Path of Elemental Mastery

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Powers (1–5)

Elemental Strength

Spend 1 Blood and use your simple action to activate Elemental Strength. For the next five minutes, you gain either the Strength or Stamina focus (your choice). You can only benefit from one application of Elemental Strength at any given time.
Focus: [intelligence]
You receive a +2 bonus to grappling challenges while active.

Wooden Tongues

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Spend 1 Blood and use your standard action to activate Wooden Tongues. For the next five minutes, you have the ability to communicate with the spirits that live inside everyday objects and can bid them to communicate with you. The nature of the object determines the personality of the spirit; a knife will have a sharp personality, whereas a coffee maker might be very excited. A spirit will answer basic questions truthfully, but unfamiliar concepts may confuse it. You can reasonably expect answers to the following types of questions: - What is your function? - Has anything interesting happened around you? - What did the person who ran by moments ago look like? - Has anyone been fighting here recently? Inanimate objects accessed by this power cannot detect characters hidden by supernatural powers.
Focus: [perception]
Duration extends to one hour and you sense anyone within five steps via ambient object chatter.

Animate the Unmoving

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Spend 1 Blood and use your standard action to animate an object within your line of sight. The object gains limited mobility and obeys your commands to the best of its ability for the next hour. You can give those objects simple commands, such as "Chase that man," or "Attack anyone who enters." Objects aren't very smart and have extremely limited reasoning. Animated objects cannot use weapons or benefit from weapon qualities. A command stating "Bring me the gun when you see a red car drive past outside," could result in an extremely confused bar stool. You have the ability to animate and simultaneously control a number of objects equal to your dots of the Occult skill, but each object must be animated separately. They remain animated as long as they are within your line of sight, for up to an hour. Treat objects animated by this power as 2-point Stock NPCs. Animated objects with wheels or legs move at normal speeds. Objects without wheels or legs move at a rate of one step per action. Animated objects cannot be targeted by Mental and Social powers, but cannot attack anyone the thaumaturge cannot attack herself. For example, if the thaumaturge is successfully affected by the Presence power Entrancement, her animations are unable to attack the vampire who entranced their master.
Focus: [perception]
Animation lasts until end of evening and you sense events within two steps of each animation.

Elemental Form

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Spend 1 Blood and use your standard action to assume the shape and form of any object that is of a size roughly equal to your own. You retain your senses, but are unable to move under your own power. The object you become functions exactly like a real object of its type — becoming a television means you can be plugged in and turned on, with no harm inflicted to you. This power lasts for the remainder of the night. You do not have access to disciplines while in this form. While using Elemental Form, your attributes and health levels remain the same, but you may be more difficult or easier to harm at the Storyteller's discretion. If you turn yourself into a glass vase, a blow from a hammer might inflict 10 points of normal damage instead of the standard 1. Conversely, if you turn yourself into a boulder, you're probably immune to a dagger-wielding Toreador's attack. Transforming into an inanimate object provides no protection against Mental and Social powers. Characters using Elemental Form have no mystic ability to remain cohesive. If an individual transforms into dust, air, or water, she will probably be dispersed and die within a few turns. Elemental Form is a transformative power and cannot be combined with other transformative powers. You can end this transformation at any time by expending a simple action.
Focus: [intelligence]
You can become an object as small as half or as large as twice your normal size.

Summon Elemental

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Spend 1 Blood and use your standard action to summon an elemental. Once summoned, the elemental spirit follows the thaumaturge's mental commands for the next three turns, acting on the summoner's initiative. After the duration expires, the elemental peacefully returns to its homeland, unless it was abused during its summoning. Abusing the spirit causes it to attack you once the duration expires. A summoned elemental is not subtle and represents a huge potential Masquerade breach. By default, an elemental spirit is a 6-point Stock NPC with no powers or skills. When you summon your elemental, you may choose one of the following special abilities: Fire Elemental: Your elemental has the skill focus "Ranged Attack: Fireball" and can throw balls of fire, which inflict 2 points of aggravated damage to anyone they hit. Anyone touching your elemental takes 1 point of aggravated damage. Anything flammable that touches your elemental is lit on fire. Earth Elemental: Your elemental has the Brawl skill focus and has 5 dots of Fortitude. Water Elemental: Your elemental is immune to Physical damage. Anyone struck by your elemental takes no damage, but is knocked prone. Your elemental moves at double speed while in the water. Air Elemental: Your elemental can fly at normal speeds and is immune to Physical damage. Anyone struck by your elemental takes no damage, but is knocked prone. You can control only one elemental at any one time. If you use this power again before its duration expires, your control transfers to the new elemental, and the previously summoned elemental is set free to act on its own. Released elementals often attack their summoners before returning to their own plane of existence.
Focus: [intelligence]
Duration extends to five minutes instead of three turns.