The Hearth Path

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This path is based on many old rituals designed to protect the home and the family. Kindred don't usually have families but they do have havens which they guard with fervor. It only makes sense that Thaumaturges would develop magic to help them defend their home. For the purposes of this path, Your Haven is any building in which you have slept the full day the past three days.

You may use a single cast ritual action to cast all levels you know.

Powers (Mental - Occult)

⚫ Guest's Herald

Challenge: N/A Cost: One Blood Duration: One month

When cast within a building, the power creates an auditory or visual effect to alert the thaumaturge that an intruder has entered. This signal could be anything the thaumaturge desires — a bell ringing in another room or the door slamming shut behind the trespasser — but it is the same for the duration of the power (although the thaumaturge can change the form the signal takes from casting to casting). Note that the thaumaturge must actually be present within the building for the alarm to be effective, and the signal must be small and subtle. Gunshots do not count as small and subtle. The power lasts for 24 hours once used

⚫⚫ I Am Lord

Challenge: N/A Cost: One Blood Duration: One Month

As the undisputed master of your haven, everyone else suffers a two-trait penalty to all Challenges inside and in the immediate vicinity of your haven. Combatants exhibit less prowess, and others are generally less capable near your domain. Those weak in Courage shake at the thought of approaching your residence. This power lasts for 24 hours.

⚫⚫⚫ Master's Order

Challenge: N/A Cost: One Blood Duration: One Month

By becoming mystically attuned to your haven, you instinctively knows where every one of your possessions lies in the haven so long as you are in it. This only works on inanimate objects you own (though objects you have successfully stolen will also show up without difficulty). Additionally, any object that leaves your haven without your permission mystically seeks to return, using circumstance and "good fortune" to find its way back. The power lasts for 24 hours, and can be renewed nightly to keep its effects persistent. If the power is not maintained for even one night, the haven loses its connection to all of the objects not within it

⚫⚫⚫⚫ Temp-portal

Challenge: N/A Cost: One Blood Duration: One Month

As master of your haven, you may temporarily warp the space inside it so that a doorway connects instead to another doorway you choose. A closet door could instead open into the laboratory, or the bathroom on the third floor might be made an escape route into the back garden. Anyone following the thaumaturge through the door will end up where it should normally open to; a clever thaumaturge will use this to lead pursuers into an oubliette or trap while escaping. This power lasts until sunrise.

⚫⚫⚫⚫⚫ Rhyme of Discord

Challenge: N/A Cost: One Blood Duration: One Month

This power fuddles the minds of intruders in your haven, causing them to become hopelessly confused and wander in circles, no matter how small and plain the haven might actually be. Any intruders must succeed in a Mental Challenge against you or else be trapped inside the haven until the you break the spell or until it wears off naturally. As well, your haven can use Temp-portal at will to keep the intruder contained and can misdirect them to cause them to stumble into traps and misfortune as your haven affords the chance. Any person affected by Rhyme of Discord will be unable to remember details of the protected haven even after he has left its influence until such time as he visits the haven when it is not ensorcelled. Note that while intruders affected by this power will be unable to effectively pursue you through your haven, they may still fight and defend themselves normally if you engage them. This power lasts for 24 hours.

WHen you achieve Mastery you may also activate all levels of the power for a single blood. ( Make sure to note it in your blue books though)