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Necromancy Rituals Overview

The document outlines various necromantic rituals, categorized by levels, detailing their specific effects, requirements, and casting methods. Level One rituals include 'Call of the Hungry Dead' for communication with the dead, while Level Two rituals introduce more complex effects like 'Hand of Glory' for inducing sleep. Each ritual requires specific ingredients and rolls, with consequences for failures or botches, emphasizing the meticulous nature of necromantic practices.
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0% found this document useful (0 votes)
58 views15 pages

Necromancy Rituals Overview

The document outlines various necromantic rituals, categorized by levels, detailing their specific effects, requirements, and casting methods. Level One rituals include 'Call of the Hungry Dead' for communication with the dead, while Level Two rituals introduce more complex effects like 'Hand of Glory' for inducing sleep. Each ritual requires specific ingredients and rolls, with consequences for failures or botches, emphasizing the meticulous nature of necromantic practices.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Rituals

Rituals
Rituals are Necromantical formulas, meticulously
researched and prepared, that create powerful magical
Level One
Level One Rituals
Rituals
effects. Rituals are less versatile than paths, as their
effects are singular and straightforward, but they are CALL OF THE HUNGRY DEAD
better suited to specific ends.
All necromancers have the ability to use rituals, Call of the Hungry Dead is a ritual used to
though each individual ritual must be learned communicate across the Shroud or to gaslight a rival.
separately. By acquainting herself with the arcane The celebrant chants and scatters a handful of black
practice of blood magic, the caster gains the capacity to beans. At the end of the ritual (which lasts about ten
manipulate these focused effects. minutes), the necromancer lights a black candle and
Necromantical rituals are rated from 1 to 5, each burns a single hair from the target in the flame. The
level corresponding to both the level of mastery of target is then able to hear the voices of the dead.
Necromancy the would-be caster must possess and the System: Pay the cost, make the roll and hear the
relative power of the ritual itself. voices of the dead, however, such a crude ritual
Unless stated otherwise, a ritual requires five provides murky results. Unless the target of the ritual
minutes per level to cast and the expenditure of 1 (other than the caster) is able to exceed the caster’s
blood point per level. successes in a Wits + Occult roll, the voices of the dead
Casting rituals requires a successful Intelligence + will come across as a cacophony of howls,
Occult roll + Necromancy - The Ritual level. Only one lamentations, and curses. Whether successful or not,
success is required for a ritual to work, though certain any target is subject to a -4 penalty on all rolls related to
spells may require more successes or have variable audial perception, and may think he is going mad.
effects based on how well the caster’s roll goes. Should The Call of the Hungry Dead lasts as long as the
a roll to activate a ritual fail, the Storyteller is black candle continues to burn.
encouraged to create strange occurrences or side
effects, or even make it appear that the ritual was FOXFIRE
successful, only to reveal its failure at a later time. A
The celebrant must burn a small green candle down to
botched ritual roll may even indicate a catastrophic
failure or summon an ill-tempered demon. the bottom (which takes about fifteen minutes) and
Rituals sometimes require special ingredients or form the remaining ash and wax into a small sphere.
reagents to work — these are noted in each ritual’s The sphere is then placed somewhere on the intended
description. Common components include herbs, target’s person.
System: Pay the cost, make the roll and place the
animal bones, ceremonial items, feathers, eye of newt,
sphere on your target.
tongue of toad, etc. Acquiring magical components for
Anyone who carries the sphere appears to be normal
a powerful ritual may form the basis for an entire story.
by any observer in the living world, but to anyone in the
Some rituals allow you to create Inscriptions, this are
Underworld, the target appears to be illuminated with a
"items" that can be given to anyone, and the person in
possession can use it to activate the Ritual. sickly green glow. Ghosts find it trivially easy to affect
Using a Inscription is a Reflexive Action and the target with their dark magic, and receive a +3 die on
requires 1 Blood Point. all magic-related rolls directed at the target.
At the first level of Necromancy, the vampire The sphere remains for one hour per success on the
automatically gains a single Level One ritual. To learn casting roll.
further rituals, the necromancer must find someone to FINAL SIGHT
teach him, or learn the ritual from a scroll, tome, or
other archive. Learning a new ritual can take anywhere There are two schools of thought on how to conduct the
from a few nights (Level One ritual) to months or years ritual of Final Sight. Adherents of the first school of
(Level Five ritual). Some mystics have studied thought conduct the ritual by dripping a few drops of
individual rituals for decades, or even centuries. blood on a dead man’s eye and saying a brief prayer for
his soul. Others conduct the ritual by slowly and
reverentially eating one of the dead man’s eyes.
Most necromancers have a strong preference for one RITUAL OF THE SMOKING MIRROR
method. Regardless of which method the necromancer
uses, this ritual must be used on a corpse with at least This ritual allows the necromancer to use an obsidian
one intact eye, and it takes approximately five minutes. mirror to see as ghosts do. By gazing into the mirror’s
System: Pay the cost and make the roll. ebony depths, the vampire may assess the general
The number of successes on the ritual roll determines health of mortals.
the clarity of her results. At the start of the ritual, the Kindred decides which
Successes Result of the ritual’s two aspects she will use — she may not
use both at the same time. With Lifesight, the
1 A basic sense of the subject’s death
necromancer may see if mortals are wounded, sick, or
A clear image of the subject’s death and the have any derrangement.
2
seconds preceding it
Deathsight, on the other hand, grants the
A clear image, with sound, of several minutes necromancer the ability to see ghosts and the
3
preceding the subject’s death
Shadowlands. It also shows the stain of oblivion on the
A clear image, with sound, of the half-hour living, as per Eyes of the Dead.
4
before the subject’s death To perform the ritual, the necromancer grasps an
Full sensory perception of the hour leading up to obsidian mirror that has had its edge sharpened so that
5
the subject’s death it cuts the flesh of whoever takes hold of it. As the vitae
flows onto the mirror’s surface, it allows the mirror’s
If the player botches, her character is assaulted with
reflective power to bridge the worlds of the living and
vague and confusing visions of her own Final Death,
the dead, much as it allows the necromancer herself to
which will immediately provoke a Rötschreck check.
do.
SHEW-STONE System: The player pays the cost and then rolls to
activate the ritual as normal. If successful, the
This Impundulu ritual creates a magical stone, which Necromancer may view the world as a ghost does via
can be used to keep track of a necromancer’s friends or the reflective surface of the mirror, for one scene.
enemies, living or dead. On a botch, the vampire may well invoke the ire of
To create a Shew-Stone, a necromancer must paint a the spirits upon whom she calls.

Level Two
Level Two Rituals
person’s name in a bird’s blood (Germanic traditions
insist on using the blood of a hoopoe) on a consecrated,
polished stone. The necromancer must appease the
Rituals
spirits by performing a ritual such as a dance, a prayer,
or an offering. Ghostly spirits will then appear in the HAND OF GLORY
Shew-Stone and whisper the target’s whereabouts in the
necromancer’s ear. The stone loses its powers on All The Hand of Glory is a candle created with a special
Saints Day unless the necromancer spends a blood point purpose. When the Hand is lit within fifty paces of any
to renew the magic. home, all mortal residents therein will fall into a deep
System: Pay the cost and make the roll. You can ask slumber (or stay asleep and unable to be roused). To
the stone about the whereabouts of it's target once per create a Hand, a necromancer must mummify the left
night. If the target is obfuscated, has the right devotions hand of a hanged felon in an earthen jar with saltpeter
or defended himself with rituals or similar stuff, a Clash and peppercorns. After a fortnight, she coats the hand in
of Wills might be needed, at the moment of the creation wax made of tallow rendered from a condemned man’s
of the stone, and whenever it's power is invoked. fat. Each finger (including the thumb) can be lit once.
PRESERVE CORPSE The Hand of Glory remains in effect for as long as the
candle is lit. Only blood or milk will extinguish the
This ritual enables the user to create an elixir that keeps candle; all other means to douse the flames will fail.
dead flesh from rotting. The ritual requires the caster to System: After all preparation, the player pays the
physically coat the dead flesh with a liquid composed cost and makes the roll.
If any residents of the home remain awake after the
of grave dirt, defiled holy water, and rare herbs. Once
candle is lit, the Hand will curl one finger down for
the liquid dries, the flesh is indefinitely preserved —
each unsleeping resident. If the player botches her roll,
some have been known to last for hundreds of years.
all fingers will remain erect, but the somnolent effects
The ritual produces enough elixir to coat one adult
will not occur.
human corpse.
WITCH EYE

By implanting an enchanted eye from the corpse of a


restless soul in her own eye socket, the necromancer
can permanently gain the Deathsight ability. The ritual
is complex and takes an entire evening to perform. At
midnight, the celebrant cuts out her own eye and the
eye of the corpse. She then places the corpse’s eye in
her own eye socket, and places her eye in the corpse.
Vampiric healing takes place instantaneously, sealing
the dead man’s eye into her eye socket. The eye itself
does not heal, however. It remains unmoving and rotten
in the necromancer’s face, causing her Appearance to
decrease when the eye is visible (-1 to social
interactions where appearance would matter) . Even a
freshly- harvested eye will cloud over and decay in a
matter of hours. This increases the difficulty of Wits
rolls involving mundane eyesight (-3 die penalty).
As the eye is no longer a proper window into the
necromancer’s soul, however, the Witch Eye increases
the difficulty of all Disciplines that require eye contact
(-3 die penalty to anyone using disciplines that requires
eye contact on the necromancer.
The Witch Eye may also complicate a vampire’s life
on a supernatural level. Any ghost whose body is being
desecrated by the ritual knows immediately, and will
likely be displeased by the necromancer’s actions. Even
if the necromancer completes the ritual successfully, the
ghost maintains a supernatural connection to the Witch
Eye, causing all magical rolls he makes against the
necromancer to be made at a +3 die.
PREPARE THE VESSEL

This ritual works well as a method of facilitating


mediumship, a bargaining chip for ghosts who long to
walk in the Skinlands, or as a rather unique form of
psychological torture. Prepare the Vessel renders a
subject (willing or unwilling) a fitting receptacle for
spiritual possession. The target must have a hood (such
as one used for hanged men) placed over his head for
one hour.
Until the next sunrise (regardless of whether the hood
remains in place), any ghost or spirit attempting to
possess the target gains two automatic successes when
doing so.
ASCENSION OF THE BLOOD GIFT OF MITHRA'S BULL

As the Tremere have plenty of blood rituals that require The Sorcerer and his subject must be connected by
ingestion, it has become useful to be able to remove Touch the Earth. The vizier places a small, sharp blade
some of its inherent qualities. This ritual "purifies" the inside a wineskin or plasma bag and then withdraws it
blood used in it, so it does not count as drinking from and passes it to the subject. The subject cuts an incision
an individual for the purposes of blood bond. in her chest. Blood bubbles out of the incision but then
System: The ritualist prepares a special chalice into vanishes, reappearing inside the vizier's waiting
which she puts as much of her blood as she requires. container. Through this method, the target may pay the
With at least one success, the blood in the chalice can vizier in vitae for his services.
no longer create a blood bond and is safe for anyone System: The ritual takes one turn per blood point
else to drink. Of course, the blood still looks the same donated by the target. \pagebreak
whether the ritual is a success or the Tremere is simply
BURNING BLADE
lying.
The time for this ritual is 1 minute, and it has no cost
Developed during Clan Tremere’s troubled inception,
other than the blood being ascended.
Burning Blade allows a caster to temporarily enchant a
TOUCH THE EARTH melee weapon to inflict grievous wounds on
supernatural creatures. While this ritual is in effect, the
This ritual allows the vizier to contact another Assamite weapon flickers with an unholy greenish flame.
for the purpose of aiding him with further sorcerers System: This ritual can only be cast on melee
effects. weapons. The caster must cut the palm of her weapon
Long in advance of the ritual, the vizier takes a stylus hand during the ritual — with the weapon if it is edged,
and writes, in ancient Mesopotamian script, on a small, otherwise with a sharp stone. This inflicts a single
still-wet, clay tablet, the name of a lesser-generation health level of lethal damage, which cannot be soaked
Assamite. Once hardened, the tablet is placed in an acid but may be healed normally. The player spends three
to weaken it again blood points, which are absorbed by the weapon,
System: When he chooses to begin the ritual, the creating an Inscription that can be invoked later.
vizier uses chalk or paint to draw on the tiled floor of Once the ritual is invoked, the weapon gains +1
his ceremonial chamber the stylized image of an eye, Lethal damage that works on all supernatural creatures,
with white, pupil and iris. The eye must be big enough for the scene or 1 hour, whatever is longer. Multiple
so that a cat, dog or rodent can be placed inside it. castings of Burning Blade cannot be “stacked” for
Using a mortar and pestle, the vizier reduces the tablet longer durations.
to powder. He mixes it into food, which he places in
DONNING THE MASK OF SHADOWS
front of the animal. When the animal has ingested the
food, the vizier cuts its throat with a knife and waits
This ritual renders its subject translucent; her form
until the pool of spilled blood has expanded in at least
appears dark and smoky, and the sounds of her
four places past the line denoting the white of the eye.
When the vizier speaks into the animal's ear, the footsteps are muffled. While it does not create true
invisibility, the Mask of Shadows makes the subject
Assamite whose name was written on the tablet hears
much less likely to be detected by sight or hearing.
his voice. When the vizier listens at the animal's mouth,
System: This ritual may be simultaneously cast on a
he can hear his target's voice. This works no matter how
number of subjects equal to the caster’s Occult rating;
much distance separates vizier and target. The vizier
each individual past the first adds five minutes to the
may proceed to use any Assamite path or other ritual
base casting time. Individuals under the Mask of
power to benefit the target. The vizier may also pass to
Shadows can only be detected if the observer possesses
the target any object small enough to fit in the palm of
a power (such as Auspex). The Mask of Shadows lasts a
his hand.
number of hours equal to the number of successes
rolled when it is cast, until one of affected individuals
make an offensive action or until the caster voluntarily
lowers it.
EYES OF THE NIGHT HAWK RECURE OF THE HOMELAND

This ritual allows the vampire to see through the eyes of The vampire calls on the power of the earth to heal
a bird, and to hear through its ears. The bird chosen grave wounds she may have received. The thaumaturge
must be a predatory bird, and the vampire must touch it must use at least a handful of dirt from the city or town
when initiating this ritual. At the end of this ritual, the of her mortal birth and recite a litany of her mortal
caster must put out the bird’s eyes, or suffer blindness family tree as she casts this ritual.
herself. System: The Cainite must mix the earth with three
System: The vampire is able to mentally control points of her own blood to make a healing paste. One
where the bird travels for the duration of the ritual. The handful will heal one aggravated wound, and only one
bird will not necessarily perform any other action than handful can be used per night. This ritual can only be
flight — the caster cannot command it to fight, pick up used on the vampire who knows it.
and return an object, or scratch a target. The bird
POWER OF THE INVISIBLE FLAME
returns to the vampire after finishing its flight. If the
vampire does not put out the bird’s eyes, she suffers a
This simple ritual allows a vampire skilled in the
three-night period of blindness. This ritual ceases effect
Thaumaturgic path known as Lure of Flames to create
at sunrise or when the vampire decides to stop.
invisible fires. The flames are just as real, however, and
MACHINE BLITZ while they cannot be seen, they can be felt.
System: The ritual lasts one full night. There are no
Machines go haywire when this ritual is cast. It takes material components required for this ritual, but the
effect instantly and lasts as long as the vampire vampire must cast the ritual around a fire of at least
concentrates on it. This ritual may be used to kill car torch size. It takes 10 minutes and 1 Blood point to cast
engines, erase flash drives, drain the battery of a it.
cellphone, stop life-support machines, et cetera.
THE OPEN PASSAGE
Essentially, Machine Blitz stops any machine more
complex than a rope-and-pulley. The thaumaturge must Walls, locked doors and even sealed vaults cannot stop
have a scrap of rusted metal in her possession for this a thaumaturge with the Open Passage ritual. the caster
ritual to work, though some vampires use a variant that smears snake or vermin excrement over the surface in
requires a knot steeped in human saliva to be untied. an intricate pattern, which takes an hour to complete.
System: This ritual only stops machines; it does not
Once finished, the caster becomes insubstantial with
grant any control over them. The effects of this ritual
respect to that surface - she can walk through a wall or
are invisible and appear to be coincidental.
door, yet can still touch and interact with anything
PRINCIPAL FOCUS OF VITAE INFUSION attached to it (like a mirror or wooden shelf).
System: 1 Hour to cast, 2 Blood points of cost.
This ritual imbues a quantity of blood within an object The Open Passage lasts for one turn, so the caster
small enough for the vampire to carry in both hands. must be quick in stepping through the barrier.
(The object may not be any larger than this, though it
may be as small as a dime.) After the ritual is
conducted, the object takes on a reddish hue and
becomes slick to the touch. At a mental command, the
caster may release the object from its enchantment,
causing it to break down into a pool of blood. This
blood may serve whatever purpose the vampire desires;
many thaumaturges wear enchanted baubles to ensure
they have emergency supplies of vitae.
System: An object may store only one blood point
of vitae. If a Kindred wishes to make an infused focus
for an ally, she may do so, but the blood contained
within must be her own. (If the ally then drinks the
blood, he is one step closer to the blood bond). The ally
must be present at the creation of the focus.
The object will retain the blood for 2 nights per
success on the ritual roll.
WARD VERSUS GHOULS Failure indicates that the ward blocks his passage and
inflicts three points of lethal damage, and his next roll
Wary Tremere created this ritual to protect themselves to attempt to enter the circle is at -1 dice. If the ghoul
from the minions of vengeful rivals. By invoking this leaves the circle and attempts to enter it again, he must
ritual, the caster creates a glyph that causes great pain repeat the roll. Attempts to leave the circle are not
to any ghouls who come in contact with it. The Kindred blocked.
pours blood over the object he wishes to ward (a piece
of parchment, a coin, a doorknob, etc.), and recites the OTHER WARDING CIRCLE RITUALS
incantation, which takes 10 minutes. In 10 hours, the The Tremere have access to several other Warding
magical ward is complete, and will inflict excruciating Circle rituals: Warding Circle versus Lupines (Level
pain on any ghoul unfortunate enough to touch the Three), Warding Circle versus Kindred (Level Four),
and Warding Circles versus Spirits, Ghosts, and
warded object. Demons (Level Five). Each Warding Circle ritual
System: Ghouls who touch warded objects suffer must be learned separately. The material
three points of lethal damage. This damage occurs again components required for each warding circle are
if the ghoul touches the object further; indeed, a ghoul the same as those needed for the corresponding
ward, but in larger amounts. The effects against the
who consciously wishes to touch a warded object must targeted beings are the same as for Warding Circle
spend a point of Willpower to do so. versus Ghouls.
This ritual wards only one object — if inscribed on
the side of a car, the ward affects only that door or
fender, not the whole car. Wards may be placed on
weapons, even bullets, though this usually works best EXTINGUISH
on small-caliber weapons. Bullets often warp upon
firing, however, and for a ward to remain intact on a This ritual allows the caster to douse flames up to the
fired round, the player needs five successes on the size of a bonfire. To enact this ritual, the caster pinches
Firearms roll. out a candle’s flame (might provoke frenzy) while
WARDING CIRCLE VERSUS GHOULS spitting on the floor. For the duration of the evening, the
caster can speak as a reflexive action a magical syllable
This ritual is enacted in a manner similar to that of to extinguish a number of fires equal to the amount of
Ward versus Ghouls, but creates a circle centered on the successes scored on the casting roll.
caster into which a ghoul cannot pass without being System: The caster must pay 2 blood points and
burned. The circle can be made as large and as pinch the candle with provokes a frenzy test (albeit he
permanent as the caster desires, as long as she is willing does it with +2 dice, since it was his intention). Than
to pay the necessary price. Many Tremere chantries and the caster rolls for the ritual. Write his success, he can
havens are protected by this and other Warding Circle extinguish fires in an area not bigger than a Hex, x
rituals. times where x is the number of successes he had in the
System: The ritual requires four blood points of ritual. This ritual takes only 15 minutes to enact.
mortal blood. The caster determines the size of the
warding circle when it is cast; the default radius is 10
feet/3 meters, with 1 success, and every 10-foot/3-meter
increase raises the amount of successes needed by one.
The player spends one blood point for every extra 10
feet/3 meters of radius and rolls. The ritual takes the
normal casting time if it is to be short-term (lasting for
the rest of the night) or one night if it is to be long-term
(lasting a year and a day).
Once the warding circle is established, any ghoul
who attempts to cross its boundary feels a tingle on his
skin and a slight breeze on his face — a successful
Intelligence + Occult roll identifies this as a warding
circle. If the ghoul attempts to press on, he must roll
more successes on a Resolve + Composure roll than the
caster rolled when establishing the ward.
Level Three
Level Three Rituals
INCORPOREAL PASSAGE
Rituals
Use of this ritual allows the thaumaturge to make
herself insubstantial. The caster becomes completely
CLINGING OF THE INSECT immaterial and thus is able to walk through walls, pass
through closed doors, escape manacles, etc. The caster
This ritual allows the caster to cling to walls or ceilings, also becomes invulnerable to physical attacks for the
as would a spider. She may even crawl along these duration of the ritual, but is not able to attack or use any
surfaces (as long as they can support her). Use of this discipline without breaking it. The caster must follow a
power seriously discomfits mortal onlookers. The straight path through any physical objects, and may not
character must place a live spider under her tongue for draw back. Thus, a Kindred may walk through a solid
the duration of the ritual (though the spider may die wall, but may not walk down through the earth (as it
while in the thaumaturge’s mouth without canceling the would be impossible to reach the other side before the
power). ritual lapsed). This ritual requires that the caster carry a
System: The character may move at half her normal shard from a shattered mirror to hold her image.
rate while climbing walls or ceilings. This power lasts System: This ritual lasts a number of hours equal to
for one scene, or until the vampire spits out the spider. the number of successes scored to cast it. The caster
This ritual can be gifted and activated as an Inscription, may prematurely end the ritual (and, thus, her
but it requires that the caster maitains the spider (alive incorporeality) by turning the mirror shard away so that
or not) inside his mouth from the beginning when he it no longer reflects her image.
made the ritual, until the end of the scene where him or
the person he gave the inscription to, activates and use MIRROR OF SECOND SIGHT
it.
This object is an oval mirror no less than four inches
FLESH OF FIERY TOUCH (10 cm) wide and no more than 18 inches (45 cm) in
length. It looks like a normal mirror, but once created,
This defensive ritual inflicts painful burns on anyone the vampire can use it to see the supernatural: It reflects
who deliberately touches the subject’s skin. It requires the true form of Lupines and faeries, and enables the
the subject to swallow a small glowing ember, which owner to see ghosts as they move though the
does put off some vampires with low pain thresholds. Underworld. The caster creates the mirror by bathing an
Some vain thaumaturges use this ritual purely for its ordinary mirror in a quantity of her own blood while
subsidiary effect of darkening the subject’s skin to a reciting a ritual incantation.
healthy sun-bronzed hue. System: The ritual requires the vampire to bathe the
System: Flesh of Fiery Touch takes two hours to mirror with his blood blood. Thereafter, the mirror
cast (reduced by 10 minutes per success). It requires a reflects images of other supernatural creatures’ true
small piece of wood, coal, or other common fuel forms — werewolves appear in their hulking man-wolf
source, which ignites and is swallowed at the end of the shapes, magi glow in a scintillating nimbus, ghosts
ritual. The subject who swallows the red-hot ember become visible (in the mirror), and so on. Sometimes,
receives two aggravated health levels of damage (but the mirror also reveals those possessed of True Faith in
can soak with Fortitude). Until the next sunset, anyone clouds of golden light.
who touches the subject’s flesh receives a burn that
inflicts two aggravated health levels of damage (again,
soakable with Fortitude). The victim must voluntarily
touch the subject; this damage is not inflicted if the
victim is touched or accidentally comes in contact with
the subject.
This ritual darkens the subject’s skin to that which
would be obtained by long-term exposure to the sun in
a mortal. The tone is slightly unnatural and metallic,
and is clearly artificial to any observer who succeeds in
a Wits + Medicine roll.
PAVIS OF FOUL PRESENCE System: The player spends five blood points and
rolls. The servant created by the ritual stands a foot (30
The Tremere joke privately that this is their “ritual for cm) high and appears as a roughly humanoid shape
the Ventrue.” Kindred who invoke the Majesty composed of whatever the ritual sucked in for its own
Discipline on the subject of this ritual find the effects of use. It lasts for one night per success rolled. At the end
their Discipline reversed, as if they had used the power of the last night, the assistant crawls into the bowl used
on themselves. For example, a vampire using Majesty for its creation and falls apart. The assistant can be
to instill fear in a Kindred under the influence of this reanimated through another application of this ritual; if
ritual feels the fear herself; a vampire summoning the the caster so desires, it re-forms from the same
caster is instead drawn to the thaumaturge’s location. materials with the same memories and personality.
This ritual is an unbroken secret among the Tremere, A Sanguine Assistant has Strength and Stamina of 1,
and the Warlocks maintain that its use is unknown and Dexterity and Mental Attributes equal to those of
outside their Clan. The magical component for this the caster. It begins with no Social Attributes to speak
ritual is a length of blue silken cord, which must be of, but gains one dot per night in Presence and
worn around the caster’s neck. Manipulation until its ratings are equal to those of the
System: This ritual lasts against a number of effects caster. It has all of the caster’s Abilities at one dot lower
equal to the successes rolled, or until the sunrise after it than his own. A Sanguine Assistant is a naturally timid
is enacted. Note that the Presence Discipline power creature and flees if attacked, though it will try to
must actually succeed before being reversed by the defend its master’s life at the cost of its own. It has no
ritual. As such, only powers that specifically target the Disciplines of its own, but has a full understanding of
caster (and thus, require a roll to succeed) can be all of its master’s Thaumaturgical knowledge and can
reversed — “passive” powers are not affected. instruct others if so commanded. A Sanguine Assistant
is impervious to any mind-controlling Disciplines or
SANGUINE ASSISTANT
magic, so completely is it bound to its creator’s will.
Thaumaturges often need laboratory assistants whom
they can trust implicitly. This ritual allows the intrepid
vampire to conjure a temporary servant. To cast the
ritual, the thaumaturge slices open his arm and bleeds
into a specially prepared earthen bowl. The ritual sucks
in and animates whatever random unimportant items
the wizard happens to have lying around his workshop
— glass beakers, dissection tools, pencils, crumpled
papers, semiprecious stones — and binds the materials
together into a small humanoid form animated by the
power of the ritual and the blood. Oddly enough, this
ritual almost never takes in any tool that the caster finds
himself needing during the assistant’s lifespan, nor does
it take the physical components of any other ritual nor
any living thing. The servant has no personality to
speak of at first, but gradually adopts the mannerisms
and thought processes that the thaumaturge desires in
an ideal servant. Sanguine Assistants are temporary
creations, but some vampires become fond of their tiny
accomplices and create the same one whenever the need
arises.
SHAFT OF BELATED QUIESCENCE Shaft of Belated Quiescence may be performed on
other wooden impaling weapons, such as spears,
This ritual turns an ordinary stake of rowan wood into a arrows, practice swords, and pool cues, provided that
particularly vicious weapon. When the stake penetrates they are made of rowan wood. It may not, however,
a vampire’s body, the tip breaks off and begins working create a Bullet of Belated Quiescence.

Level Four
Level Rituals
its way through the victim’s flesh to his heart. The trip
may take several minutes or several nights, depending
on where the stake struck. The stake eludes attempts to
Four Rituals
dig it out, burrowing farther into the victim’s body to BONE OF LIES
escape surgery. The only Kindred who are immune to
this internal attack are those who have had their hearts This ritual enchants a mortal bone so that anyone who
removed by Serpentis. holds it must tell the truth. The bone in question is often
System: The ritual takes five hours to enact, minus a skull, though any part of the skeleton will do — some
30 minutes per success. The stake must be carved of casters use strings of teeth, necklaces of finger joints, or
rowan wood, coated with three blood points of the wands fashioned from ribs or arms. The bone grows
caster’s blood, and blackened in an oak-wood fire. blacker as it compels its holder to tell the truth, until it
When the ritual is complete, the stake is enchanted to has turned completely ebony and has no magic left.
act as described above. This ritual binds the spirit of the individual to whom
An attack with a Shaft of Belated Quiescence is the bone belonged in life; it is this spirit who wrests the
performed as with a normal stake roll ( the attack does truth from the potential liar. The spirit absorbs the lies
not need to specifically target the heart) with a lethal intended to be told by the bone’s holder, and as it
damage rating of + 1. If at least one health level of compels more truth, it becomes more and more corrupt.
damage is inflicted after the soak, the tip of the stake If summoned forth, this spirit reflects the sins it has
breaks off and begins burrowing. If not, the stake may siphoned from the defeated liar (in addition to anger
be used to make subsequent attacks until it strikes deep over its unwilling servitude). For this reason,
enough to activate. Once the tip of the stake is in the anonymous bones are often used in the ritual, and the
victim’s body, the Storyteller begins an extended roll of bone is commonly buried after it has been used to its
the caster’s Thaumaturgy rating, rolling once per hour full extent. A specific bone may never be used twice for
of game time. this ritual, though different bones from the same corpse
Successes on this roll are added to the successes can.
scored in the initial attack. This represents the tip’s System: The bone imbued with this magical power
progress toward the victim’s heart. A botch indicates must be at least 200 years old and must absorb 10 blood
that the tip has struck a bone and all accumulated points on the night that the ritual is cast. Each lie the
successes are lost (including those from the initial holder wishes to tell consumes one of these blood
attack roll). Removing the part of the body where the points, and the holder must speak the truth immediately
tip impacted (such as a Tzimisce turning into blood or a thereafter. When all 10 blood points have been
vampire cutting off their arm) may stop the tip’s consumed, the bone’s magic ceases to work.
progress, depending on the number of successes
acquired and the Storyteller’s discretion. When the
shaft accumulates a total of 15 successes, it reaches the
victim’s heart. This paralyzes Kindred and is instantly
fatal to mortals and ghouls.
Attempts to surgically remove the tip of the shaft can
be made with an extended Dexterity + Medicine roll
made once per hour. The surgeon must accumulate a
number of successes equal to those currently held by
the shaft in order to remove the tip. Once surgery
begins, however, the shaft begins actively evading the
surgeon’s probes, and its rolls are made once every 30
minutes for the duration of the surgery attempt. Each
individual surgery roll that scores less than three
successes inflicts an additional unsoakable level of
lethal damage on the patient.
FIREWALKER The drawbacks are as follows: this is a breaking
point, the caster must roll to see if he loses Humanity,
This ritual imbues the vampire with an unnatural but he also loses 1 extra point of Humanity. And his
resistance to fire. Only a foolish vampire would Empathy score drops to 1 (or to 0 if they already were
actually attempt to walk on or through fire, but this at 1) and all dice pools for Social rolls except those
ritual does grant an advanced tolerance to flame. Some involving Intimidation are halved (including those
Sabbat use this ritual to show off, while other required to use Disciplines). All Merits that the
thaumaturges use it only for martial concerns. To enact character has pertaining to positive social interaction
the ritual, the caster must cut off the end of one of his are neutralized. Heart of Stone lasts as long as the
fingers and burn it in a Thaumaturgical circle. caster wishes it to.
System: Cutting off one’s finger does not do any
SPLINTER SERVANT
health levels of damage, but it hurts like hell and
requires a Willpower roll to perform. This ritual may be
Another ritual designed to enchant a stake, Splinter
cast on other vampires (at the expense of the caster’s
Servant is a progressive development of Shaft of
fingertips...). If the subject has no Fortitude, he may
Belated Quiescence. (The two rituals, however, are
spend blood and soak fire with his Stamina for the
mutually exclusive.) A Splinter Servant consists of a
duration of this ritual. If the vampire has Fortitude, he
stake carved from a tree which has nourished itself on
may soak fire with his Stamina + Resilience for the
the dead. The stake must be bound in wax-sealed
duration of the ritual. This ritual lasts one hour. It is
nightshade twine. When the binding is torn off, the
possible to make an Inscription with this ritual.
Splinter Servant leaps to life, animating itself and
HEART OF STONE attacking whomever the wielder commands — or the
wielder, if she is too slow in assigning a target. The
A vampire under the effect of this ritual experiences the servant splits itself into a roughly humanoid form and
transformation suggested by the ritual’s name: his heart begins singlemindedly trying to impale the target’s
is completely transmuted to solid rock, rendering him heart. Its exertions tear it apart within a few minutes,
virtually impervious to staking. The subsidiary effects but if it pierces its victim’s heart before it destroys
of the transformation, however, seem to follow the itself, it is remarkably difficult to remove, as pieces
Hermetic laws of sympathetic magic: The vampire’s tend to remain behind if the main portion is yanked out.
emotional capacity becomes almost nonexistent, and his System: The ritual requires 12 hours to cast, minus
ability to relate to others suffers as well. one per success, and the servant must be created as
System: This ritual requires nine hours (reduced by described above. When the binding is torn off, the
one hour for every success). It can only be cast on character who holds it must point the servant at its
oneself. The caster lies naked on a flat stone surface and target and verbally command it to attack during the
places a bare candle over his heart. The candle burns same turn. If this command is not given, the servant
down to nothing over the course of the ritual, causing attacks the closest living or unliving being, usually the
one aggravated health level of damage (soakable with unfortunate individual who currently carries it. A
resilience). Splinter Servant always aims for the heart. It has an
At the end of the ritual, the caster’s heart hardens to attack dice pool of the caster’s Wits + Occult +
stone. The caster gains special armor equal to his Thaumaturgy rating, and a maximum movement rate of
Thaumaturgy rating to soak any attack that aims for his 30 yards or meters per turn.
heart and is completely impervious to the effects of a Note that these values are those of the caster who
Shaft of Belated Quiescence (see p. 237). created the servant, not the individual who activates it.
Additionally, the difficulty to use all Majesty or other A Splinter Servant cannot fly, but can leap its full
emotionally manipulative powers on him is increased, movement rating every turn. Every action it takes is to
reduce three dices from anyone trying this against the attack or move toward its target; it cannot dodge. The
caster. servant makes normal stake attacks that aim for the
heart (-3 dices), and its success is judged as per the
rules for a normal staking. A Splinter Servant has three
health levels, and 11 defense due to its small size and
erratic movement patterns.
A Splinter Servant has an effective life of five combat Only rituals that have a duration can be unwoven.
turns per success rolled in its creation. If it has not For instance, a Tremere who has thrown off a blood
impaled its victim by the last turn of its life, the servant bond through Abandon the Fetters is not constantly
collapses into a pile of ordinary, inanimate splinters. under the effects of that ritual - once the ritual is
Three successes on a Dexterity roll are required to complete, the bond is gone and the ritual is done.
remove a Splinter Servant from a victim’s heart without However, a Tremere suffering from Steps of the
leaving behind shards of the stake. Terrified would be considered under the duration of the
ritual as long as it slowed his movement, so it could be
TORMENT OF SALOUT
unwoven. Note that a thaumaturge can only unweave a
ritual on himself, not on someone else. Also, a
This monstrous ritual is used to imbue weapons with
thaumaturge suffering from multiple rituals must
the ability to drain the target's blood. Usually through
unweave each one separately. Multiple unweavings can
their eyes, like they are crying. It was vastly used after
be accumulated against a ritual so long as the
the Diablerie of Salout, when the Tremere started
appropriate time and components can be acquired.
hunting all remaining Salubri, even the ones that
because of their doctrines refused to fight.
System: The caster imbue it's blood in a inscription
that can be later activated. When activated, it makes the
chosen weapon destroy blood on it's target for each
damage dealt, up to the caster's Blood Potency. When
activated, this lasts for the scene or 1 hour (whatever is
longer).
UNWEAVE RITUAL

With the preponderance of cursing rituals among the


jealous Warlocks, it's only a matter of time until a
Tremere labors under the effects of an enemy's
[Link] it's another Tremere eager to discomfit a
political adversary, or some non-Tremere thaumaturge
looking for retribution, having Thaumaturgy turned
around against its supposed masters makes for a bitter
aftertaste indeed. Once a Tremere manages to identify
the enemy ritual under which he labors, it's possible to
build a counter-sorcery to unweave it. Thaumaturges
skilled in this magic learn general principles to
confound other rituals, shrug off their effects or
collapse them prematurely.
System: First, the caster must figure out what ritual
currently afflicts him. This is probably automatic if he
knows the ritual (unless the caster has been very subtle
or the subject is daft), but may require some research
(and Intelligence + Occult rolls, at the Storyteller's
discretion) otherwise. Next, the unweaving takes place.
The caster must secure a component that would be used
in the casting of the offending ritual, then destroy it in
some fashion. His successes subtract from the successes
scored by the original caster; if he manages to wipe
away all of the successes, the offending ritual
immediately ends, with all concomitant effects. Thus, a
quick end to Bind the Accusing Tongue would allow the
Tremere to speak ill of his enemies again, but a
premature end to a Blood Contract would painfully
shove him into torpor, and a premature end to Night of
the Read Heart would result in Final Death.
ENCHANT TALISMAN

Level Five
Level Five Rituals
Rituals This ritual is the first taught to most Tremere once they
have attained mastery of their first path. Create
Talisman allows the caster to enchant a personal
BLOOD CONTRACT magical item (the fabled wizard’s staff) to act as an
amplifier for her will and thaumaturgical might. Many
This ritual creates an unbreakable agreement between talismans are laden with additional rituals (such as
the two parties who sign it. The contract is composed every ward known to the caster). The physical
by 2 identical copies and must be written in the caster’s appearance of a talisman varies, but it must be a rigid
blood and signed in the blood of whoever applies their object close to a yard or a meter long. Swords and
name to the document. This ritual takes three nights to walking sticks are the most common talismans, but
enact fully, after which both parties are compelled to some innovative or eccentric thaumaturges have
fulfill the terms of the contract. enchanted violins, shotguns, pool cues, and classroom
System: This ritual is best handled by the pointers.
Storyteller, who may bring those who write and sign the System: This ritual requires six hours per night for
blood contract into compliance by whatever means one complete cycle of the moon, beginning and ending
necessary (it is not unknown for demons to materialize on the new moon. Over this time, the vampire carefully
and enforce adherence to certain blood contracts). The prepares her talisman, carving it with Hermetic runes
only way to terminate the ritual is to complete the terms that signify her true name and the sum total of her
of the contract or to burn both copies of the document thaumaturgical knowledge. The player spends one
— attempts to add a clause forbidding burning the blood point per night and makes an extended roll of
contract have resulted in the contract spontaneously Intelligence + Occult, one roll per week. If a night’s
combusting upon completion of the ritual. One blood work is missed or if the four rolls do not accumulate at
point is consumed in the creation of each document, least 20 net successes, the talisman is ruined and the
and two additional blood point are consumed by those process must be begun again.
who sign them. A completed talisman gives the caster several
advantages. When the character is holding the talisman,
all harmful magic that targets her are less efficient (-3
dices). The player receives two extra dice when rolling
for uses of the character’s primary path and one extra
die when rolling for the character’s ritual castings. If
the talisman is used as a weapon, it gives the player an
additional die to roll to hit. If the thaumaturge is
separated from her talisman, a successful Perception +
Occult roll gives her its location. If a talisman is in the
possession of another individual, it gives that individual
five additional dice to roll when using any form of
magic against the talisman’s owner. At the Storyteller’s
discretion, rituals that target the caster and use her
talisman as a physical component may have greatly
increased effects.
A thaumaturge may only have one talisman at a time.
Ownership of a talisman may not be transferred — each
individual must create her own.
ESCAPE TO A TRUE FRIEND

Escape to a True Friend allows the caster to travel to the


person whose friendship and trust she most values. The
ritual has a physical component of a yard-wide/ meter-
wide circle charred into the bare ground or floor.
The caster may step into the circle at any time and System: The thaumaturge must have one point of
speak the true name of his friend. He is instantly blood from himself, the subject and the subject's
transported to that individual, wherever he may be at regnant. (If the caster happens to be the subject or
the moment. He does not appear directly in front of regnant, no additional blood is needed.) The excoriation
him, but materializes in a location within a few causes four levels of unsoakable aggravated damage to
minutes’ walk that is out of sight of any observer. The the subject, as flesh is flayed or burned away. The final
circle may be reused indefinitely, as long as it is venomous steam inflicts an additional level of
unmarred. unsoakable aggravated damage upon both the caster
System: This ritual takes six hours a night for six and the subject.
nights to cast, reduced by one night for every two The subject loses a permanent point of Willpower,
successes. Each night requires the sacrifice of three of but if the ritual succeeds, the blood bond atrophies
the caster’s own blood points, which are poured into the immediately. However, this offers no protection against
circle. Once the circle is complete, the transport may be the formation of another, later bond.
attempted at any time. The caster may take one other
PAPER FLESH
individual with her when he travels, or a maximum
amount of “cargo” equal to his own weight.
This dreadful ritual enfeebles the subject, making her
ABANDON THE FEATHERS skin brittle and weak. Humors rise to the surface and
flesh tightens around bones and scales away at the
As closely guarded as any secret within the clan, slightest touch. Used against physically tough
Abandon the Fetters seems to depart from normal opponents, this ritual strips away the inherent resilience
conventions of Thaumaturgy. Occult theorists note that of the vampiric body, leaving it a fragile, dry husk. The
it has more in common with primal, passionate sorcery thaumaturge must inscribe his subject’s true name
than with the cerebral, systematic approach to Hermetic (which is much harder to discern for elders than it is for
blood magic. A few even darkly hint at its similarities to young vampires) on a piece of paper, which he uses to
the Vaulderie - for the ritual to Abandon the Fetters cut himself and then burns to cinders.
shatters the blood bond. Breaking the blood bond is a System: This ritual causes the subject’s Stamina and
grueling process. The thaumaturge must have Resilience (if any) to drop to 1 each. For every Blood
unrestricted access to the subject, as well as a sample of Potency over 4, the subject retains one extra point of
blood from the master. Stamina or Resilience (keeping Resilience first, though
The ritual requires an entire night; its execution is she may not exceed her original scores). For example, a
excruciating for both caster and subject. The vampire with Blood Potency 9 with Resilience targeted
thaumaturge forms a bond to the subject and master by Paper Flesh would drop to a Stamina + Resilience
with a mixture of blood from all three, placed in a glass score of 6 (assuming the score was 6 or more to begin
container. Next, the caster must exsanguinate and with). This ritual lasts one night.
excoriate the subject - the manner is up to the ritualist's
INVISIBLE CHAINS OF BINDING
individual style; some might mortify the flesh with
lashes, while others might apply brands. Once the
This ritual allows the caster to create a supernatural
subject hangs on the thread of demise, the caster
force that holds a target immobile with invisible and
shatters the glass container, spilling the blood to the
intangible chains. They are still able to fight and use
ground and snapping the thread of the bond. The
any power, but can't move from that place (unless they
mixture of blood evaporates in a hissing, scalding
can teleport or something similar)
steam, and the subject is freed. System: This ritual take an 1 hour to make and the
Of course, Abandon the Fetters remains one of the
usual 5 blood points cost, and will create an inscription
rarest of Tremere secrets. Few Warlocks could be
that can be given to anyone. Write the successes,
trusted with such potent knowledge. Indeed, the merest
because they will be target number the one affected by
hint that a Tremere can perform this ritual is enough to
this ritual must reach in order to break it.
cause other Kindred to eye her with renewed suspicion To activate the inscription, the one holding it must
- the Tremere have sorcerous ways to steal blood, so pay the blood point and take an Instant action making
who's to say that a thaumaturge couldn't release bold hand gestures. The target can't move, having his
someone's thralls and bond them to herself instead?
defense halved, but can take Instant Action to try and
Even those Kindred who suffer under the bond's lash break from the chains making a Strength check (plus
would rarely trust a Tremere enough to risk going Vigor, if any).
through this process.
When activating this inscription, a number of targets System: This rituak takes the usual amount of time
equal to the caster’s Occult (the one who performed the and blood for a Level five ritual. Creature with
ritual) rating may be chained at the same time, provided Obfuscate or other supernatural forms to obscure
they are all within 10 meters of the one activating the themselves might be able hide their presences (clash of
ritual. wills at the narrators criteria). Creatures with Auspex or
The chains will last for a night. other supernatural forms of special awareness might
perceive they are being watched/scried (clash of wills at
QUINTESSENTIAL BLADE
the narrators criteria).
Another Legendary Tremere ritual, this was used to SUMMON GUARDIAN SPIRIT
imbue blades with such power that they would always
cause grievous injuries to vampire and any other The caster summons a spirit for the express purpose of
supernatural beings. guarding him. The spirit serves the caster for 24 hours
This ritual is so mighty that the blade can even cut and aids in no other way except to alert the caster to
through vampires in swarm form, shadow form, blood danger. Though the spirit cannot speak, the caster is
form, etc. Even spirits and demons not manifested are often jarred (and awakened if at rest) by a sudden and
not safe from this blade, provided the user can perceive strong intuitive sense when something is amiss. The
them. spirit is only visible to the caster or those capable of
System: The caster takes the normal time and blood seeing it through supernatural perception, such as
to make a Level 5 ritual and make an inscription that Auspex, Mortis or Necromancy. The spirit only appears
can be used to infuse a weapon with the power of this during times of danger, staring at the caster while
ritual. Nowadays it seems it's extremely popular for pointing in the threat’s direction.
Tremeres to infuse their Assault Rifles with this ritual. System: The caster must pay for the blood and
Once the Inscription is Activated, the power of the spend 1 point of Willpower to enact this ritual that takes
ritual last for a scene or 1 hour (whatever is longer) The 5 hours to complete. But each success on the ritual,
weapon will deal Lethal damage to any supernatural decreases the ritual time by 30 minutes.
creature. And if the weapon bearer uses 1 Point of
Willpower, for that round the weapon will deal 2 extra COBRA'S FAVOR
aggravated damage and will affect spirits, demons,
swarms, shadows and etc. As a precaution from having their blood stolen against
their will, the Tremere manipulated their vitae via this
SCRY ritual to burn with a toxin that causes it to damage
anything it touches It requires an herbal poultice and
This ritual causes a body of water stained with black the venom of a snake to be mixed with some of the
ink, a black-tinted mirror, or a dark, rounded, highly thaumaturge's blood.
polished stone to becoming a scrying device, able to System: After spilling three points of vitae into a
center on an item that bears his psychic impression, or container and combining them with the necessary herbs
on a person or location. The object used for the scrying and poison, the thaumaturge recites an incantation and
can be no smaller than a foot in diameter or larger than the concoction turns jet black. The caster must ingest
a well. The caster is able to see and hear as if she was the elixir for the ritual to take effect, suffering three
personally there with some caveats: levels of unsoakable aggravated damage in the process.
For one full month, anything consuming the blood of
The caster cannot use additional Auspex powers
the caster suffers a level of aggravated damage per
through the ritual.
point ingested.
If used to center on a person, the caster must have a
personal item belonging to the individual in his
possession.
If a location is the center of the Scrying, it cannot be
changed for the duration of the ritual.
This ritual lasts for a number of hours equal to the
number of successes for the casting; the caster only
has to concentrate during this duration to view
scenes through the water.
UNQUENCHABLE FLAME OF MARS LION HEART

An advancement on the level 2 ritual Burning Blade, The Lion Heart ritual is a masterpiece of the Tremere
this ritual enchants a melee weapon to do some Warriors, crafted for those who charge into battle
aggravated damage. Weapons enchanted by without hesitation. This potent blood magic infuses the
Unquenchable Flame of Mars burn with a fierce red caster or a chosen ally with the ferocity, resilience, and
heatless flame unless sheathed. indomitable courage of a lion. The ritual is often
System: The caster must spend six hours each night performed in times of dire need, when the odds of
casting this ritual for a full lunar cycle, beginning and survival are slim, but the need for valor is absolute.
ending on the night of the full moon. The caster rolls as System: The ritual begins with the caster inscribing
normal each week, in an attempt to accumulate 20 a sigil of a roaring lion over their chest or the intended
successes. Failure to achieve 20 successes does not recipient's using 7 of it's own vitae mixed with
destroy the weapon, but a botch on any single roll does, powdered gold and ground lion bone. The ritual is
even if the weapon is already the caster's Talisman. accompanied by a chant in ancient Enochian, calling
Weapons enchanted with Unquenchable Flame of Mars upon the primal strength of beasts and the discipline of
gain on top of the regular damage a 2 aggravated fire blood. A burning brazier at the center of the ritual
damage. Enemies hurt by this weapon must resist chamber illuminates the participants, its flames
ROTSHRECK with a -3 penalty. flickering with hues of gold and crimson as the magic is
This ritual enchants the weapon forever. woven.
As the final incantation is uttered, the recipient’s
VERDANT BLADE
veins glow faintly with a golden light, and their
heartbeat echoes like the roar of a lion in their ears.
Archons sometimes have to take Kindred either for
Effects:
judgment or (more likely) for questioning. Carrying a
By spending 1 Vitae, the Tremere can invoke the
heavy wooden stake is fairly conspicuous, though, and effects of this ritual, that will last for a combat.
it lets your target know that you don't want him dead. - Courageous Resolve: The recipient becomes
Several Quaesitors developed the Verdant Blade in the immune to fear, supernatural or otherwise. They fight
1800s. Its use is limited largely to that group, though a with an unshakable will, able to withstand even the
few other archons have learned it. The ritual most terrifying presences.
temporarily enchants any sharp object - a sword or large - Ferocity of the Lion: When injured, the recipient
knife, a bone, a piton or tent spike - to paralyze Kindred becomes even more dangerous, their attacks growing
staked with it as though it were wooden. more precise and powerful as their health diminishes.
The weapon or item must be placed in a vat or tub They gain +2 Strength, and when they are injured,
along with a freshly cut tree branch, several ounces of instead of wound penalties, they add it do their attacks.
sap and a gallon of water . When the ritual is complete, - Enhanced Vitality: The recipient gains resistance
the weapon will paralyze a vampire when driven into its to damage, shrugging off wounds that would
heart. This effect works only once ; once the weapon is incapacitate others. They gain Armor 2 during this
removed, it must be enchanted again if the caster effect.
wishes to use it to stake another Kindred. Drawbacks:
System: The caster must expend 2 blood points
when making his roll, and must spill a third blood point While this ritual is active, any use of thaumaturgy or
into the vat with the items described above. The social/mental skill will have a -5 penalty roll,
chanting that follows takes 25 minutes. If the roll is because the warrior's spirit is restless and demands
botched, the weapon is not enchanted and will shatter action.
on impact. The magic exacts a toll on the recipient’s body.
The item or weapon must still be large enough to use Once the ritual’s effects end (after the combat), the
as a stake (a large knife or a sword will work, but a pen recipient suffers from extreme exhaustion and must
will not). The ritual does not make the actual staking spend an additional point of vitae to heal any
process any easier, and the weapon is not considered wounds received while under the ritual’s influence.
enchanted in any other respect.

Common questions

Powered by AI

Components and preparation are crucial for the "Quintessential Blade" ritual, as they include a vat containing a freshly cut tree branch, sap, and water for weapon enchantment . The ritual enchants sharp objects to temporarily paralyze vampires when stabbed through their heart, a unique feature compared to other rituals that enhance weapon damage or attributes, like "Burning Blade" or "Torment of Salout" . This effect is one-time and requires another enchantment for reuse, differing from other rituals providing prolonged or reusable enhancements . This specificity in application ensures its effectiveness in immobilizing rather than enhancing kill-potential .

The "Splinter Servant" ritual involves creating an enchanted stake that animates and seeks to pierce a victim's heart autonomously . The ritual requires 12 hours to cast, decreased by successes during creation, and uses a wax-sealed nightshade twine bound stake . On activation, the servant attacks its target or the nearest being if not commanded promptly. It moves up to 30 yards per turn and uses the caster's magical attributes for its three health levels and attack dice pool . Successfully impaling a heart is difficult to reverse due to stake splinters. This powerful enforcement requires dexterous removal to avoid leaving dangerous remnants .

"Abandon the Fetters" departs from conventional Thaumaturgy by employing primal sorcery elements rather than a structured Hermetic approach . Its primary effect is shattering blood bonds, making it potent yet rare, as most Kindred distrust the Tremere due to potential exploitation risks . The ritual's secrecy enhances its allure and danger, preventing even those who might benefit from seeking it out due to suspicion it might bind them to the Tremere instead . Unlike standard Thaumaturgy, which often involves enhancing or cursing individuals, this ritual breaks bonds and requires exhaustive processes involving excruciating physical harm .

A vampire undergoing "Abandon the Fetters" suffers significant physicality but emerges free from oppressive blood bonds, marked by permanent Willpower loss, symbolizing both liberation's personal toll and social detachment . The shared risk highlights intense communal mistrust towards the Tremere due to potential re-bonding risks . Despite fear-destroying potential enslavement bonds, its clandestine use nurtures community apprehension and speculative tensions, impacting broader Kindred trust toward ritual architects, reflecting ongoing skepticism's effect on the Tremere and their social dynamics .

The "Invisible Chains of Binding" ritual immobilizes the target, halving their defense and making them vulnerable to attacks, beneficial for restraining opponents in combat . It's constrained by the requirement of an inscription and blood activation, limiting rapid tactical deployment . Moreover, the target can break free through a Strength check, requiring the caster to manage this risk . While the ritual can simultaneously restrict multiple targets within 10 meters, necessitating precise positioning and timing, it lacks versatility against highly mobile or teleporting adversaries .

The "Heart of Stone" ritual transforms a vampire's heart into solid rock, rendering them nearly impervious to staking . Socially, it significantly diminishes the vampire's emotional capacity and ability to relate to others, making empathy difficult and halving all social roll dice pools except intimidation . The vampire becomes resistant to emotionally manipulative powers, as difficulty is increased, but they lose Humanity points, reflecting the ritual's harsh psychological cost . While the ritual offers substantial protection against physical threats, it greatly hampers social interactions, effectively isolating the vampire .

The "Lion Heart" ritual boosts a subject's combat prowess by using vitae mixed with gold and lion bone to inscribe a lion sigil, imbuing them with resistance against fear, boosted strength, and damage resilience . Performed under a brazier's glow and Enochian chants, the ritual enhances combat accounts by swapping wound penalties for attack bonuses when injured . Effective use requires meticulous preparation, including crafting the physical sigil and proper channeling of magic through flame lit environments, ensuring ambient support for optimal effect accomplishment .

Breaking a vampire's defenses through "Paper Flesh" involves inscribing their true name on paper, then cutting and burning it, lowering their Stamina and Resilience to 1, or slightly less severe depending on their Blood Potency . This process causes the skin to become fragile, effectively neutralizing physical resilience . The complexity lies in obtaining the true name—especially difficult for elder vampires—augmented by the ritual's temporary effect and ethical implications in forcefully stripping another of vampiric defenses, intellectualizing risk and logistical challenges .

The "Gift of Mithra's Bull" facilitates a symbiotic vitae exchange between a vizier and subject, permitting the latter to pay for sorcery services with vitae transferred to the vizier via a wineskin or plasma bag-connected incision . This ritual, requiring active role completion by both parties, enables tactical blood resource management, potentially serving espionage or battlefield support roles . However, its inherent risk during blood transfer and ritual vulnerability limits discrete applications . Though valuable, it necessitates ongoing strategic deployment amidst its constraints .

The "Eyes of the Night Hawk" ritual enables a vampire to see and hear through a predatory bird they must touch when starting the ritual . A severe consequence is that the caster must blind the bird at the ritual's conclusion or suffer blindness themselves, highlighting the ritual's delicate ethical implications and functional limitations . While facilitating remote espionage, the practice underscores a vampire's reliance on animal manipulation for information, paired with potentially irreversible sacrifices to the chosen animal .

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