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= RITUALS = | = RITUALS = | ||
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<big>U</big>nless otherwise noted, performing a ritual requires a Rouse Check, five minutes per level to cast, and a winning Intelligence + Blood Sorcery test (Difficulty = Ritual level + 1). Rituals usually require additional ingredients, though some need only the uninterrupted concentration of the user, and often involve the mingling of Blood with ingredients chosen according to the principles of sympathetic magic or alchemy. Unless otherwise stated the caster can only perform beneficial rituals on themselves. | |||
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'''Wards:''' | |||
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The Tremere employ Wards extensively, basing them on their Hermetic traditional sigils. Banu Haqim Wards usually involve gematriac or abjadic writing, rather than occult symbols, but the methodology remains the same in both cases. Wards consist of a glyph or line of script keyed to repel a single type of supernatural, called “the trespasser” in these rules. When touched, they cause something like an electric shock to the trespasser’s mind and body, imparting both physical burns and a sudden bout of sheer terror. The ward does not work on forced contact – a warded sword will not trigger the ward when striking a trespasser, but it will if a trespasser tries to pick it up. | |||
Wards can only cover a space about a meter across: for example, a caster cannot ward a whole car, but they can ward a steering wheel. | |||
Do not make the Ritual roll until the first time the trespasser touches the Ward, triggering its effect. Gloves or other garments offer no protection. If the caster wins the Ritual test, the victim suffers one point of Aggravated Health damage. On a critical win, damage for this Ward is three points of Aggravated damage. The caster does not need to make the Ritual roll for each trespasser touching the Ward, only the first. Anyone affected who wants to touch the warded object again must spend a point of Willpower and then win a Stamina + Resolve test (Difficulty 4, or 7 for a critical-success Ward) to make the attempt. | |||
Sense the Unseen (Auspex 1) can detect a Ward with a contest of Intelligence + Auspex vs the caster’s Intelligence + Blood Sorcery. | |||
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'''Warding Circles:''' | |||
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A Warding circle resembles a regular Ward, painted on the ground or floor. It requires three times the ritual ingredients of a regular Ward of the same type. Knowledge of one Ward does not convey knowledge of its corresponding Warding circle, or vice versa. Trespassers who attempt to cross a Warding circle suffer its effect. Unless the caster inscribes the Warding circle “pointing inward” around the trespasser in the first place, it does not block attempts to leave the circle. | |||
Its rules differ from regular Wards in a few respects: It costs three Rouse Checks worth of Blood to paint the circle and pentacles, which can cover up to a three-meter radius. It takes one full night to cast and a Ritual roll made at the time (at +2 to Difficulty) if the caster wants it to last a year and a day; otherwise it dissipates at dawn. | |||
When the trespasser attempts to cross the circle, roll a contest of Intelligence + Blood Sorcery vs the trespasser’s Willpower. (If the Storyteller or player wrote down the result of the original Ritual roll used to cast a year-long Warding circle, they can use that result here.) If the Warding circle fails, the trespasser can enter it. If the caster wins, the trespasser takes three points of Superficial Health damage (three points of Aggravated damage on a critical win) and cannot enter. The trespasser must spend a point of Willpower to attempt to enter the circle again. If the trespasser wins the contest, enters the circle and leaves it again, they must repeat their half of the contest (the caster’s initial result remains) to re-enter it. | |||
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= '''LEVEL 1''' = | |||
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== BLOOD WALK == | |||
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'''Blood Sorcery''' • | |||
''This Ritual expands upon the power A Taste for Blood allowing the user to learn more details about the subject studied, assuming the subject is a vampire.'' | |||
'''Ingredients:''' A silver cup filled with Blood from the subject. (One Rouse Check’s worth). | |||
'''Process:''' The user mixes their Blood with the subject’s and repeats an incantation over the cup, spending an roughly an hour. | |||
'''System:''' A win on the Ritual roll (see General Systems) allows the user to learn the generation and name of the subject as well as the subject’s sire. A Critical Win also informs the user of any Blood Bonds active on the subject, as regnant or thrall. | |||
<div style='text-align: right;'> | |||
''<sub>Core Book, pg. 276</sub>'' | |||
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== CLINGING OF THE INSECT == | |||
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'''Blood Sorcery''' • | |||
''The vampire gains the ability to cling to walls like a grotesque insect or spider.'' | |||
'''Ingredients:''' A living spider. | |||
'''Process:''' The caster fills a vial with their own Blood and crushes the spider into it, mixing the ground bits with the Blood before ingesting it. (This does not refund any Hunger gained.) The caster can only perform this ritual on themselves; others gain no benefit from drinking the mixture. | |||
'''System:''' A successful Ritual yields the ability to cling to walls and ceiling for a scene, while a critical win extends the duration to a whole night. The caster must cling to the surface with both hands and feet; they move at approximately half their usual rate. | |||
<div style='text-align: right;'> | |||
''<sub>Core Book, pg. 276</sub>'' | |||
</div></div></div> | |||
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== CRAFT BLOODSTONE == | |||
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'''Blood Sorcery''' • | |||
''This Ritual results in a Bloodstone, a magical tracker to which the caster always knows the direction as well as general distance. As the Camarilla retreats from modern technology, this previously neglected Ritual has seen a resurgence in use.'' | |||
'''Ingredients:''' A pebble of iron ore or a small magnet and a liter of blood from any source in a silver bowl. | |||
'''Process:''' The user spills their Blood into the blood in the bowl and then recites a chant over it for an hour, repeating the chant over the next two nights. The pebble (or magnet) absorbs the blood over the three nights; upon successful completion, the liquid appears translucent. | |||
'''System:''' Make the Ritual roll at the end of the third night. On a win the caster attunes their mind to the Bloodstone. The caster can unerringly sense the direction and distance to the stone. This effect lasts until the Bloodstone is destroyed or a week has passed. A caster can have and keep track to a number of stones up to their Resolve. | |||
<div style='text-align: right;'> | |||
''<sub>Core Book, pg. 276</sub>'' | |||
</div></div></div> | |||
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== WAKE WITH EVENING'S FRESHNESS == | |||
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'''Blood Sorcery''' • | |||
''Performed before dawn, this ritual allows the caster to awake at any sign of danger, fully alert as if awake during the night.'' | |||
'''Ingredients:''' The burnt bones and feathers of a rooster. | |||
'''Process:''' The caster mixes the ashes with their own Blood, drawing a circle with the mixture around their place of sleep. | |||
'''System:''' Do not make a Ritual roll unless true danger appears. If the caster is threatened during the day, make the Ritual roll then, with the caster rousing on a win. For the duration of the scene the vampire ignores the daytime penalties for staying awake. On a critical win, the effects last until the following dawn. | |||
<div style='text-align: right;'> | |||
''<sub>Core Book, pg. 276</sub>'' | |||
</div></div></div> | |||
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== WARD AGAINST GHOULS == | |||
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'''Blood Sorcery''' • | |||
''Wary Tremere created this ritual to protect themselves from the minions of vengeful rivals. This ward uses the standard rules for Wards (p. 275).'' | |||
'''Ingredients:''' Nothing apart from the usual requirement of the caster’s Blood. | |||
<div style='text-align: right;'> | |||
''<sub>Core Book, pg. 276</sub>'' | |||
</div></div></div> | |||
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== COAX THE GARDEN == | |||
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'''Blood Sorcery''' • | |||
''This Ritual allows the caster to bring plant life, such as roots, grass, and tree branches to act in their defense.'' | |||
'''Ingredients:''' Human blood, poppy seeds. | |||
'''Process:''' The vampire casts a concoction of human blood and poppy seeds onto the earth, and in doing so rouses all plant life within a 5 yard/meter diameter. While these plants are rarely lethal in their attacks, they can successfully disable and alarm their victims. | |||
'''System:''' A win on the Ritual roll following the casting of the Ritual ingredients animates the plant life. The affected flora causes a two-dice penalty to physical dice pools for those caught in the range of the Ritual, as plants trip and grip them. Victims who stay in the area for longer than a turn must make a Dexterity + Athletics roll (Difficulty 3), or be grappled and suffer one point of Superficial Health damage for each turn ensnared. If the caster achieves a critical win, the damage from plant attacks doubles. On a total failure, the plants attack the caster. The plants will target anyone who isn’t the caster. They remain active until the end of the scene. | |||
<div style='text-align: right;'> | |||
''<sub>Cults of the Blood Gods, pg. 55</sub>'' | |||
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== DAMPEN THE FEAR == | |||
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'''Blood Sorcery''' • | |||
''This Ritual allows the caster to briefly douse their natural vampiric fear of fire.'' | |||
'''Ingredients:''' A holy object, such as a crucifix, bible, or Qur’an. | |||
'''Process:''' The vampire must burn the holy symbol before walking into, past, or otherwise interacting with fire. The object does not need to be destroyed, just exposed to the fire. | |||
'''System:''' A successful Ritual roll following the burning of the holy object grants the character +2 dice on all rolls relating to resisting Rötschreck. A critical win results in the character needing to make no terror frenzy rolls at all. The power wears off once the scene ends. | |||
<div style='text-align: right;'> | |||
''<sub>Cults of the Blood Gods, pg. 67</sub>'' | |||
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== LETTER WARD == | |||
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'''Blood Sorcery''' • | |||
'''Ingredients:''' Pigeon blood, wax, dog blood. | |||
'''Process:''' The letter writer, who need not be the sorcerer, pens a missive in pigeon blood and clearly addresses the recipient. The sorcerer then melts wax and mixes it with dog’s blood to seal the letter. | |||
'''System:''' The sorcerer makes the Ritual roll when anyone other than the recipient opens the letter. The victim suffers one point of Aggravated Health damage if the caster wins the Ritual roll, or three points of Aggravated damage on a critical win, and the letter destroys itself in a burst of flame. | |||
Once the Letter Ward is triggered, anyone wanting to open the letter must roll Stamina + Resolve at Difficulty 4 for a normal Ward, or Difficulty 7 for a critical-success Ward. | |||
<div style='text-align: right;'> | |||
''<sub>Let the Streets Run Red, pg. 77</sub>'' | |||
</div></div></div> | |||
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== BLOODY MESSAGE == | |||
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'''Blood Sorcery''' • | |||
'''Ingredients:''' Mirror, sufficient human blood to write the message, UV light. | |||
'''Process:''' The practitioner designates a type of individual in their mind — e.g., mortal, ghoul, vampire, male, a child, unemployed — and bathes a mirror in UV light. The sorcerer writes a message on the mirror with a fingertip, using human blood as the ink. The message appears on another reflective surface (a mirror, polished glass, water) the practitioner has seen before and can mentally recall, when the designated type of individual passes by. | |||
'''System:''' The sorcerer makes the Ritual roll when enchanting the designated surface. For every success the practitioner rolls, the message will repeat for each new individual of the chosen type who passes the surface. The message clears itself from the surface as soon as it’s been read once. It appears in the handwriting and language in which the sorcerer wrote it. | |||
<div style='text-align: right;'> | |||
''<sub>Let the Streets Run Red, pg. 77</sub>'' | |||
</div></div></div> | |||
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== HERD WARD == | |||
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'''Blood Sorcery''' • or ••• | |||
'''Ingredients:''' Scorpion poison, sufficient vitae to provoke a Rouse Check. | |||
'''Process:''' The sorcerer mixes scorpion poison with their own vitae to draw the ward. The vampire can ward a single kine at level 1, or at level 3 inscribe the ward on a door so all who stay within the ward for that night are protected. | |||
'''System:''' The sorcerer makes the Ritual roll when another vampire tries to feed on the warded kine. The transgressor suffers one point of Aggravated Health damage if the caster wins the Ritual roll, or three points of Aggravated damage on a critical win. | |||
Once the Herd Ward is triggered, a Kindred still trying to drink from the kine must roll Stamina + Resolve against Difficulty 4 for a normal Ward, or 7 for a critical-success Ward. | |||
<div style='text-align: right;'> | |||
''<sub>Let the Streets Run Red, pg. 77</sub>'' | |||
</div></div></div> | |||
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= '''LEVEL 2''' = |
Revision as of 21:04, 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
- 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
A TASTE FOR BLOOD
SHAPE THE SANGUINE SACRAMENT
LEVEL 2
EXTINGUISH VITAE
LEVEL 3
BLOOD OF POTENCY
SCORPION'S TOUCH
LEVEL 4
THEFT OF VITAE
LEVEL 5
BAAL'S CARESS
CAULDRON OF BLOOD
RITUALS
Unless otherwise noted, performing a ritual requires a Rouse Check, five minutes per level to cast, and a winning Intelligence + Blood Sorcery test (Difficulty = Ritual level + 1). Rituals usually require additional ingredients, though some need only the uninterrupted concentration of the user, and often involve the mingling of Blood with ingredients chosen according to the principles of sympathetic magic or alchemy. Unless otherwise stated the caster can only perform beneficial rituals on themselves.
Wards:
The Tremere employ Wards extensively, basing them on their Hermetic traditional sigils. Banu Haqim Wards usually involve gematriac or abjadic writing, rather than occult symbols, but the methodology remains the same in both cases. Wards consist of a glyph or line of script keyed to repel a single type of supernatural, called “the trespasser” in these rules. When touched, they cause something like an electric shock to the trespasser’s mind and body, imparting both physical burns and a sudden bout of sheer terror. The ward does not work on forced contact – a warded sword will not trigger the ward when striking a trespasser, but it will if a trespasser tries to pick it up.
Wards can only cover a space about a meter across: for example, a caster cannot ward a whole car, but they can ward a steering wheel.
Do not make the Ritual roll until the first time the trespasser touches the Ward, triggering its effect. Gloves or other garments offer no protection. If the caster wins the Ritual test, the victim suffers one point of Aggravated Health damage. On a critical win, damage for this Ward is three points of Aggravated damage. The caster does not need to make the Ritual roll for each trespasser touching the Ward, only the first. Anyone affected who wants to touch the warded object again must spend a point of Willpower and then win a Stamina + Resolve test (Difficulty 4, or 7 for a critical-success Ward) to make the attempt.
Sense the Unseen (Auspex 1) can detect a Ward with a contest of Intelligence + Auspex vs the caster’s Intelligence + Blood Sorcery.
Warding Circles:
A Warding circle resembles a regular Ward, painted on the ground or floor. It requires three times the ritual ingredients of a regular Ward of the same type. Knowledge of one Ward does not convey knowledge of its corresponding Warding circle, or vice versa. Trespassers who attempt to cross a Warding circle suffer its effect. Unless the caster inscribes the Warding circle “pointing inward” around the trespasser in the first place, it does not block attempts to leave the circle.
Its rules differ from regular Wards in a few respects: It costs three Rouse Checks worth of Blood to paint the circle and pentacles, which can cover up to a three-meter radius. It takes one full night to cast and a Ritual roll made at the time (at +2 to Difficulty) if the caster wants it to last a year and a day; otherwise it dissipates at dawn.
When the trespasser attempts to cross the circle, roll a contest of Intelligence + Blood Sorcery vs the trespasser’s Willpower. (If the Storyteller or player wrote down the result of the original Ritual roll used to cast a year-long Warding circle, they can use that result here.) If the Warding circle fails, the trespasser can enter it. If the caster wins, the trespasser takes three points of Superficial Health damage (three points of Aggravated damage on a critical win) and cannot enter. The trespasser must spend a point of Willpower to attempt to enter the circle again. If the trespasser wins the contest, enters the circle and leaves it again, they must repeat their half of the contest (the caster’s initial result remains) to re-enter it.
LEVEL 1
BLOOD WALK
CLINGING OF THE INSECT
CRAFT BLOODSTONE
WAKE WITH EVENING'S FRESHNESS
WARD AGAINST GHOULS
COAX THE GARDEN
DAMPEN THE FEAR
LETTER WARD
BLOODY MESSAGE
HERD WARD