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This path is regarded by elder Tremere as a kind of poor man's Alchemy, as it deals with similar principles without the true mastery of the art. However, it is quick and does not require the structure of a laboratory to perform. Also, these powers may be used in conjunction with one another for more dramatic alterations and work upon any object within the thaumaturge's direct line of sight (meaning that blood within a body cannot be affected, but blood exiting the body can). This path retests with the Occult Ability.
By strengthening the atomic bonds in an object, the magus in- creases the strength of an item, negating any Fragile Negative Traits it has and allowing for inherently weak objects (such as pencils) to function more effectively in combat situations. It can also be used to make armor tougher, enabling it to withstand one more Health Level than it would normally. Creative thaumaturges can use this power in other ways, at the Storyteller's discretion. The magus must spend a Mental Trait to use this power. Objects thus enhanced will remain so for the duration of one scene.
Crystallize the Liquid Form
Originally developed to keep other Kindred from imbibing the thaumaturges'' vitae (as Kindred cannot consume congealed blood), this power will transform up to one Blood Trait's worth (about two pints) of liquid into solid form. The substance will not change in temperature or volatility, only form (so solid acid will still corrode, solid molten metal will still burn, etc.). Liquids within living forms may not be affected. At the end of the scene, the material will revert to its natural form; solidified objects can be broken, although this weakness can be lessened through use of the first power of this path. The thaumaturge must spend a Mental Trait to enact this power.
intermediate path of transmutation
As its name implies, use of this power melts objects into liquid puddles. The thaumaturge must spend a number of Mental Traits relevant to the size of the object affected (a stake might cost one, while a tank might require seven or eight). At the end of the scene, the object will revert to its "natural" form unless the puddle is scattered; Storytellers should be aware that the object will try to resume its previous form with as much material as remains. Also note that this power does not work on living (or unliving) beings.
This power allows the Warlock to solidify air into an opaque, indestructible barrier. A shimmering prison forms around the target's body, encasing her within an impenetrable field; this power can also be used to form walls within doorways, solidifying the space within the door frame. The thaumaturge may affect any area within 50 yards (and line of sight) of himself and must spend a number of Mental Traits relevant to the size of the area encased (a small rodent would cost one, while a normal-sized person would cost five). Once encased, Kindred suffer no penalties, but mortals experience the discomfort of adapting to breathing "liquid air" as the oxygen in the block becomes liquid-like but still breathable (and indeed, after being freed from their prison, mortals must cough out the condensed contents of their lungs, suffering one bashing level of damage- while they retch). This prison is completely impenetrable, even by Kindred using Potence, and lasts for one scene.
At this level of the path, thaumaturges find that solid objects offer no resistance. With due concentration, any material is rendered vaporous and may be passed through easily. While this power does not affect sentient beings, floors underneath foes may suddenly disappear, parachutes suddenly "don't work," or the prince's favorite ghoul suddenly falls right through the car seat into traffic.... The thaumaturge must spend a number of Mental Traits relevant to the size of the object being made gaseous (one Mental Trait would be enough to affect a target's clothes, while a city bus would take seven or eight). This power affects anything within the thaumaturge's line of sight, and lasts for one scene, after which the object reforms itself exactly how and where it was when this power was used (vaporous objects may not be dissipated in anyway). Should a victim be occupying the same space as an affected object after the power expires, the victim suffers a number of health levels of aggravated damage (amount determined by the Storyteller based one the object). Objects conflicting this way remain together until one is invoked to vaporous state or is physically removed. |
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