This ritual allows the thaumaturgist to increase the volume
of his or her voice. This increase can range from a shout to
a bullhorn all the way to a deafening blast that can cause
hearing loss and even physical damage. The caster must chant
a fifteen second incantation and chew up the tongue of a
crow. The tongue must have been previously enchanted during
a fifteen-minute-long ritual in which the tongue is bathed in
a mixture of belladonna and weak sulfuric acid. The effect
lasts for one shout. The caster does not eat the tongue; the
chewed-up slivers are sprayed out with the shout.
System: The caster rolls his or her appropriate skill
(Acting, Oratory, Public Speaking, etc. + Stamina
and consults the following table of Successes. A
Botch indicates that the caster has lost the use of
his or her voice for a length of time.
This ritual requires sesame seeds that are enchanted in a
twenty minute ritual, where they are steeped in a solution of
olive oil and salt as the caster incants, then allowed to
dry. When sprinkled into the keyhole of a metal lock (the
lock must be a padlock, or separable from the object it is
locking in some fashion, and must be metal) accompanied by a
brief incantation, the lock may open. In this instance, a
small lock is one weighing up to a half-pound, a mid-sized
lock weighs up to five pounds and a large lock weighs up to
twenty pounds. Locking devices larger than twenty pounds
cannot be affected by this ritual.
System: The caster rolls his or her levels of Thaumaturgy +
Perception and consults the following table of
Successes. A Botch indicates that the lock has been
jammed inside, and all future attempts to open it
will be at -2 dice to the roll.
With this ritual and either a crystal ball or a wide, flat
body of water (a puddle or a bowl would work fine, though
unnatural surfaces such as mirrors cannot), a Magus can view
distant events, places or people. Other thaumaturgists of
rank II or higher, or mortal Psychics or Mages may detect
this scrying (Contest of Perception+Occult to detect versus
caster's Wits+Stealth to spy softly). Active Countermagick
of any type prevents scrying, as does the presence of persons
possessing True Faith. No sound can be heard, although lips
can be read. Auras cannot be seen. The interior of
relatively small enclosed objects (boxes, safes, people)
cannot be viewed. Concentration is required; loud noises or
interruptions will either require a willpower roll with an
appropriate number of dice lost from the pool, or will simply
break the caster's concentration.
System: The casting Magus must enter into a light trance and
concentrate on the water, while murmuring a
fifteen-second incantation and passing her hands
over it a series of circles. After a successful
willpower check, the Magus can either send her
sight to a place she can clearly visualize or she
can move it from her current point of reference,
flitting it about as though from a flying
perspective, sending it down pipes, through open
windows, doors, etc. In either instance, the Magus
must make a willpower check (or spend a willpower
point) every half-hour beyond the first to maintain
her concentration. Failure means that she
has lost focus and must rest for an hour or so
before continuing. She can force herself
to continue without resting, but she must make an
initial willpower check with -2 dice to her roll
and every roll thereafter. A botch on either the
normal roll or the forcing roll indicates that the
Magus has developed a splitting headache (caused by
a disruption of the energies of the mind, not of the
body, thus Kindred are affected) and cannot continue
that evening. In fact, the Magus will be at -2 dice
to all actions for the rest of that night, or at
least for several hours. In any event, the caster
cannot scry for longer than one hour for every dot
of stamina she has without taking an hour to rest.
No blood points are required, and the Magus need
only maintain her concentration to scry. The
Magus, at her will, can spend a Blood Point to
cast a slightly blurred version of the Vision of
what she is seeing upon a reflective surface, such
as another basin of water, or a mirror. This other
surface will continue to display the visions for an
entire Scene unless the Magus ceases concentrating.
This ritual can be, and often is, used between Chantries for
the delivery of messages that are not important enough for
the use of direct mental contact, yet require security. It
has a number of other uses as well. Cipher of Vitae is
somewhat similar to the old practice of writing messages on
paper with milk or lemon juice. In that instance, when the
paper is heated over a flame, the writing would become
visible. For this ritual, the juice of poke berries mixed
with a point of either the caster's or another's vitae.
System: The message is first written on virgin paper. When
complete, a series of incantations are begun that
end with the writing fading from sight. Another
message can be written in a more mundane fashion on
the other side of the paper to help disguise the
nature of the page, or simply left blank. The
message is completely undetectable by physical means
until the paper is touched by the person whose blood
was used in the ink, at which time is becomes
visible again. Anyone using Auspex level II and
getting 4 or more successes will see a dim magical
aura about the message, though it cannot be read.
This ritual allows the caster to peek into the Near Umbra in
his immediate location (this range can be extended if used in
conjunction with the Ritual of Casting the Sight). He will
be able to see spirits and other beings either native to or
traveling through the Near Umbra surrounding his area.
While doing this, the caster enters into a trance-like state,
completely unaware of events taking place around his physical
body. If he has not taken protective measures, he will
be unable to defend against either physical menaces or
creatures from the Near Umbra (i.e., Garou) detecting the
caster's presence and emerging to see what is causing it.
System: The caster must prepare for this ritual by incanting
the names of the Archangels in Latin while painting a
Thaumaturgic Triangle surrounded by a Circle upon the
floor with freshly drawn Kindred Vitae (this process
requires one blood point's worth), from which point
s/he cannot step without breaking the Circle and
requiring it to be redrawn. Once the Circle has been
laid, the caster will close his eyes and focus
his will. He must roll Perception + Spirit Lore
against a difficulty determined by the level of the
Gauntlet in the area. The more successes, the better
the caster will be able to perceive the Umbra.
Supernaturals (Kindred, Garou, Wraiths, Changelings,
and Mages) in the Umbra near the caster when the
ritual is in effect have a chance (Perception +
Alertness against a fixed difficulty of 8) to realize
something odd just happened in their vicinty (a
feeling somewhat akin to one's neck hairs prickling);
exactly what has causes this, they probably will not
know, as the caster presents no visible aura or shape
as he views. It is not likely they will
investigate by dropping to the normal world, but the
possibility remains that they may choose to do so,
just to be sure.
This ritual allows the caster to sense whether nor not any
other Supernatural (Kindred, Garou, Wraith, Mage or
Changeling) is in the immediate vicinity. It may also at
times give a general indication of the target's direction, if
there is only one Supernatural in the vicinity.
System: The caster must smear her eyelids with fresh
Kindred Vitae, as well as the palms of her hands.
Holding her hands outstretched, the caster must
close her eyes and roll Perception + Occult
versus a difficulty of 7 (unless the target is
magically or spiritually protected). One success
will alert the caster to a Supernatural Presence
(beyond his or her own). Achieving one or more 10
(complete successes) will give the caster a rough
idea of what direction the target is at (at that
precise moment -- they may be moving), but not
knowledge of what the target is. Five or more
successes not only exactly pinpoints the current
location of the target but gives the caster the
knowledge of which type of Supernatural it is
(assuming the caster knows of the type detected);
one dot in the appropriate Lore is required or the
caster has no idea what the results mean (she
doesn't know they exist, or anything about them if
she does).
This five-minute-long ritual leaves a mystical mark or symbol
upon the target individual, in a place determined by the
caster, that any Kindred can see. If the recipient of the
mark is attacked or harmed in any way, the caster knows
something happened and where the recipient is. This ritual
was originally created by a non-Tremere thaumaturgist to keep
track of her Brood.
This ritual enables the caster to communicate on a very basic
level with the spirits of the dead, as well as weak spirits
of the Loa. The caster can only ask very simple questions to
the spirits. The spirits are under no compulsion to tell the
truth, and may not know the answers in any event. The caster
can contact either spirits whose name they know, or the
spirits of corpses which are found. This ritual does nothing
if the spirit no longer exists, is bound or is not within ten
miles of the caster.
System: In case of an unknown spirit to be summoned, the
caster must be in possession of the head of the
spirit's corpse. Having the head of a known spirit
lowers the difficulty by one. If the caster is in
possession of the entire corpse, his difficulty is
lowered by one in the case of an unknown spirit and
by two in the case of a known spirit. Spirits which
exist but have been spirits for several centuries
will be at a +1 difficulty to summon for every century since death.
The caster must draw a circle around the
site of contact -- a circle which has a diameter of
at least three feet -- and inscribe the the
thaumaturgic Symbols for Fire, Water, Earth, Air,
and Ether at their correct positions around the
circle. In the center of the circle, the Veve of
Guede must be drawn; if part of the body or the body
itself is available, it must be placed in the circle
and the Veve of Guede drawn on top of it and blood
(human blood, but not the caster's) sprayed over the
remains to give the spirits the power to manifest
and to talk. If the body is buried beneath the
circle, a hole must be dug through the Veve of Guede
and blood poured into the hole. When this is
complete, the caster must position himself outside
the circle and chant "The Song of Returning Spirits"
(See the thaumaturgical Path of Voodoo) which will
take two hours to complete. The completion of the
ritual demands the expenditure of 5 blood points.
The Vitae must be human, but never the caster's --
or the spirit will possess the caster!
Roll Perception + Occult against a difficulty of 5.
The number of successes determines the number of
minutes the spirit will stay. If the caster wishes
the spirit to stay for an extended period of time,
he must spill forth an additional five blood points
of human vitae. The spirit will then stay for an
additional number of minutes equal to the number of
successes originally rolled by the caster. The
summoned spirit will feel compelled to answer the
caster, but the Storyteller will decide whether or
not the spirit either knows the information desired
and/or is willing to share this information. All
questions must be phrased in a very simple fashion.
This ritual requires approximately an hour for an experienced
caster. It allows the caster to prepare a small vial of
Vitae, which, when painted upon a wall or other flat object
in the form of a thaumaturgic Rune (betokening Vigilance),
approximately three inches high by three inches wide, will
slowly fade to match the color of the object upon which it
has been painted. Any individual passing within a meter of
the rune will trigger it, and the caster will instinctively
know which Rune was triggered. Since the rune has no mind,
it is unaffected by Obfuscate. The caster may have as many
Runes active as she has ranks in Thaumaturgy. The Rune can
be perceived by someone ooking carefully about or with Auspex
as a Perception roll with a Base difficulty of 7. This is
modified by the Storyteller based on location; a Rune upon a
door at eye-level is much easier to perceive than one hidden
on the underside of a desk drawer.
This ritual acts in a simple manner, yet can be very helpful
and effective in certain circumstances. With it, a Magus can
create nerve blocks at certain locations in his body,
blocking or minimizing sensory input from digits, limbs or
even the entire body. This is extremely valuable in a
situation where one has been injured, or needs to
deliberately injure himself (such as in the Casting of the
ritual of Rutor's Hands). Indeed, a Kindred that has suffered
heavy, painful, crippling wounds may still manage to function
and flee to safety through the virtue of this ritual keeping
back the red flood of pain. This ritual takes approximately
five minutes to cast, and requires a short length of wood for
each limb or section of the body to be affected (a strong
toothpick will do in a tight spot). The short sliver(s) of
wood is held in the Magus's mouth in a special fashion,
pressed against the roof by the tongue. The Magus must hum
softly, while concentrating (Willpower roll, difficulty 4 + 1
for every level currently wounded). Once the sliver has been
prepared, it will change color, to a glistening light green.
The converted sliver must then (within five minutes) be
thrust deeply into flesh at the joining interface (to numb a
hand: at the wrist, a forearm: the elbow, an arm: the
shoulder, the legs: the hips, the body: the neck). The
effect will last for either one day or until the sliver is
removed, at which time sensation will slowly and agonizingly
begin to return. The limb will not be fully restored to
sensation for at least half an hour. Note that a numbed limb
is fairly useless unless the Magus has extensive experience
in manipulating his or her limbs without virtue of sensation
(very rare... i.e., past victims of leprosy that either
survived or were embraced might have this skill). Thus, a
Magus who was injured to Crippled as a result of an explosion
that tore shrapnel through his legs would still only
be able to crawl -- but would not suffer from the effects of
the mind-numbing agony associated with the horrible wounds,
and, once calmed, would not suffer the additional risk of
frenzy. However, since the Magus determines the level of the
nerve block, he can set it so that some minor sensation is
still received -- as though the limb had fallen asleep, were
they still mortal. It would respond poorly, but might still
be able to be used in an emergency.
This ritual takes a short length of string or twine, perhaps
no longer than a foot (1/3 meter) in length and two to four
millimeters in thickness, and imbues it temporarily with a
bit of the Magus's life essence (one Blood Point is expended
in the casting of this fifteen-minute-long ritual). The
caster can then mentally command the string, as long as it is
in sight, to slither along, like a snake or worm, wrap around
objects, tie itself or untie itself, retrieve small items and
the like. The string has a strength of zero -- it can barely
move itself. It is incapable of even throwing a light
switch. However, it could laboriously retrieve a ring, if it
was not too heavy. Note that the string must be composed of
material that was once alive, such as cotton or
hemp. The ritual otherwise has no effect. It is an
interesting ritual that was developed by a young Magus upon
his entrance to the Neonate's Sixth Circle of Mystery. He
later continued in this vein with the level 3 "Gregor's
Rope", some hundred and twenty years later, a much more
useful ritual. The enchantment of the string lasts for
approximately (15 - Generation) Hours.
This ritual allows the Magus to store quantities of blood for
extended periods of time without worrying about it losing its
ability to nourish. Since the Kindred is really after the
life force contained in the vitae and not the liquid itself,
it is necessary to keep the vitae in a suspended state, in
which it does not decay. This twenty-minute ritual acts to
prevent the life force from escaping the fluid through
enchantment of the container. The container must be of heavy,
dark glass, with a wax seal. This wax must be made by the
Magus, and must contain a quantity of Kindred Vitae, which
lends it a reddish hue. One blood point of Vitae and a block
of wax makes enough for two bottles, each containing no more
than six blood points (pints) of vitae (if human -- less if
animal). The bottle is filled with the fresh vitae and the
ritual is begun; after twenty minutes of incantation and
tight concentration by the Magus, the seal is affixed and the
liquid enters a state of stasis. It will not slosh about
inside the bottle if shaken, and appears frozen. If the
bottle is broken, the liquid will resume it's normal state.
Note that this ritual can be used to preserve any liquid,
such as milk, tea, wine, etc. The temperature of the liquid
remains constant -- if the ritual was performed on a bottle
of hot tea, the tea would be just as hot when unstoppered a
year later. The outside of the bottle is always cool and
slick to the touch. The wax seal can be easily broken with a
fingernail. Underneath it is usually a cork. Once the seal is
broken, the ritual's effect abates, and the bottle quickly
either warms or cools to match its contents. This ritual
will last up to a century or more, depending on the
conditions of storage -- if the wax decays or corrodes, the
ritual effect is lost. Thus, being stored in a dry place,
such as a desert, will give a longer "shelf life" than in a
humid jungle environment.
This ritual calls for the caster to expend 2 Blood Points of
Vitae, bled into a bowl and mixed with a number of dried and
crushed plants associated with potence and love, including
Ginseng and Amaretto. The Magus must then draw the Veve of
Erzulie (in her aspect as the Loa of Love) on his forehead
and above his heart. Several other symbols of love and
potence must be drawn on various mentionable and
unmentionable parts of the body over the course of the next
hour as the caster chants in a steady rhythm. At the
completion of the symbols and the chanting, the Magus places
two small rubies over his eyes and speaks the final words of
the ritual, to which he has been slowly building over the
past hour. With a shiver, the rubies and symbols disappear.
The Magus can now, within the duration of that evening, use
the "Gaze of Erzulie" at will to make a person (Supernatural
or Kine) fall in love with him. The Magus must make eye
contact and concentrate, and the pent-up power of the ritual
is released in a heavy rush. To other watchers, it seems that
the Magus's eyes flare a deep, ruby-red for a half a second.
System: The Magus makes a (Charisma + Leadership) roll
against a difficulty of either the target's
Willpower (for Supernaturals) or Willpower -2 (for
Kine). If a botch is obtained, the target will know
something was attempted, and will feel unreasoning
anger towards the Cainite. Indeed, she may attack,
with the mindless, enraged intent to kill. If less
than three successes are gained, the target will be
attracted to the Magus, although it will not be an
overriding compulsion. All charisma-based rolls will
have their difficulties lowered by one, and the
roleplay of the conversation and interplay should
reflect an interest. If the Magus is a boor, a snob,
or is offensive, this feeling will rapidly fade.
However, if three or more (3+) successes are
obtained, the target enters into a state which is
very similar to the emotional dependency experienced
during a Blood Bond; the target will be fascinated
by the Magus, and will want to spend time with him,
to get to know him, to be with him and by his side.
This feeling lasts until something bad happens to
the target that might "snap her out of it" and
she makes a Willpower roll versus a difficulty of 8.
This difficulty is lowered by one for each of the
following conditions: The Magus is physically
distasteful/disfigured, physically or verbally
abusive, uncaring of the target's needs, has
revealed his Vampiric Nature, or has committed
distasteful or frightening acts in the presence of
the Target.
Snakes can communicate in a very limited fashion, and this
ritual allows communication with them. The Magus must have
the tongue of a Boa Constrictor in her possession, and
it must be washed over with a full point of the caster's
Vitae while the Magus chants for a full two hours, carefully
scratching the Veve of Damballah into the surface of the wet
tongue with her nails. At the completion of the
ritual, the caster places the snake tongue on top of her own,
where it sticks tightly until removed. With this tongue in
place, the caster will be able to communicate with all snakes
within earshot. The caster, unfortunately, cannot converse
verbally (writing is still fine) in anything save "snake"
while the tongue is in her mouth, and once removed, the
ritual is broken. Normal snakes obviously cannot carry on
conversations, however, danger signals can be given, as can
cries for assistance. This ritual comes in handy when
attempting to discuss things with ancient Snake Spirits,
those who have never bothered to learn the Tongue of Man.
This ritual enables the caster to sense whether or not a
target has taken part in the Vaudlerie. The thaumaturgist
may also be able to sense how strong the individual ties are
to others (the Vinculum rating), depending on his number of
successes.
System: A blood point of the target's vitae is required for
this ritual. During the hour-long casting, the
thaumaturgist (or a willing participant,
knowledgeable enough to participate in the ritual)
drinks the blood. For the remainder of the night,
the imbiber is able to, upon making eye contact with
the target, rolle Perception + Sabbat Lore versus a
difficulty of the target's Willpower rating.
If the eyes of one of the Sabbat involved (possessed
of Vinculum ties to the target) are crushed and
her inner juices added to the vitae to be drunk,
the difficulty drops to 2, regardless of the
target's Willpower rating, unless it is lower than
two already.
This ritual was originally designed to be used against the
ritual of Illumination of the Trail of the Prey. However, it
has other applications. As the name of the ritual would
indicate, it acts to disrupt the workings of active
thaumaturgical rituals. It can be used to break or disrupt
nearly any thaumaturgical ritual up to level II, such as
Trail of the Prey, Defense of the Sacred Haven, Wake with
Morning's Freshness, etc. In most instances, unless forced
by the parameters of the ritual to maintain concentration, or
able to immediately see the result, the caster whose ritual
effect is disrupted is unaware of it.
System: For attempting to Sever an existing, static ritual
effect, the caster of the ritual must roll her
Intelligence + Occult against a base difficulty of
6. This difficulty Rating is modified upwards by 2
for every level Higher than 1 that the ritual being
affected is; thus a level 2 ritual would have a
difficulty of 8, and a level 3 a difficulty of 10.
The number of successes gained is rolled against in
Contest by the ritual being disrupted, using the
original caster's Perception + Occult against a
fixed difficulty of 7. If the Severance ritual
gains equal or more successes than the original
ritual, it succeeds, and the original ritual ceases
to function. Thus, a Trail of the Prey ritual would
lead a tracker up to the point where the Severance
had been cast, and the trail would dead-end there.
The range of this spell (i.e., how far the caster
can be from the target of the ritual (i.e, from the
windows that Defense of the Sacred Haven had been
cast upon) is five feet multiplied by the caster's
level of Thaumaturgy. For those attempting to Sever
an Active thaumaturgic ritual (i.e., one which
requires the original caster to maintain
concentration during the effect), the two opposing
thaumaturgists must make an extended contest of
Thaumaturgy + Willpower, each one's successes taking
away from the other's, until one achieves a total of
five successes. The loser may, at the Storyteller's
discretion, lose a point of temporary Willpower as a
result. The loser cannot attempt to break the spell
again for at least a minute or two.
Obfuscate is not available to all, and is often an envied
Discipline to possess. This ritual is an attempt at
duplicating some of the effects of Obfuscate. With this
ritual active, you can conduct a private conversation with
all other sounds being shut out and all sounds within the
zone kept in (producing a hollow, echoing tone to the spoken
word -- letting participants know the ritual is working).
Movement within the Zone is slightly blurred to outside
observers; attempts at Lip Reading will fail. Should this
ritual be cast in a dimly lit area, an effect similar to the
Cloak of Shadows will be cast across the participants,
rendering them difficult to perceive without Auspex.
System: The caster must roll Manipulation + Stealth against a
fixed difficulty of 6 for the Zone not to be flawed
(which will allow sound to leak out). The Zone has a
base diameter of 5 yards, but can be controlled to be
smaller by the caster. It will last approximately 15
minutes per success, or until dispelled (at will).
Courtesy of: C.S. Jackson (csj2053@utarlg.uta.edu)
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
This ritual has its roots in the ritual of Purification of
the Flesh, but is much more complex. Some call it the
Purification of the Blood, and in that, the slang is aptly
named. Although this ritual only requires level 2 in the
path of Blood Thaumaturgy to learn, it requires level 4 in
the path to have a chance of using it properly. This ritual
allows the caster to inwardly condense from his or her
tissues and inner blood all biological and/or mystical
impurities (such as infectious diseases, the effect of Blood
to Water, etc), pulling them together into a single pint
(point) of Vitae over the course of fifteen minutes, at the
end of which the contaminated Vitae is violently spewed from
the caster's mouth, along with two other pints (points) of
Vitae, washing the mouth and throat clean.
System: This ritual is physically punishing; the caster must
make a Stamina + Occult roll against a Base
difficulty of 6 plus 1 for every Blood Point used
since contracting the contagion. Should it happen
that this raises the difficulty above 10, the
infection is so far reaching and deeply spread that
this ritual will be unable to correct it. The
caster loses four blood points whether the ritual is
successful or not, but these do not count towards
raising the difficulty. This ritual can be used on
another, but with a fixed difficulty of 10 and, on
mortals, its use causes three wound levels plus 1
wound level per success rolled. Thus, in this, the
cure could be worse than the disease.
Success Chart
| 1 | Removes normal bacterial and parasitic infections:
Mononucleosis, blood flukes, trichnosis,
heartworm, syphillis, etc.
|
| 2 | Removes viral infections: HIV, Hepatitis, etc.
|
| 3 | Corrects the effects of Blood Altering Disciplines
|
| 4 | Removes the effects of the Vaulderie* (the Sabbat
Pack Blood Bond)
|
| 5 | Breaks a Blood Bond*
|
* Must be done as soon as possible. +1 to the Base
difficulty for every day it remains in effect.
Cast Thine Hearing
Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
This ritual is designed to be used in conjunction with
Casting of the Sight, but it can function on its own. It
requires a number of components, most notably the ears of a
bat, as well as a few drops of Kindred Vitae (one BP). When
properly cast, this ritual will enable the caster to project
his hearing to any point within his sight (Intelligence +
Awareness to target a specific spot, base difficulty of 5).
The sound is tinny and difficult to make out at times; also,
it is difficult, if not impossible, to distinguish direction
of sound (the extended sense of hearing is mono, not stereo).
Moderate concentration is required; the Magus must make a
willpower check every half-hour to maintain his
concentration. Failure means she has lost focus and cannot
hear what is being said, or the focal point has slipped and
moved to a different location, requiring a new targeting
roll. A botch indicates the Magus has lost focus, and the
ritual ceases to function. It must be recast, with new blood
to power it (though the other material components are not
damaged).
The Preservation of Wooded Objects
Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
When one is an immortal, and furthermore, a studious one such
as a Tremere, it becomes inconvenient in the extreme to have
to constantly recopy tomes of material as their paper decays
into dust. In the modern days of computers, microfilm,
microfiche and acid-free paper, this is not as much of a
problem as it used to be, but this ritual is designed to halt
the decomposition of anything composed of wood, including
paper. If cast upon a new book, the book will remain in that
pristine condition (excepting wear and tear from usage),
secure against decay from age. One might think that this is
a simple task, and that a level 1 ritual would suffice, but
it is not. This ritual takes almost a full hour to complete,
and acts in several discrete steps. The way it works is that
it first charges the wood fibers with energy, neutralizing
those acids that cause decomposition, then forcing out all of
the existing air that permeates the material. The ritual
continues into its second stage, creating an ultra-thin film
of ionized particles over the entire surface of the material
which only allows small molecules, such as hydrogen and
helium to pass. Over the course of a year, these trace gases
permeate the book, assuring that no further decay will occur.
This spell will also work on wooden furniture and
decorations, having a treatment range of one square foot per
success on a Willpower roll. This preservation effect will
last for approximately one century, whereupon decay will
slowly start to resume as the ritual fades. Conscientious
librarians, however, will renew this spell on all their books
every 75 years or so.
Attunement of the Instrument
Courtesy of: Karen Kuhn (102103.136@CompuServe.COM)
This ritual takes approximately ten to thirty minutes to
cast, depending on the skill of the caster. A musical tuning
fork is required for the ritual to work, as well as an
instrument to be affected. If successful, it will prevent
the instrument from having to be tuned again for a number of
months equal to the number of successes rolled on a
(Manipulation + Music) roll.
Pursuit of the Nightmare
Courtesy of: datawolf@inconnu.org
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
Several items are required for this complex ritual. These
include a personal piece of the target/victim, such as hair
or nail clippings, and metal filings from a graveyard that is
reputed to be haunted by the surrounding populace. When
successfully cast upon a victim, this ritual creates a state
of extreme and growing paranoia in the victim's mind for one
night unless the effects are somehow shaken off.
System: The caster must roll her Manipulation +
Intimidation (or Psychology) against a difficulty of
the target's Intelligence + Courage. If the target
is aware that he is the subject of a spell or
altering influence, the difficulty is increased by
1-3, such value to be determined by the Storyteller.
If it exceeds 10, this ritual will have no effect.
One or more successes indicates that the spell has
started and is working.
During the first hour after this ritual takes
effect, the victim experiences at first a suspicion
that something is amiss, then a gnawing feeling that
he is being watched, followed by a strong
sensation to seek out crowds and well-lit places.
Attempting to achieve this leads to the quickly
rising certainty that he is being pursued by
someone or something, which blossoms quickly into a
full-fledged, irrational panic that he is being
stalked by something nightmarish and that he must
not remain in one place for long or he will be
caught and killed.
For the rest of the evening, the ritual causes the
victim to believe that any shadow hides an
assailant, any closed door or corner hides a
pursuer, following him, and any unexplained sound
to indicate impending doom at the hands of an
unidentified entity.
For each hour after the ritual takes effect, the
victim is allowed to roll his Intelligence +
Courage against a difficulty of the number of
successes initially gained by the caster plus 2.
Three successes are necessary to throw off the
effect, the victim's paranoia decreasing slightly
with each success. This same check may be made each
time the victim is confronted with his irrational
behavior or is held in place for longer than ten
minutes with this intent. The difficulty to resist
Fear-based Frenzy rolls is increased by the number
of caster's successes for the duration.
The effect is completely in the mind of the victim;
Auspex level 2, however, will reveal the sparkle of
magic in his aura about his head.
Cleansing of the Flesh
Courtesy of: Deirdre Brooks
This ritual is mostly identical to Purity of Flesh, however
it can be worked on others, even unconscious or unwilling
targets, including mortals. With it, the caster causes the
target's body to push to the surface and expel any foreign
objects contained within it's flesh (bullets, glass,
implanted devices). The ritual takes approximately an hour
to cast, and unless the target is unconscious, is extremely
painful, causing anywhere from one to three wound levels,
depending on the amount and depth of material to be removed,
to be determined by the Storyteller.
The Eye of Watchfulness
Courtesy of: Yann Golanski (ymg@ukc.ac.uk)
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
Requiring a half an hour to complete, this useful ritual
requires the caster to cut off and burn one of his eyelashes
and mix it with a blood point of his own Vitae while
murmuring a soft incantation. The mixed blood is then used
to draw a symbolic eye, as well as a number of thaumaturgic
symbols, upon any flat surface, such as a door or a wall.
This drawing slowly fades, not to the rusty color of dried
blood, but to a color and shade only slightly darker or
lighter than the surrounding material. It can be seen,
although its placement greatly determines the difficulty of
perception (one placed eye-level on a door is easier to
perceive than one in a corner affected with mildew). Should
anyone except the caster pass within a meter of the Eye,
it will activate. Since it has no mind, it
is unaffected by Obfuscate. When activated, it will glow
dimly, transmitting images of what activated it to the
caster. As with any means of remote image transmission,
Obfuscate will not function to shield the target. The caster
can have up to his level in Blood Thaumaturgy's worth
of Eyes "active" at any given time, and he will immediately
know when any of them activate. Merely closing his
eyes and concentrating will allow the caster to receive the
images. Eyes last until they are either activated a number
of times equal to the caster's Blood Thaumaturgy level, they
are scrubbed off or the dried, enchanted blood flakes away
over several years. The Eye needs to be drawn at least four
inches wide by three inches high. Larger Eyes give a larger
view, but are more noticeable.
Level 3 Rituals
Capture the Essence of Darkness
Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
This ritual must be cast in absolute darkness; unless the
caster is well-practiced in the casting of this ritual, she
will require level I Protean, the Gleam of the Red Eyes, to
see what she is doing. Auspex will not work, as there is no
light to amplify. The ritual requires a small, round onyx,
approximately a half-inch across, and a quarter-inch thick.
The onyx must be steeped in a mixture formed by two blood
points of Kindred Vitae mixed with the ashes of black raven
feathers that were burned in a brazier inscribed with the
thaumaturgic symbol of Darkness. During the casting of this
two-hour-long ritual, the blood and ashes are slowly absorbed
into the onyx, which assumes a rich purplish-black color.
The onyx is very dense, weighing as much as the blood it has
absorbed.
The onyx can then be worn upon one's person as jewelry or
simply carried about in a pocket. When thrown forcefully
against a hard object, the stone will explode, releasing a
large quantity of smoke-like, impenetrable black gas.
This gas is harmless, and has no discernable aroma for most
(Garou and Auspex-enhanced senses will faintly smell burnt
feathers and blood). This smoke blocks all light; infrared
and light-amplifying units, including Auspex level I enhanced
senses, will not penetrate it. Protean level I, however,
will continue to function. The gas will spread to cover an
area approximately 40'w x 40'l x 20'h and will last for two
minutes, or until dissipated by a strong breeze. It is
useless in any great degree of wind, as it can be swept away
as any other form of smoke. There are many possible uses for
this mystic fog of darkness; it can serve as a last-ditch
defense allowing escape from pursuers, or in time of
desperate need, such as having to cross a sunlit alleyway,
can block the sun's rays from above for the brief moment
required for passage.
Cast Thy Image
Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
This is a potent, complex ritual that takes several hours to
prepare for, both mentally and in the arrangement of
thaumaturgic symbols and components to the ritual (which are
many, ranging from five Blood Points of Kindred Vitae to a
basin of clear water; some, such as the eyes of an eagle or
owl, are somewhat difficult to obtain at times). This ritual
combines some of the basic elements of the rituals of Casting
the Sight and Hearing, but goes far beyond them. When
successfully cast, this ritual allows the Magus (who is sunk
in a deep trance) to instantaneously project a spiritual
image of himself to some point within the range of his
power:
(15 minus the caster's Generation) + (caster's current
Willpower + caster's rank in Blood Thaumaturgy) multiplied by
100 miles.
This spiritual projection is shimmery and translucent; very
wraith-like in appearance, and cannot pass for an actual
person under any serious degree of examination. It can
speak, see and hear, though the voice is hollow and distant.
It cannot bear bright light, especially sunlight; the intense
energies of bright light disrupt its delicate structure, and
continued exposure will eventually break the spell entirely
(to reflect this, the apparition will take 1 point of damage
for every second it remains in very bright light (2 per
second in full sunlight), from a standard pool of 6 wound
levels, until it dissipates entirely. This damage cannot be
soaked by the apparition. The caster does not take this
damage.) Being composed of thaumaturgically projected light,
it cannot be seen at all visually in bright sunlight (and
will be taking damage), only in artificially lit or dimly lit
areas (neither of these affects its ability to see and hear,
however). The brighter the ambient light, the more
washed-out the apparition appears. In near-darkess, or
total darkness, however, it seems virtually solid (albeit
glowing with an inner light).
The casting Magus must maintain an intense level of
concentration; a Willpower check must be made every (Current
Willpower + levels of Wits x 1) minutes to maintain the deep
trance and focus for the ritual Magick.
This ritual has been used over the years for everything from
haunting mortals who had displeased the Tremere to conducting
tense, high-level meetings while the participants lie in
perfect safety in their respective countries. It is rumored
that Goratrix, who would be subject to attack were he to
appear in the flesh, used it once to convey a message to
members of the Council of Seven.
The Conveyance of Missives
Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
At times it is necessary for individuals and Chantries to
send written information between widely separated points.
Modern fax machines and overnight courier services did not
exist when this ritual was painstakingly and laboriously
devised. This ritual requires a blood point of Kindred
Vitae, and allows a number of objects (components) to be
enchanted. These include a number (15 minus the caster's
Generation) of thick sheets of heavy cotton paper or
parchment and a small bottle or vial of ink, which must be
stoppered with a wax seal upon the completion of the ritual.
The seal must then be impressed with the thaumaturgic symbol
of Sympathy and the Seal of the caster. The paper must also
bear this embossed seal. The Vitae is mixed with the ink in
a precise ratio, followed by salts of silver nitrate and a
lengthly, intricate incantation. All edges of each sheet of
paper need to either be dipped in this ink or have a thick
line of it drawn on them, creating a rough, deckled margin on
all sides, approximately a half-inch in width.
Once these materials have been prepared and laid aside, the
caster can at any future point, take the stoppered vial and
place it upon a paper of approximately the same size. The
second half of this ritual can then be used to create a
duplicate of the page the vial is resting on upon one or more
of the treated sheets of paper, wherever they may be, up to
the limit of the caster's power:
(15 minus the caster's Generation) + (caster's current
Willpower + caster's rank in Blood Thaumaturgy) multiplied by
100 miles.
The duplication process requires approximately ten minutes
per page, during which time the ink forming the margins of
the treated paper will migrate towards the center, clumping
and forming into an image of the original document. The
caster must maintain concentration during the entire process;
a simple Willpower check is required to do so. A failure
indicates a lapse in concentration, and one of the treated
sheets will have been wasted. Only the caster who created
the vial can use it to send messages, but the paper can be
kept anywhere, sent to, held and read by anyone. Rumors
exist of a variant of this ritual that requires neither
special paper nor ink; one that allows the caster to transmit
an image onto paper from anywhere, to anyone she desires.
This ritual, if it even exists, would be very powerful,
perhaps even level IV.
Seeking the Source
Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
The thaumaturgic Law of Similarity, used in such potent
rituals as those that trace Kindred Lineage by blood, forms
the basis for this ritual. The tip of a small bronze needle
is soaked in one blood point of Kindred Vitae during the
casting of this ritual. Thusly empowered, it is embedded
into a flat disc of cork that is marked on each side with the
thaumaturgic Symbols of Vitae and Similarity. The needle and
disc, when allowed to spin freely (such as in a bowl of
water) will always point in the direction of the Kindred
whose Vitae it was soaked in. However, due to the Law of
Similarity, when the needle is near (levels of Perception +
levels of Awareness x 50') the Kindred to whom it is drawn,
she will feel a subconscious desire to go towards it (easily
resisted, no roll required). If the needle or disc is
exposed to sunlight, it will cease to function. If the
needle or disc is physically touched by the Kindred to whom
it is linked, the spell is broken, and the needle rusts
away to dust in a matter of seconds, giving off some heat as
it does so.
The Deflagration of Vitae
Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
This ritual is dangerous, but, when properly used by a master
of Thaumaturgy, very effective. It allows the Magus to create
glass phials of vitae that are enchanted to explode when
exposed to air. Thus, when thrown against a hard surface or
simply unstoppered, they burst violently, detonating with a
flash and blast similar to that of a concussion grenade,
requiring all Kindred nearby to make Rotschreck checks. The
damage it does is entirely based upon the potence of the
vitae used and the range to any affected objects. A
detonating phial will deliver (18 - caster's Generation) dice
of non-aggravated damage to a target at point-blank range,
this damage being reduced by one die for every foot (1/3
meter) the target(s) are from the blast. Note that Kindred
in possession of these phials are at grave risk; if they are
struck violently or drop one and a phial breaks, it will
detonate. Furthermore, the making of these phials requires a
full ritual room, with some fairly specialized equipment
designed specifically for this ritual. The Magus must take
at least an hour to prepare each phial; more time is better,
while rushing and taking less time risks producing
potentially defective phials, which could detonate upon being
jostled too hard, akin to nitroglycerine, or even a large,
sweeping blast that could render the Magus, ritual room and
apparatus a twisted pile of wreckage. If rushing, the Magus
must make a Thaumaturgy + Dexterity roll against a difficulty
of 7. This difficulty is reduced by one for every point of
Thaumaturgy the Magus possesses above 3. Failure to succeed
indicates that the batch is ruined, and must be redone, the
time wasted. A botch indicates true disaster -- a powerful
explosion -- the Magus may be blinded, and may lose his
hands, if not his very life. Each phial requires three
blood points to make. If the Magus possesses a full five
dots of Thaumaturgy, and she has used his own Vitae
in the manufacture of the phial(s) he may attempt to
detonate one or more at a distance by force of will. A
willpower roll must be made at a difficulty of 8, with +1
added to the difficulty for every kilometer distant from the
phials. When the difficulty rises beyond 10, it cannot be
done. Note that several phials can be strapped together to
intensify the effect, in the same fashion as sticks of
explosive. Each additional phial strapped together will add
3 dice of damage to the total initial blast. Mortal
explosives experts will be baffled, as there will not be any
explosive chemical residue.
This blast is echoed on the Umbra, and creates a wake of
psychic pain there, a black stain of sorts -- more so, if people
are killed in the blast. Mortal Psychics visiting the site
of the explosion will get powerful emanations of pain and
agony from any spirits that were injured in the Umbra by the
explosion. This activity, of course, draws not only the
attention of numerous powers-that-be in the Spirit World, but
also Garou. The entire blast site will have a powerful Wyrm
Taint, as will the damaged section of the Umbra. The Umbra
will slowly revert back to normal over the course of a year.
The Creation of Gregor's Rope
Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
This ritual is greatly similar to the first-level ritual that
creates Gregor's String; however, a number of complex
refinements place it above the meager abilities of any but
those masters of the third level of Thaumaturgy. This ritual
imbues a length of organic rope, composed of hemp or cotton
fibre, with some of the caster's life essence (two blood
points are expended in the casting of this thirty-minute-long
ritual). The rope can be no longer than three feet (1 meter)
in length, and no thicker than two centimeters (almost an
inch). The caster can then mentally command the rope, as long
as it is in sight, to slither along, like a snake or worm,
wrap around objects, tie itself into knots or untie itself...
very helpful when one has been tied up with one's hands in
front. The rope has a strength of two, and can not only
entangle people, it can choke them. The ritual enchantment
of the rope lasts for a period of time determined as follows:
(15 - Generation) hours, after which it reverts to simple
rope. This interesting ritual was developed by Gregor
Vashkulat, known in some circles as "The Mad Russian", upon
his entrance to the Neonate's Seventh Circle of Mystery, a
continuation of his work in the animation of once-living
objects. His unlife's work along these lines culminated in
the level four ritual, "The Animation of Plants", in the year
1884 when he was awarded his Regency, one year before his
final death and diablerie at the hands of a powerful Anarch
while travelling between chantries.
The Illusion of Perfection
Courtesy of: ISCLADOC@KUHUB.CC.UKANS.EDU
This ritual is a boon for those deformed Tremere who wish to
remain hidden, as well as those who are seeking to escape
identification or pursuit. It requires a thin, plain white
mask, which must be painted with many complex symbols with
Kindred Vitae (one blood point's worth). When the casting of
this ritual is complete (appx. one hour) and the caster dons
the mask, she appears as a nondescript person in her
mid-20's with an average body. This illusion allows the
caster to easily blend into crowds of mortals, and avoid
pursuit. The illusion does not extend to aura, Wyrm Taint or
to scent.
Summoning the Watcher
Courtesy of: ISCLADOC@KUHUB.CC.UKANS.EDU
This ritual reaches out into the surrounding area and calls
to the caster a small rat, which will lap up a tiny amount of
wine and Vitae (perhaps a few drops of each, not even a blood
point) that the caster has laid out as part of the ritual.
This rat, when picked up and pressed to the forehead of the
caster, can be mentally instructed to go where the caster
instructs and look around. The rat will then return to the
caster, who can (again pressing the rat to his forehead)
"replay" the rat's-eye-view. The rat can even be instructed
to steal small items (whatever it can carry or drag along
with its mouth), but the caster must be very explicit as to
what must be stolen and its location. The rat is still a
rat, and unable to understand more than very simple, emotive
concepts. It will remain in the caster's service until
sunrise. This rat can still be affected normally by the
Discipline of Animalism.
Ward Versus Corpse Minions
Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
This ward acts as Wards versus Lupines, Ghouls, etc., save
versus Corpse Minions. The undead creatures will shy away
from the ward, and will have to be physically compelled to
come near it. They will suffer the same damage as any other
Ward inflicts if touched by it. This Ward also works against
Zombies created under the Path of Voodoo.
Touch of the Cabal
Courtesy of: Cromwell (cromwell@cwu.edu)
With this hour-long ritual in effect, the Casting Tremere can
detect other Tremere within a fairly large radius. This
ritual, once cast, lasts an entire day. If the other Tremere
is within sight, this ritual, if active, in conjunction with
the Discipline of Auspex at level 3 or higher, will allow the
caster to detect if the other Tremere belongs to his faction
and/or secret society within the Tremere (Astors, etc). If
this Tremere is a member of the same secret society and is
carrying an object that bears the thaumaturgic symbols of
Similarity and Contagion inscribed somewhere upon it, the
caster can communicate telepathically with him in accordance
with the following system:
System: caster makes a roll of Thaumaturgy + Occult against a
fixed difficulty of 7. For each success, the caster
can determine the direction and basic location of
Tremere in the following radius:
| 1 | Same Room
|
| 2: | Same Building
|
| 3: | City Block
|
| 4: | Ten City Blocks
|
| 5: | Anywhere within a City
|
Shaft of the Rose
Courtesy of: Joseph D. Carriker (926847@UTB.EDU)
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
Using this ritual, a thaumaturgist can create a magical
weapon. A hardened wooden stake of oak or ash, up to two
feet in length is taken, and, in conjunction with an
intricate incantation, is wrapped with several plaited thorny
stems of roses and slowly painted with a concoction composed
of a pint (point) of the caster's Vitae, twenty powdered
black rose petals and one ounce of black orchid pollen.
After approximately two hours of this, the caster must incant
a command phrase, upon which the stake will suddenly turn
totally black, like polished ebony. The vines will sink
under the surface of the wood, as though it were black water.
If the stake is broken in half (no small feat, as it is now
around four times as strong is it was before), it can be seen
that they lie close to the surface, and that the black
alteration of the wood is actually strongest at the core.
Note that if used without the thorned stalks, this ritual is
an excellent way of strengthening wooden supports and/or
objects. If used in conjunction with the ritual of
Preservation of Wooded Objects, items can be crafted in wood
and then modified through Thaumaturgy to serve as though
they were made of metal. The term for this modified and
strengthened wood is "Black Ironwood."
When this weapon is used, it acts as any other stake would,
granting no special bonuses to the wielder. However, when it
hits and pierces a Kindred heart, it suddenly sprouts large,
wicked barbed thorns of the same black material as the stake
along its forward length. These thorns pierce the heart and
surrounding flesh, firmly anchoring the stake in the victim.
It can be pulled out, if with difficulty and terrible
consequences; three successes on a Strength roll against a
difficulty of 9 are required, and this will invariably rip
out the heart of the Kindred, causing Final Death. Only two
things can remove the enchanted stake -- the command phrase,
which causes the thorns to retract (the stake is reusable),
or painstaking surgery, requiring a total of three successes
in an extended roll against (Wits + Medicine) against a
difficulty of the stake's creator's levels in (Wits +
Occult). Each roll required is an hour's worth of surgery,
and each time the surgeon rolls, she inflicts one wound for
each success less than the needed total she makes. This
damage cannot be soaked.
Vitriolic Vitae
Courtesy of: Deirdre Brooks
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
This ritual requires an hour or more to complete, and the
caster must drink a small quantity of powerful acid, which
causes two aggravated wounds and renders the caster
temporarily mute (at least two hours). The caster's blood
will then become poisonous to other Kindred for a duration of
the caster's levels in Thaumaturgy worth of days. Any who
drink of the caster's blood during this time will swiftly
take three wound levels per blood point taken, and the blood
that was taken is unusable. If the caster's blood is
spilled, it will foam and bubble upon objects as if it were
acid, using the same rules for damage as mild acid.
The Singing Harp level
Courtesy of: Deirdre Brooks
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
This intricate ritual allows the caster's instrument to be
enchanted to play itself as if the caster were playing it.
It can be enchanted with a number of musical pieces equal to
the caster's rank in Thaumaturgy. It will commence to play
one of it's selections at the mental command of the caster,
and will continue to do so until either mentally commanded by
the caster to stop or physically touched by someone. The
instrument must be painted along its length in Kindred Vitae
with certain symbols, linking it to the mind and spirit of
the caster. These painted symbols slowly fade after the
casting until they are nearly the same color and shade as the
instrument. If the instrument with this ritual enchantment
still in effect upon it is destroyed by fire, the caster will
take one aggravated wound level that cannot be soaked with
Fortitude.
Enchantment of Vestments
Courtesy of: Deirdre Brooks
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
This ritual is relatively quick, only requiring half-an-hour
for a practiced Magus to cast. It requires a gold-plated
needle and a spool of fine silk thread. It will transform
any set of clothing into any other set of clothing, within a
reasonable range. If the original clothing is damaged, the
changed one will be completely mended (some of the silk
thread disappears from the spool when this happens). Some
things, such as gold thread and filigree, cannot be formed in
this fashion unless a small quantity of gold dust is
sprinkled onto the clothing before the ritual is begun.
Large amounts of metal buttons would likewise require a small
chunk of metal to be placed atop the original clothing.
Shielding the Dazzled Eyes
Courtesy of: Deirdre Brooks
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
This three-hour-long ritual enchants a pair of sunglasses,
which must be the type with metal frames and glass lenses.
The lenses of the sunglasses need to be dipped in a thin
solution made from a blood point's worth of Kindred Vitae
mixed with a gill of benzene and a pint of glycerine. At the
end of this ritual, the glasses will have a thin, clear film
on both the front and back of the lenses. These sunglasses
need not be worn to be effective, merely carried upon one's
person, no farther than three inches from the flesh. While a
Kindred (any Kindred) possesses these sunglasses, he is
not subject to sensory overload from the increased
sensitivity given by level I Auspex. Everything is crisp and
clear to the Kindred's gaze, and too-bright spots are softly
muted by the enchantment. If the glasses are broken or
exposed to sunlight, they cease to function. The same pair
may not be re-enchanted.
Kiss of the Angel
Courtesy of: Datawolf (datawolf@inconnu.org)
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
With a goodly amount of concentration (a Willpower roll), and
the internal expenditure of one blood point prior to feeding,
the caster of this ritual enhances the ecstasy of the Kiss as
experienced by the Vessel. If the Kiss is normally an
overwhelming rush of pleasure, it becomes transcendent, an
indescribably potent sensation that may leave the Vessel sunk
in a dazed, grinning stupor for hours afterwards. If the
Vessel is mortal, the number of successes on a Manipulation +
Empathy roll determines the level of rapture. If the Vessel
is one of the Damned, the number of successes is the number
of dice subtracted from any rolls, Physical or otherwise,
attempting to resist the feeding. The extent of rapture may
induce visions in the Vessel, the nature of which depend
largely upon the Vessel's nature (i.e., a Priest would feel
as though he had been touched by the very hand of God, etc).
This ritual is used by many Kindred to enhance the loyalty of
their herd, as it amplifies the already intensely addictive
nature of the Kiss to a nearly unbreakable hold. Victims
must make a Willpower roll against a starting difficulty of 5
after each feeding (the difficulty increases by 1 with each
successive feeding). On a failed roll, the Victim develops a
powerful psychological addiction to the Kiss. While a
feeding by any Vampire will temporarily satisfy the inner
craving, the Vessel will increasingly desire the effect of
this ritual, and will associate it with the Kindred with whom
she experienced it. Kindred of Humanities higher than 7
should require a Humanity Loss roll if they use this ritual
to bind a Herd more tightly to themselves. Of course,
strictly speaking, maintaining a Herd is in violation of a
strict interpretation of the Oath of the Tremere, but some do
it anyway, especially with rituals like this one, that act to
increase their safety. An analysis of the blood of the
Vessel up to a full day per success on the Rapture level roll
after feeding will reveal unusual endorphins and strange,
organo-molecular compounds in their bloodstream.
Electroencephalograph (EEG) scans will show high residual
activity in the pleasure centers of the brain, and unusual
patterns in other regions.
The Bite of the Demon
Courtesy of: Datawolf (datawolf@inconnu.org)
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
With a goodly amount of concentration (a Willpower roll),
placing a piece of toxic herb such as nightshade or hemlock
beneath her tongue and the internal expenditure of one
blood point prior to feeding, the caster of this ritual turns
the ecstasy of the Kiss into a hell of pain and terror within
the Vessel. The caster must make a Manipulation + Torture
(or Intimidation, Storyteller's decision) roll against a
difficulty of the Willpower of the Vessel. The number of
successes, when used on a mortal, indicates the level of
terror and agony suffered, ranging from extreme discomfort
and pain to a virtual Hell of mental and physical agony that
could well drive the mortal insane. A mortal will be sick
for many days afterwards, shivering and weak. If the Vessel
is one of the Damned, the number of successes is the number
of dice subtracted from any rolls, Physical or otherwise,
attempting to resist the feeding. When used against mortals,
casters of this ritual with Humanities higher than 6 will
require a Humanity Loss roll due to the cruelty required to
inflict such merciless pain.
Licking the wound closed after feeding with this ritual
requires at least one success on a Dexterity + Medicine roll.
The skin around the area of the bite will still bear a rash
which is oddly similar to the bite of a mosquito, though much
larger. A toxicologic analysis of the blood of the victim
will reveal numerous natural organic toxins in the
bloodstream, slowly being filtered out by the liver.
The Voodoo Doll
Courtesy of: Thomas Jensen (tj@hum.auc.dk)
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
** See the Path of Voodoo
This ritual gives the caster access to one of the most feared
powers of the Voodoo Priests -- the Voodoo Doll.
To make a doll, the Magus must gather a number of very
special things: a special wax made from human fat, bone dust
mixed with the powdered leaves of three secret plants, the
finger bones from a human hand, black chips from a stone
found laying at a crossroads for the eyes, a point of Vitae
mixed with charcoal to form a slurry, hair from the head of
the intended victim and more.
While forming the doll from the collected ingredients, the
caster must chant in a slow, rolling monotone, a specific
chant dedicating the doll to Papa Legba and Erzulie. This
takes four or more hours of painstaking work. At the
completion of the ritual, the caster must engrave the doll
with the Veves of Papa Legba and Erzulie -- in her aspect as
the Loa of Revenge -- and expend two Points of Willpower,
concentrating fiercely on the intended target. The doll will
shudder and grow warm -- and it will be active.
At this point, the doll can only be used to inflict minor
damage and excruciating torments upon the victim. The caster
can pierce the doll with ritual needles, made from silver,
thus causing the target, however distant away, immense pain
(the loss of 2-4 dice from any rolls reflects this) for a
number of hours. The pain feels as though someone is cutting
into the target with red-hot knives. These pains, however,
are not lethal in and of themselves.
For real damage to be inflicted by the use of the doll, it
must be further enchanted, a step rarely taken for the magic
that must be used is the very blackest. Another two hours of
chanting are required, dedicating the doll and the torments
that it will inflict to all the evil forces of the sky and
world, of the pits and darkness. During this frenzied
chanting and impassioned dedication, the active doll must be
kept in a circle drawn with chicken blood. The caster must
wash the doll in a basin containing a full five points of his
potent Cainite Vitae -- every drop of which will be
absorbed by the doll, which will change from the sort of
yellowish-white of the human fat to a glossy, heavy
purplish-black. It will now weigh as much as the doll and
the basin of Vitae did, combined. It will feel slick and
oily to the touch, although nothing will rub off. Its
little stone-chip eyes glitter evilly in the half-light.
Casters of this dark section of the ritual, knowing its
purpose and consequences, must make Humanity loss rolls if
his Humanity rating is above a 5. The caster holds the
doll, and concentrating on the target's features with all of
his might, expends two Willpower Points, strengthening
the mystic link between the doll and the target. This process
must be repeated once more the following night, during which
the other half of the dark spirits and Veves of Black Magick
are inscribed into the now nearly living flesh of the doll.
Thus, with a total of ten blood points of Vitae, and four
Willpower Points, the Magus now has an object that is
spiritually and thaumaturgically linked to the target --
damage inflicted upon the doll will now be reflected, to a
greater or lesser degree, upon the target. For example, if a
hot needle was placed against the arm of the doll, to hiss
and sizzle, the target would scream in agony, a blistering
welt rising on the affected arm. However, if the arm of the
doll was cut off, while the arm of the target would go limp
and useless, and she might black out from a wave of pain and
nausea, sensation would eventually return.
Sadistic and evil Cainites often use this doll to torture
their victims into nervous breakdowns, wracking spasms and
eventual slow, lingering, painful death. The mind and body
can only take so much.
Making of a Blood Rose Gem
** See the Path of the Blood Rose
Courtesy of: Aimee Cohen (mbkqc@qcunix.acc.qc.edu)
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
A suitable cut crystal (either a ruby or a fine rose quartz)
must be obtained, no larger than one carat in size. The gem
must be purified by an overnight bath in vitae, either mortal
or Kindred, to wash out any unwelcome psychic resonances.
Cleansed, the purified gem is brought together and coated
with the Blood Rose Mixture (see the Path of the Blood Rose -
only those Magii who know this path can prepare this mixture)
as the Magus incants a complicated series of injunctions in
Latin. Over the course of an hour, the gem slowly becomes
imbued with the power of the mixture coating it, lending it a
dimly pulsing inner fire. Depending on the quantity of the
mixture the gem is sitting in during this process, it can be
imbued with up to ten (10) blood points' worth of energy.
This gem can then be set into a ring made of platinum or
gold, with the inner band being inscribed, amongst other
things, "For the blood of the Rose" in Latin.
To use such a gem or ring, a Kindred would merely touch the
jewel to a point near their heart and murmur, "For the blood
of the rose", to release the blood energy as follows:
System: Roll one die, and the number that comes up is the
number of blood points of energy that is released
into the Kindred. The Gem can discharge once a turn.
Once the gem is exhausted, it can be re-imbued up to twice
more. At the exhaustion of this cycle, it disintegrates.
Level 4
The Protective Grasp of Grans Bwa
Courtesy of: Thomas Jensen (tj@hum.auc.dk)
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
** See the Path of Voodoo
This ritual allows the Magus to call upon the help of Grans
Bwa -- the Loa of the Forest. Many wielders of Voodoo have
used this ritual to escape from their enemies. The Magus must
take green, living branches, leaves, straw, berries and
similar things from the forest, braiding them in the shape of
the Veve of Grans Bwa. While braiding, the Magus must chant
for a full two hours, and at the end of the braiding
and chant, he must wash the Veve in two points' worth of his
Cainite Vitae. With this done properly, the braid will remain
fresh and usable for an indefinite period of time, perhaps
centuries (which is why some Houngans and Mambos carry
several seemingly fresh braids of this type on their person
all the time). When the time of need is at hand, the braid is
thrown to the ground in the Forest (it is useless anywhere
else) by the caster (and only by the caster) and the name of
Grans Bwa is invoked. The forest around the Cainite will seem
to awaken -- wherever she goes, branches, roots and
undergrowth will move out of the way, allowing the Cainite to
run at full speed through a fairly dense forest, in
near-complete darkness. Pursuers are not quite so lucky.
Branches seem to almost lower themselves to obstruct
movement, roots place themselves in the path to be tripped
over, thorny bushes seem to drag more tightly at their flesh
and both the ground and the grass fail to properly hold the
footprints of the caster. The ritual Severance of Thaumaturgy
must be used to stop this. Alternately, if the pursuers
possess one of these braids, they can make a similar use of
it, in which case neither party would be hindered by the
forest they were charging through.
The Creation of Zombies
Courtesy of: Thomas Jensen (tj@hum.auc.dk)
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
** See the Path of Voodoo
The dreaded undead servants of the Voodoo Priests, the
Zombies (aka Corpse Minions) can be created through this
tightly-kept ritual. The caster must have available to him or
her a body, dead no longer than seven days. The body must be
placed inside a circle drawn with a mixture of blood from a
goat, dust from a cemetery and the powdered body of a special
poisonous tropical fish. The ritual also requires three hours
of chanting and hand movements, during which Guede and his
servant Baron Samedi are called upon to favor the caster with
success, and to grant the caster control over one of their
subjects. While chanting, the caster must inscribe the corpse
with the Veves of the two Loa and the dreaded runes of Black
Magick, as well as spray the blood mixture out towards all
four corners of the world -- in honor of Papa Legba, the Lord
of the Ways.
Once this ritual is completed and the Path of Voodoo's level
four Measure, the Creation of Zombies, is excercised, the
eyes of the corpse should open, and it will rise to do the
bidding of the caster. The Zombie will have all its traits
halved from what they were when it was alive -- except the
physical attributes of Strength and Stamina, which are
doubled. A Zombie will only be able to do what it is told to
do by the caster. It will function until it rots to pieces or
is damaged beyond the ability to move. For even though the
forces of Black Magick animate the corpse, it will still
decay at the normal rate of a dead body. It fears nothing,
never tires, and only dismemberment or utter destruction will
stop it. It can soak normal wounds with its Doubled Stamina.
The caster may destroy the Zombie through the simple
expedient of throwing a handful of bone dust upon it and
shouting out the names of Baron Samedi and Guede backwards.
This will only work for the caster.
Bond of the Rose
** See the Path of the Blood Rose
Courtesy of: Aimee Cohen (mbkqc@qcunix.acc.qc.edu)
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
Create a Rose Gem, using the third level ritual, using only
the petals of three blood roses and one pint (point) of your
own vitae. This gem must be set into a bracelet of platinum
or gold that has been carefully inscribed in Latin with the
names of the major Archangels and the words, "For the Rose
Bond" and enchanted using an intricate series of incantations
over the course of an evening. A full four blood points of
the caster's vitae must be spilled and absorbed into the
material of the bracelet during this enchantment. When it is
complete, the vitae appears as a beautiful, translucent,
cherry-red enamel on both sides of the bracelet, shot through
with veins of gold or platinum from the engravings beneath.
When this bracelet is placed upon the wrist or arm of a
Kindred, it will extrude thin spikes of metal down, into the
flesh of its wearer, and rapidly pump in the altered and
enchanted blood contained within the bracelet, using the
energy in the Gem to power the spell. If the hapless victim
of this attack is of lower Generation than the caster, he
will be instantly blood bound to the caster. The bracelet
will lose it's enamelled appearance, becoming a simple band
of platinum or gold, set with a gem. Odds are the Blood Rose
Gem will have been completely discharged by the activation of
the bracelet, but there may be some energy still left in it.
The Rose Homunculi
** See the Path of the Blood Rose
Courtesy of: Aimee Cohen (mbkqc@qcunix.acc.qc.edu)
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
With this complicated and exhausting ritual, a Rose Gem is
created, as per the third level ritual, and further enchanted
in a several-hour-long process which requires seven blood
points and seven crushed roses of a type specified in the
path of the Blood Rose. The caster must know the ritual for
creating Homunculi (Soul of the Homunculus), as several key
facets of it are incorporated into this ritual. When this
ritual is finally complete, the Rose Gem will have been
transformed into a crystal that superficially resembles the
type produced through the ritual Principal Focus of Vitae
Infusion. However, when a Kindred places it in his
mouth, the blood that bursts from it will collect at the back
of the throat. The mass of blood will begin bubbling as its
protoplasmic form takes on the shape and form that the spell
extracts from the mind of the Kindred. After about a minute,
the Kindred's mouth involuntarily opens wide, and the
Homunculi plops forth, coated with blood and mucus. As is
illustrated in the Tremere Clanbook, the Homunculi are
usually anthropomorphic; that is, while they superficially
resemble tiny animals, they have human-like aspects, such as
features, arms, legs, etc. Homunculi created with this
ritual are the same as, and are subject to, all the rules
governing the keeping and aspects of Homunculi, except that
neither the caster nor the Creator in this instance requires
the permanent loss of a digit.
The Promethean Sphere
Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
This fifty-minute-long ritual allows the Magus to maintain a
sphere of very warm (80 degrees) air around her
person, in the coldest of temperatures. Thus, a Magus may
traverse icy wastes that would otherwise have rendered her
body immobile. The sphere also works in water, but it takes
a good deal longer to warm its contents as opposed to air;
furthermore, the Magus will be hindered considerably by the
presence of the Sphere in water -- it will cause a good deal
of drag, slowing all purposeful directional movement
(forward, back, etc) by the Magus to 1/2 normal underwater
rate. Currents, on the other hand, will have a much greater
effect, as they will push against the larger volume of water
contained within the Sphere, and will drag the Magus
pell-mell at 2x the normal rate s/he would otherwise be
affected. Note that the Magus will not feel these currents
in the water about her. Physically, in air, the Sphere is
invisible. It is visible underwater as a slightly
luminescent bubble about the Magus. To objects and persons
passing through the Sphere towards or away from the Magus, it
feels like a gossamer membrane that presents slight
resistance, then allows passage. It provides no protection
against attacks, only cold. The Sphere costs one blood point
of energy for every two hours in air, and two blood points
for every hour under water. The Magus must possess and keep
upon her person a small crystal sphere with a bubble of air
at its very center.
The Binding of Demons
Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
At times, it is required that Masters of Thaumaturgy make use
of Spirits from the Deep Umbra. These creatures are often
known better as "demons". While the Tremere Oath forbids
trafficking with them, or making pacts, it does not forbid
ruthlessly bending them to one's will, and forcing them to do
your bidding.
Through the use of this ritual, which involves the
expenditure of four Blood Points of Vitae, and the invoking
of most of the Major Arcanum of Spirits for the creation and
empowerment of a number of interlocking Circles of
Protection, the Magus can enter into a Willpower Contest (as
per the normal rules) with a Summoned Entity (Summoned using
the path of Spirit Thaumaturgy) with a bonus of +1 die to
his overall roll. This is dangerous! If the Magus wins the
contest, he will have control over the demon and can force
it to obey a number of commands. If the Magus loses -- the
Demon can actually begin to attempt to break free, and
forceful measures must be taken to banish it lest it get free
and wreak havoc on the caster and any others nearby before
departing back to the Deep Umbra. Even after it has been
successfully mastered, after obeying a number of commands, it
will attempt to once again break the Magus's hold on it.
Another Willpower Contest will be required.
Countless spirits from the Deep Umbra are weak, and easily
bent to one's will... but there are others, vast creatures
whose names are best left unspoken, entities from before the
dawn of Man, or the coming of Caine... some that are said to
predate worlds; if one was so foolish enough to seek one out
and summon it, woe betide him. Never again would he
be seen again... but his hellish shrieks of agony would
resound for millenia across the nameless gulfs of the Abyss
that is the Deep Umbra.
This ritual is best used after one has found a number of weak
demons, and is familiar in their summoning. It is advised
that the Magus return them to their own plane as soon as
possible, as they are dangerous not only to the Magus, but to
the Masquerade as well.
Shaping of Kine
Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
Magii who possess this ritual require Medicine at rank 5 to
be able to use it to its fullest potential. With this
ritual, a Magus can take a pregnant human female and slowly
alter the growing child within her in a variety of ways.
Deformities can be added or taken away, gender changed, bone
structure enhanced or atrophied. A Magus can thus bless or
curse Kine under her domain by ensuring healthy,
strong children, or weak, stricken ones. While it only takes
one moment to curse, or damage the child, a Magus who takes
the careful time to bless and gently develop a growing child
to its fullest potential (requiring five hours a week of
examination and physical contact with the pregnant Kine,
every month, until term, beginning in the first three months
of pregnancy) will result in the birth of a mortal who will
have a natural base of 3 or even 4 dots in every Attribute,
as opposed to the 2 dots comprising a "normal" level of
ability. Unfortunately, despite being strong, handsome,
smart and healthy, such mortals can never have a Humanity
higher than 7 at the utmost. They are usually predisposed to
be cruel, arrogant and domineering, and will naturally become
so unless raised in a very gentle, pleasant environment
(i.e., Buddhist Monk). It is reputed that a number of
Ventrue have been raised from birth in this fashion, destined
to be embraced, but that the practice rapidly died out when
the false rumor was circulated that the Tremere could
magically manipulate these altered mortals or Kindred from
afar, as their puppets. Mortals who have been shaped in
this fashion have a life expectancy of approximately 100-120
years, barring disease or accident. Some of these traits are
passed on to their children, but gradually die out and revert
to the dominant, natural traits of the line.
Gregor's Animation of Plants
Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)
This is a potent and complex ritual, requiring the resources
of either a well-equipped personal laboratory or that of a
mid-sized Chantry to cast. Numerous objects and instruments
are required, and the casting itself requires several hours of
exhaustive concentration and the expenditure of five blood
points of life essence. The Magus must make a roll of
(Thaumaturgy + Science) against a base difficulty of 6 for a
small plant, increasing by 1 (and costing an extra blood
point) for each step upwards in size of the animated plant to
a difficulty of 9 for the very largest. A failure indicates
that the entire ritual must be recast, as it failed to take
properly with the plant. A botch indicates that the plant
either dies or animates, and refuses to obey commands. It may
attack the caster(s), attempt to flee, or do nothing.
With this ritual, the Magus can enchant and alter the very
essence of nearly any plant up to ten feet tall and ten feet
wide, including small trees, hedges, etc. The plant becomes
capable of motion -- it can laboriously trundle along by
shifting its wide-spread roots (the smallest moving around 3
mph/6 kph, the largest half that). Its limbs, on the other
hand, are much quicker -- it can snap out and strike or
wrap around targets in an eyeblink. The limbs usually grow
sharp, thorny spikes. The largest ones have a reach of ten
feet or more, and can deliver four dice of normal damage with
a brutal slash of them or three continuous dice of damage if
it grapples, entangles and squeezes. The plant becomes
carnivorous -- in effect, vampiric. It no longer requires
sunlight to nourish and sustain itself, but rather blood.
Indeed, it will shrivel rapidly and die if exposed to
sunlight. Its intelligence is limited, but it obeys mental
commands exactly, with no disobedience. It will normally
limit itself to birds, squirrels, dogs, cats, racoons,
opossums... i.e., small animals, but unless commanded
otherwise, it will attack and obtain larger prey, including
humans. It flushes pinkly after having
fed, and leaves drained carcasses where they fall, unless
commanded to bury them. It makes a terrifying and effective
guard, for despite its inability to Dodge, it is difficult
to destroy except by fire or sunlight, both of which are
anathema to Cainites. It will quite willingly drain a
Cainite intruder dry, forcing him into an Incapacitated
state, but since it does not inflict aggravated wounds, it
cannot kill him. Unlike a Cainite, the plant can exist for
an entire week on a single blood point.
While these plants cannot reproduce, they can grow; assuming
a steady supply of blood, over the course of hundreds of
years, small plants will eventually grow to medium, large,
huge and beyond...
It is rumored that over the course of centuries, these plants
actually begin to develop intelligence on the level of that
of human, but it has never been demonstrated. The very
largest and oldest ones are barely as cogent as a moron.
Their reserves of blood are dependent on the size of the
animated plant -- the largest have a blood pool of 15, and
the smallest sort have a reserve of only 1. Unused blood in
a victim that is not absorbed by the plant (blood pool is
temporarily full) will be run out into the ground around
the struggling victim so that it can be retrieved by the
plant's roots later, or, if instructed, the plant will
release them, still bleeding, to make his escape. In this
manner, the plant can maintain a full blood pool and only
feed once a week or so, allowing the injured animal to
escape, to either heal or die elsewhere. The plant can soak
normal damage, and the largest ones are reputed to be able to
soak some aggravated wounds, in addition to being sheathed in
a thick, tough bark that acts like armor. Note that this
plant can cause trouble unless it is set to guard a remote or
thinly inhabited area. Neighbors get very upset when their
pets turn up missing or limp back home, bleeding. And when
small children start vanishing...
It is easy to see why plant guardians of this type are not
permitted (Council Edict) to be placed within Cities or in
areas nearby where Kine reside. The danger to the Masquerade
is simply too great. If a botanist were to get his or her
hands on one of these plants...
These plants exude an extremely powerful Wyrm taint, and
look/smell horribly wrong to Garou. Keeping them in outdoor
areas will only lead to their rapid destruction as well as
bringing packs of Garou sniffing around to see if there are
any more Wyrm-tainted things in the area -- and Cainites fall
admirably well into this category.
Plant Stats (small -- 2' in height)
| Strength | 1 | | Stamina | 1
| | Brawl | 1
|
| Dexterity | 1 | | Wits | 1
| | Alertness | 1
|
| Blood Pool | 1 | | Slash Dmg | 2
| | Squeeze Dmg | 1
|
Plant Stats (medium -- 5' in height)
| Strength | 2 | | Stamina | 2
| | Brawl | 2
|
| Dexterity | 2 | | Wits | 2
| | Alertness | 2
|
| Blood Pool | 5 | | Slash Dmg | 3
| | Squeeze Dmg | 2
|
Plant Stats (large -- 10' in height)
| Strength | 3 | | Stamina | 3
| | Brawl | 3
|
| Dexterity | 3 | | Wits | 3
| | Alertness | 2
|
| Blood Pool | 10 | | Slash Dmg | 3
| | Squeeze Dmg | 2
|
| Fortitude | 1 | | Armor | 1
|
Plant Stats (huge -- 15' in height)
| Strength | 4 | | Stamina | 4
| | Brawl | 4
|
| Dexterity | 3 | | Wits | 3
| | Alertness | 2
|
| Blood Pool | 15 | | Slash Dmg | 4
| | Squeeze Dmg | 3
|
| Fortitude | 2 | | Armor | 2
| | Intelligence | 1
|
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