Path of Warding
Tremere who study this path dedicate themselves to defending the holdings of the clan. They can practically hold off entire armies. They are also capable of exposing infiltrators before they breach the clan's havens and hiding places.
System: The Cainite paints a Blood Point's worth of vitae in the form of a sigil on the target. The glyph functions until it expires or the object is destroyed. Contact with sunlight or fire automatically destroys the ward.
1) Bar the Common Passage
The vampire paints her ward on a door or other portal. The affected doorway is imbued with sufficient magical fortification to hold back the ferocious strength of a werewolf or the head of a battering ram. If something breaks the ward, the vampire is alerted subconsciously.
System: If the total Strength applied to the portal equals double the warding successes, the door opens (or is shattered) normally. If the warded portal opens, the Cainite receives a mental alarm.
2) Glyph of Scrying
By focusing her will, the vampire can view the immediate vicinity of a particular ward. Paranoid Tremere princes can monitor their entire cities through these glyphs. Portable objects can be imbued with these wards to function like remote senses.
System: The number of successes rolled indicates the number of days that the ward functions. The ward can be destroyed as usual, but always fades after the time limit expires. A clever Thaumaturgist hides a glyph from sunlight but still makes it useful.
The vampire can establish a telepathic connection with any one of her wards instantly, but never with more than one at a time. She can move about as normal while focusing on a ward, but all difficulties increase by two. Once in contact with a particular ward, the Cainite can see and hear everything in the surrounding area as if she were actually there. When she focuses on a ward, the blood in the glyph gleams as if it were liquid again.
3) Runes of Power
Many elders place these wards on ancient tomes of magic. Unwary neonates or intruders receive a nasty surprise when they make contact with these runes.
System: The number of successes indicates the number of aggravated wounds the victim suffers upon contact with the warded object (though the subject may soak if she has Fortitude). The caster is the only person who is immune to the effect. The rune remains potent until exposed to sunlight or the object is destroyed.
4) Glyph of Enlightenment
The vampire who paints these glyphs can use them as Glyphs of Scrying, above, and can communicate through them. Tremere with this ability can even use it to attack distant opponents.
System: The number of successes achieved on a Willpower roll (difficulty 7) determines the number of days the effect lasts. By focusing on the ward, the Cainite can see and hear everything around it. She can also speak through the Thaumaturgical power through the glyph, as long as the power's requirements can be met (physical contact with the target of the power is not required, for example). Each such use of another power reduces the rune's effectiveness by one day.
5) Secure the Sacred Domain
This potent ability can be used to seal off an entire castle. One glyph, painted at the exact center of a castle or tower, secures all windows, portcullises, doors and other portals from all entry or exit. A single Tremere can hold off an entire army - for one night - in this way.
System: A Willpower roll (difficulty 8) determines success or failure. The vampire must paint the ward at the exact center of the building. Failure indicates a wasted effort. If the vampire succeeds, no doors, windows or portals will open, though they can be destroyed. Likewise, existing breaches in walls may not be passed, although new ones may be opened and entered. The effects of this power last until the following dawn.