voisines, this book is no larger than a paperback book and bound in white leather, with a gold clasp. On the cover is the etching of a rose, with a pentacle above it.
The Tome of Malice This book is a book of essays on the nature of hatred, anger and the Beast (specifically when it causes the frenzy). In addition to various rituals that harm or otherwise cause those emotions, the Tome of Malice discusses the various Paths of Enlightenment, in the context of how they deal with those emotions. This book (a simple tan-leather bound folio) was thought to have been written by a member of the Inconnu as part of her quest twoards Golconda. Contrary to jokes, the author's name was not Malice -- her name is not recorded (though it is agreed that she is female, for she speaks of having been a mother before the Embrace).
Skill: The would-be magical scribe must have the Secondary Skill Artistic Expression--Calligraphy, with a Specialty in Magical Texts.
Time: To accurately scribe the text takes a number of weeks equal to the LCP total for the text. This time is halved if copying from another text.
Money: The scribe must have access to Resources equal to the LCP cost divided by 5 (min 1, max 5).
Sameeha al-Amr: Childe and consort of the current Amr of Alamut, Sameeha is rumored to have the illustrious Sharastani in her mortal lineage. Sameeha is one of the few female silsila under the Amr, who is notoriously disdainful of women. She has proven herself more than capable in matters arcane, however. Sameeha's pet project is the Divine Maidens of Heaven, a cadre of female Thaumaturgist-assassins renowned for their use of feminine wiles to accomplish missions that are thought above them. It is whispered that Sameeha intends to become the next Amr of Alamut, in spite of the clan's chauvinism. [Mentor 4; 6th Gen Assamite]
Rutger Nierburg: Rutger is the childe of a powerful Carthagian sorcerer of Clan Brujah. This survivor of Carthage, called Terentius lies in Torpor in Switzerland, under the care of Rutger and Prince Guillaume (sworn to protect Terentius, who sponsored his entry into the Inconnu). Rutger is Prince Guillaume's advisor and often utilizes his Thaumaturgy on his behalf. Rutger has proven himself extremely capable at manipulating the weather patterns of the Swiss Alps, often calling up terrible blizzards at Guillaume's request. [Mentor 3; 7th Gen Brujah Idealist]
Nebkaset: High Priest of the Screaming Abyss Temple in London, Nebkaset is an ancient Setite and one of the masters of the Cult of Thoth. A tall, dessicated and bald man, Nekbaset's eyes burn with the power of his Dread Lord Apep's favor. Nebkaset commands the Bane Mummy called Saatet-ta, Darkener of the Earth, though his control over her is tenuous at best. Nebkaset is skilled in the arts of Thaumaturgy and Dark Thaumaturgy and he holds the hearts of many of the Kindred of London, seduced by his Infernal power. [Mentor 5; 5th Gen Follower of Set]
Taranis: A member of the Council of Oaks, Taranis is a Welsh Country Gangrel antitribu, part of the nomadic pack called the Iceni, all of whom trace mortal ancestry to Celtic peoples). Taranis is pack priest and wields the magics of blood and storm powerfully. He named himself after the Celtic thunder god and is skilled in summoning tempests. The first strike of the Iceni is usually a lightning bolt from the Thunderer. When Taranis enters a frenzy, he often loses control of his storms, which howl with the power of his Beast. [Mentor 2; 9th Gen Gangrel antitribu]
Marco Giovanni: An entrepreneur in both Skinlands and Shadowlands, Marco is a potent Thaumaturgist and Necromancer. Clan Lore credits the ancient Marco (Embraced in the time of the Cappadocians) with the discovery of many secrets of the Shadowlands, including part of the Cross-Shroud Magics. In his youth, Marco Masqueraded as a Hierarchy member and wasn't discovered as Kindred until he had achieved the position of Centurion. He knows much about the Hierarchy and Stygia. For fifty years there was a bounty on him from the Hierarchy, but one bounty hunter after another fell to Marco's Necromantic and Thaumaturgic powers. Now, he occasionally helps the Hierarchy and has even gained the friendshop of several Anacreons [Mentor 4; 6th Gen Giovanni]
Father Mecario Santillanez: A Bishop in Guadalahara, Mx, Padre Sanillanez is a powerful Thaumaturgist as well. Advisor to Archbishop Baroja (his broodmate), Sanitllanez controls the religious power structures in the city, including a four man cadre of Society of Leopold operatives. This allows Santillanez to direct this powerful tool at his enemies. Contrary to rumors and speculation, Padre Santillanez is not on the Path of Evil Revelations, being a dedicated follower of the Path of Honorable Accord. [Mentor 3; 8th Gen Lasombra]
Astley Hurst: Professor Hurst is a retired anthropology professor, renowed at a small but strange New England university, where he still conducts occasional seminars. Hurst is also a leader of the Seekers of Ry'leh, a group of occultists led by a coterie of four Malkavian Thaumaturgists. Inspired by the works of Lovecraft and his ilk, Hurst has delved deep into his learnings, perusing various tomes kept in the vaults of the university library. He has learned the secrets of Dementation and Dark Thaumaturgy and serves That Which Pipes Endlessly at the Center of the Universe. [Mentor 3; 7th Gen Malkavian]
Paneb of Sobk: Paneb is the horribly reptilian Upthog of the Cairo Warrens. He is always accompanied by Sened, an eight foot long ghoul crocodile, in token of his reverence of Sobk, the Eater of Souls, the Egyptian Crocodile God. Paneb gathers with strangely marked men and women, who boast filed teeth to discuss the Will of Sobk. Paneb often goes on quests in the sewers of Cairo, seeking his god, though he always returns just as he is needed. Paneb is a master of concealing and water magics. [Mentor 4; 6th Gen Nosferatu]
Mihaela: A beautiful shilmulo drabarne of Clan Ravnos, Mihaela is an enigma even to other Ravnos. She accompanies the Nastasiu kumbania, a twelve person tribe who roam throughout Western France and Spain. She allows no Kindred, Ravnos or otherwise to near those she protects. She wields a powerful array of magic, from flames to magically unerring daggers (which inflict aggravated damage) to hails of sharp stones. The only time she allows any near her and her kumpania is when she agrees to teach another shilmulo drabarne [Mentor 5; 6th Gen Ravnos]
Fanchette Raucourt: Fanchette is a very plain looking woman, one of the reasons she avoids the Court of Prince Villon. In recent times, however, Fanchette has assisted her prince by investigating fellow Voisines for indications of Infernalism. When she finds it, she reports to Villon, who has that Voisin removed. What he does not know, however, is that Fanchette is herself an Infernalist, using her influence to remove those Voisines who do not practice Dark Thaumaturgy. Fanchette serves Kovliax, a demon of the Hordes of Lust. She is mistress to many of the Toreador of Paris, who assure themselves that no one would suspect them of having anything to do with mousy little Fanchette. And ho, the pleasures her very touch brings... [Mentor 3; 7th Gen Toreador]
Prince Flaminio Rey del Angel: a Spanish Inquisitor in life, Flaminio was Embraced to help porotect the Toledo Chantry de los Reyes from the Inqusition. Initially, Prince Flaminio had difficulty with Thaumaturgy, which he considered diabolic. Eventually, though, he discovered the Qabbalah and soon climbed the Pyramid to be allowed to found a Chantry, which he did in the newly settled area of what came to be known as San Antonio, TX. Now Prince of San Antonio, Flaminio has been recently credited with the use of True Faith once more, a thing he thought lost to him. Those close to him say that he has become more reclusive of late, as well. [Mentor 4; 6th Gen Tremere]
Milanahutec: Childe of the powerful Guatemalan Archbishop Xipe Totec, Milanahutec was a young Azteca shaman Embraced by the newly arrived Tzimisce Master Koldun. Mistaking the emaciated, tattered-flesh body of his sire for a being out of his religion, Milanahutec immediately worshipped the Koldun as Xipe Totec, the Flayed God. Milanahutec has since become indispensible to his sire. Milanahutec spends most of his time in the Chiropteran Marauder form (a sort of bat-winged zulo), considering himself the terrible demon-minion of the Flayed God. Mialanhutec is a master of Spirit Thaumaturgy and uses terrible banes regularly. He is considered to be a foul Wyrm-creature by local shapechangers. [Mentor 3; 6th Gen Tzimisce]
Louis Richard Holmes: Primogen of Clan Ventrue is Portland, Oregon, Louis is a product of upper-class Victorian London. Embraced when spritualism was in vogue and pursuing those interests even in undeath, Louis was soon approached by Lord Frontworth, childe of Queen Anne and Lord in the Circle of Solomon. Louis has since become a Lord himself and now operates a cell of the Circle over the states of Oregon, Washington and Idaho. In keeping with his original interests, Louis is a skilled Spirit Thaumaturgist and Conjurer. [Mentor 4; 9th Gen Ventrue]