Paths

Alchemy
Biothaumaturgy
Blood
Bloods Curse
Blood Rose
Conjuring                                             
Corruption
Curses
Elemental Mastery
Focused Mind
Gift of Morpheus
Green Path
Hearth
Levinbolt
Lure of Flames
Mastery of the Mortal Shell
Movement of Mind
Neptunes Might
Oneiromancy
Shadowcrafting
Spirit
Spirit Manipulation
Transmutation
Traveller
Weather Control

Paths define the types of magic a vampire can perform. A vampire typically learns his primary path from his sire, though it is not unknown for some vampires to study under many different tutors and team all their secrets.

As mentioned before, the first path a character learns is considered her primary path and increases automatically as the character advances in the Discipline itself Secondary paths may be learned once the character has acquired two or more dots in her primary path, and they must be raised separately with experience points.

Furthermore, a character's rating in her primary path must always be at least one dot higher than any of her secondary paths until she has mastered her primary path. Once the character has achieved mastery of the fifth level of her primary path, secondary paths may be increased to that level.

Each time the character invokes one of the powers of a Thaumaturgical path, the thaurnaturge's player must spend a blood point and make a Willpower roll against a difficulty of the power's level +3.

Only one success is required to invoke a path's effect-path levels, not successes, govern the power of blood magic. Failure on this roll indicates that the blood magic fails, while a botch signifies that the character loses a permanent Willpower point.

Obviously, Thaumaturgy is not an art in which one merely "dabbles."