This path grants the thaumaturge the ability to conjure forth mystical flames — small fires at first, but skilled magicians may create great conflagrations. Fire created by this path is not “natural.” In fact, many vampires believe the flames to be conjured from Hell itself. The Lure of Flames is greatly feared, as fire is one of the surest ways to bring Final Death upon a vampire.
Fire conjured by The Lure of Flames must be released for it to have any effect. Thus, a “palm of flame” does not burn the vampire’s hand and cause an aggravated wound (nor does it cause the caster to frenzy) — it merely produces light. Once the flame has been released, however, it burns normally and the character has no control over it.
Individual descriptions are not provided for each level of this path — fire is fire, after all (including potentially causing frenzy in other vampires witnessing it). The chart below describes the path level required to generate a specific amount of flame. To soak the damage at all, a vampire must have the Fortitude Discipline. Fire under the caster’s control does not harm the vampire or cause him to frenzy, but fires started as a result of the unnatural flame affect the thaumaturge normally.
Candle (difficulty 3 to soak, one health level of aggravated damage/ turn)
Palm of flame (difficulty 4 to soak, one health level of aggravated damage/turn)
Campfire (difficulty 5 to soak, two health levels of aggravated damage/turn)
Bonfire (difficulty 7 to soak, two health levels of aggravated damage/ turn)
Inferno (difficulty 9 to soak, three health levels of aggravated damage/ turn)