| Standard Thaumaturgy Paths |
Path Name |
Description |
Source |
| Alchemy |
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. |
Storyteller pg. 47, Magic pg. 68 |
| Biothaumaturgy |
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. |
Storyteller pg. 48, Magic pg. 69 |
| The Path of Blood |
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. |
Lotn pg. 177 |
| Path of the Blood’s Curse |
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. |
Storyteller pg.56, Magic pg. 76 |
| The Path of Conjuring |
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. |
Lotn pg. 182; Elysium 73 |
| The Path of Corruption |
This path slowly and subtly twists and individual’s mind to a darker, more immoral state. It can be used to change people’s minds, cause addictions and subvert people do your will. It usually requires touch and Subterfuge can be used for retests. |
Camarilla pg. 83; Elysium pg. 77 |
| Path of Curses |
This path behaves as basic gypsy curses or ‘hexes’, bringing 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. |
Storyteller pg.58, Magic pg. 78 |
| Elemental Mastery |
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. |
Camarilla pg. 76; Elysium 76 |
| The Path of the Father’s Vengeance |
This path twists the curse of Caine, pushing it’s debilitating effects to even greater threats. The path only affects vampires, it uses Occult for retests, and has a range of voice. The caster must recite a small portion of the Book of Nod. |
Sabbat pg. 127 |
| The Faux Path |
A path based on deception, it 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. |
Magic pg. 84 |
| The Focused Mind |
This extremely rare path is practiced by a select few. At it’s 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. |
Storyteller pg.50, Magic pg. 71 |
| The Green Path |
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. |
Camarilla pg. 78 |
| The Hearth Path |
This path deals with the security of the thaumaturgist’s haven. It retests using the Occult ability. |
Storyteller pg. 51, Magic pg. 72 |
| Path of Levinbolt |
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. |
Tremere pg. 51 |
| The Lure of Flames |
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. |
Lotn pg. 178 |
| The Path of Mars |
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. |
Sabbat pg. 125 |
| Mastery of the Mortal Shell |
This path is almost like a direct attack to the victim’s body. It can cause dizziness, convulsions or even mortal death . At it’s highest level, the victim looses all thought and the body becomes a puppet to the caster. Mastery retests with Occult. |
Storyteller pg. 53, Magic pg. 73 |
| Movement of the Mind |
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. |
Lotn pg. 180 |
| Neptune’s Might |
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. |
Camarilla pg. 81 |
| Oneiromancy |
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. |
Storyteller pg.54, Magic pg. 75 |
| The Path of Shadowcrafting |
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. |
Tremere pg. 53 |
| Spirit Manipulation |
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. |
Camarilla pg. 89 |
| Spirit Thaumaturgy |
This path is a somewhat limited form of Necromancy, as it allows for the manipulation of spirits, both yours and Specter’s. |
Elysium pg. 74 |
| The Path of Technomancy |
This path allows one to learn, destroy, encrypt/decrypt and control any kind of electronic device. The Computer ability enhances this path. |
Camarilla pg. 86 |
| Thaumaturgical Counter Magic |
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). |
Camarilla pg. 92 |
| The Path of Transmutation |
This path is whispered as being the ‘poor man’s’ alchemy. It does not require a Lab or the Science ability, but it’s 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. |
Storyteller pg. 60, Magic pg. 80 |
| The Vine of Dionysus |
This intriguing path is almost more of a religion to it’s 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. |
Storyteller pg. 61, Magic pg. 82 |
| Weather Control |
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. |
Camarilla pg.93 |
| Standard Basic Rituals |
Ritual Name |
Description |
Source |
| Blood Mastery |
Allows the caster to automatically succeed in the next challenge with the victim. |
Tremere pg. 56 |
| Blood Mead (Vine of Dionysus) |
Intoxicating potion that grants an extra Healthy Level. |
Storyteller pg. 64, Magic pg. 91 |
| Blood Rush |
Staves off negative affects of being low on blood. |
Sabbat pg.130 |
| Blood Walk |
This ritual allows you to trace the lineage of a target. |
Elysium pg. 80 |
| Brand of the Paramour |
Long lasting ritual that lets a vampire know the physical condition of her ghoul. |
Storyteller pg. 65, Magic pg. 87 |
| Bureaucratic Condemnation |
Increase a bureaucratic action time by 3, including mailing documents. |
Magic pg. 91 |
| Calling the Restless Spirit |
Summon a ghost to converse with. Cannot force the ghost, however. |
Elysium pg. 80 |
| Communicate with Kindred Sire |
Telepathic link with your sire that lasts for up to 10 minutes. |
Lotn pg. 185 |
| Craft Bloodstone |
Creates a tracking device you will always be able to find. |
Storyteller pg. 65, Elysium pg. 87, Magic pg. 92 |
| Crimson Sentinel |
Creates a warding rune against the one who’s blood you used in the ritual. |
Night pg. 128 |
| Dedicate the Chantry |
Any enchantments cast on the dedicated ground get a 1 trait bonus to completion. |
Tremere pg. 57 |
| Defense of the Sacred Haven |
As long as you stay in a single room, all sunlight is mystically blocked. |
Lotn pg. 185, Night pg. 128 |
| Deflection of Wooden Doom |
The first stake that pierces your heart turns to dust. |
Lotn pg. 185, Night pg. 128 |
| Deny the Intruder |
Doubles Influences uses against the Chantry. |
Tremere pg. 58 |
| Devil’s Touch |
Make a mortal suffer from the traits Repugnant and Obnoxious for one night. |
Lotn pg. 185, Night pg. 128 |
| Dominoe of Life |
Allows you to assume 1 physical characteristic of mortality per casting. |
Sabbat pg. 130 |
| Donning the Mask of Shadows |
Has a similar affect as Unseen Presence. |
Elysium pg. 80 |
| Encrypt Missive |
Creates a message only the intended person can read. |
Storyteller pg. 65, Magic pg. 87 |
| Engaging the Vessel of Transference |
Creates a vessel to act as a conduit of blood, essentially switching the blood in the magic container with the blood of the victim. |
Night pg. 128 |
| Enhancing the Curse |
This is a one month lasting ritual that gives ghouls the same light vulnerability that vampires experience. |
Storyteller pg. 65, Magic pg. 92 |
| Expedient Paperwork |
The ensorcelled document will not get lost, and is processed in 2/3rds the time. |
Magic pg. 87 |
| Extinguish |
Allows the caster to extinguish any one flame smaller than a bonfire. |
Storyteller pg. 65 , Magic pg. 92 |
| Eyes of the Night Hawk |
Allows you to take over the vision of a bird and guide it’s flight. |
Sabbat pg. 130, Elysium pg. 88 |
| Illuminate Trail of the Prey |
Gives you 3 free retests when tracking prey until they go through water. |
Sabbat pg. 131, Elysium pg. 88 |
| Impassible Trail |
Makes your trail only detectable by supernatural senses. |
Storyteller pg. 66, Elysium pg. 88, Magic pg. 93 |
| Impressive Visage |
Grants 2 additional Social Traits for the evening . |
Storyteller pg. 66, Magic pg. 89 |
| The Imp’s Affliction |
Infects mortal victim with uncomfortable and embarrassing illness. |
Storyteller pg. 66, Magic pg. 89 |
| Inscription |
Turns a piece of paper into a usable ‘scroll’ that holds one ritual. |
Tremere pg. 58 |
| Jinx |
The Cainite suffers terrible bad luck. |
Storyteller pg. 66, Magic pg. 93 |
| Learning the Mind Enslumbered |
Learn the cause of a Kindred’s torpor or death; you need the body or ashes. |
Storyteller pg. 67, Magic pg. 90 |
| Machine Blitz |
Breaks a machine and makes it very hard to fix. |
Sabbat pg. 131, Elysium pg. 88 |
| Mourning Life Curse |
This ritual causes mortal to weep blood tears (which can be drank). |
Storyteller pg. 67; Elysium pg. 81, Magic pg. 93 |
| The Open Passage |
Spend 10 minutes to make a barrier impartial for 1 minute. |
Elysium pg. 82 |
| The Open Passage |
Spend one hour to make a barrier impartial for 1 turn. |
Lotn pg. 185 |
| Power of the Invisible Flame |
Allows your Path of the Flame fires to be invisible. |
Elysium pg. 89 |
| Preserve Blood |
Blood is sealed until container is opened. |
Elysium pg. 89 |
| Principle Focus of Vitae Infusion |
Sink one blood trait into a small object for later use. |
Lotn pg. 186; Elysium pg. 81 |
| Purge the Inner Demon |
Prevent or end frenzy. Cannot perform on self. |
Storyteller pg. 67 |
| Purify Blood |
One blood trait is purified of contaminates and diseases. |
Tremere pg. 57 |
| Purity of Flesh |
Purges mundane pollutants, poisons and drugs from target’s system. |
Night pg. 128 |
| Rebirth of Mortal Vanity |
Allows a vampire to regrow hair (except on bald vampires). |
Storyteller pg. 67, Elysium pg. 81, Magic pg. 90 |
| Recure of the Homeland |
Creates a paste you can use to cure your wounds. Cures 1 aggravated per night instantly. |
Sabbat pg. 131 |
| Ritual’s Recognition |
Allows the caster to know if the next ritual cast succeeds. |
Tremere pg. 59 |
| Rite of Introduction |
Antiquated ritual that used to announce a new Tremere to the chantry. |
Storyteller pg. 68, Elysium pg. 81, Magic pg. 90 |
| Sanguineous Phial |
Preserves blood in a container until seal is broken. |
Storyteller pg. 68, Magic pg. 90 |
| Scent of the Garou’s Passing |
You can identify a Garou’s gender, time of passage and breed. |
Elysium pg. 82 |
| Scent of the Lupine’s Passing |
For a scene or hour you can detect Lupines. |
Lotn pg. 186 |
| The Scribe |
Enchanted quill records the thaumaturgist’s spoken word. |
Storyteller pg. 68, Magic pg. 91 |
| Sense the Mystical |
Detect objects or effects touched with blood-magic (you need a candle). |
Storyteller pg. 68, Magic pg. 91 |
| Serenading the Kami |
Reduces the difficulty of the next physical action by 2. |
Magic pg. 91 |
| Steps of the Terrified |
Slow down a target (usually to prevent fleeing). |
Elysium pg. 89, Magic pg. 93 |
| Summon Guardian Spirit |
Summons a spirit that warns you of danger (you can’t be surprised). |
Elysium pg. 89 |
| Trima (Vine of Dionysus) |
Makes mortals Submissive and Lethargic, and they forget all details of the evening they drank this elixir. |
Storyteller pg. 69, Magic pg. 93 |
| Wake with Evening’s Freshness |
For the first 2 turns of a daytime awakening, you suffer no penalty. |
Lotn pg. 186 |
| Wake with Morning’s Freshness |
If you awaken during the daytime, you can act normally as if it were night. |
Elysium pg. 82 |
| Ward verses Ghouls |
Protect an item from ghouls. You can also exclude specific ghouls. |
Lotn pg. 186, Night pg. 128 |
| Whispers of the Ghost |
Combines with Psychic Projection to allow the ritualist to speak directly to the material world. |
Storyteller pg. 69, Magic pg. 94 |
| Widow’s Spite |
Gives the target victim ‘witless’ for the night. |
Sabbat pg. 132 |
| Will o’ the Wisp |
Creates controllable balls of floating light. |
Elysium pg. 89 |
| Standard Intermediate Rituals |
Ritual Name |
Description |
Source |
| Binding the Beast |
Relieve a Kindred from frenzy. |
Elysium pg. 82 |
| Bladed Hands |
Gain the Physical Trait Sharp for the rest of the evening. |
Elysium pg. 82 |
| Blood Allergy |
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. |
Storyteller pg. 96, Magic pg. 94 |
| Blood Certamen |
Very involved thaumaturgical ritual combat to resolve disputes between Tremere. |
Tremere pg. 61 |
| Bone of Lies |
Detects lies 10 times. |
Lotn pg. 186, Night pg. 129 |
| Bottled Voice |
You trap the targets voice in a bottle, they cannot speak until it is released. |
Elysium pg. 90 |
| Cleansing of the Flesh |
Cleanses social deceases from the vampire’s body. |
Storyteller pg. 69, Magic pg. 94 |
| Clinging of the Insect |
Put a spider under your tongue in order to stick to walls. |
Sabbat pg.132 |
| Craft Dream Catcher (Oneiromancy) |
Permanent talisman that protects from ghost attacks. |
Storyteller pg. 70, Magic pg. 94 |
| The Curse Belated |
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. |
Storyteller pg. 70, Magic pg. 95 |
| Eldritch Glimmer |
You surround yourself in a green glow, and you can throw bolts of this energy for aggravated damage. |
Elysium pg. 90 |
| Eyes of the Past |
See what occurred in the room back in time, up to 5yrs prior to present. |
Elysium pg. 83 |
| Firewalker |
For one hour after ritual, turn aggravated fire damage into lethal. Works on others. |
Sabbat pg. 132 |
| Flesh of Fiery Touch |
If anyone touches your skin, they will take one aggravated damage. |
Elysium pg. 83 |
| Friend of the Trees |
The plants in a wooded environment will slow a pursuer by half. |
Elysium pg. 90 |
| Gentle Mind |
You can give someone extra willpower to resist frenzy. |
Elysium pg. 83 |
| Haunted House |
Makes your haven shunned by mortals for 10yrs. |
Elysium pg. 83 |
| The Haunting |
You summon a malevolent spirit to scare someone to ‘death’. |
Elysium pg. 90 |
| Heart of Stone |
Your heart becomes solid stone, immune to staking. However, spending Willpower will end the ritual effects, and there is a loss to social traits. |
Elysium pg. 83 |
| Illusion of Peaceful Death |
Heals visible wounds on a corpse. |
Elysium pg. 84 |
| Incorporeal Passage |
Move incorporeally going forward or standing still. |
Lotn pg. 186 |
| Infirm Inert |
For the evening, the target touched cannot heal wounds without spending a Willpower Trait. |
Storyteller pg. 70, Magic pg. 96 |
| Inherited Affinity |
This ritual makes it easier for Kindred to learn Thaumaturgy. |
Tremere pg. 59 |
| Innocence of the Child’s Heart |
Your aura appears white, like that of a mortal. |
Elysium pg. 84 |
| Keening of the Banshee |
Your scream causes living creatures to age, and their hair turns white. |
Elysium pg. 91 |
| Major Creation (Path of Conjuring) |
The caster can now summon larger items. |
Storyteller pg. 71 |
| Mark of Amaranth |
The victim will now appear as a diablorist to any sorts of scrying. |
Tremere pg. 63 |
| Mirror of Second Sight |
Permanently enchants a mirror to reflect ‘true forms’, will not reflect supernatural concealment excepts for ghosts. |
Sabbat pg. 133 |
| Mirror Walk |
Allows you to travel through mirrors, going from one to another (you actually have to be able to crawl into it, however). |
Elysium pg. 91 |
| Pavis of Foul Presence |
Presence powers level 5 (for FVBN) and below are reflected back. |
Lotn pg. 187, Night pg. 129 |
| Power of the Pyramid |
This ritual only benefits Tremere, and allows several ritualists to pool their power to perform one ritual. |
Tremere pg. 60 |
| Protean Curse |
Turns the target (Kindred or kine) into a bat. |
Elysium pg. 84 |
| Rend the Mind |
Allows for a telepathic assault doing bashing damage. |
Magic pg. 96 |
| Rending Sweet Earth |
Reveals and wakens an Earth Melded vampire. |
Elysium pg. 84 |
| Respect of the Animals |
Animals ignore you for 4 hours. |
Elysium pg. 91 |
| Return of the Heart (Path of the Blood’s Curse) |
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. |
Storyteller pg. 71, Magic pg. 96 |
| Rutor’s Hands |
Sever your hand, pluck out your eyeball and create a little helper. |
Lotn pg. 187 |
| Scry |
Watch a person or location from a pool of water. |
Storyteller pg. 71, Magic pg. 96 |
| Soul of the Homunculi |
You can only have one homunculi at any given time. |
Lotn pg. 187 |
| Stolen Kisses |
Creates an alternative means of drinking. |
Storyteller pg. 71, Magic pg. 96 |
| Telecommunication |
View through and control a TV you have touched in the last week. |
Storyteller pg. 72, Magic pg. 95 |
| A Touch of Nightshade |
Do 1 bashing (or lethal for mortals) per hour for the rest of the evening. The Elysium version kills or cripples instantly. |
Storyteller pg. 72, Elysium pg. 91, Magic pg. 95 |
| Track Transgressor |
Track users of Thaumaturgy. |
Storyteller pg. 72, Magic pg. 95 |
| Transubstantiation of Seven |
3 traits of the caster’s blood is transmuted into the blood of the Council of Seven after it is ingested, used in conjunction with the oath-swearing. |
Tremere pg. 61 |
| The Unseen Change |
Any Garou that enters the area is forced into Lupine form. |
Elysium pg. 85 |
| Unweave Ritual |
End a ritual that has a duration to it. |
Tremere pg. 64 |
| Ward Versus Fae |
Protect an item from fae. You can also exclude specific fairies. |
Storyteller pg. 73, Magic pg. 95 |
| Ward Versus Lupines |
Protect an item from Lupines. |
Night pg. 129 |
| The Watcher |
Summons a little rat who obeys the caster. |
Elysium pg. 85 |
| Standard Advanced Rituals |
Ritual Name |
Description |
Source |
| Abandon the Fetters of Blood |
Frees the target from a Blood Oath. |
Night pg. 130 |
| Blood Contract |
Creates a contract that will put the signers into torpor (Lotn) or Final Death (Elysium) if they break it. |
Lotn pg. 187, Elysium pg.85 |
| Cobra’s Favor |
Your blood does aggravated damage per trait drank. |
Storyteller pg. 73, Magic pg. 97 |
| Court of Hallowed Truth |
No lies can be spoken in the room which this ritual is cast upon |
Storyteller pg. 73, Magic pg. 97 |
| Curse of Clytaemnestra |
Destroy or cripple a mortal male, if you have their blood and a personal object. |
Elysium pg. 85 |
| Dominion |
Provides 1 wk protection to a room against Animalism, Dominate and Presence. |
Elysium pg. 92 |
| Eyes of the Beast |
Lasts 6wks, allows you to see through the eyes of any enchanted animal. |
Elysium pg. 92 |
| Ghost in the System |
Technomantic ritual that alters computer trails allowing for fake identities. |
Magic pg. 97 |
| Lion Heart |
Grants great increases to combat abilities, but only lasts 20 minutes. |
Elysium pg. 92 |
| Mindcrawler |
Decays a victims mind until they have no Mental Traits left, they can come back with effort, and this does require touch. |
Elysium pg. 92 |
| Nectar of the Bitter Rose |
Allows up to five vampires to participate in diablerie. |
Lotn pg. 187, Night pg. 130 |
| Night of the Red Heart |
Has the chance of permanently killing the target, but their blood is needed, and they know a ritual has been performed on them. |
Night pg. 129 |
| Paper Flesh |
Causes vampires to loose their Fortitude levels and Endurance traits. |
Sabbat pg. 133, Elysium pg. 93 |
| Sculpting the Perfect Servant |
Blesses or curses an unborn infant with great deformities or abilities. |
Magic pg. 97 |
| Severed Hand |
Permanently maim a vampire. |
Storyteller pg. 73, Magic pg. 98 |
| Spirit of Torment |
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. |
Elysium pg. 93 |
| Stone Of The True Form |
Creates a pebble that, when it touches a victim, the victim reverts to their true form. |
Storyteller pg. 74, Magic pg. 98 |
| Stone Slumber |
Turns caster into stone, impervious to physical damage (even sunlight). |
Storyteller pg. 74, Magic pg. 98 |
| Umbra Walk |
Sacrifice an intelligent being for each person to travel the Umbra.. |
Lotn pg. 188 |
| Vires Acquirit Eundo |
Increases the potency or length of a ritual effect. |
Magic pg. 98 |
| Ward Versus Kindred |
Protects an item from Vampires. |
Night pg. 130 |