by Hound
This defensive path was first researched shortly after the founding of clan Tremere but was lost to them with the defection of Goratrix. The incomplete path traveled with him and his chantry to the arms of the Sabbat where it was of keen interest to the Assamite antitribu who helped complete the path along with the new-founded Tremere antitribu. In time the Assamites learned the path from their unbound brethren in their bid to break the Tremere blood curse. Finally through the Assamites, this path made it’s way back to the Camarilla and then the last step in it’s long journey back to the clan that first conceptualized it, the Tremere
This path allows a thaumaturge to delay or stop those who would pursue him through manipulations of inanimate objects, air and ether. It is also an effective method of arresting attempts to scry upon the thaumaturge astrally or magically. The magics of this path do not, however, effect plant life, and thaumaturges needing to form barriers of living wood and vines would instead have to look to the Green Path.
Encountering the Path of Barriers:
This path will generally only appear in the hands of those who were able to barter themselves instruction therein. It is encountered foremost among Assamite antitribu and those dealing with them and some of the unaligned Assamites. Otherwise it will appear mostly in the arsenal of older kindred who have managed to capture a copy of the path for themselves.
Level 1: Fortify
The thaumaturge can make any existing barrier more effective. Locks resist tampering, bolts harden, wood becomes harder, gates become heavier and hinges bind to themselves.
System: The physical barrier to be fortified must be within eyesight. The thaumaturge rolls for success as normal, each success increases the number of successes needed to move or break it. The power is maintained as long as the thaumaturge keeps the barrier in sight.
Level 2: Fortification True
At this level the thaumaturge can reinforce non-traditional, magical, ethereal and insubstantial barriers. Anything the thaumaturge can visualize can be the target of this power, be it encryption’s, anti-intrusion software, the gauntlet, spider webs, armor and clothing, glass windows…
System: As Fortify, each success adds 1 to the successes needed to defeat the barrier, even if it would normally take no successes to defeat it (as in the case of spider webs). Fortified clothing provides 1 armor die per success, with a 1 Dexterity penalty per 2 armor dice provided.
Level 3: Roiling Barrier
The thaumaturge can draw forth a "wall" of dense, churning air. While the barrier rarely interferes with vision (unless used in a particularly dusty or dirty environment), it certainly interferes in movement and missile weapons.
System: The thaumaturge must create the wall within eyesight, and it is only maintained as long as he keeps it in sight. It occupies a space of up to 200 feet by 200 feet by 30 feet deep. Anyone attempting to fly through the wall must successfully make a flight check at difficulty 8 requiring one success per success the thaumaturge gained while casting the wall or be flung from the wall and struck to the ground, dealing 1 damage die per success on the casting. Anything shot or thrown through the wall has two successes removed from the attack per success in the casting, while bullets have 1 success removed per success in the casting. Persons attempting to cross through the wall must make an extended Strength roll, difficulty 4, requiring 1 success per success achieved in the casting to cross the barrier entirely.
Level 4: Rebellion of the Land
The thaumaturge can make the environment work against his pursuit. Carpets will tangle feet, doors will close and lock themselves, chandeliers will fall, drawers and cupboards open at inopportune moments, etc.
System: The thaumaturge rolls for success as normal. Each success results in more resistance to pursuers. Anyone trying to close the ground between them and the thaumaturge requires a Dexterity + Athletics roll, difficulty 5 + 1 per success of the caster (difficulties above 9 are treated as difficulty 9 requiring one additional success per difficulty above 9).
Botch | Pinned in place by the furnishings, taking 1 damage per casting success, immobilized for the scene |
Failure | Stopped by the furnishings, taking 1 damage per casting success |
1 success | Closed ground, take 1 damage per casting success, reduce dif of next round’s roll by 2 |
2 successes | Closed ground, take 1 damage per 2 casting successes, made it out of the area of effect |
3+ successes | Closed ground, no damage, made it out of the area of effect |
The thaumaturge can also use the power more offensively, preventing escape from a room or house or even (with but one success) allowing for a dramatic entry into a room with the closing of all doors and windows therein.
Level 5: Invoke Greater Barrier
The thaumaturge can now raise walls out of whatever material is at hand. Outdoors this will result in earthen or stone walls erupting from the earth, with wooden or concrete walls tearing themselves into position indoors.
System: The caster must but touch the substance to become a wall and spend the point of blood. On a successful casting roll a wall erupts from the surface (up to 100 feet distant from the caster), growing up to 8 feet tall per success on the casting. The wall will collapse (with possibly messy results if used indoors) in D10/2 hours, leaving behind a pile of dirt, boards, concrete chunks, etc as appropriate.