Thaumaturgy

While it is certainly powerful and versatile, it is organized very differently to the Spheres; Thaumaturgy is largely unknown to mages, and universally distrusted and reviled by those who have encountered it.

Thaumaturgy, like Necromancy, is a series of Paths. When a character first learns Thaumaturgy, he chooses a primary Path. Raising this Path costs (new dots x 7) experience points. The character can learn other Paths, but secondary Paths can never exceed the primary Path’s rating. Secondary Paths cost (new dots x 6) to raise.

The system to use any Thaumaturgical Path power is as follows:

Cost: 1 Vitae
Dice Pool: Resolve + Occult + Thaumaturgy (rating in primary Path) – level of power being attempted

Action: Instant

Roll Results:
Dramatic Failure: The character loses a dot of Willpower as the magic takes a toll on her mind.

Failure: The effect does not happen, and the Vitae point is still spent.

Success: The effect happens as described in the text.

Exceptional Success: Extra successes are usually their own reward. In some cases, an exceptional success indicates an increased duration or effect; these cases are noted below.

Vampire Translation Guide, page 32

Pouvoir

Rituals in Thaumaturgy function much like the rites of Crúac and Theban Sorcery. The vampire must have the Thaumaturgy Discipline (any Path) at a level equal to or higher than the ritual he is trying to perform.

Cost: 1 Willpower
Dice Pool: Intelligence + Occult + Thaumaturgy (primary Path)

Action: Extended. The number of successes required to activate a ritual is equal to the level of the ritual (so a level-three ritual requires three successes to enact). Each roll represents one turn of ritual casting. Note also that each point of damage suffered in a turn is a penalty to the next casting roll made for the character.

If a character fails to complete the ritual in time (such as by being sent into torpor before accumulating enough successes) or decides to cancel the ritual before garnering enough successes to activate, the effect simply fails.

Roll Results:
Dramatic Failure: The ritual fails in some spectacular fashion. A ritual intended to damage a subject inflicts its damage upon the caster, for example, while a ritual designed to store Vitae in an object depletes the caster of some amount of his own.

Failure: No successes are added to the total.

Success: The ritual takes place as described.

Exceptional Success: The ritual takes place as described. In many cases, extra successes are their own reward, causing additional damage or conferring extra duration or capacity.

Rituels de niveau Un de Thaumaturgy

Rituels de niveau Deux de Thaumaturgy

Rituels de niveau Trois de Thaumaturgy

Rituels de niveau Quatre de Thaumaturgy

Rituels de niveau Cinq de Thaumaturgy