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====Thaumaturgy==== What clan Tremere took with them when they split from [[Mage: The Ascension|the Order of Hermes]]. The various paths are: * Elemental Mastery deals with inanimate objects: speak with the spirits of inanimate objects, animate objects to whoop some ass or outright summon [[Elemental]]s... who then tear you to shreds, because as nature spirits they hate unnatural undead abominations like you. * Green Path is plant magic, simple as that. Learn from plants, make stuff grow, manipulate vines, create a powerful Haven or command the trees to go forth and whoop some Kindred ass. * Hands of Destruction is rumored to be demonic in origin. Whether this is true or not, it is still a potent Path capable of rotting things with a touch, create acid or age mortals into dust, ''Indiana Jones and the Last Crusade'' style. As the name indicates, all powers on this Path require a physical touch. * Lure of the Flames is rightfully feared by many Vampires because of its ability to permanently kill them. It deals damage over time however, so while it cannot kill a Kindred in one go up to three levels of aggravated damage per turn is nothing to scoff at. Above all, however the Lure of Flames is scary because any uncontrollable fire scares the shit out of the Beast inside every vampire, causing Rötschreck. Do note that Thaumaturgist casting the Lure is not immune to Rötschreck either, nor are his kindred allies, which can lead to some hilarious shenanigans. Good thing there are rituals that can reduce or even outright suppress the fear of fire for a time, but none of those rituals are easy or even safe. * Mastery of the Mortal Shell grants you the ability to mess with the bodies of your enemies and even control them. * Movement of the Mind is telekinesis, simple as that. You can move stuff around, with the more powerful versions being able to throw things around. Three dots should be enough to lift a fair number of Vampires, though picking up that bulky Brujah dude (>100 kg/200 pounds) requires four. Oh, and at three dots you can use it to fly. * Neptune's Might is an odd duck given the general lack of connections to water that Vampires have. Still, this is a potent Path capable of seeing into the past, create prisons or walls, mess with the blood of people (by turning it into water) or at five dots just rip the water out of someone's body. [[Wat|That last one is also really useful for drying your clothes.]] Upon reaching third level a practitioner may opt to specialize in either salt or fresh water, lowering the difficulty of one while raising that of the other. * Path of Blood manipulates Vitae. It is one of the most fundamental paths for the Tremere and the most commonly studied one. * Path of Conjuring allows you to summon stuff. Unusually the power remains the same throughout the levels, instead increasing the scope of the one dot ability. You start out with simple stuff (lead pipes, stakes, rocks), but as you level you can make objects permanent (always start with at least two dots in this Path unless you like spending large amounts of Willpower on things), summon complex stuff like weapons and vehicles, banish it back and even summon living (if mindless) things like animals and even people. To stop it from being completely OP you have to know how to create something ''without'' conjuring to make it with conjuring, so no rocket launchers out of thin air, unless you're a professional gunsmith with a military clearance. There's also a key limitation that you cannot conjure things bigger or heavier than you, although there's a ritual that let you bypass it in case you want to [[JoJo's Bizarre Adventure|squash your enemies with road-rollers]] (it's really the only justifiable way of using it). * Path of Corruption does just that. It fucks with the minds of its victims, turn people gainst one another and create potent addiction. * Path of Mars cries havoc and lets slip the dogs of war. This makes their attacks a lot more powerful, increases their stats and conveys the powers of this Path on allies. * Path of Mercury lets you teleport safely within your sight, unsafely to the distant places you're familiar with and telefrag yourself into distant places you're not familiar with. * Path of Shadowcrafting is a blood magic version of Obtenebration that reaches into the Abyss to summon and manipulate shadows with less tentacles and more spooky scary focus. Notable for being specifically designed to troll Lasombra. * Path of Spirit Manipulation is the [[Mage: The Ascension|Sphere of Spirit]] but for a Hermetic wizard. * Path of Technomancy is a rather new one, but with a badass concept: CYBER VAMPIRES. With this Path they can figure out technology, destroy devices, encrypt data to supernatural degrees (Vampire DRM!), access devices without touching them and at the five-dot capstone SEND THEIR MINDS THROUGH THE INTERNETS and engage in PSYCHIC VAMPIRE HACKING. [[Shadowrun]]ners wish they were this awesome. * Path of the Father's Vengeance is Vampire Bible Magic. Taking from the Book of Nod this Path is primary used to punish Vampires when they get out of line. It reveals blood bonds, reduces someone's Appearance to 0 for a night (for Toreador this might as well be the Final Death), forces a Vampire to live on ash instead of blood for a week or makes them extremely susceptible to light to the point where [[flashlight]]s can kill them. But the most dreaded of all is Valediction, which returns a Vampire to their original Generation for a week. This greatly reduces their power and makes them a lot easier to kill for a high-Generation Vampire and steal their powers. * Path of the Focussed Mind has a number of magic Zen powers, allowing you to focus and think better. * Path of the Levinbolt is a collection of lightning powers, from shutting down electrical devices and giving small shocks to commanding the power of Thor, tossing around lightning bolts that are difficult to soak. * Weather Control is... well, what do you think? This can conjure up weather from fog, breezes and temperature changes all the way to major temperature changes, storms and lightning strikes (10 dice of lethal damage, bitch!)
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