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= '''LEVEL 2''' =
= '''LEVEL 2''' =
<br>
== EXTINGUISH VITAE ==
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'''Blood Sorcery''' ••
''The user can intentionally remove the unlife-giving properties of some of the Blood in another vampire, stoking their Hunger as the victim’s inner reserves curdle into impotence.''
'''Cost:''' One Rouse Check
'''Dice Pools:''' Intelligence + Blood Sorcery vs Stamina + Composure
'''System:''' The user rolls a contest of Intelligence + Blood Sorcery vs the Stamina + Composure of a target vampire in line of sight while concentrating for a turn and gesturing subtly. A win increases the target’s Hunger by one while a critical win increases it by two. The victim can discern who afflicts them if they can see the user while making an Intelligence + Occult vs Wits + Subterfuge roll.
'''Duration:''' N/A
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''<sub>Core Book, pg. 273</sub>''
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<br><br>
= '''LEVEL 3''' =
<br>
== BLOOD OF POTENCY ==
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'''Blood Sorcery''' •••
''The vampire can concentrate their Blood, increasing its potency temporarily.''
'''Cost:''' One Rouse Check
'''Dice Pools:''' Resolve + Blood Sorcery
'''System:''' The user makes a Resolve + Blood Sorcery roll against a Difficulty of 2 + their Blood Potency. A win increases their Blood Potency by one for that scene; a critical win increases it by two. The vampire can use this power to exceed their generation limit on Blood Potency during its duration.
'''Duration:''' One scene or one night
<div style='text-align: right;'>
''<sub>Core Book, pg. 273</sub>''
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<br>
== SCORPION'S TOUCH ==
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'''Blood Sorcery''' •••
''The vampire can transmute some of their Blood into a paralyzing poison, capable of affecting mortals and vampires alike. They can use this ichor to coat bladed weapons, or even spit it at a target. Scorpionated Blood incapacitates affected mortals, while hampering vampires if not necessarily rendering them helpless. Specific breathing and biofeedback exercises practiced by some secret societies form the best defense against this Blood, aside from Fortitude.''
'''Cost:''' One or more Rouse Checks
'''Dice Pools:''' Strength + Blood Sorcery vs Stamina + Occult or Fortitude
'''System:''' The user concentrates for a turn and forces Blood through an open, usually self inflicted, wound. Each Rouse Check worth of poison made takes a turn and emits enough Blood to coat one bladed melee weapon stickily or to fill one mouthful to be spat at a foe. Spitting poison at someone involves a Dexterity + Athletics attack roll (which can be dodged like any ranged attack), although vampires have been known to French kiss a victim and transfer the poison that way. Even more subtle vampires scorpionate their Blood to poison would-be diablerists: drinking poisoned Blood from the vein guarantees a hit! Aside from such vein-to-fang transmission, however, scorpionated Blood is a contact poison that sublimes away in liquids and is too viscous to inject with a syringe. The user cannot poison beverages with it or (thanks to the pressure differential) inject it by their own bite. Arrowheads and bullets carry too little Blood to use this power with ranged weapons; the effect does not last long enough for the user to fill hollow bullets with scorpionated Blood.
If the poison hits, the user rolls a contest of Strength + Blood Sorcery vs Stamina + Occult. (Vampires with Fortitude may resist with Stamina + Fortitude.) If the user wins, the poison does the margin in Aggravated Health damage to mortals and in non-halved Superficial Health damage to vampires. A mortal who takes even one point of damage collapses unconscious.
'''Duration:''' The poison remains potent for one scene
<div style='text-align: right;'>
''<sub>Core Book, pg. 273</sub>''
</div></div></div>
<br><br>
= '''LEVEL 4''' =

Revision as of 21:00, 26 September 2021

BLOOD SORCERY

Thaumaturgy | Quietus | Koldunism | Akhu | Nahuallotl | Sadhana


The Tremere maintain that Blood Sorcery, or “Thaumaturgy” as they call it, was their invention. To hear the Banu Haqim give their version, “Quietus” was their blood right long before the Tremere became vampires. Other clans make the same statements. While its origins are murky, the dreaded nature of Blood Sorcery is not. Few Kindred trust the wielders of a power that can manipulate the vitae in their veins and turn Blood into poison.


Unlike other Disciplines, which could be described as advancing organically through the victims chosen by the vampire, practitioners of Blood Sorcery require teachers. The Tremere once relied on their pyramidic clan hierarchy to arrange tutelage for neonate apprentices, while the Banu Haqim stress the sire-childe relationship as being the best form of mentorship. These nights, many a Child of Haqim washes up in Europe or America far from their sire, and with the Pyramid broken Tremere neonates frantically search through moldy tomes and palimpsests for scraps of true lore. Genuine masters of this Discipline develop their own Rituals, though many guard them from others, revelling in the mystery surrounding their unknown cache of abilities. To practice Blood Sorcery is to twist one’s own Blood into submission. Any form of this power reminds a vampire that they’re far from human, as no mortal could wield magic in this way.




CHARACTERISTICS


Discipline blood-sorcery.png
  • Type: Sorcery
  • Masquerade Threat: Low - High.
    The individual appearance of the powers and Rituals in Blood Sorcery varies as widely as their effects.
  • Blood Resonance: Sanguine.
    Although not inherent in the Blood itself, Blood Sorcery responds eagerly to blood from human occultists, sorcerers, and cult leaders, as well as hemophiles and bibliophiles.


Blood Sorcery is a special Discipline in that it both confers powers, like other Disciplines, and also unlocks the ability to perform Rituals up to and including the level the user holds in the Discipline. Ghouls of Blood Sorcerers or thin-bloods drinking from Sanguine temperaments gain temporary access to the Discipline powers, but not to Rituals. Its regular powers seem comparatively weak, but the versatility of the Rituals more than compensates, assuming the user can learn them. At character creation, a player can choose one Level 1 ritual if they have at least one dot in Blood Sorcery. Characters can buy new rituals at the cost of the ritual’s level x 3 experience points. Learning new Rituals during play requires both experience and time. Expect a Ritual to take at least the square of its rating in weeks to learn.



LEVEL 1


CORROSIVE VITAE

Blood Sorcery


Altering the properties of some of their own Blood, the user can make it highly corrosive to dead substances, able to corrode most items down to steaming sludge, given enough time and Blood shed.


Cost: One or more Rouse Checks


System: No additional skill roll is required. The user concentrates for a turn and forces Blood through an open, usually self-inflicted, wound. The user then spills their Blood on a nonliving object (except unliving flesh such as that of the Kindred) to corrode and decompose it. Each Rouse Check corrodes approximately 35 cm of matter in all directions from the splash; this takes approximately five minutes (longer on soft metals like copper or cast iron). Harder metals such as alloys and steel merely scar and pit; whether they meaningfully weaken remains at the Storyteller’s discretion. (This power might corrode through handcuff chains given enough time and vitae.)


Duration: N/A

Core Book, pg. 272


A TASTE FOR BLOOD

Blood Sorcery


By tasting a drop of blood, the user can discern certain basic traits of the one to whom it belongs.


Cost: Free

Dice Pools: Resolve + Blood Sorcery


System: The user dabs the blood on their tongue and makes a Resolve + Blood Sorcery roll (Difficulty 3). With a win, the user can determine the resonance and intensity of the blood if human. They can also identify whether the blood belongs to a mortal, ghoul, vampire, or other supernatural creature (it may not necessarily be able to identify the supernatural creature if not Kindred or ghoul). Tasting vitae also determines the relative Blood Potency (and thus the likely generation band) of the vampire. A critical win also reveals whether the subject has ever committed diablerie, and the generation (within one) of the vampire. If the user knows of the supernatural creature in question, they can identify the specific supernatural creature on a critical win after tasting the blood.


Duration: N/A

Core Book, pg. 273


SHAPE THE SANGUINE SACRAMENT

Blood Sorcery


Learned only by the most ostentatious of Tremere, this power is used to manipulate blood or vitae into finely crafted images — whether entertaining your fellows at Elysium with gaudy magician's tricks or diverting flowing rivulets into painstakingly precise Hermetic sigils.


Cost: Free (or One Rouse Check if using own Blood)

Dice Pools: Manipulation + Blood Sorcery


System: Using a measure of blood or vampiric vitae, the user may channel their master of Blood Sorcery to influence the very essence of the blood itself, to obey the user's whim. By making a successful Manipulation + Blood Sorcery roll, the user may craft the blood into any shape or image they desire. Complexity of the image varies by difficulty — a simple message of "Help!" or a basic polygonal shape may only be at Difficulty 2, while a lengthy diatribe or an intricate sculpture may be Difficulty 4 or higher. Failure on this roll means the blood fails to form the desired shape or does not respond at all — a Critical Success not only form the desired image, bu negates the need for any further rolls to change its shape for the duration of the scene.


Duration: For the remainder of the scene, unless dispelled by the user.

Winter's Teeth, vol. 3



LEVEL 2


EXTINGUISH VITAE

Blood Sorcery ••


The user can intentionally remove the unlife-giving properties of some of the Blood in another vampire, stoking their Hunger as the victim’s inner reserves curdle into impotence.


Cost: One Rouse Check

Dice Pools: Intelligence + Blood Sorcery vs Stamina + Composure


System: The user rolls a contest of Intelligence + Blood Sorcery vs the Stamina + Composure of a target vampire in line of sight while concentrating for a turn and gesturing subtly. A win increases the target’s Hunger by one while a critical win increases it by two. The victim can discern who afflicts them if they can see the user while making an Intelligence + Occult vs Wits + Subterfuge roll.


Duration: N/A

Core Book, pg. 273



LEVEL 3


BLOOD OF POTENCY

Blood Sorcery •••


The vampire can concentrate their Blood, increasing its potency temporarily.


Cost: One Rouse Check

Dice Pools: Resolve + Blood Sorcery


System: The user makes a Resolve + Blood Sorcery roll against a Difficulty of 2 + their Blood Potency. A win increases their Blood Potency by one for that scene; a critical win increases it by two. The vampire can use this power to exceed their generation limit on Blood Potency during its duration.


Duration: One scene or one night

Core Book, pg. 273


SCORPION'S TOUCH

Blood Sorcery •••


The vampire can transmute some of their Blood into a paralyzing poison, capable of affecting mortals and vampires alike. They can use this ichor to coat bladed weapons, or even spit it at a target. Scorpionated Blood incapacitates affected mortals, while hampering vampires if not necessarily rendering them helpless. Specific breathing and biofeedback exercises practiced by some secret societies form the best defense against this Blood, aside from Fortitude.


Cost: One or more Rouse Checks

Dice Pools: Strength + Blood Sorcery vs Stamina + Occult or Fortitude


System: The user concentrates for a turn and forces Blood through an open, usually self inflicted, wound. Each Rouse Check worth of poison made takes a turn and emits enough Blood to coat one bladed melee weapon stickily or to fill one mouthful to be spat at a foe. Spitting poison at someone involves a Dexterity + Athletics attack roll (which can be dodged like any ranged attack), although vampires have been known to French kiss a victim and transfer the poison that way. Even more subtle vampires scorpionate their Blood to poison would-be diablerists: drinking poisoned Blood from the vein guarantees a hit! Aside from such vein-to-fang transmission, however, scorpionated Blood is a contact poison that sublimes away in liquids and is too viscous to inject with a syringe. The user cannot poison beverages with it or (thanks to the pressure differential) inject it by their own bite. Arrowheads and bullets carry too little Blood to use this power with ranged weapons; the effect does not last long enough for the user to fill hollow bullets with scorpionated Blood.


If the poison hits, the user rolls a contest of Strength + Blood Sorcery vs Stamina + Occult. (Vampires with Fortitude may resist with Stamina + Fortitude.) If the user wins, the poison does the margin in Aggravated Health damage to mortals and in non-halved Superficial Health damage to vampires. A mortal who takes even one point of damage collapses unconscious.


Duration: The poison remains potent for one scene

Core Book, pg. 273



LEVEL 4