Created to replace the rituals practiced by the clan in the days when it was a band of mortal wizards, Spirit Manipulation is the art of forcing spirits into actions and situations that would normally be anathema to them. This path is known to many other blood magicians than just the Tremere, versions exist within Dur-An-Ki, Wanga, and Sielanic Thaumaturgy. Spirit Manipulation simulates many effects that can be created by Lupine shamanic mages, but does so by forcing the spirits involved into a grotesque mockery of their normal behaviors. Any botch with Spirit Manipulation not only inflicts the normal loss of Willpower involved with thaumaturgical mishaps, but also turns the full force of the spirit's wrath against the offending vampire.
• Spirit Sight
While this power is active the vampire can see spirits within Twilight, as well as see Locus points. When this power is active the Thaumaturge can sense spirit ridden people/objects and fetishes with a successful Wits + Composure versus Power + Resistance.
No roll is nececerry but the power does not come naturally to a vampire, it requires a total of 3 vitae to activate and remains active for an hour.
•• Astral Cant
The languages of the spirit world are infinitely varied and mainly incomprehensible to mortal (or immortal) minds. Astral Cant does not teach the thaumaturge the tongues of 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 translator for the spirit world. Imprecise use of this power can be disastrous, particularly when a thaumaturge is bargaining with a powerful spirit. The use of the power is not always necessary; many spirits speak human tongues but choose to feign ignorance when dealing with vampires.
The number of successes determines the accuracy of the translation.
1 success Pidgin spirit language; very simple words and phrases can be comprehended.
2 successes Simple sentences are possible; "trade language".
3 successes Fluent conversation; sufficient for most conversations.
4 successes Complex issues such as metaphysics can be discussed.
5 successes Even the most obscure idiomatic expressions and forms of humor come through.
••• Voice of Command
This is perhaps the most dangerous power in the Spirit Manipulation arsenal, for the consequences if the thaumaturge fails can be most unpleasant. Voice of Command allows a vampire to issue orders to a spirit, compelling it to heed her bidding whether or not it desires to do so. The vampire rolls the standard Thaumaturgy roll but subtracts the spirits Resistance trait.
Failure The spirit is unaffected, and further attempts to command it are made at +1 difficulty (cumulative). It may ignore, taunt or even attack the character at the Storyteller's discretion.
1 success The spirit obeys a very simple command that is no great inconvenience to it.
2 successes The spirit heeds a relatively straight forward command that it is not innately opposed to performing.
3 successes The spirit agrees to perform a moderately complex task that does not violate its ethics.
4 successes The spirit consents to an extended or intricate task that does not place it in immediate danger.
5 successes The spirit accepts a lengthy or nigh-impossible task, or one that may mean its destruction.
•••• Entrap Ephemera
This power allows a thaumaturge to bind a spirit into a physical object. This can be done to imprison the target, but is more often performed 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 moments, as the spirits within are most displeased with their situation and will take any opportunity to escape or thwart their captors.
The number of successes rolled determines the power level of the fetish to be created, this power requires a Willpower point in additional to the vitae cost. A fetish is activated by rolling the user's Resolve + Composure minus the fetishes power rating. A botch on this roll destroys the physical component of the fetish and frees the spirit that was trapped within.
••••• Shift
This power allows a kindred to shift sideways into the Spirit World when at a Locus point. The vampire can bring a number of others equal to his Resolve attribute. This power does nothing to protect the vampire within this other world which she is not welcome. Shift lasts until the vampire chooses to end it (which requires an instant action) or when dawn comes at the Locus point that she entered at; when ended the vampire reappears at the Locus point she entered at. If those that came within the vampire ventures too far from her they could become lost and trapped in the Spirit World.