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(Added "Seal the Brand" from Players Guide.)
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= '''LEVEL 1''' =
= LEVEL 1 =


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== BLOOD WALK ==
== BEELZEBEATIT ==
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'''Blood Sorcery''' •
'''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.''
''This ritual causes lower-order living creatures to find the ritual area repellent. Animals avoid the area, vermin scuttle away from it, and even plants may take on a pitiful appearance. Used as a low-level precaution against Animalism spies, this ritual also prevents infestations of the sorts of creatures who would be drawn to gore, carrion, and the other sorts of remains the Sabbat often leaves in its wake.''




'''Ingredients:''' A silver cup filled with Blood from the subject. (One Rouse Check’s worth).
'''Ingredients:''' Vinegar or alcohol




'''Process:''' The user mixes their Blood with the subject’s and repeats an incantation over the cup, spending an roughly an hour.
'''Process:''' The ritualist sprinkles the vinegar or alcohol on the floor and turns counterclockwise, visually circumscribing the area in which the lesser creatures are to be expelled.




'''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.
'''System:''' If the ritual is successful, living creatures of animal intellect and below hastily vacate the area of about a hundred meters square. Thereafter, nothing prevents a directed or controlled creature from returning (but such things may be visible, and stand out due to their active expulsion), but such creatures won’t do it of their own volition unless enraged or no other option to traverse it exists. The effects last for one scene or one night, whichever comes first.


<div style='text-align: right;'>
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''<sub>Core Book, pg. 276</sub>''
''<sub>Sabbat Sect Book, pg. 50</sub>''
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== CLINGING OF THE INSECT ==
== BLOOD WALK ==
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'''Blood Sorcery''' •
'''Blood Sorcery''' •




''The vampire gains the ability to cling to walls like a grotesque insect or spider.''
''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 living spider.
'''Ingredients:''' A silver cup filled with Blood from the subject. (One Rouse Check’s worth).




'''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.
'''Process:''' The user mixes their Blood with the subject’s and repeats an incantation over the cup, spending an roughly an hour.




'''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.
'''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.


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== CRAFT BLOODSTONE ==
== BLOODY MESSAGE ==
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'''Blood Sorcery''' •
'''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:''' Mirror, sufficient human blood to write the message, UV light.




'''Ingredients:''' A pebble of iron ore or a small magnet and a liter of blood from any source in a silver bowl.
'''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.




'''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:''' 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.
 
 
'''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;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 276</sub>''
''<sub>Let the Streets Run Red, pg. 77</sub>''
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== WAKE WITH EVENING'S FRESHNESS ==
== COAX THE GARDEN ==
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'''Blood Sorcery''' •
'''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.''
''This Ritual allows the caster to bring plant life, such as roots, grass, and tree branches to act in their defense.''




'''Ingredients:''' The burnt bones and feathers of a rooster.
'''Ingredients:''' Human blood, poppy seeds.




'''Process:''' The caster mixes the ashes with their own Blood, drawing a circle with the mixture around their place of sleep.
'''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:''' 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.
'''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;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 276</sub>''
''<sub>Cults of the Blood Gods, pg. 55</sub>''
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== WARD AGAINST GHOULS ==
== CLINGING OF THE INSECT ==
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'''Blood Sorcery''' •
'''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).''
''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.




'''Ingredients:''' Nothing apart from the usual requirement of the caster’s Blood.
'''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.


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== COAX THE GARDEN ==
== CRAFT BLOODSTONE ==
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'''Blood Sorcery''' •
'''Blood Sorcery''' •




''This Ritual allows the caster to bring plant life, such as roots, grass, and tree branches to act in their defense.''
''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:''' Human blood, poppy seeds.
'''Ingredients:''' A pebble of iron ore or a small magnet and a liter of blood from any source in a silver bowl.




'''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.
'''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:''' 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.
'''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;'>
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''<sub>Cults of the Blood Gods, pg. 55</sub>''
''<sub>Core Book, pg. 276</sub>''
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== DAMPEN THE FEAR ==
== DOUSE THE FEAR ==
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'''Blood Sorcery''' •
'''Blood Sorcery''' •
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'''Ingredients:''' A holy object, such as a crucifix, bible, or Qur’an.
'''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.
'''Process:''' The vampire must expose the holy symbol to a flame. The object does not need to be completely destroyed, just touched by 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.
'''System:''' A successful Ritual roll following the burning of the holy object grants the character two additional 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 effect lasts for one night.


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''<sub>Cults of the Blood Gods, pg. 67</sub>''
''<sub>Players Guide, pg. 99<br>Replaces "Dampen the Fear"</sub>''
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== LETTER WARD ==
== ENRICH THE BLOOD ==
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'''Blood Sorcery''' •
'''Blood Sorcery''' •




'''Ingredients:''' Pigeon blood, wax, dog blood.
''This Ritual increases the potency of a human’s blood, allowing the Kindred to take the same sustenance from a smaller quantity of blood. Performing this ritual is central to club activities, allowing more mouths to taste from the same vessel and facilitating comparative culinary critique. Only humans can be targeted by this ritual; it has no effect on the Blood of Kindred.''
 
 
'''Ingredients:''' A half-full vial of the target’s blood, five liters of unprocessed human blood no more than three hours old.




'''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.
'''Process:''' The caster slowly pours the unprocessed blood into the vial, which never fills up so long as the vampire retains concentration. Once all the blood is added, the resulting half-vial of blood must be fed back to the target.




'''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.
'''System:''' A successful Ritual roll makes the target’s blood unusually rich and flavorsome. A sip from their veins slakes two levels of Hunger rather than one. On a Critical Win, two vampires can slake to Hunger 0 if they share the kill. If left alive, the effect on the target wanes after one week.




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.
This Ritual makes the human’s blood thick and hypercoagulable, prone to numerous medical complications. A second casting renders the blood too thick to drink and kills the target.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Let the Streets Run Red, pg. 77</sub>''
''<sub>Forbidden Religions, pg. 76</sub>''
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== BLOODY MESSAGE ==
== HERD WARD ==
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'''Blood Sorcery''' •
'''Blood Sorcery''' • or •••
 
 
'''Ingredients:''' Scorpion poison, sufficient vitae to provoke a Rouse Check.




'''Ingredients:''' Mirror, sufficient human blood to write the message, UV light.
'''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.




'''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 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.




'''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.
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.


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== HERD WARD ==
== LETTER WARD ==
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'''Blood Sorcery''' • or •••
'''Blood Sorcery''' •




'''Ingredients:''' Scorpion poison, sufficient vitae to provoke a Rouse Check.
'''Ingredients:''' Pigeon blood, wax, dog blood.




'''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.
'''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 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.
'''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 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.
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.


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== BEELZEBEATIT ==
== SEAL THE BRAND ==
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'''Blood Sorcery''' •
'''Blood Sorcery''' •




''This ritual causes lower-order living creatures to find the ritual area repellent. Animals avoid the area, vermin scuttle away from it, and even plants may take on a pitiful appearance. Used as a low-level precaution against Animalism spies, this ritual also prevents infestations of the sorts of creatures who would be drawn to gore, carrion, and the other sorts of remains the Sabbat often leaves in its wake.''
''Normally tattoos, scars, and other changes to vampire flesh fade during the day’s sleep. Yet some Kindred seek to make a mark on their own flesh, and give that mark permanence.''




'''Ingredients:''' Vinegar or alcohol
'''Ingredients:''' Molten silver poured over a tattoo, brand, or other body modification.


 
'''Process:''' The vampire casting the ritual pours the molten silver over the target’s tattoo, brand, or body modification. The target suffers damage from the molten silver, but once mended, the affected modification remains permanent.
'''Process:''' The ritualist sprinkles the vinegar or alcohol on the floor and turns counterclockwise, visually circumscribing the area in which the lesser creatures are to be expelled.




'''System:''' If the ritual is successful, living creatures of animal intellect and below hastily vacate the area of about a hundred meters square. Thereafter, nothing prevents a directed or controlled creature from returning (but such things may be visible, and stand out due to their active expulsion), but such creatures won’t do it of their own volition unless enraged or no other option to traverse it exists. The effects last for one scene or one night, whichever comes first.
'''System:''' A successful Ritual yields a permanent body modification for the target. This modification cannot be removed by any other means and is now considered part of the target’s undying body. Pouring the molten silver onto the body modification inflicts one point of Superficial damage, which may be mended as normal.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Sabbat Sect Book, pg. 50</sub>''
''<sub>Players Guide, pg. 99</sub>''
</div></div>
</div></div>


<br>
<br>


== ENRICH THE BLOOD ==
== WAKE WITH EVENING'S FRESHNESS ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •
'''Blood Sorcery''' •




''This Ritual increases the potency of a human’s blood, allowing the Kindred to take the same sustenance from a smaller quantity of blood. Performing this ritual is central to club activities, allowing more mouths to taste from the same vessel and facilitating comparative culinary critique. Only humans can be targeted by this ritual; it has no effect on the Blood of Kindred.''
''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.


'''Ingredients:''' A half-full vial of the target’s blood, five liters of unprocessed human blood no more than three hours old.
<div style='text-align: right;'>
''<sub>Core Book, pg. 276</sub>''
</div></div>


<br>


'''Process:''' The caster slowly pours the unprocessed blood into the vial, which never fills up so long as the vampire retains concentration. Once all the blood is added, the resulting half-vial of blood must be fed back to the target.
== WARD AGAINST GHOULS ==
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'''Blood Sorcery'''




'''System:''' A successful Ritual roll makes the target’s blood unusually rich and flavorsome. A sip from their veins slakes two levels of Hunger rather than one. On a Critical Win, two vampires can slake to Hunger 0 if they share the kill. If left alive, the effect on the target wanes after one week.
''Wary Tremere created this ritual to protect themselves from the minions of vengeful rivals. This ward uses the standard rules for Wards (p. 275).''




This Ritual makes the human’s blood thick and hypercoagulable, prone to numerous medical complications. A second casting renders the blood too thick to drink and kills the target.
'''Ingredients:''' Nothing apart from the usual requirement of the caster’s Blood.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Forbidden Religions, pg. 76</sub>''
''<sub>Core Book, pg. 276</sub>''
</div></div>
</div></div>



Revision as of 12:24, 3 April 2023

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.