Blood Magic

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General

All blood magic is restricted.

Primary path is generally limited to certain choices, and increases automatically with the discipline (ask staff to update your +sheet for clarity).

Secondary paths are not available in chargen (because they have no baseline or freebie cost), and are generally limited by type of blood magic.

Blood magicians start with one free ritual at each level, but only during chargen.

  • Example: If you start with Thaumaturgy 2, you also start with one level 1 ritual and one level 2 ritual. If you then raise Thaumaturgy to 3 with XP, you don't get a free level 3 ritual.
  • Exception: Abyss Mysticism does not give free rituals.
  • Learning a ritual generally requires learning the discipline at an equal/higher level first. (VtM 182)

Ghouls may learn blood magic, but get no Subrace discounts and are otherwise limited per '+rules ghouls', '+rules buying disciplines', and '+rules multiclass' as usual.

Thaumaturgical Countermagic (GttCam 108): Cannot be taken in chargen. Counts as a path for Tremere, a proprietary discipline (requires a teacher) for anyone else.

Specific types

Abyss Mysticism

Ahku

Dur-An-Ki

Koldunic Sorcery

Necromancy

Sadhana

Thaumaturgy

Restricted to Tremere
Primary path Path of Blood
Secondary paths Must be lower than Path of Blood until you reach Thaumaturgy 5
Path powers
  • Spend a blood point
  • Roll Willpower vs (3 + level)
  • Botch = lose a permanent Willpower (+request)
  • Occult Library background does not apply (roll doesn't include Occult)
Rituals
  • Default duration is (5 * level) minutes
  • Roll Intelligence + Occult vs (3 + level)
  • Occult Library background does apply
Sabbat Allowed with restrictions, see below for details
Anarch, Autarkis Allowed, but have much less of an IC support system
Disallowed
  • Dark Thaumaturgy (GttSabbat 98-104 or anywhere else)
  • Sielanic Thaumaturgy
Other house rules
  • The Focused Mind 4 (Dual Thought): Can't be used for two mental disciplines in same turn, but can stack with Celerity.
  • The Focused Mind 5 (Perfect Clarity): Bonus to your actions is limited to either -1 diff on all actions or -2 diff on mental actions (i.e. dice pool includes mental attribute).
References
  • VtM 178, 182
  • Guide to the Camarilla 99
  • Tremere 51
  • Blood Magic 68

All paths listed in '+liststats thaumpaths' as of 3/28/2020, Sabbat Thaumaturgy highlighted:

  • Biothaumaturgy
  • Elemental Mastery
  • Faux Path
  • Green Path
  • Hands of Destruction
  • Hearth Path
  • Lure of Flames
  • Mastery of the Mortal Shell
  • Movement of the Mind
  • Neptune's Might
  • "Oneiromancy (thaumaturgy)"
  • Path of Conjuring
  • Path of Corruption
  • Path of Curses
  • Path of Levinbolt
  • Path of Mars
  • Path of Praapti
  • Path of Shadowcrafting
  • Path of Technomancy
  • Path of the Blood's Curse
  • Path of the Father's Vengeance
  • Path of Transmutation
  • Spirit Manipulation
  • Thaumaturgical Alchemy
  • Thaumaturgical Countermagic
  • Thaumaturgical Weather Control
  • The Focused Mind
  • Vine Of Dionysus

Sabbat Thaumaturgy

  • Goratrix and all his descendants were wiped out in 1998 (Tremere 42-43), but PCs may still claim the 'House Goratrix' name and may have been Embraced earlier (by a non-Goratrix).
  • Other Tremere may also work with the Sabbat under the table without joining them, subject to ICC if ICly caught.
  • Tremere who have ever had a Vinculum (Vaulderie) blood-tie are automatically visible as such to other Tremere. (Tremere 43)
    • This is not subject to '+rules sniping', as it does not require using a power.
    • Removing the blood-tie does not remove the mark.
    • Leaving the Sabbat gives you the Double Betrayer flaw (Tremere 67) but does not remove the mark.
  • Sabbat Thaumaturgy (GttSabbat 116-121, other sources at staff discretion) is available to Sabbat Tremere.
    • Non-Sabbat Tremere require a PC teacher.
    • Non-Tremere with their own versions of some parts (e.g. Assamite sorcerers) have normal access to those parts.

Wanga