Thaumaturgy
Thaumaturgy is the closely guarded form of blood magic practiced by the vampiric clan Tremere. It is organized into Paths, with Path of Blood being the default form of the discipline. The other two paths available, the Lure of Flames and Levinbolt, can be researched in game for the duration of a round.
All Thaumaturgy powers require a Permanent Willpower roll with the difficulty being 3 + the level of the power. If the roll botches, then the caster suffers a random detrimental effect.
Associated Powers:
Path of Blood
Level 1, A Taste for Blood: Test blood within a syringe to discover information about who it belongs to, with more information based off the successes gained. Whether the target is kindred or not, their clan, their generation, how many blood points remaining they have, and if they are a diablerist or not.
Level 2, Blood Rage: Each success forces the target to spend a point of vitae on a random discipline they have. May lead to unpredictable results.
Level 3, Blood of Potency: Temporarily lower the generation of the caster. Successes are split between generation lowered and duration, with duration successes being in-game hours.
Level 4, Theft of Vitae: Supernaturally drain and absorb blood from a target. Does not cause bonding from Vitae absorbed. Successes equate to the amount of blood absorbed.
Level 5, Cauldron of Blood: The Caster causes the target's blood to boil within their body. Each success destroys a blood point and deals aggravated damage. A single success instantly kills a mortal.
Lure of Flames
Level 1, Candle: Creates a small flame in the caster's hand that can be used as a lighter.
Level 2, Palm of Flame: Creates a flame in the caster's hand that adds burn damage to punches.
Level 3, Campfire: Throws a fireball at a target with damage scaling with successes rolled.
Level 4, Engulf: Engulf yourself in flames to deal continuous burn damage to those around you with damage scaling with successes rolled.
Level 5, Inferno: Summon tremendous fireballs that act as artillery. Designated zones will be marked where the fireballs will land ahead of time. Although slow to cast and avoidable, the damage is tremendous.