Post by Phsycodelic on Dec 14, 2016 8:12:16 GMT
Dur-An-Ki: Movement Of The Mind ( Rishi's Hand )
Assamites, Followers Of Set, Tremere
Assamites, Followers Of Set, Tremere
Like Necromancy, the practice of Thaumaturgy is divided into paths and rituals. Thaumaturgical paths are applications of the vampire's knowledge of blood magic, allowing her to create effects on a whim. Rituals are more formulaic in nature, most akin to ancient magical "spells." Because so many different paths and rituals are available to the arcane Tremere, one never knows what to expect when confronted with a practitioner of this Discipline.
When a character first learns Thaumaturgy, the player selects a path for the character. That path is considered the character's primary path, and she automatically receives one dot in it, as well as one Level One ritual. Thereafter, whenever the character increases her level in Thaumaturgy, her rating in the primary path increases by one as well. Additional rituals are learned separately, as part of a story; players need not pay experience points for their characters to learn rituals up to the level equal to their overall rating in Thaumaturgy, though they must find someone to teach the rituals in question. Path ratings never exceed 5, though the overall Thaumaturgy score may. If a character reaches a rating of 5 in her primary path and increases her Thaumaturgy score afterward, she may allocate her "free" path dot to a different path.
Many Kindred fear crossing the practitioners of Thaumaturgy. It is a very potent and mutable Discipline, and almost anything the Kindred wishes may be accomplished through its magic.
Paths define the types of magic a vampire can perform. A vampire typically learns his primary path from his sire, though it is not unknown for some vampires to study under many different tutors.
As mentioned before, the first path a character learns is considered her primary path and increases automatically as the character advances in the Discipline itself. Secondary paths may be learned once the character has acquired two or more dots in her primary path, and they must be raised separately with experience points. Furthermore, a character's rating in her primary path must always be at least one dot higher than any of her secondary paths until she has mastered her primary path. Once the character has achieved the fifth level of her primary path, secondary paths may be increased to that level.
Each time the character invokes one of the powers of a Thaumaturgical path, the thaumaturge's player must spend a blood point and make a Willpower roll against a difficulty equal to the power's level +3. Only one success is required to invoke a path's effect - path levels, not successes, govern the power of blood magic. Failure on this roll indicates that the magic fails. A botch causes some kind of loss or catastrophic backfire, such as losing a Willpower point (or dot!), spontaneous combustion, or accidentally letting a living statue run rampant. Thaumaturgy is an unforgiving art.
Various Sects and Clans have different access to each path, but unless the Storyteller decides otherwise, it is assumed the Tremere have some access to all of them. ("Having access" does not mean the same thing as "easily gained," especially within the Tremere power structure.) The paths start with one of the most common (The Path of Blood), and thereafter are presented in alphabetical order. (The unusual "path" of Thaumaturgical Countermagic is also presented, although it is considered a separate Discipline).
[ 1 - 5 ] Movement Of The Mind Levels 1 - 5 ( Vampire: The Masquerade 20th Anniversary Edition - Page 220 )
This path gives the thaumaturge the ability to move objects telekinetically through the mystic power of blood. At higher levels, even flight is possible (but be careful who sees you). Objects under the character's control may be manipulated as if she held them - they may be lifted, spun, juggled, or even "thrown," though creating enough force to inflict actual damage requires mastery of at least the fourth level of this path. Some casters skilled in this path even use it to guard their havens, animating swords, axes, and firearms to ward off intruders. This path may frighten and disconcert onlookers.
System: The number of successes indicates the duration of the caster's control over the object (or subject). Each success allows one turn of manipulation, though the Kindred may attempt to maintain control after this time by making a new roll (she need not spend additional blood to maintain control). If the roll is successful, control is maintained. If a thaumaturge loses or relaxes control over an object and later manipulates it again, her player must spend another blood point, as a new attempt is being made. Five or more successes on the initial roll means the vampire can control the object for duration of the scene.
If this power is used to manipulate a living being, the subject may attempt to resist. In this case, the caster and the subject make opposed Willpower rolls each turn the control is exercised.
Like The Lure of Flames, individual power levels are not provided for this path - consult the chart below to see how much weight a thaumaturge may control. Once a Kindred reaches a rating of 3, she may levitate herself and "fly" at approximately running speed, no matter how much she weighs, though the weight restrictions apply if she manipulates other objects or subjects. Once a Kindred achieves 4, she may "throw" objects at a Strength equal to her level of mastery of this path.
Level | Weight Limit |
1 | 1 pound / 0.5 kilograms. |
2 | 20 pounds / 10 kilograms. |
3 | 200 pounds / 100 kilograms. |
4 | 500 pounds / 250 kilograms. |
5 | 1000 pounds / 500 kilograms. |