Tremere Paths

List of Available Tremere Paths

Path of Blood

This is the primary path of Tremere blood magic. It gives them powers to analyze and control the vitae in themselves and other vampires.
The powers this path offers are believed to be roughly as follows (less accurately as the power level increases):

  1. The power to gain information from a taste of blood.
  2. The power to command a vampire whose blood they hold.
  3. The power to concentrate their own blood, to strengthen it.
  4. The power to steal blood from other vampires.
  5. The power to kill with a touch.

Lure of Flames

This path is the Tremere path of elemental fire magic. It allows control over flames. Some hedge-mages are known to have learned a similar path, a worrying thought, since hedge-mages have been know to turn hunter.
The powers this path offers are believed to be roughly as follows (less accurately as the power level increases):

  1. The power to summon a tiny flame.
  2. The power to summon a palm-sized flame.
  3. The power to throw blasts of fire at an enemy.
  4. The power to summon bonfire-sized flames.
  5. The power to summon fire-storms that can engulf entire buildings.

Movement of Mind

This path is the Tremere path of telekinesis, moving objects by mind alone.
The powers this path offers are believed to be roughly as follows (less accurately as the power level increases):

  1. The power to move tiny objects
  2. The power to move small objects
  3. The power to levitate
  4. The power to hurl objects at speed
  5. The power to move large objects

Weather Control

This path is the Tremere path of weather magic, allowing forecasting and control of the weather. The powers this path offers are believed to be roughly as follows (less accurately as the power level increases):

  1. The power to predict weather
  2. The power to summon fog
  3. The power to summon wind or rain
  4. The power to control weather, city-wide
  5. The power to summon lightning, hurricanes, blizzards, etc

Neptunes Might

This path is the Tremere path of elemental water magic, allowing control over water in many ways. The powers this path offers are believed to be roughly as follows (less accurately as the power level increases):

  1. The power to sense what has happened near a body of water.
  2. The power to form a cage of water to imprison a target
  3. The power to dehydrate another, causing damage
  4. The power to make impassable barriers of water
  5. The power to kill mortals with a touch

Path of Earth

This is an elemental path of Earth and stone and varied unloving solids.

  1. The power to gather information from stone and wood.
  2. The power to call an object to your person.
  3. The power to warp and bend objects.
  4. The power to destroy objects.
  5. The power to become statue-like.

Path of Countermagic

This path is the thaumaturgical study of canceling others' enchantments and defending one's self against magical assault. It is a prized knowledge among blood mages. The powers this path offers are believed to be roughly as follows (less accurately as the power level increases):

  1. The power to negate minor enchantments.
  2. The power to negate major enchantments
  3. The power to dispel magical effects
  4. The power to redirect magical attacks
  5. The power to destroy all enchantments in an area.

Muted Path

This path calls forth the void to draw out the energies of light and fire:

  1. Extinguish tiny flame or dim a portable light (flashlight)
  2. Extinguish palm-sized flame or portable light
  3. Extinguish campfire or powered lights (car headlights/streetlamp)
  4. Smother an incendiary grenade or bonfire, spotlight, or houselights
  5. Blackout a transformer's area or extinguish house fire

Use of this power cannot be used to protect from direct sunlight.

Path of Technomancy

It is rumored the New World chantries are toying with a path of thaumaturgy that combines technology with hermetic magics.

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