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Standard Thaumaturgy.....................................................................................................1 Paths:................................................................................................................................2 Rituals..............................................................................................................................6 Basic.............................................................................................................................6 Intermediate...............................................................................................................12 Advanced...................................................................................................................17 Other Levels...............................................................................................................19 Dark Thaumaturgical Paths:..........................................................................................20 Paths...............................................................................................................................20 Rituals ...........................................................................................................................

20 Basic...........................................................................................................................20 Intermediate...............................................................................................................20 Advanced...................................................................................................................21 Other Levels...............................................................................................................21 Assamite Thaumaturgical Paths:...................................................................................21 Paths...............................................................................................................................21 Rituals ...........................................................................................................................21 Basic...........................................................................................................................21 Intermediate...............................................................................................................22 Advanced...................................................................................................................22 Other Levels...............................................................................................................22 Setite Thaumaturgy.........................................................................................................22 Paths...............................................................................................................................23 Rituals ...........................................................................................................................23 Basic...........................................................................................................................23 Intermediate...............................................................................................................23 Advanced...................................................................................................................23 Other Levels...............................................................................................................23 Book List: Lotn, Camarilla, Sabbat, Storyteller, Elysium, The Long Night, Blood Sacrifice, Blood Magic Special: Akhu : Egyptian Dur-An-Ki : Mesopotamian Sadhana : Indian Wanga : African Nahuallotl : Central American Contents: 2, 3, 4, 4

Standard Thaumaturgy

Paths:
Alchemy: Storyteller pg. 47, Magic pg. 68 Alchemy deals with altering the composition or properties of raw materials (turning lead to gold). The thaumaturge must have detailed knowledge of the elements involved (at least 2 levels of Science or 1 level of Chemistry) and they also must have a laboratory. This path takes 1 hour per level to work, and retests with Science. Biothaumaturgy: Storyteller pg. 48, Magic pg. 69 Biothaumaturgy is the refined art of alternating, studying, and animating flesh. Some sort of Lab is required, and the Tremere must have 3 levels of Science and 1 level of Medicine just to learn the first level of this path. It retests with the Science ability. The Path of Blood: Lotn pg. 177 This is the primary path of Thaumaturgy from the Tremere, and is based on the root manipulation of blood. This path allows you to alter the properties of your own blood, or investigate (or even steal) the blood of others. It uses Occult for retests. Path of Blood Nectar (Sadhana): Sacrifice pg. 62 Confers the ritualists Disciplines to another kindred or ghoul for a scene. The level of Discipline conferred is based on the level of this path. Path of the Bloods Curse: Storyteller pg.56, Magic pg. 76 This is an extremely power path that can only be learned by thaumaturgists that are 10th generation or greater, and only works on vampires that are equal or lesser in generation than the caster. This closely guarded secret takes full advantage of the curse of Caine, and is a great way to get yourself killed if anyone finds out you know it. It retests with Occult. The Path of Conjuring: Lotn pg. 182; Elysium 73 The Path of Conjuring gives the thaumaturgist the power to create objects from nothingness. Nothing can be created larger or heavier than yourself, and other abilities may be needed for the object to function correctly. If the object is damaged, destroyed or separated, it will turn into a viscous sludge that fades into nothingness. This path retests with the Occult. The Path of Corruption: Camarilla pg. 83; Elysium pg. 77 This path slowly and subtly twists and individuals mind to a darker, more immoral state. It can be used to change peoples minds, cause addictions and subvert people do your will. This path is for slow, patience people. It usually requires touch and Subterfuge can be used for retests. Covenant of Nergal (Dur-an-ki): Sacrifice pg. 43 Cures/Causes diseases that eat away at the victims health levels and attributes. Path of Curses: Storyteller pg.58, Magic pg. 78

This path behaves as basic gypsy curses or hexes, bring bad luck and unfortunate events to the victim. This path has the potential to be very powerful if used correctly. It uses Intimidation for retests. Divine Hand (Akhu): Sacrifice pg. 24 This Egyptian path is based on the ideals of sympathetic magic. By creating an enchanted voodoo model, the thaumaturge can cause changes to the targets physiology, whether it is an animate or inanimate object. Path of Duat (Akhu): Sacrifice pg. 26 With this path, the practitioner conjures hallucinations of the Egyptian netherworld world and afflicts them upon the target. You can cause muteness, blindness, paralysis and at the highest level, torpor (or mortal death). Elemental Mastery: Camarilla pg. 76; Elysium 76 Elemental mastery is the communion and control over dead or inanimate objects. You can ask questions of, or give commands to inanimate objects. At higher levels you can even turn into objects or summon an elemental. The Evil Eye (Dur-an-ki): Sacrifice pg. 44 Causes losses of Status, Retainers/Resources, Allies/Contacts or puts the victim into situations where they are in danger. Can also simply cause aggravated damage. The Path of the Fathers Vengeance: Sabbat pg. 127 This path twists the curse of Caine, pushing its debilitating effects to even greater threats. The path only affects vampires, it uses occult for retest, and has a range of voice. The caster must recite a small portion of the book of nod. The Faux Path : Magic pg. 84 A path based on deception, allows the caster to detect lies and the uses of Disciplines, including Thaumaturgy. After the caster has mastered detection, he can duplicate the appears of Disciplines he may not have, however this does not duplicate the effect. The Flow of Ashe (Wanga): Sacrifice pg. 77 This path allows for the uses of blood without actually using blood. Herbs on the person are consumed instead. This includes blood used to heal, power disciplines and increase physical traits. The Focused Mind: Storyteller pg.50, Magic pg. 71 This extremely rare path is practiced by a select few. At its lowest levels it increases your mental traits and even calms frenzy. At the highest levels you can gain an extra mental action per turn, or you can become immune to frenzy and Rotschreck, as well as build your resistance to mind altering disciplines. This path requires at least 7 Mental Traits and retests with Occult.

The Green Path: Camarilla pg. 78 The Green Path concentrates on controlling and understanding nature. It allows the thaumaturgist to speak with, grow, and control plants. At the highest levels, a safe haven can be created from plants and trees can walk. Hands of Destruction: Lotn pg. 183 This path warps and decays limbs, wood and flesh. Use of this power almost always requires touch and has a permanent affect on mortals. The Hearth Path: Storyteller pg. 51, Magic pg. 72 This path deals with the security of the thaumaturgists haven. It retests using the Occult ability. The Path of Karma (Sadhana): Sacrifice pg. 63 The sadhu can use this path to learn about the past of this life or others, as well as the future. At the highest level, the sadhu can even choose his next incarnation after his vampire death (or do the same for others). Lash of Xipe Totec (Nahuallotl): Sacrifice pg. 88 This path is completely based on the caster flaying his own skin or that of a victim. This ritual flaying can transfer pain to and from two individuals, allow the caster to ignore wound penalties, or cause pain to others. Path of Levinbolt: Tremere pg. 51 Through the combination of mystical astrology with a rational understanding of electricity, modern Tremere thaumaturgists now have learned to focus and handle lightning and electricity, something their medieval counterparts failed to do. The Lure of Flames: Lotn pg. 178 This path deals with the control and creation of magical fire. It is mainly a combat path, as the flames do extensive aggravated damage and can cause Rotschreck in even the bravest vampires. The Lure of Flames retests with Occult. The Path of Mars: Sabbat pg. 125 A martial path that focuses the effects internally. It allows the caster to increase courage, abilities, traits or actions per turn. It retests with Occult. Mastery of the Mortal Shell: Storyteller pg. 53, Magic pg. 73 This path is almost like a direct attack to the victims body. It can cause dizziness, convulsions or even mortal death . At its highest level, the victim looses all thought and the body becomes a puppet to the caster. Mastery retests with Occult. Movement of the Mind: Lotn pg. 180 Movement of the Mind allows for the manipulation of remote objects or even creatures, you need only to see the target to control it. In the intermediate level you can

even control yourself, gaining the ability of flight. This path does not allow for tactile response and it retests with the Occult ability. Music of the Spheres (Dur-an-ki): Sacrifice pg. 46 Requires Performance to create a musical resonance with a specific planet. Depending on what planet chosen, the audience will be emotionally affected. Love, hate, calmness or courage can be invoked. The audience can also be made immune to the affects Presence while the music is playing. Neptunes Might: Camarilla pg. 81 This path allows for a wide variety of uses with water. Bodies of water can be made into seeing-pools, prisons, walls, or it can be sucked out of beings. Blood can also be transmuted to water, killing a mortal in a couple of minutes. Oneiromancy: Storyteller pg.54, Magic pg. 75 This path is literally the stuff of dreams. With it, the caster can gain glimpses of the future in her dreams, explore the dreams of others, or even send messages. It uses Occult for retests. Orishas Fortune (Wanga): Sacrifice pg. 79 This path allows the caster to enhance their own luck or cause devastating bad luck on a victim. It can basically increase successes or causes an automatic failure. Path of Praapti (Sadhana): Sacrifice pg. 64 Allows for instant teleportation from 10 yards to 500 miles depending on the level of the path you have. The Path of Shadowcrafting: Tremere pg. 53 In an effort to combat the Sabbat, Tremere students of the Path of Shadowcrafting learn to manipulate shades, but not in the same fashion as the Lasombra. Shadowcrafting tugs at the absence of light, and kindred who cast no reflection are unable to use this path. Spirit Manipulation: Camarilla pg. 89 This path forces spirits (umbra spirits) into submission. They can be bound and commanded, or the spirit realm can be traveled. If a spirit resists the thaumaturgist control it will attack. Spirit Thaumaturgy: Elysium pg. 74 This path is a somewhat limited form of Necromancy, as it allows for the manipulation of spirits, both yours and Specters. The Path of Technomancy: Camarilla pg. 86 This path allows one to learn, destroy, encrypt/decrypt and control any kind of electronic device. The Computer ability enhances this path. Thaumaturgical Counter Magic: Camarilla pg. 92

This is more of a discipline than an actual path, and it is most effective against Tremere Thaumaturgy. It is weak or even ineffective against non-Tremere or Hedge mage/Awakened magics. Any non-Tremere caught using this gains the flaw Clan Enmity (Tremere). The Path of Transmutation: Storyteller pg. 60, Magic pg. 80 This path is whispered as being the poor mans alchemy. It does not require a Lab or the Science ability, but its transformations are less dramatic. Instead of changing materials into different elements, it changes only the physical properties of the substance (changing solids into liquids, etc.). It requires Occult for retests and usually costs Mental Traits to activate. Ushabti (Akhu): Sacrifice pg. 27 The name of this path comes from the figurines buried with wealthy Egyptians. These figurines can be enchanted to perform tasks, and can even be made into living, sentient beings (that are blood bound to their creator). The Vine of Dionysus: Storyteller pg. 61, Magic pg. 82 This intriguing path is almost more of a religion to its practitioners than just another path. It is rooted in vises addiction, gluttony and lust, and has devastating results on those inflicted. Sometimes touch is required, sometimes only a look is needed. Kindred who learn this path become so taken up in hedonism that they loose a permanent Willpower Trait. This path retests with Occult. Voice of the Wild (Wanga): Sacrifice pg. 80 The wangateur can use this path to influence animals emotional states or assume the physical characteristics of an animal. Weather Control: Camarilla pg.93 Allows for the manipulation of weather, which can occur over time or be instant. Some weather control may even be allowed indoors with storyteller permission. Lightning strike is the highest level, and it is a distance attack that inflicts 3 aggravated damage.

Rituals
Basic Animaa (Sadhana): Sacrifice pg. 65 Gain 10x magnification to eyesight. Armor of Diamond Serenity (Sadhana): Sacrifice pg. 64

Become immune to frenzy, Rotschreck and gain bonuses to Willpower challenges. Ash of Agnis Curse (Sadhana): Sacrifice pg. 65 Each ash dose extinguishes 100 square feet of flame. Astral Portent (Dur-an-ki): Sacrifice pg. 47 Allows the caster to discover general parts of the targets future. Bind the Heavens (Dur-an-ki): Sacrifice pg. 48 Causes a drought to occur on the victims land. Blood Mastery: Tremere pg. 56 Allows the caster to automatically succeed in the next challenge with the victim. Blood Mead (Vine of Dionysus) : Storyteller pg. 64, Magic pg. 91 Intoxicating potion that grants an extra Healthy Level. Blood Rush : Sabbat pg.130 Staves off negative affects of being low on blood. Blood Walk : Elysium pg. 80 This ritual allows you to trace the lineage of a target. Brand of the Paramour : Storyteller pg. 65, Magic pg. 87 Long lasting ritual that lets a vampire know the physical condition of her ghoul. Bureaucratic Condemnation : Magic pg. 91 Increase a bureaucratic action time by 3, including mailing documents. Calling the Restless Spirit : Elysium pg. 80 Summon a ghost to converse with. Cannot force the ghost, however. Communicate with Kindred Sire : Lotn pg. 185 Telepathic link with your sire that lasts for up to 10 minutes. Craft Bloodstone : Storyteller pg. 65, Elysium pg. 87, Magic pg. 92 Creates a tracking device you will always be able to find. Craft Garde (Wanga): Sacrifice pg. 81 This protective amulet makes it harder for rituals to affect the wearer. Craft Gris-Gris (Wanga): Sacrifice pg. 82 This cursed token causes the victim to suffer a dice-pool penalty indefinitely. Crimson Sentinel : Night pg. 128

Creates a warding rune against the one whos blood you used in the ritual. Dedicate the Chantry: Tremere pg. 57 Any enchantments cast on the dedicated ground get a 1 trait bonus to completion. Defense of the Sacred Haven : Lotn pg. 185, Night pg. 128 As long as you stay in a single room, all sunlight is mystically blocked. Deflection of Wooden Doom : Lotn pg. 185, Night pg. 128 The first stake that pierces your heart turns to dust. Deny the Intruder : Tremere pg. 58 Doubles Influences uses against the Chantry. Devils Touch : Lotn pg. 185, Night pg. 128 Make a mortal suffer from the traits Repugnant and Obnoxious for one night. Dominoe of Life : Sabbat pg. 130 Allows you to assume 1 physical characteristic of mortality per casting. Donning the Mask of Shadows : Elysium pg. 80 Has a similar affect as Unseen Presence. Dreams of Duat (Akhu) :Sacrifice pg. 29 Curses victim with nightmares causing temp Willpower losses. Earths Blood Cry (Dur-an-ki): Sacrifice pg. 48 Creates a tablet with a murdered persons blood, that when touched by that persons murder screams. Encrypt Missive : Storyteller pg. 65, Magic pg. 87 Creates a message only the intended person can read. Engaging the Vessel of Transference : Night pg. 128 Creates a vessel to act as a conduit of blood, essentially switching the blood in the magic container with the blood of the victim. Enhancing the Curse : Storyteller pg. 65, Magic pg. 92 This is a one month lasting ritual that gives ghouls the same light vulnerability that vampires experience. Exorcise Fever (Dur-an-ki): Sacrifice pg. 47 Cures fever causing diseases. Expedient Paperwork: Magic pg. 87 The ensorcelled document will not get lost, and is processed in 2/3rds the time.

Extinguish: Storyteller pg. 65 , Magic pg. 92 Allows the caster to extinguish any one flame smaller than a bonfire. Eyes of the Night Hawk : Sabbat pg. 130, Elysium pg. 88 Allows you to take over the vision of a bird and guide its flight. Garimaa (Sadhana): Sacrifice pg. 65 The magician can gain strength traits against being moved. Grandfathers Gift (Wanga): Sacrifice pg. 82 Raises or grants an ability for a number of turns. Horoscope (Dur-an-ki): Sacrifice pg. 47 For each success you can learn one fact about the target. Illuminate Trail of the Prey : Sabbat pg. 131, Elysium pg. 88 Gives you 3 free retests when tracking prey until they go through water Impassible Trail : Storyteller pg. 66, Elysium pg. 88, Magic pg. 93 Makes your trail only detectable by supernatural senses. Impressive Visage : Storyteller pg. 66, Magic pg. 89 Grants 2 additional Social Traits for the evening . The Imps Affliction : Storyteller pg. 66, Magic pg. 89 Infects mortal victim with uncomfortable and embarrassing illness. Inscribe the Book of Set (Akhu) : Sacrifice pg. 29 This extensive ritual creates a consecrated copy of The Book of Going Forth by Night which contains Akhu prayers. Some rituals require this book, and the book is protected from mortals by turning to ash when exposed to light. This ritual can be used on other books, as well. Inscription : Tremere pg. 58 Turns a piece of paper into a usable scroll that holds one ritual. Jinx : Storyteller pg. 66, Magic pg. 93 The Cainite suffers terrible bad luck. Learning the Mind Enslumbered : Storyteller pg. 67, Magic pg. 90 Learn the cause of a Kindreds torpor or death; you need the body or ashes. Machine Blitz : Sabbat pg. 131, Elysium pg. 88 Breaks a machine and makes it very hard to fix.

Mirror of the Gods (Nahuallotl): Sacrifice pg. 89 The enchanted mirror shows creatures affected by any blood based magic. Mourning Life Curse : Storyteller pg. 67; Elysium pg. 81, Magic pg. 93 This ritual causes mortal to weep blood tears (which can be drank). The Open Passage : Elysium pg. 82 Spend 10 minutes to make a barrier impartial for 1 minute. The Open Passage : Lotn pg. 185 Spend one hour to make a barrier impartial for 1 turn. Opening the Mouth (Akhu) :Sacrifice pg. 29 Allows a cadaver to speak for 1 minute if the head and tongue is intact. Power of the Invisible Flame : Elysium pg. 89 Allows your Path of the Flame fires to be invisible. Preserve Blood : Elysium pg. 89 Blood is sealed until container is opened. Principle Focus of Vitae Infusion : Lotn pg. 186; Elysium pg. 81 Sink one blood trait into a small object for later use. Purge the Inner Demon : Storyteller pg. 67 Prevent or end frenzy. Cannot perform on self. Purify Blood : Tremere pg. 57 One blood trait is purified of contaminates and diseases. Purity of Flesh : Night pg. 128 Purges mundane pollutants, poisons and drugs from targets system. Rakta-Maya (Sadhana): Sacrifice pg. 64 Magic illusions that affect an audience in a target area. Rebirth of Mortal Vanity : Storyteller pg. 67, Elysium pg. 81, Magic pg. 90 Allows a vampire to regrow hair (except on bald vampires). Recure of the Homeland : Sabbat pg. 131 Creates a paste you can use to cure your wounds. Cures 1 aggravated per night instantly. Rite of Introduction : Storyteller pg. 68, Elysium pg. 81, Magic pg. 90 Antiquated ritual that used to announce a new Tremere to the chantry.

Rituals Recognition : Tremere pg. 59 Allows the caster to know if the next ritual cast succeeds. Sanguineous Phial : Storyteller pg. 68, Magic pg. 90 Preserves blood in a container until seal is broken. Scent of the Garous Passing : Elysium pg. 82 You can identify a Garous gender, time of passage and breed. Scent of the Lupines Passing : Lotn pg. 186 For a scene or hour you can detect Lupines. The Scribe : Storyteller pg. 68, Magic pg. 91 Enchanted quill records the thaumaturgists spoken word. Seal the Gates of Blood (Akhu) : Sacrifice pg. 29 Creates an amulet to prevent miscarriages and passes menstrual blood to ritualist. Sense the Mystical : Storyteller pg. 68, Magic pg. 91 Detect objects or effects touched with blood-magic (you need a candle). Serenading the Kami : Magic pg. 91 Reduces the difficulty of the next physical action by 2. Shroud of Day (Nahuallotl): Sacrifice pg. 89 Enchants a stake to also put the victim to sleep (so they are unaware of surroundings). Singing Charm (Wanga): Sacrifice pg. 81 Causes an enchanted item to emit a sound only the caster can hear. Steps of the Terrified : Elysium pg. 89, Magic pg. 93 Slow down a target (usually to prevent fleeing). Summon Guardian Spirit : Elysium pg. 89 Summons a spirit that warns you of danger (you cant be surprised). Typhons Brew (Akhu) : Sacrifice pg. 29 Magically transforms 1 trait of vitae into 4 for purposes of ghouling. Trima (Vine of Dionysus) : Storyteller pg. 69, Magic pg. 93 Makes mortals Submissive and Lethargic, and they forget all details of the evening they drank this elixir. Wake with Evenings Freshness : Lotn pg. 186 For the first 2 turns of a daytime awakening, you suffer no penalty.

Wake with Mornings Freshness : Elysium pg. 82 If you awaken during the daytime, you can act normally as if it were night. Ward verses Ghouls : Lotn pg. 186, Night pg. 128 Protect an item from ghouls. You can also exclude specific ghouls. Warding Baptism (Dur-an-ki): Sacrifice pg. 47 Makes recipient immune to one specific Thaum path for the rest of the night. Water Walking (Sadhana): Sacrifice pg. 65 Walk on water for 1 scene. Whispers of the Ghost : Storyteller pg. 69, Magic pg. 94 Combines with Psychic Projection to allow the ritualist to speak directly to the material world.. Widows Spite : Sabbat pg. 132 Gives the target victim witless for the night. Will o the Wisp : Elysium pg. 89 Creates controllable balls of floating light. Intermediate Aurava (Sadhana): Sacrifice pg. 65 Create a magical golden flame on an enchanted tray. Binding the Beast : Elysium pg. 82 Relieve a Kindred from frenzy. Bladed Hands : Elysium pg. 82 Gain the Physical Trait Sharp for the rest of the evening. Blood Allergy : Storyteller pg. 96, Magic pg. 94 For the rest of the night, if the target imbues more than 3 Blood Traits she will vomit them back up. Does not work on Kindred older than the ritualist. Blood Certamen : Tremere pg. 61 Very involved thaumaturgical ritual combat to resolve disputes between Tremere. Bone of Lies : Lotn pg. 186, Night pg. 129 Detects lies 10 times. Bottled Voice : Elysium pg. 90

You trap the targets voice in a bottle, they cannot speak until it is released. Brothers Eyes (Nahuallotl): Sacrifice pg. 89 See through the eyes and hear through the ears of a target. Bull of Heaven (Dur-an-ki): Sacrifice pg. 48 Creates a psychic link to, and ghouls, an animal for one night. Candle of Rage (Wanga): Sacrifice pg. 83 Increase the difficulty of the victims Self-Control checks. Cleansing of the Flesh : Storyteller pg. 69, Magic pg. 94 Cleanses social deceases from the vampires body. Clinging of the Insect : Sabbat pg.132 Put a spider under your tongue in order to stick to walls. Craft Dream Catcher (Oneiromancy) : Storyteller pg. 70, Magic pg. 94 Permanent talisman that protects from ghost attacks.. Curse Candle (Wanga): Sacrifice pg. 82 Causes a poltergeist to harass the victim for 24 hours. The Curse Belated : Storyteller pg. 70, Magic pg. 95
This ritual is used to safegaurd particulary precious ghouls agains untimely death. If the ghoul dies, her body will revive as a Kindred within 10 minutes as if you had Embraced her. If someone else attempts to embrace the ghoul, she will revive as a Kindred, however she will be YOUR child, not the childe of the vampire that did the actual Embrace!!!

Destinys Call (Sadhana): Sacrifice pg. 65 Summon an unknown person meeting 3 specific criteria to you. Eldritch Glimmer : Elysium pg. 90 You surround yourself in a green glow, and you can throw bolts of this energy for aggravated damage. Eyes of the Past : Elysium pg. 83 See what occurred in the room back in time, up to 5yrs prior to present. Firewalker : Sabbat pg. 132 For one hour after ritual, turn aggravated fire damage into lethal. Works on others. Flesh of Fiery Touch : Elysium pg. 83 If anyone touches your skin, they will take one aggravated damage. Friend of the Trees : Elysium pg. 90

The plants in a wooded environment will slow a pursuer by half. Gentle Mind : Elysium pg. 83 You can give someone extra willpower to resist frenzy. Haunted House : Elysium pg. 83 Makes your haven shunned by mortals for 10yrs. The Haunting Elysium pg. 90 You summon a malevolent spirit to scare someone to death. Heart of Stone : Elysium pg. 83 Your heart becomes solid stone, immune to staking. However, spending Willpower will end the ritual effects, and there is a loss to social traits. Illusion of Peaceful Death : Elysium pg. 84 Heals visible wounds on a corpse. Incorporeal Passage : Lotn pg. 186 Move incorporeally going forward or standing still. Infirm Inert : Storyteller pg. 70, Magic pg. 96 For the evening, the target touched cannot heal wounds without spending a Willpower Trait. Inherited Affinity : Tremere pg. 59 This ritual makes it easier for Kindred to learn Thaumaturgy. Innocence of the Childs Heart : Elysium pg. 84 Your aura appears white, like that of a mortal. Keening of the Banshee : Elysium pg. 91 Your scream causes living creatures to age, and their hair turns white. Kudurru (Dur-an-ki): Sacrifice pg. 49 Takes away any negatives from user when he is on his enchanted land. Lepers Curse (Sadhana): Sacrifice pg. 65 Curses a mortal victim with true (non-magical) leprosy. Linked Soul Elixir (Akhu) :Sacrifice pg. 29 Links the souls of all who drink to each other. Major Creation (Path of Conjuring) : Storyteller pg. 71 Caster can now summon larger items.

Mark of Amaranth : Tremere pg. 63 The victim will now appear as a diablorist to any sorts of scrying. Milk of Puutanaa (Sadhana): Sacrifice pg. 65 Kill an infant target over distance. Mirror of Second Sight : Sabbat pg. 133 Permanently enchants a mirror to reflect true forms, will not reflect supernatural concealment excepts for ghosts. Mirror Walk : Elysium pg. 91 Allows you to travel through mirrors, going from one to another (you actually have to be able to crawl into it, however). Ori Sight (Wanga): Sacrifice pg. 83 Hear and see what the target sees indefinitely. Pavis of Foul Presence : Lotn pg. 187, Night pg. 129 Presence powers level 5 and below are reflected back. Portrait of Passion (Dur-an-ki): Sacrifice pg. 48 Causes victim to become obsessed with the person painted. Power of the Pyramid : Tremere pg. 60 This ritual only benefits Tremere, and allows several ritualists to pool their power to perform one ritual. Protean Curse : Elysium pg. 84 Turns the target (Kindred or kine) into a bat. Rend the Mind : Magic pg. 96 Allows for a telepathic assault doing bashing damage. Rending Sweet Earth : Elysium pg. 84 Reveals and wakens an Earth Melded vampire. Respect of the Animals : Elysium pg. 91 Animals ignore you for 4 hours. Return of the Heart (Path of the Bloods Curse) : Storyteller pg. 71, Magic pg. 96 Victim is overwhelmed with guilt, and his Path changes to Humanity with a path rating of 5. This lasts for the rest of the evening. Rutors Hands : Lotn pg. 187 Sever your hand, pluck out your eyeball and create a little helper.

Scorpion Sending (Akhu): Sacrifice pg. 30 Send a scorpion to poison a victim (1 lethal/ 15 min). Scry : Storyteller pg. 71, Magic pg. 96 Watch a person or location from a pool of water. Severing Sand (Akhu): Sacrifice pg. 30 Exorcise a spirit for 1 day, or prevent a creature from healing for 1 minute. Soul of the Homunculi : Lotn pg. 187 You can only have one homunculi at any given time. Stolen Kisses : Storyteller pg. 71, Magic pg. 96 Creates an alternative means of drinking. Strength of the Vanquished (Nahuallotl): Sacrifice pg. 89 Eat a victims organs to gain temporary attributes. Tamimah (Dur-an-ki): Sacrifice pg. 49 Creates an amulet that grants a specified Discipline. Telecommunication : Storyteller pg. 72, Magic pg. 95 View through and control a TV you have touched in the last week. A Touch of Nightshade : Storyteller pg. 72, Elysium pg. 91, Magic pg. 95 Do 1 bashing (or lethal for mortals) per hour for the rest of the evening. The Elysium version kills or cripples instantly. Track Transgressor : Storyteller pg. 72, Magic pg. 95 Track users of Thaumaturgy. Transubstantiation of Seven : Tremere pg. 61 3 traits of the casters blood is transmuted into the blood of the Council of Seven after it is ingested, used in conjunction with the oath-swearing. The Unseen Change : Elysium pg. 85 Any Garou that enters the area is forced into Lupine form. Unweave Ritual : Tremere pg. 64 End a ritual that has a duration to it. Ward Versus Fae : Storyteller pg. 73, Magic pg. 95 Protect an item from fae. You can also exclude specific fairies. Ward Versus Lupines : Night pg. 129 Protect an item from Lupines.

Warded Womb (Sadhana): Sacrifice pg. 66 Protect embryo from miscarriage and negates the development of any supernatural heritage except for True Faith. Warding Cippus (Akhu): Sacrifice pg. 30 Spirits cannot approach within 100ft of Cippi. Costs a permanent Willpower. The Watcher : Elysium pg. 85 Summons a little rat who obeys the caster. Advanced

Apsu Portal (Dur-An-Ki) : Sacrifice pg. 50 Grants travel to any body of fresh water in the world. Abandon the Fetters of Blood : Night pg. 130 Frees the target from a Blood Oath. Blood Contract : Lotn pg. 187, Elysium pg.85 Creates a contract that will put the signers into torpor (Lotn) or Final Death (Elysium) if they break it. Cobras Favor : Storyteller pg. 73, Magic pg. 97 Your blood does aggravated damage per trait dank. Court of Hallowed Truth : Storyteller pg. 73, Magic pg. 97 No lies can be spoken in the room which this ritual is cast upon. Curse of Clytaemnestra : Elysium pg. 85 Destroy or cripple a mortal male, if you have their blood and a personal object. Dominion : Elysium pg. 92 Provides 1 wk protection to a room against Animalism, Dominate and Presence. Eyes of the Beast : Elysium pg. 92 Lasts 6wks, allows you to see through the eyes of any enchanted animal. Ghost in the System : Magic pg. 97 Technomantic ritual that alters computer trails allowing for fake identities. Liliths Vengeance(Dur-an-ki) : Sacrifice pg. 50 Reduces the victims Discipline levels for one month.

Lion Heart : Elysium pg. 92 Grants great increases to combat abilities, but only lasts 20 minutes. Mindcrawler : Elysium pg. 92 Decays a victims mind until they have no Mental Traits left, they can come back with effort, and this does require touch. Nectar of the Bitter Rose : Lotn pg. 187, Night pg. 130 Allows up to five vampires to participate in diablerie. Night of the Red Heart : Night pg. 129 Has the chance of permanently killing the target, but their blood is needed, and they know a ritual has been performed on them. Paper Flesh : Sabbat pg. 133, Elysium pg. 93 Causes vampires to loose their Fortitude levels and Endurance traits. Sculpting the Perfect Servant : Magic pg. 97 Blesses or curses an unborn infant with great deformities or abilities. Severance (Nahuallotl) : Sacrifice pg. 90 Allows the ritualist to remove any organ from a vampire without harming him. Severed Hand : Storyteller pg. 73, Magic pg. 98 Permanently maim a vampire. Shackles of Blood (Wanga): Sacrifice pg. 83 Creates a false 3-trait blood bond. Spirit of Torment : Elysium pg. 93 You can summon a spirit to do your bidding. It can become corporeal and has abilities and disciplines. It can also see the Near Umbra. Stone Of The True Form : Storyteller pg. 74, Magic pg. 98 Creates a pebble that, when it touches a victim, the victim reverts to their true form. Stone Slumber : Storyteller pg. 74, Magic pg. 98 Turns caster into stone, impervious to physical damage (even sunlight). Transcendentally Satisfying Body-Filling (Sadhana): Sacrifice pg. 66 Allows caster to possess a normal mortal body for 1 day with no side affects. Umbra Walk : Lotn pg. 188 Sacrifice an intelligent being for each person to travel the Umbra..

Vires Acquirit Eundo : Magic pg. 98 Increases the potency or length of a ritual effect. Ward Versus Kindred : Night pg. 130 Protects and item from Vampires. Other Levels Blade of the Forbidden Flower (8): Magic pg. 99 This weapon is the vessel for a Kindreds soul and gains his abilities and disciplines. Only the creator can use this weapon without taking aggravated. Bone of Contention (Lvl. 6) : Tremere pg. 66 Disguised as a Bone of Lies, this bone gives the results its caster wishes. Bone of Eternal Thirst (Ascendant) : Magic pg 99 Creates an Ivory or Bone sword that drinks vitae from the victim. Eye of Mahakala (Sadhana) (9): Sacrifice pg. 67 Permanently unmake a anything up to the size of a skyscraper or one person at the cost of a permanent Willpower. Eyes of the Ever Vigilant (Ascendant): Storyteller pg. 75, Magic pg. 99 This ritual is cast on a building, and whenever anyone affected with Obfuscate and Chimerstry enters, those powers go down. These powers can not be used, either. Hybrid Mummy (Akhu) (6): Sacrifice pg. 31 Creates an evil mummy with a mind and interests of its own from specters. Jacobs Kiss (Dur-an-ki) (6): Sacrifice pg. 50 Steal the Abilities and Willpower from the last breath of a living victim. Loom of Vishnu (Sadhana) (6): Sacrifice pg. 67 Create a zone of illusion that lasts until dawn. Refined Digestion (Master): Storyteller pg. 74, Magic pg. 99 The victim, for 1 month, gains no nourishment from mortal blood, and must drink from a vampire. Turn Back the Skies (Dur-an-ki) (7): Sacrifice pg. 50 Time travel back to 68bc-500ad. Lasts for 1 month in a natives body.

Dark Thaumaturgical Paths:


Paths
The Fires of the Inferno: Sabbat pg. 100 You summon a sickly green flame from the pits of hell. It is supernatural aggravated damage that bypasses normal fire protections and body armor. It uses Occult for retests and has a maximum range of the line of sight. The Path of Phobos: Sabbat pg. 102 Very subtle and difficult to recognize as blood magic. This path releases the fears that were already lurking within its victims minds. It uses Intimidation for retests, cannot be detected by Aura Perception and requires you to be in the line of site with your victim. If you use this more than 2 times a night, you have the chance to gain the negative flaw Nightmares. The Taking of the Spirit: Sabbat pg. 103 This path allows you, with time and practice, to reduce even the strongest-willed individual to mindless automaton who only exists to serve your will. You slowly drain away Traits and Willpower. You must be within line of site and you use Subterfuge for retests.

Rituals
Basic Curse of Oedipus : Sabbat pg. 106 Inflicts temporary blindness. Video Nefas : Sabbat pg. 106 Allows you to gain a truthful answer to a specific question from an imp. Intermediate Felis Negrum : Sabbat pg. 107 Change yourself or another into a black cat. Plagues Secret Domain : Sabbat pg. 108 Inflict a crushing, debilitating depression on your victim.

Advanced Close the Ways : Sabbat pg. 109 Inflict a terrible curse on your victim that causes very, very bad luck. Into the Abyss : Sabbat pg. 109 Opens a portal to hell. Anyone can enter, no one can leave without your permission. Other Levels Bind the Interloper (Lvl. X): Sabbat pg. 106 Allows you to take control over an already summoned demon. Call Forth The Host (Lvl. X): Sabbat pg. 105 Summons a demon that may serve you.

Assamite Thaumaturgical Paths:


*Also see Dur-An-Ki paths under Standard Thaumaturgy.

Paths
Awakening of the Steel : Assamite pg. 74 This path focuses on the symbolism of the sword as the ultimate extension of a trained warriors body, drawing on the mythos that various warrior traditions attached to their swords and daggers. It provides bonuses when using a melee weapons. The Hunters Winds : Magic pg. 123 Path dealing with masking the presence of a target. The path in many ways is more effective than Obfuscate, and at its highest level makes the Assamite target incorporeal.

Rituals
Basic Blood of Peace : Elysium pg. 86 Creates a sleeping potion/salve that only works on mortals. Blood Call : Elysium pg. 86 You create a limited mental bond between you and another. Gift of Mithras Bull : Magic pg. 125

Transfers blood from one target to an enchanted container. Pebble From the Mountain : Magic pg. 125 Creates a mystical link between the caster and another. See Touch the Earth. Touch the Earth : Magic pg. 124 Creates a link between the caster and another Assamite, allowing for discourse or the use of Disciplines. Intermediate Approach the Veil : Magic pg. 125 Increases the success of the next ritual or path usage. Directing Ahrimans Lance : Magic pg. 125 This ritual lowers the difficulty of all challenges related to killing a target individual. Light of Vengeance : Elysium pg. 86 You can instill a light source with the power to do aggravated. Rite of Marduk Triumphant : Magic pg. 125 This ritual asserts the viziers authority over a lesser clan member. Advanced Healing Blood : Elysium pg. 87 Allows for significantly easier healing of aggravated wounds. Rite of Marduk Slain and Risen : Magic pg. 125 Causes terrible effects to occur to a diablorized victims lineage, and grants additional blood and Willpower to the assassin and Vizier. Seeing With the Skys Eyes : Magic pg. 126 Allows the Vizier to locate any target. Other Levels From Marduks Throat (6) : Magic pg. 126 Creates fake blood of sufficient generation to use to lower an Assamite's generation through that specialized ritual.

Setite Thaumaturgy
*Also see Akhu paths under Standard Thaumaturgy.

Paths
Path of the Dry Nile : Magic pg. 116 This path is completely geared to destroy. It can destroy the ideas of beauty, withers trust, kills love dissolves hope and gnaws at the fundamentals of loyalty. The Snake Inside : Magic pg. 116 A path steeped in addiction, it allows the Setite to create addictions, then strengthen them. Eventually the victim can reach the point where they can literally die from not fulfilling the addiction.

Rituals
Basic Milk of Set : Magic pg. 117 A bizarre ritual that enchants various salves or potions that have a wide variety of effects. Opening the Gate : Magic pg. 118 Allows the Setite to gain additional Willpower or Blood each night cast. Intermediate Prepare Canopic Jars : Magic pg. 118 The caster can cause minor interferences to a victim. Dismemberment of Osiris : Magic pg. 119 Dismember a male leader to cause a serious calamity to his organization. Advanced Dismembering the God : Magic pg. 119 Steal blood and willpower from a victim, and they cant refresh those pools for one night. Requires a tissue sample. Other Levels