This path was based on the arts of the Kolduns, the mortal foes of the Tremere. Few of the Hermetic members of the Clan learn this path, leaving it mainly to the Teylavic Tremere and a few rebellious spirits.
1 - Grasp of the Earth - A Thaumaturge invoking this power has the ability to command dirt to rise up from the ground and crawl up the legs of individuals. The soil rises quickly and as it passes above their knees, renders him immobile. The dirt is supernatural hard and dense, making it nearly impossible to get free from without assistance.
System: The victim can dodge the soil’s grasp with a Dex + Dodge roll (diff. 6). In order to break the earth’s grip she must get 10 successes on an extended Strength roll (diff. 6). Note: the first number is how far from the Thaumaturge the effect can reach and the second number is how high up the target’s legs the dirt will climb.
1 Success: 3 feet - 2 inches
2 Successes: 8 feet - 5 inches
3 Successes: 15 feet - 1 foot
4 Successes: 30 feet - 18 inches
5 Successes: 50 feet - 2 feet
2 - Manipulate Earth - A Thaumaturge who has progressed to this level of knowledge in Rego Terra gains the ability to morph earth and stone to his will. He may mold the material into any shape possible. Objects created with this power can have no moving parts. This means it is perfectly possible to make a gun out of stone, put it won’t fire or even look convincing.
System: The vampire using this ability may mold stone or earth in to any shape. This power does not let him create or destroy earth. The number of cubic feet that may be molded is equal to the number of success on the willpower roll.
1 Success: A general representation of the object
2 Successes: A good try, might pass as the object from far away
3 Successes: To a cursory glance the earth has become the intended object.
4 Successes: There are only a few mistakes in the structure.
5 Successes: Perfect. The desired result has been achieved.
3 - Soil of Death - A Thaumaturge commands roots to rise from the ground and drag a victim below the surface, incapacitating him. Once buried up to his neck, a victim finds it increasingly hard to breathe with the weight of the earth crushing his chest.
System: The victim remains trapped one turn for every success. Mortals and ghouls will have a very difficult time breathing due to the prolonged pressure of the compact earth and will suffer one level of lethal damage for every turn. Can use Stamina to soak.
4 - Root of Vitality - This power allows the Thaumaturge to draw any individual into the trunk of a tree to heal any injuries. As the subject rests in the tree healing energies close wounds and regenerate flesh. Naturally the tree must be large enough to hold them.
System: The character must remain in the tree for one hour per health level of damage in order to heal the wounds. All damage can be healed in this manner including aggravated damage. During this time, the subject is helpless and unable to perform any other actions. Mortals or ghouls drawn into the tree with this power can still breathe normally.
5 - Forest of Rage - The thaumaturge with access to this power can cause the trees to use their branches to attack enemies of the thaumaturge. Oaks can become whirls of hammering clubs, willows become a storm of deadly whips, and pines can throw a spray of hundreds of spiny arrows.
System: Each success on the willpower roll is one tree that may be controlled and one minute that the control will last. Trees controlled by this power can not move themselves from the place that they are planted in. Consider branches from oak or similar trees do damage as clubs (assume such trees have strength 3), willow branches do 2 dice of lethal damage, and the needles from a pine tree will do no real damage. But they certainly would prove to be an uncomfortable hindrance. They could also hit the eyes or ears or other sensitive areas. Their exact effects are up to the storyteller. Pine combs however do 1 dice of damage.