Thaumaturgy Paths and Rituals
System · Vampire
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. (Experience costs are covered on p. 124.)
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 – see p. 228 for details.)
Rituals are Thaumaturgical formulas, meticulously researched and prepared, that create powerful magical effects. Rituals are less versatile than paths, as their effects are singular and straightforward, but they are better suited to specific ends.
All thaumaturges have the ability to use rituals, though each individual ritual must be learned separately. By acquainting herself with the arcane practice of blood magic, the caster gains the capacity to manipulate these focused effects.
Thaumaturgical rituals are rated from 1 to 5, each level corresponding to both the level of mastery of Thaumaturgy the would-be caster must possess and the relative power of the ritual itself. Unless stated otherwise, a ritual requires five minutes per level to cast.
Casting rituals requires a successful Intelligence + Occult roll, for which the difficulty equals 3 + the level of the ritual (maximum 9). Only one success is required for a ritual to work, though certain spells may require more successes or have variable effects based on how well the caster’s roll goes. Should a roll to activate a ritual fail, the Storyteller is encouraged to create strange occurrences or side effects, or even make it appear that the ritual was successful, only to reveal its failure at a later time. A botched ritual roll may even indicate a catastrophic failure or summon an ill-tempered demon.
Rituals sometimes require special ingredients or re-agents to work — these are noted in each ritual’s description. Common components include herbs, animal bones, ceremonial items, feathers, eye of newt, tongue of toad, etc. Acquiring magical components for a powerful ritual may form the basis for an entire story.
At the first level of Thaumaturgy, the vampire automatically gains a single Level One ritual. To learn further rituals, the thaumaturge must find someone to teach him, or learn the ritual from a scroll, tome, or other archive. Learning a new ritual can take anywhere from a few nights (Level One ritual) to months or years (Level Five ritual). Some mystics have studied individual rituals for decades, or even centuries.
See also 7
Abilities & Attributes
- Intelligence shared/trait/attribute/intelligence
- Occult shared/trait/ability/occult
Clan Lore
- Tremere — Lore of the Clans vampire/faction/clan_lore/the-tremere
Clans & Bloodlines
- Tremere vampire/faction/clan/tremere
Disciplines
- Thaumaturgical Countermagic vampire/power/discipline/thaumaturgical-countermagic
- The Path of Blood vampire/power/discipline/the-path-of-blood
Paths & Numina
- Necromancy mage/power/sorcery_path/necromancy