Bind the Accusing Tongue
This ancient ritual is said to have been one of the first developed by the Tremere and a primary reason for the lack of cohesive opposition to their expansion. Bind the Accusing Tongue lays a compulsion upon the subject that prevents him from speaking ill of the caster, allowing the thaumaturge to commit literally unspeakable acts without fear of reprisal.
System: The caster must have a picture or other image of effigy of the ritual's target, a lock of the target's hair and a black silken cord. The caster winds the cord around the hair and image while intoning the ritual's vocal component. Once the ritual is complete, the target must score more successes on a Willpower roll (difficulty of the caster's Thaumaturgy rating +3) than the caster scored in order to say anything negative about the thaumaturge. The ritual lasts until the target succeeds at this roll or the silk cord is unwound, at which point the image and the lock of hair crumble to dust.
Brand of the Paramour
Thaumaturges cast this ritual to maintain and active awareness of their ghoul's physical condition. The thaumaturge must first perofmr this ritual over the blood of mortal twins, then share the vitae with his ghoul. After imbiding the blood, the vampire remains aware of any physical harm befalling his ghoul by feeling a phantom pain. Hence should the "paramour" sustain a bulet wound to the chest, the caster is immediately alert to this danger. This alertness also triggers should the paramour trip and fall, bruising his knee. The extent of danger is unknown to the thaumaturge, simply the fact that his ghoul has been harmed somewhere on his body.
System: Both the caster and his ghoul must each drink one of the two blood points of the moral twin. Should any physical peril befall the ghoul, the caster feels a sympathetic pain in the same part of the body. This pain, however, does not translate as damage to the vampire. Brand of the Paramour remains active so long as the ghoul is alive and remains a ghoul; the Embrace will negate this bond, as thaumaturges cannot create a paramour of another vampire.
Communicate with Kindred Sire
This ritual involves possessing an object belonging to the Sire, and takes five minutes. The vampire may speak with her sire, telepathically (this does not facilitate mindreading). Variations of this ritual exist to allow telepathic communication between one’s thralls, progeny, or those who have tasted the caster’s blood.
Defense of the Sacred Haven
This ritual takes an hour to perform, and uses up one blood point. The vampire may put a drop of her blood on each window in an area, up to twenty feet away from the ritual site. All sunlight that would go in through these windows is instead reflected by them. This ritual lasts as long as the vampire is in the area.
Deflection of Wooden Doom
This ritual involves standing in a circle of wood, and putting a splinter in one’s mouth. One wooden melee weapon that is about to penetrate the vampire’s heart will instead disintegrate. A weapon that is only held threateningly, without the intent to stab the vampire, will not be affected. Lasts until sunset, or until it affects a weapon.
Devil’s Touch
This ritual must be cast in the presence of its victim, and involves putting a coin on her person. The vampire can make all other mortals react to a mortal victim with hostility. Lasts one night.
Dominoe of Life
The vampire may simulate one human trait. Any trait, from the warmth of human flesh, to tears, can be assumed. Lasts one night.
Encrypt Missive
The thaumaturge writes the message in blood over the course of a night and speaks the name of the person he wishes to read it. Only the writer and the person to whom the message is addressed can read it. To any others who observe the letter, the writing simply appears as gibberish.
Engaging the Vessel of Transference
This ritual enchants a container to fill itself with blood from any living or unliving being who holds it, replacing the volume of blood taken with an equal amount previously held inside the container. When the ritual is enacted, the vessel (which must be between the size of a small cup and a gallon jug) is sealed full of the caster's blood and inscribed with the Hermetic sigil which empowers the ritual. Whenever an individual touches the container with his bare skin, he feels a slight chill against his flesh but no further discomfort. The container continues to exchange the blood it contains until it is opened. The two most common uses of this ritual are to covertly create a blood bond and to obtain a sample of a subject's blood for ritual or experimental purposes.
System: This ritual takes three hours to enact (reduced by 15 minutes for each success on the casting roll) and requires one blood point (although not necessarily the caster's blood), which is sealed inside the container. The ritual only switches blood between itself and a subject if it is touched bare-handed - even thin cotton gloves keep it from activating.
Individuals with at least four dots in Occult or three in Expert Knowledge: Mage Lore recognize the Hermetic sigil with two successes on an Intelligence + the appropriate Knowledge roll (difficulty 8).
Enslaving Hermes' Whispers (ASM Custom)
Using a piece of chalk, the Tremere may inscribe a small, intricate circular rune at a location or on an object, and imbue it with mystic formulae that turns the chalk a deep, sanguinary red. At the time of casting, the Tremere may designate a particular person(s) or, more abstractly, a group (a named coterie, the servants of a particular Vampire, any members of the Camarilla who happen to find it, et cetera). The message contained in the rune will only appear for the designated recipients, and after the message is delivered, the ritual will consume itself and disappear, leaving no mystic residue or trace behind.
System: Roll as normal for rituals. It takes 15 minutes to cast, instead of 5. One success allows a static visual image that lasts for up to thirty seconds. Two successes allows for the addition of audio. Three successes allows for moving pictures and an extended duration of up to one minute. Four successes allows for the creation of multiple images and sounds, and a duration of one minute thirty seconds. Five successes allows for the addition of tactile sensation to the images, increasing the maximum duration to two minutes. Each success above five adds another thirty seconds to the possible maximum duration.
Expedient Paperwork
This beneficial ritual expedites paperwork through the bureaucratic systems of government or other hierarchies. By preventing the ensorcelled documents from being misplaced, the paperwork goes through the swiftest channels, even bypassing normal daytime agencies that would the Kindred's nocturnal lifestyle.
System: This ritual enchants the expedited paperwork, which shows up as an aura to anyone who looks for such. Normal handling time of a given document is reduced to roughly one-third and it will not get lost. The ritual ends when the material is finished being processed.
Illuminate Trail of the Prey
The vampire may make the trail of a specific victim glow in such a way that only she can see it. All paths, from an airplane’s vapor trails to footprints, will be shown. A starting point is required, as is an initial sighting of the victim, and the spell is nullified if the vampire wades in or is immersed in water.
Impressive Visage
A thaumaturge may enhance his sexual appeal and charm when interacting with other individuals after casting this ritual. When this ritual is cast, the thaumaturge gains a degree of animal attractiveness; he's simply more desirable than everyone else and commands attention as if he were a top model. for this ritual to take effect, the caster places a sprig of fried mint in a pocket or in his shoe.
System: The caster gains two dice on all Appearance-related rolls for the duration of this ritual. This power lasts for a number of hours equal to the success scored on the activation roll. Storytellers may opt to narrow the use of this ritual by having a player dedicate one of the character's characteristics as being more appealing beyond his other attributes. Hence, the character might gain a bonus when staring into a person's eyes, speaking in a deep bratone voice, fleshing a pearl-white smile, etc.
The Imp's Affliction
A disgusting ritual, the Imp's Affliction curses the subject by aggravating his ears, throat, and nose. Mucus membranes inflame, ears fill with liquid, the throat becomes raspy and dry, and the subject's eyes brim with tears. This ritual requires merely that the thaumaturge write his victim's name on a scrap of paper.
System: The Imp's Affliction lasts for one scene, during which the victim becomes winded after five minus Stamina turns. Subjects so exhausted suffer a temporary level of unsoakable bashing damage, which vanishes at the end of the scene as the symptoms disperse. This ritual is often used to torment people in social situations, as their unpleasant maladies make them odious, to say the least—the difficulties of Social rolls for a character stricken with the Imp's Affliction increase by one. This ritual has no effect on Kindred.
Incantation of the Shepherd
This ritual enables the thaumaturge to mystically locate all members of his herd. While intoning the ritual's vocal component, he spins in a slow circle with a glass object of some sort held to each of his eyes. At the end of the ritual, he has a subliminal sense of the direction and distance to each of his regular vessels.
System: This ritual gives the character the location relative to him of every member of his herd. If he does not have the Herd Background, Incantation of the Shepherd locates the closest three mortals from whom the thaumaturge has fed at least three times each. This ritual has a maximum range of 10 miles times the character's Herd Background, or five miles if he has no points in that background.
Learning the Mind Enslumbered
This ritual is used to determine the cause of torpor in a vampiric body or the cause of destruction in a Kindred's ashen remains. To conduct this ritual, the vampire places a penny or other small coin over the eye of the torpid Kindred, and she hears in the vampire's voice the cause of her cold rest. If the Kindred is ash, the thaumaturge need only lay the penny in the ashes.
System: This ritual requires one half'four at the end of which the thaumaturge hears the message. This power has no effect on creatures other than Kindred.
Preserve Blood
This ritual involves burying an earthenware container for three nights. Blood may be preserved in such a container by putting in a little burdock, reciting a few incantations, and sealing it with wax. This blood will be preserved until the container is broken or opened. This continer can not be used twice with the same blood.
Purge the Inner Demon
All Kindred have a raging monster within their souls. A thaumaturge invoking this ritual can silence the Beast in a vampire for a time, even removing the vampire from the Beast's control. The caster must push a sturdy pin through his own hand to begin the ritual. This causes the subject to become strangely submissive, even pulling her out of frenzy. In actuality, her beastial nature has been temporarily separated from her psyche. According to legend, some Kindred have willingly starved themselves into torpor after having been subjected to this ritual.
System: This ritual lasts for a number of nights equal to the number of successes the caster scores on a Manipulation + Empathy roll (difficulty minus the subject's Humanity, but never less than 1). During this time, the subject cannot frenzy. The thaumaturge may not use this ritual on himself.
Purity of Flesh
The caster cleanses her body of all foreign material with this ritual. To perform it, she meditates on bare earth or stone while surrounded by a circle of 13 sharp stones. Over the course of the ritual, the caster is slowly purged of all physical impurities: dirt, alcohol, drugs, poison, bullets lodged in the flesh and tattoo ink are all equally affected, slowly rising to the surface of the caster's skin and flaking away as a gritty gray film that settles within the circle. Any jewelry, makeup or clothes that the caster is wearing are also dissolved.
System: The player spends one blood point before rolling. Purity of Flesh removes all physical items from the caster's body, but does not remove enchantments, mind control or diseases of the blood.
Rebirth of Mortal Vanity
This ritual requires strands of hair from mortal children, and involves gesturing in front of a mirror for an hour. This ritual causes the vampire’s hair to grow one inch for each child from whom hair was taken and used. This hair will remain until cut. If the vampire wishes to perform this ritual for another, she must also be in front of the mirror.
Rite of Introduction
This ritual involves reciting a half-hour incantation, and then speaking into water vapor. The vampire may contact the Regent of the nearest Tremere Chantry first, and then others, descending the hierarchy. By tradition, only the Regent is bound to answer, and a brief dialogue with each person is possible. Used often to announce one’s presence, or to call for help.
Sanguineous Phial
This ritual allows a vampire to enchant a vessel so that it may hold a quantity of blood and keep it from spoiling. It is useful for Kindred who do not have the medical knowledge of technology required to preserve blood in a more mundane fashion. The caster takes a convered earthenware jar and buries it in the earth for two nights, then digs it up the following evening. He crumbles a dried ash leaf into the empty canister and pours the blood in, closing the container and sealing the lid with tallow melted from a candle. The blood will remain fresh until the seal is broken.
System: After the container is opened, the blood begins to spoul at a normal rate. If the vessel is broken, the blood immediately deteriorates to the state it would have attainted had it not been preserved at all. The canister may be used more than once, but the ritual must be recast or the blood will go bad.
The Scribe
This ritual creates a written document from the spoken words of the caster. The thaumaturge simply speaks, and her words mystically appear on paper before her. Some thaumaturges have observed variants of this ritual that involve moving feather-pens writing the words as they speak them, but the most common form of this ritual makes no such overt display. Further, some young thaumaturges have developed a variant that records their words directly to computer files—which their elders almost universally decry as vulgar. This ritual requires the beak of a bird or the tongue of a lizard to be crushed between the caaster's thumb and forefinger.
System: For the duration of the scene, any words spoken by the thaumaturge are transcribed to whatever surface she wishes. This is most commonly paper (whether loose or bound into a book), but may also be a wall, the heal of a pin, anything. The Scribe automatically fits the thaumaturge's ideas on a given surface, but it makes no provisions for legibility; transcribing all 400 pages of The Seventh Sigil onto a nore card isn't going to make it readable without a microscope. Additionally, the Scribe does not improve a speaker's eloquence—in matters where clarity of quality is crucial, the speaker's Expression Trait may come into play. The scribe may be cast on someone other than the thaumaturge, should the latter so wish. Also, she may voluntarily end the effects of the power before the end of the scene.
Sense the Mystical
This ritual provides the ability to sense the "mystical residue" left by magical objects and effects. This ritual was origianlly developed to seek out non-Tremere who use Thaumaturgy and magical artifacts, and is common among the young Tremere seeking a name for themselves. While this power is in effect, the thaumaturge carries a lit candle, whose light causes the stuff of magic to glitter.
System: After chanting for five minutes, the thaumaturge is able to sense magical effects. Sense the Mystical can detect Thaumaturgy, Necromancy and similar blood-related vampiric magic if used within several yards of the object or person in question. This power does not distinguish between the different types of blood magic, nor does it pick up "normal" disciplines. This ability lasts for one scene.
Wake with Evening’s Freshness
This ritual takes a half-hour to perform, and involves burning feathers, and spreading the ashes over the sleeping area. The vampire who performs this ritual may awaken at the slightest sign of danger, and the rules involving Humanity, regarding the ability to awaken and remain awake, are waived for the first few turns. Lasts until sunset.
Blood Mead
It was thought by the cults of Dionysus that supernatural powers could be procured while under the effects of oinos (wine), or any intoxication for that matter. During the Dionysian rites, a special drink combining vitae and mead (a fermented honey drink) might be prepared for favored supplicants. The drink was thought to pass on a powerful resilience, though only under intoxication. Similarly, a thaumaturge casting this ritual will be able to withstand a greater amount of damage than he would normally tolerate.
System: The thaumaturge must ingest this concoction to trigger its effect. By mingling two points of his own vitae with a honey brew, the magus creates a potent anesthetic and intoxicant. While under this effect, the caster gains an extra Bruised health level. However, he suffers the effects of intoxication and, as such, loses one die to all Dexterity and Intelligence dice pools. The effects from Blood Mead last a number of hours equal to the successes scored after the blood mead is imbided. At night's end, the vitae within the Blood Mead dilutes and loses its mystical properties and, as a result, cannot refill a vampire's blood pool. The mead may, however, continue to act as an intoxicant, depending on how much the vampire consumed.
Blood Walk
A thaumaturge casts this ritual on a blood sample from another vampire. Blood Walk is used to trace the subject Kindred's lineage and all blood bonds in which the subject is involved.
System:The ritual requires three hours to cast, reduced by 15 minutes for each success on the roll. It requires one blood point from the subject. Each success allows the caster to "see back" one generation, giving the caster both the True Name of the ancestor and an image of his face. The caster also learns the generation and clan or bloodline from which the subject is descended. With three successes, the caster also learns the identities of all parties with whom the subject shares a blood bond, either as regnant or thrall.
Bureaucratic Condemnation
Developed as the antithesis of Expedient Paperwork, this ritual causes forms, letters, or other paperwork tendered by the target to become lost in red tape. Use of this ritual has created many apocyphal tales among the Tremere, who boast of rival's havens foreclosed upon, cars repossessed and building permits revoked. A thaumaturge must sketh an effigy (however crude) of her subject in squid ink when casting this ritual.
System: The time any single bureucratic action takes to complete is tripled, including mailing documents, applying for licenses, etc. Characters with sufficient Influence or the like should be able to "push things through," however, thought they are likely to experience additional difficulty.
Craft Bloodstone
This ritual involves allowing a stone to soak for three nights in three points of one’s own vitae. By the third night, the result will be a bloodstone sitting in clear fluid. The vampire will always know the exact location of a bloodstone created with her own vitae.
Donning the Mask of Shadows
Roll Willpower, difficulty 6, contested versus the Intelligence + Alertness, difficulty Wits + Stealth of the Thaumaturge. This ritual takes twenty minutes to cast. The vampire may make herself unnoticeable to others, for one hour per success. Those with Auspex make the resistance roll above with a difficulty reduced by three. Animals will automatically sense the vampire.
Enhancing the Curse
Ghouls can survive almost indefinetely, with the stipulation that they have vampiric blood within their bodies. A thaumaturge casting this ritual on a ghoul enhances the strength of the vampiric vitae in his body but causes him to suffer simmilar adverse effects to sunlight exposure as vampires would suffer. Every moment the subject spends exposed to daylight will generate third-degree burns over the ghoul's body. This proves fatal if the ghoul is unable to find shelter from the sun's rays. The vampire must scratch the subject and draw blood, though some variants of this ritual require the thaumaturge to strike the ghoul. Obviously, this is note a pleasant ritual, and is used by thaumaturges to discipline or test their ghouls.
System: This ritual requires physical contact between thaumaturge and ghoul for it to take effect. So long as the victim retains vampiric blood in his body, he will suffer one health level of aggravated damage per two turns while in direct exposure to sunlight. Once the vampiric blood is spent from his system, the victim will cease to suffer damage from sunlight. For the next month, anytime the ghoul ingests and retains vampiric blood in his body, he will suffer damage in direct sunlight.
Extinguish
This ritual eliminates the threat that first poses to Kindred. The caster is able to douse dangerous flames, leaving vampire hunters quire surprised when their torches and brands are no longer effective tools. To enact this ritual, the caster pinches out a candle's flame while spitting on the floor.
System: The ritual is set up in advance, but for the entire night the vampire has but to speak a single magical syllable to extinguish one fire up to the size of a bonfire. For the duration of one night, the thaumaturge can use this power a number of times equal to the number of successes on the initial ritual roll. Punching a candle's flame in preparation is likely to require a Rotschreck check, as well.
Eyes of the Night Hawk
This ritual involves soaking birdseed in a solution of bizarre ingredients, and feeding it to a bird. What the bird hears, the vampire will hear. What the bird sees, the vampire will see if she closes her eyes. The bird may be commanded where to travel, but no other commands may be made. Lasts one night.
The Illustrated Man (CbN Custom)
The character can exchange his senses with any picture of himself painted (Dex + Expression, diff. 7) in his own blood (1 BP), so long as it is within a 5 mile radius from himself. Only two-dimensional representations of himself may be used in this way (paintings, portraits, sketches), and they must be large enough for a casual observer to recognize the Thaumaturge's face in the image.
The Thaumaturge may see and hear through the painting as if he were in the room while it is in use, though obstructing the front of the painting will have the same effect as obscuring the Thaumaturge's own senses. A successful reflexive roll of Perception + Alertness (diff. 8) while the painting is in use will reveal that something is "off" about the painting, though the nature of the 'wrongness' is not revealed.
The Illustrated Man is rolled per the standard Ritual rolls for Thaumaturgy.
1 Success |
Painting may be used for 24 hours. |
2 Successes |
Painting may be used for one week. |
3 Successes |
Painting may be used for one month. |
4 Successes |
Painting may be used for one season. |
5+ Successes |
Painting may be used for one year. |
Impassable Trail
This ritual involves rubbing one’s feet on deerskin. The vampire may pass through even a dense forest, leaving only olfactory evidence of her passing. Lasts one night.
Jinx
This ritual concerns itself with using the blood of other Kindred to afflict them with various minor banes at the thaumaturge's whim. Relying largely on the Principle of Identity, this ritual consumes the blood of the subject instead of the blood of the caster. The thaumaturge must have in his possession one point of his victim's blood, which vanishes once a sending is attempted. The horrors visited upon the subjects as a result of this path have given the Tremere quire a reputation. Indeed, many Kindred have reasonable fears of allowing the Warlocks to harvest any of their precious vitae, as the powers of this ritual can attest. Most fearsome of all, a thaumaturge need not even be in the victim's company, so strong is the connection of Identity. All the thaumaturge needs to do is sacrifice the subject's blood…
The thaumaturge briefly bexes his victim with bad luck, causing her to fail in a mundane task. This can cause everything from minor typographical errors to automobile accidents and everything in between, depending upon how the magus jinxes his mark.
System: The next roll is a jinxed character makes automatically fails, regardless of the outcome. This does not cause a botch, just a simple failutre. If applied to a contest or extended action, the roll simply yiels no successes for the current turn—the victim may garner other successes on subsequent turn (provided doesn't make all the difference…)
Machine Blitz
By concentrating on a machine, the vampire can make machines go haywire in the manner of her choosing, but within reasonable behavior for the machine.
Mourning Life Curse
This one-hour ritual involves the ingestion of crocodile blood. The vampire may whisper a magic word in a victim’s ear, which will cause the victim to cry blood until the vampire removes her gaze from her, at a rate of one blood point per five minutes. The effects of this are slightly swollen capillaries around the eyes, and the usual effects of blood loss.
Power of the Invisible Flame
This ritual must be cast around a fire at least the size of a torch, and the vampire must know the Thaumaturgy Path Lure of Flames. The vampire can make flames made by the Thaumaturgy Path Lure of Flames invisible. Lasts one night.
Principle Focus of Vitae Infusion
This four-hour ritual requires an object that can be held in both hands. A blood point belonging to the vampire may be stored in this object, and if the enchantment is dispelled, the object will disintegrate, releasing the blood. This ritual may be done for another vampire, but the blood must still belong to the caster.
Recure of the Homeland
This ritual puts an enchantment on any amount of dirt from the place of the vampire’s birth. A handful of dirt so prepared may be used to heal one aggravated wound per night. This ritual may only be cast once per night. This dirt can only be so used once.
Steps of the Terrified
This ritual requires a perfect cube of dried mud. The vampire may slow down a specific foe. The faster that foe tries to run, the slower she moves.
Summon Guardian Spirit
The vampire may summon a spirit to alert her to danger should it arise, but this spirit is only visible in time of danger, and is mute. It must warn the vampire by creating physical disturbances, IE Embody or Outrage. The spirit remains for twenty-four hours.
Trima
This type of oinos (wine) is made with spices and herbs, serving to heat up the blood in a body and, therefore, cause drowsiness in a victim. A magus will sometimes serve this drink to many morals, possibly at a party or other social gathering. This serves to better protect the Masquerade before Kindred guests drink their share from drowsy mortals. Kindred taking vitae from mortals under the effects of trima feel a slight buzz of the after-effects, though not strong enough to be considered intoxicated.
System: The caster mixed at least one point of his vitae with the desired wine and spices. Once completed, the trima must be ingested to take effect. After imbiding trima, a victim must make a successful Willpower roll (difficulty 8) to take any action, as he is overcome by artificially induced lethargy. This effect lasts a number of hours equal to the number of blood points the caster uses to create the ritual. Subjects may resist this effect by scoring at least three successes on a Stamina roll (difficulty 8). Cainites and other supernautral creatures are unaffacted by trima as their blood is too potent to be overpowered by this concoction.
Ward Versus Ghouls
This ten-hour ritual requires a point of mortal blood, in addition to the object being made into a ward. This object, when touching a ghoul, will do three dice of damage, difficulty Stamina + Fortitude of the ghoul, and the ghoul must spend a willpower point to touch it again. If this ward is placed on a door or an unbroken circle, the ghoul will be unable to pass it. If a bullet is warded, then five successes are required on the Firearms roll to leave the bullet in the body where it will continue doing damage. (This only works on smaller calibers.)
Blood Allergy
Reminded of their lost mortality, of illness and unhappiness, Kindred suffering from an allergy of the blood cannot keep vitae within their bodies. Attempts to hold down any blood after ingesting this unlife-sustaining fluid will results in moments of severe nausea followed by episodes of vomit-induced heaves that only abate when all of the blood is expelled from the system. After spilling his blood onto the dead petals of a red rose, a magus may infect a target with this allergy.
System: This ritual requries only 10 minutes of preparation before casting, during which a thauamaturge must spend a blood point and mingle it with dead rose petals. A target suffering a blood allergy is affected for one night per success scored by the caster. Victims are unable to keep blood within their bodies, and, therefore, unable to do much that concerns their vampiric powers. Vampire will not expunge blood if they have three or less blood points remaining, and this power does not work on Kindred older than the caster. While the loss of blood is not enough to cause a Kindred to enter torpor, he will be on the threshold of hunger, and may need to roll for frenzy if he encounters blood.
Transubstantiation of the Seven
This the the ritual used to bind new tremere to the council of the seven.
Cleansing of the Flesh
Vampires must drink the blood of mortals in order to survive, and, accompanying this bane is the risk of becoming addicted to mortal vices: illegal narcotics and alcohol. In some cases, Kindred lead their unlives as hosts to a number of sexually transmitted diseases, such as AIDS. The Warlock casting this ritual must spend one full night in the bathtub filled with purified water. Throughout the night, the thaumaturge must expunge all but the smallest drop of his blood from his body, a little at a time over the course of one night. As the blood is released from the body, all addictions and disease the vampire formerly housed will no longer burden him.
System: The caster lies in a vessel of purified water and bleeds out all but one of his blood points, roughly two points an hour, All addictions to drugs and all disease that are not supernatural in nature will no longer hinder the thaumaturge beginning at night's end, though he will likely be quire ravenous after performing the ritual. This ritual may be performed on another, who must open his own veins, with the Warlock chanting beside the tub.
Clinging of the Insect
This ritual involves eating a small spider alive. The vampire may climb on any wall or ceiling that will support her weight, teflon and similar surfaces excepted.
Eldritch Glimmer
This ritual requires a piece of vinegar-soaked sandstone. The vampire may, for the cost of one blood point each, shoot one energy bolt per turn. To hit someone, roll Perception + Firearms, difficulty 6, and these bolts do three dice of damage. The vampire glows in green light for the duration of this ritual.
Fire in the Blood
The vampire may heat a target’s blood. The result is not only painful, but unless vampire makes a Wits + Medicine roll of difficulty 7 first, every action she takes requiring a physical attribute roll causes an aggravated wound.
Flesh of Fiery Touch
This ritual involves swallowing a small burning coal, taking one die of aggravated damage. (The vampire must spend one willpower point to bring herself to do this.) Any vampire who touches the caster will take one die of aggravated damage for each turn that she is touching the caster. This ritual lasts until the next dusk, and for the effective time of the ritual, the vampire’s skin is slightly tanned, which may be noticed with a roll of Perception, difficulty 8. This is only a defensive ritual; the caster can not do aggravated damage by touching another vampire.
Friend of the Trees
This ritual involves planting an acorn. In woods, those following the vampire will only be able to move half-speed, due to an unusual tendency of the trees, vines, and roots to get in their way.
Gentle Mind
This ritual involves sharing a blood point with the target, and therefore can not be cast on one’s self. The target is considered to have four extra dots in Willpower, but only as applicable to stopping a frenzy.
Illusion of Peaceful Death
This ritual involves dusting a corpse with a white feather, and has the effect of hiding all signs of unnatural death on a corpse, making the deceased appear to have died of natural causes. This will not hide exsanguination; only obvious signs.
Noncorporeal Passage
Roll Wits + Survival, difficulty 6. This one-hour ritual requires a fragment of a mirror, and makes the vampire incorporeal for one hour per success, as long as she can see herself in the mirror. In this state, she may move through solid objects (in a straight line only), and is impervious to physical attack.
Pavis of Foul Presence
This ritual requires a blue silk cord tied somewhere on the body (a wrist, neck, etc.). All powers of Presence used on the vampire are instead turned on the user. Lasts one night, as long as the cord remains tied.
Rotten Wood
This ritual must be set up in advance. The vampire may, by use of a word and a touch, turn any wooden object to dust.
Shaft of Belated Quiescence
This five-hour ritual involves carving symbols on a stake of ash, coating it with one’s own blood, and blackening it in an oak wood wire. The resulting stake’s tip will break off in a victim, and travel towards the heart, with predictable results. It will reach the heart in 1d10 days, and can only be removed by cutting the target open… and the stake point will try to dodge anyone who tries to do this.
Summon Mischievous Spirit
Roll Charisma + Spirit Lore, difficulty 7. The vampire may summon a poltergeist. This spirit will not usually intentionally injure a victim; it just wants to drive her bat-shit. However… accidents happen. How the spirit annoys the victim is up to the Storyteller. This spirit remains for the following periods of time:
1 success |
one hour |
2 successes |
one night. |
3 successes |
one week. |
4 successes |
one month. |
5 successes |
one year. |
Telecommunication
This modern magic allows the caster to influence what is displayed on a television set. The caster can create a picture to communicate with people near the set or create fictional stories for broadcast: "We interupt our regularly scheduled program…" since the thaumaturge can view images from the set itself, this ritual also serves as an effective surveillance device.
System: Any television the thaumaturge has touched within the last week is subject to the effects of this ritual. Each success allows the caster to view and communicate through the television for five minutes, during which time the thaumaturge drops into a meditative state. He can observe everything from the television and can regulate everything that appears on the set, whether he choses to use broadcast signals or the fruits of his own imagination.
Touch of Nightshade
Resist: Stamina + Fortitude, difficulty 6. This ritual involves rubbing a little nightshade juice on one’s hand, and touching a victim. The victim rolls as above. On failure, if mortal, she dies. Otherwise, the victim suffers a +1 difficulty modifier for each success less than three, for the remainder of the night.
Ward Versus Lupines
This ten-hour ritual requires some silver dust, in addition to the object being made into a ward. If this ward is placed on a door or an unbroken circle, the lupine will be unable to pass it. If a bullet is warded, then five successes are required on the appropriate Firearms roll to leave the bullet in the body where it will continue doing damage. (This only works on smaller calibers.) This object, when touching a lupine, does three dice of damage, difficulty Stamina + Survival of the lupine, and the lupine must spend a willpower point to touch it again.
Binding the Beast
Roll Manipulation + Empathy, difficulty 10 - Humanity. This ritual involves drinking a point of the victim’s blood, and pushing an iron spike through one’s own hand. (This ritual inflicts two levels of damage that can not be soaked.) The target will be unable to frenzy, regain willpower, or spend more than one blood point per turn. In addition, she must roll Courage, difficulty 6, to feed, and roll Willpower, difficulty 7, to use any of her disciplines. Lasts one day per success.
Bone of Lies
This one-day ritual involves soaking a bone of a mortal who has been dead for two hundred years, in ten points of kindred blood. The resulting red bone will force anyone who is holding it to tell the truth. Each time that they intended to lie, it forces them to tell the truth, and darkens, until it has absorbed ten lies, at which time it will be pitch black. The spirit of the mortal whose bone was used forces the holder to tell the truth, and is thereby corrupted by each lie. If summoned later, it will be appropriately malevolent.
Bottled Voice
This ritual involves reciting an incantation, and sealing a specially prepared bottle with wax. The vampire may steal a target’s capacity to speak, and put it into a bottle, where it will remain until it is opened or broken.
Drawing upon the Bound
When carrying a vial of the blood of one’s thrall, the vampire may use any disciplines possessed by her thrall, who may not use them if the vampire is using them. The thrall must be bound directly to the vampire; the Vinculum does not count.
Fire Walker
This ritual involves rubbing a prepared salve on one’s bare feet, and gives the vampire twice her normal soak against fire.
Haunting
Roll Charisma + Spirit Lore, difficulty 7. The vampire may summon a spirit, who will try to scare a mortal. How long the spirit stays, and continues to try to scare the mortal, is determined as follows:
1 success |
one hour. |
2 successes |
one night. |
3 successes |
one week. |
4 successes |
one month. |
5 successes |
one year. |
The spirit will try to scare her victim with effects of Pandemonium, Phantasm, or Outrage, of levels between 3 and 5. Standard rules for Fog are applied as the Storyteller sees fit. If only Vampire rules are available, the spirit rolls Charisma + Intimidation + a few extra dice (Storyteller’s discretion), difficulty Stamina + Courage, with effects determined as follows:
1 suc. |
The victim is scared. |
2 suc. |
The victim is scared beyond any capacity for action for minutes to hours. |
3 suc. |
The victim faints. |
4 suc. |
The victim goes into shock, and really needs to see a shrink. |
5 suc. |
The victim rolls Stamina + Self-Control, difficulty 8. If the roll is failed, she dies of heart failure. If she survives, having her hair turn white is a distinct possibility. |
Heart of Stone
This seven-hour ritual involves laying naked on one’s back in a three-inch high circle of dirt made on a stone surface, lighting a candle directly above one’s heart, and waiting until the candle has gone down all the way, and has extinguished itself in its own wax. (This ritual inflicts one die of aggravated damage.) This ritual turns the vampire’s heart to stone. This spell will last as long as the vampire wishes, as long as she doesn’t use willpower points. The vampire’s Conscience drops to one, or zero if it was already one, and she loses half her dice pool on Empathy rolls, and other rolls where feelings are important.
Innocence of the Child’s Heart
This ritual requires that the vampire who casts it be carrying a child’s toy, and for as long as she is carrying it on her person, her aura will be bright white.
Invisible Chains of Binding
The vampire may, with a few gestures, immobilize up to four victims in invisible restraints, and these victims may not move unless they roll Strength, and get two successes in a turn. If this occurs, the restraints cease to work.
Keening of the Banshee
This ritual requires a pendant carved from a tombstone. The vampire makes a loud, frightening noise. Whomever is closest at the time ages one to ten years (roll a die), and her hair may turn white. This ritual has no effect on vampires.
Mirror Walk
This ritual requires a ring with an emerald in it. The vampire may use any sufficiently large mirror as a portal to the nearest other sufficiently large mirror, and may take one person with her. The mirror ripples, and the emerald glows, as this ritual is performed. Once the mirror stops rippling, the vampire can not be followed. If the mirror stops rippling with a pursuer halfway in, she is cut in two, though she may be allowed to escape with a roll of Dexterity + Dodge, difficulty 7.
Protean Curse
This ritual involves having the target drink the blood of a rabid vampire bat, and it turns her into a bat. If the target has already been turned into a bat, repeating this ritual will transform her back into her original shape.
Rending Sweet Earth
This ritual involves repeatedly thrashing a section of ground with a leather whip. When it is performed, a 10' × 10' section of earth will disappear. If a vampire happens to be earth-melded in that section of earth, she will be awakened as the earth around her disappears, unless she is in torpor.
Respect of Animals
The vampire will not be considered as a meal, sprayed, mutilated, or otherwise outraged by any animal she meets. Lasts four hours.
Shadowgate
This ritual involves a powder made from coal and human ashes (which can be made ahead of time), with which the vampire draws an X over each of her eyes, and stepping into a shadow. By performing it, the vampire can enter and exit the Shadowlands, and any objects she can carry are taken across the Shroud with her.
Splinter Servant
This two-day ritual involves reciting incantations over a stake from a tree that grew in a graveyard, wrapping it in nightshade twine, and sealing it with wax. The resulting object may be peeled, and commanded to attack a target, at which point it will splinter to make appendages to propel itself toward its target. It will continue pursuit until destroyed, or reduced to so many splinters that they are inanimate. This stake will always go for the heart, and will often continue to splinter once in the heart.
Ward Versus Kindred
This ten-hour ritual requires a point of vampire blood, in addition to the object being made into a ward. This object, when touching a vampire, will do three dice of damage, difficulty Stamina + Fortitude of the vampire, and the vampire must spend a willpower point to touch it again. If this ward is placed on a door or an unbroken circle, the vampire will be unable to pass it. If a bullet is warded, then five successes are required on the appropriate Firearms roll to leave the bullet in the body where it will continue doing damage. (This only works on smaller calibers.)
Blood Contract
This three day ritual involves writing a contract in one’s own blood. The resulting contract will, once signed by all parties that it concerns (in their own blood), bind them to its terms. This contract may only be circumvented by burning it.
Dominion
This ritual requires three hours of advance preparation, and prevents all uses of Animalism, Auspex, Dominate, and Presence within an area up to 500 cubic feet, except by the caster of this ritual. Iron seals must be placed over all doors in this area; if one is removed or damaged, the ritual is dispelled. Lasts one week.
Escape to a True Friend
This five-day ritual involves drawing, in her own blood, a circle with symbols about it on the ground, using five blood points. The vampire may step into this circle, repeating a friend’s true name, and be transported to her. This circle may be reused until it is broken or otherwise defaced.
Eyes of the Beast
The vampire may, by touching a beast on the head, see what the beast sees, if she closes her eyes. No commands may be given.
Lion Heart
The vampire gains 2 Strength, 3 Dexterity, 1 Stamina, 3 Courage, 2 Brawl, and 2 Leadership. This lasts for twenty minutes. If the vampire does not rest within two hours afterward, she will lose one Health level every ten minutes until she rests.
Mindcrawler
This ritual involves dyeing a tick red, painting a symbol on it, and crushing it on a victim’s head. A victim will lose one mental attribute per day, in the order of 1 Perception, 1 Intelligence, 1 Wits, 1 Perception, 1 Intelligence, 1 Wits, 1 Perception, etc, untill all mental attributes are at one. The victim may rebuild them at a rate of one per week.
One Mind of the Covens
This one-hour ritual involves chanting for an hour, into a silver mirror. This ritual is only used by the Regent of a Tremere Chantry, to communicate with all other Regents of the other Tremere Chantries.
Paper Flesh
This ritual involves ripping apart a piece of paper which has a picture of one’s victim on it. The vampire may cause a victim’s Stamina and Fortitude to go down to 1. If the victim is earlier than eighth generation, then she may keep one Stamina and one Fortitude for each generation she has below eighth. Lasts one scene.
Spirit of Torment
Roll Manipulation + Spirit Lore, difficulty 7. The vampire may summon a spirit, which stays for the following time periods:
1 suc. |
one turn. |
2 suc. |
one hour. |
3 suc. |
one night. |
4 suc. |
three nights. |
5 suc. |
one week. |
The spirit has the following traits: Physical Attributes 13, Social Attributes 3, Mental Attributes 7, Brawl 4, Empathy 3, Intimidation 3, Stealth 3, Occult 1, Spirit Lore 2, and the following Arcanos: Argos 3, Embody 5, Pandemonium 4, and Outrage 4. If only Vampire rules are available, the Arcanos may be replaced with Spirit Thaumaturgy 2, Obfuscate 5, Auspex 2, and Potence 1. The spirit may also spend a willpower point to achieve a physical form, and gains three dice on all attempts at frightening someone.
Stone Slumber
This two-hour ritual is started two hours before dawn. The vampire can turn herself into solid stone, which is invulnerable to sunlight. She will stay completely dormant in this state until the next sunset. To sleep for a day in this form costs three blood points per night.
Thirst Unquenchable
This ritual uses a handful of salt. The victim suffers a +2 difficulty to thirst-related frenzy rolls, and any gains are halved.
Umbral Walk
This ritual requires a human sacrifice. The vampire may travel into the Umbra, and may even take others with her, though an additional human sacrifice is required for each passenger. All such travelers appear in the Umbra naked, though some talismans can cross the Gauntlet.
Ward Versus Spirits
This ten-hour ritual requires some sea salt, in addition to the object being made into a ward. If this ward is placed on a door or an unbroken circle, the spirit will be unable to pass it. This object, when touching a spirit, does three dice of damage, difficulty Stamina + Lifeweb of the spirit, and the spirit must spend a willpower point to touch it again. If only Vampire rules are available, the ward does three dice of damage, difficulty Stamina + Fortitude.