Spirit Manipulation

Spirit Manipulation is a recent innovation of the Tremere. It is the art of forcing spirits into actions and situations that would normally be anathema to them. Any botch not only inflicts normal loss of Willpower but also turns the full force of the spirit's wrath against the offending vampire.

1 • Hermetic Sight
The vampire can perceive the spirit world, either by gazing deeply into it or by seeing the presence of nearby spirits as a hazy overlay on the material world. This power does not allow the thaumaturge to see into the realm of the deal or fae. One success is necessary to perceive spirits, while two allows him to view the spirit realm. This lasts for the duration of the scene or until deactivated. With less than four success, the thaumaturge operates at difficulty to all actions performed due to the distraction of divided perceptions.

2 • Astral Cant
The languages of the Spirit World are infinetely varied and mainly incomprehensible to mortal (or immortal) minds, Astral Cant does not teach the thaumaturge the tongues of the spirits, but it does allow him to understand them as they speak to him and to reply in their own languages--in effect, a universal tranlator for the spirit world. Imprecise use of this power can be disasterous, particularly with a powerful spirit. The use of this power is not always necessary; many spirits speak human tongues but choose to feign ignorance when dealing with vampires. Sucesses determine accuracy of translation. Pidgin spirit language simple words and phrases, Simple sentences are possible, fluent conversation, complex issues, even the most obscure idiomatic expressions and forms of humor come through.

3 • Voice of Command
This is perhaps the most dangerous power in this path, for the consequences if a Thaumaturge fails can be most unpleasant. This allows a vampire to issue orders to a spirit, compelling it to heed her bidding whether the spirit wants to or not. Botch-spirit is immune to character's commands for rest of night. Failure-The spirit is unaffected, further attempts to command it are more difficult. It may ignore, taunt, or even attack the character. 1 success Spirit obeys a very simple command that is no great inconvenience to it, the Spirit heeds a relatively straight forward command that it is not innately opposed to doing, The spirit agrees to perform a moderately complex task that does not violate its ethics. The spirit consents to an extended or intricate task that does not place it in immediate danger. The Spirits accepts a lengthy or nigh-impossible task, or one that may mean its destruction. Spirits are aware they are being compelled by this power and may well seek revenge at a later date. Thaumaturges who issue commands above and beyond what their spirit is compelled to do may find themselves mocked or ignored, or even worse, the Spirit will "agree" to follow orders without following through.

4 • Entrap Emphemera
This allows a thaumaturge to bind a spirit to an object. This can be done to imprison the target, but is more often used to create a fetish, an artifact that allows a user to channel a portion of the spirit's power through it to affect the physical world. Fetishes created by this power are often recalcitrant and fail at inopportune times, as the spirits within are most displeased with their situation and will take any opportunity to escape or thwart their captor. More on fetishes can be found in Werewolf:The Apocalypse pg 273-275.

5 • Duality
The Thaumaturge can now fully interact with the spirit world. While using this power, he exists on both planes of existence at once. He is able to pick up objects in the physical world and place them in the spirit and vice versa. Beings and landscape features in both worlds are real to him, and he can engage in any manner of interaction. He can even use Thaumaturgy or other Disciplines in either world. This is not without its dangers, however: One misstep and the vampire can find himself trapped in the spirit realm with no way home. Several incautious thaumaturges have been starved into torpor while trapped on the other side. Number of successes determine length of time. One turn, three turns, 10 turns, 10 minutes, remainder of scene. Character is susceptible to attacks from both the physical world and spirit realm. He is considered to be in the physical world for purposes of physics and common sense. Example, his feet rest on the ground in the physical world, not the ground of the spirit, and he could thus walk across a spiritual chasm if a physical parking lot overlaid it.

More Indepth Clan Info
Thaumaturgy

disciplines