Page 237 - V20 WtWf-VtM20th_Neat
P. 237
lights, headlights, etc. — inflict one health level of ag- or ritual. The player spends a blood point and rolls the
gravated damage on the character for every turn he re- number of dice indicated by the character’s Thauma-
mains under its direct focus. Most vampires who suffer turgical Countermagic rating (difficulty equal to the
this curse elect to sleep for the duration, hiding away in difficulty of the power in use). Each success cancels one
the darkness of their havens until they can walk again of the opposing thaumaturge’s successes.
among the living without pain. This power lasts for
one week. Thaumaturgical Countermagic is only at full effec-
tiveness when used against Thaumaturgy. It works with
••••• Valediction halved dice pools against Necromancy and other mys-
tical Disciplines, and is completely ineffective against
Many Sabbat rightfully fear this power, though very non-vampiric magics and powers.
few have ever seen it used. It levies a punishment for
breaking one of Caine’s greatest commandments — Thaumaturgical Countermagic can be learned by
the ban against diablerie. As most Sabbat attain their characters who are unable to learn Thaumaturgy (e.g.,
power and station through some measure of diablerie, those with the Merit Magic Resistance). Any non-
they must reconcile their beliefs with the admonitions Tremere character with a rating in this power automat-
of Caine, and this power engenders a great sense of hu- ically gains the Flaw Clan Enmity (Tremere), receiv-
mility. ing no freebie points for it. This power cannot be taken
during character creation and cannot be spontaneously
System: When this power takes effect, the subject developed. Whether the character has Thaumaturgy as
immediately reverts to her original Generation. This an in-Clan power or not, it costs the same as any other
change may entail losing points in certain Traits due to non-Clan Discipline to learn.
generational maximums. This power lasts for one week,
after which any Traits reduced to higher-Generation • Two dice of countermagic. The
maximums return to normal. It takes three turns to speak character can attempt to cancel only
the full verse that implements this power’s effects. those powers and rituals that directly
affect him, his garments, and objects
Thaumaturgical on his person.
Countermagic
•• Four dice of countermagic.
This is less of a path than it is a separate Discipline,
as the power to resist Thaumaturgy can be taught inde- ••• Six dice of countermagic. The
pendently of Thaumaturgy, even to those Kindred who character can attempt to cancel a
are incapable of mastering the simplest ritual. Though Thaumaturgy power that affects
the techniques of Thaumaturgical Countermagic are anyone or anything in physical
not officially taught outside Clan Tremere, unofficial contact with him.
methods are likely to exist. Any non-Tremere who
displays the ability to resist Thaumaturgy quickly be- •••• Eight dice of countermagic.
comes the subject of potentially fatal scrutiny from the
entirety of Clan Tremere. ••••• Ten dice of countermagic. The
character can now attempt to cancel
System: Thaumaturgical Countermagic is treated as a power or ritual that targets anything
a separate Discipline, although it uses the usual rules within a radius equal to his
for Thaumaturgy (including experience costs and the Willpower in yards or meters, or one
fact that it is limited to only five levels). It cannot be that is being used or performed within
taken as a character’s primary path, and a rating in it that same radius.
does not allow the character to perform rituals.
Weather Control
The use of Thaumaturgical Countermagic is treated
as a free action in combat and does not require a split Command over the weather has long been a staple
dice pool. To oppose a Thaumaturgy power or ritual, a power of wizards both mortal and immortal, and this
character must have a Thaumaturgical Countermagic path is said to predate the Tremere by millennia. The
rating equal to or greater than the rating of that power proliferation of usage of this path outside the Clan tends
to confirm this theory; Weather Control is quite com-
mon outside the Tremere, and even outside the Cama-
228 CHAPTER FOUR: DISCIPLINES

