Blood Sorcery: Difference between revisions

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(Added "As Fog on Water" and "Calix Secretus" from Players Guide.)
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= '''LEVEL 2''' =
= LEVEL 2 =


<br>
<br>


== COMMUNICATE WITH KINDRED SIRE ==
== AS FOG ON WATER ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••
'''Blood Sorcery''' ••




''The caster uses the bond between sire and childe to open a bridg e between minds, allowing the childe to create a telepathic link for the purpose of long-distance communication. As with some other Rituals, this one sees a resurgence in these nights of wiretaps and electronic surveillance.''
''With this Ritual the vampire is able to traverse any body of water, silently walking upon it as if they were weightless, fog rising from their footsteps.''




'''Ingredients:''' An object previously possessed by the sire and a silver bowl filled with clear water.
'''Ingredients:''' A piece of wood from a ship, and water




'''Process:''' The caster submerges the object in water and lets their Blood drip into the bowl, concentrating upon the last memory of their sire for up to 30 minutes.
'''Process:''' The vampire submerges a piece of wood in the body of water they want to cross while spilling their Blood into it.




'''System:''' Make the ritual roll after 15 minutes have passed. A win allows for ten minutes of two-way silent mental communication once 15 more minutes have passed. A critical win allows immediate communication. Any major disturbance on either end breaks the connection.
'''System:''' Upon a successful Ritual roll the vampire can walk across the surface of the water for the rest of the night. They can end this effect any time they wish but cannot walk on the surface again until they recast the Ritual.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 277</sub>''
''<sub>Players Guide, pg. 100</sub>''
</div></div>
</div></div>


<br>
<br>


== EYES OF BABEL ==
== CALIX SECRETUS ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••
'''Blood Sorcery''' ••




''By ingesting the tongue and an eye of a person the caster gains the ability to read and speak any language known by the victim.''
''The sorcerer is able to turn a mundane object into a receptacle for their Blood, allowing them to store surprising quantities of it there to be retrieved for later use.''




'''Ingredients:''' A fresh eye and tongue of a person
'''Ingredients:''' An object that fits in the caster’s hand, and Blood of the user.




'''Process:''' Plucking the ingredients fresh from the victim, the vampire chews and swallows them. (This most likely incurs a Stain.)
'''Process:''' The user drenches the object with their Blood and speaks the words of the Ritual. When complete, the object absorbs the Blood.




'''System:''' The Rouse Check required for this ritual allows for the supernatural dissolution of the ingredients once swallowed. Once this is done, make the Ritual roll. A win gives the caster the ability to read and speak any language known by the victim, at the same skill level for a week. A critical win extends the duration to a month.
'''System:''' The process takes an hour. Make a Ritual roll, and if successful, the vampire imbues the object with an amount of Blood from the caster. If the caster wishes to release their Blood from the object, they need to say the command word. The amount of Blood stored can sate one Hunger for every two Rouse Checks made when storing the Blood. (Storing a single Rouse Check’s worth of Blood allows for a ghoul to get their fix or for use in another Ritual requirement.)


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 277</sub>''
''<sub>Players Guide, pg. 100</sub>''
</div></div>
</div></div>


<br>
<br>


== ILLUMINATE THE TRAIL OF PREY ==
== CALLING THE AURA'S REMNANTS ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••
'''Blood Sorcery''' ••




''The ritual allows the caster to perceive the previous whereabouts of a designated person as a subtly glowing trail, visible only to them.''
''This ritual allows the caster to speak with the residual psychic aura of someone who has died.''




'''Ingredients:''' A white satin ribbon.
'''Ingredients:''' A human corpse or the corpse of a destroyed vampire.




'''Process:''' The performer of the ritual soaks the ribbon in their own Blood, setting it alight.
'''Process:''' The ritual must be cast within ten feet of a human corpse or the corpse of a destroyed vampire.




'''System:''' If the Ritual roll is a win the ribbon catches fire despite being wet, burning fiercely like a fuse. Once consumed, the ritual takes effect. While the ritual remains active, the caster can follow faint traces of the target even in areas where they left no tracks, such as crowded cities. To follow the tracks, the caster makes an Intelligence + Survival roll against a Difficulty equal to 6 minus the margin on the ritual test. The target must be known by face by the caster, who sees the path travelled by the victim over the previous 24 hours. The path remains visible for the entire night; a critical win extends this to two nights.
'''System:''' A successful Ritual test allows the caster to speak with the animate reflection of the deceased for one scene as if they were still alive. This communication is not with the deceased spirit and only has access to the memories of the deceased up to the time of death. A Critical Win extends the duration of the speech to an entire evening.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 277</sub>''
''<sub>Chicago Folios, pg. 171</sub>''
</div></div>
</div></div>


<br>
<br>


== TRUTH OF BLOOD ==
== COMMUNICATE WITH KINDRED SIRE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••
'''Blood Sorcery''' ••




''Until recently known only to Banu Haqim viziers, this Ritual creates a mystic potion capable of sifting lies from truth. This Ritual has power enough even to sometimes uncover facts unknown to the speaker.''
''The caster uses the bond between sire and childe to open a bridg e between minds, allowing the childe to create a telepathic link for the purpose of long-distance communication. As with some other Rituals, this one sees a resurgence in these nights of wiretaps and electronic surveillance.''
 
 
'''Ingredients:''' An object previously possessed by the sire and a silver bowl filled with clear water.
 
 
'''Process:''' The caster submerges the object in water and lets their Blood drip into the bowl, concentrating upon the last memory of their sire for up to 30 minutes.
 
 
'''System:''' Make the ritual roll after 15 minutes have passed. A win allows for ten minutes of two-way silent mental communication once 15 more minutes have passed. A critical win allows immediate communication. Any major disturbance on either end breaks the connection.
 
<div style='text-align: right;'>
''<sub>Core Book, pg. 277</sub>''
</div></div>
 
<br>
 
== ENHANCE DYSCRASIA ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••




'''Ingredients:''' One pint of blood from the subject.
''A unique flavor is a treat to be shared, and the busy members of the Penny Dining Club seldom have time to do so slowly and safely. This ritual allows multiple Kindred to partake in a Dyscrasia, without destroying it or having to wait for it to “recharge.” Generally, the Thaumaturge will perform Enrich the Blood on their target first, to stretch their choice dish further.''




'''Process:''' The performer of the Ritual mixes their own Blood with that of the subject in a vessel large enough to allow for the dipping of the finger.
'''Ingredients:''' An object of significance to the target, appropriate to the Resonance of their Dyscrasia.




'''System:''' Instead of the regular Ritual roll, the caster immerses their finger in the mixture and makes a Resolve + Blood Sorcery vs Composure + Occult roll for every statement made by the subject. The first failed contest ends the Ritual. A Win tells them whether that statement is true, as far as the subject knows. On a critical win by the caster, the subject involuntarily expands upon their answer, providing more information, including details they glancingly saw or subconsciously forgot. (The Storyteller should inform the caster if there is no more information about that topic.) The mixture bubbles and seethes during the process, turning completely to ash at the end of the scene.
'''Process:''' The caster must taste the target’s blood, then hold the object and concentrate upon its Resonance for several minutes. The object must then be returned to the target.




This Ritual cannot pierce Cloud Memory, the Forgetful Mind, or other memorywiping powers. The caster may well guess the cause of a blank or foggy recollection, but cannot recover the actual memory.
'''System:''' A successful Ritual roll increases the potency and utility of the target’s Dyscrasia, providing its effects to anyone who slakes at least 1 point of Hunger from the target. This effect dissipates after three nights.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 277</sub>''
''<sub>Forbidden Religions, pg. 7</sub>''
</div></div>
</div></div>


<br>
<br>


== WARD AGAINST SPIRITS ==
== EYES OF BABEL ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••
'''Blood Sorcery''' ••




''This Ritual wards an item against incorporeal beings suchs as wraiths, ghosts, and elemental spirits. Any attempt by them to manipulate or pass through the item triggers the effect. This ward uses the standard rules for Wards (p. 275).''
''By ingesting the tongue and an eye of a person the caster gains the ability to read and speak any language known by the victim.''
 
 
'''Ingredients:''' A fresh eye and tongue of a person
 
 
'''Process:''' Plucking the ingredients fresh from the victim, the vampire chews and swallows them. (This most likely incurs a Stain.)




'''Ingredients:''' A handful of salt (in some versions, a handful of brick dust) mixed with the Blood.
'''System:''' The Rouse Check required for this ritual allows for the supernatural dissolution of the ingredients once swallowed. Once this is done, make the Ritual roll. A win gives the caster the ability to read and speak any language known by the victim, at the same skill level for a week. A critical win extends the duration to a month.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 278</sub>''
''<sub>Core Book, pg. 277</sub>''
</div></div>
</div></div>


<br>
<br>


== WARDING CIRCLE AGAINST GHOULS ==
== ILLUMINATE THE TRAIL OF PREY ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••
'''Blood Sorcery''' ••




''This Ritual creates a circular Ward on the floor or ground, intended to prevent the passage of ghouls. This ward uses the standard rules for Wards (p. 275).''
''The ritual allows the caster to perceive the previous whereabouts of a designated person as a subtly glowing trail, visible only to them.''
 
 
'''Ingredients:''' A white satin ribbon.
 
 
'''Process:''' The performer of the ritual soaks the ribbon in their own Blood, setting it alight.




'''Ingredients:''' The caster draws the Warding circle with a human bone dipped in the Blood.
'''System:''' If the Ritual roll is a win the ribbon catches fire despite being wet, burning fiercely like a fuse. Once consumed, the ritual takes effect. While the ritual remains active, the caster can follow faint traces of the target even in areas where they left no tracks, such as crowded cities. To follow the tracks, the caster makes an Intelligence + Survival roll against a Difficulty equal to 6 minus the margin on the ritual test. The target must be known by face by the caster, who sees the path travelled by the victim over the previous 24 hours. The path remains visible for the entire night; a critical win extends this to two nights.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 278</sub>''
''<sub>Core Book, pg. 277</sub>''
</div></div>
</div></div>


<br>
<br>


== UNSEEN UNDERGROUND ==
== SHROUD OF SILENCE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••
'''Blood Sorcery''' ••




''After performing this ritual, the user gains invisibility and causes no sounds, allowing them to scurry around and hide like a rat.''
''This ritual creates an interior area from which no sound can escape, allowing for assassinations without screams, safecracking without the buzz of the drill, and detonations without the roar of an explosion.''




'''Ingredients:''' Rat’s blood and eyes.
'''Ingredients:''' A length of woven cloth, often silk. A golden ring through which the cloth can pass.




'''Process:''' The caster drains a rat completely dry and removes its eyes from its skull, before throwing them into the nearest shadowed or unlit place. The caster can only perform this ritual on themselves.
'''Process:''' The caster passes the cloth through the golden ring, daubs each end of the cloth in vitae, then affixes it to a door handle or threads it through a keyhole.




'''System:''' A successful ritual yields the ability to go completely invisible for an hour. The ritual immediately ends if the caster ventures above ground. The only thing that can end the ritual early is violent intent. Should the user attack another individual, the effect immediately ends. The victim may make a Wits + Awareness roll against a difficulty equal to the number of successes obtained on the ritual’s activation roll to react in time and defend themselves. If they fail this roll, treat the first attack as a Surprise Attack (VtM, page 300). As per Obfuscate, a user of this Ritual can be detected with Sense the Unseen (Auspex 1), however Blood Sorcery is used instead of Obfuscate.
'''System:''' If the ritual succeeds, it creates a shroud of impenetrable silence centered entirely within the room to which the door serves as an entrance or exit. It lasts for a single scene. Anyone can disperse the effect instantly by removing the cloth from its place.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Fall of London, pg. 128</sub>''
''<sub>Forbidden Religions, pg. 23</sub>''
</div></div>
</div></div>


Line 998: Line 1,029:
<br>
<br>


== CALLING THE AURA'S REMNANTS ==
== TASTE OF STOLEN DREAMS ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••
'''Blood Sorcery''' ••




''This ritual allows the caster to speak with the residual psychic aura of someone who has died.''
''You steal a mortal's dream and store it in a vial of blood to share with others.''




'''Ingredients:''' A human corpse or the corpse of a destroyed vampire.
'''Ingredients:''' A vial of blood taken from a dreaming mortal. A crow's feather




'''Process:''' The ritual must be cast within ten feet of a human corpse or the corpse of a destroyed vampire.
'''Process:''' You draw a mortal's blood without their consent while they're sleeping and then mix the blood with part of a crow's feather.




'''System:''' A successful Ritual test allows the caster to speak with the animate reflection of the deceased for one scene as if they were still alive. This communication is not with the deceased spirit and only has access to the memories of the deceased up to the time of death. A Critical Win extends the duration of the speech to an entire evening.
'''System:''' Anyone who drink's the mortal blood stolen by this Ritual experiences the same dream or nightmare as the mortal from whom the blood was taken. Usually this is the dream being experienced by the mortal at the time of the ritual's execution, but mortals with prophetic dreams or recurring nightmares might empower the blood with those visions instead.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Chicago Folios, pg. 171</sub>''
''<sub>The Black Hand, pg. 89</sub>''
</div></div>
</div></div>


<br>
<br>


== SHROUD OF SILENCE ==
== TRUTH OF BLOOD ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••
'''Blood Sorcery''' ••




''This ritual creates an interior area from which no sound can escape, allowing for assassinations without screams, safecracking without the buzz of the drill, and detonations without the roar of an explosion.''
''Until recently known only to Banu Haqim viziers, this Ritual creates a mystic potion capable of sifting lies from truth. This Ritual has power enough even to sometimes uncover facts unknown to the speaker.''
 
 
'''Ingredients:''' One pint of blood from the subject.




'''Ingredients:''' A length of woven cloth, often silk. A golden ring through which the cloth can pass.
'''Process:''' The performer of the Ritual mixes their own Blood with that of the subject in a vessel large enough to allow for the dipping of the finger.




'''Process:''' The caster passes the cloth through the golden ring, daubs each end of the cloth in vitae, then affixes it to a door handle or threads it through a keyhole.
'''System:''' Instead of the regular Ritual roll, the caster immerses their finger in the mixture and makes a Resolve + Blood Sorcery vs Composure + Occult roll for every statement made by the subject. The first failed contest ends the Ritual. A Win tells them whether that statement is true, as far as the subject knows. On a critical win by the caster, the subject involuntarily expands upon their answer, providing more information, including details they glancingly saw or subconsciously forgot. (The Storyteller should inform the caster if there is no more information about that topic.) The mixture bubbles and seethes during the process, turning completely to ash at the end of the scene.




'''System:''' If the ritual succeeds, it creates a shroud of impenetrable silence centered entirely within the room to which the door serves as an entrance or exit. It lasts for a single scene. Anyone can disperse the effect instantly by removing the cloth from its place.
This Ritual cannot pierce Cloud Memory, the Forgetful Mind, or other memorywiping powers. The caster may well guess the cause of a blank or foggy recollection, but cannot recover the actual memory.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Forbidden Religions, pg. 23</sub>''
''<sub>Core Book, pg. 277</sub>''
</div></div>
</div></div>


<br>
<br>


== ENHANCE DYSCRASIA ==
== UNSEEN UNDERGROUND ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••
'''Blood Sorcery''' ••




''A unique flavor is a treat to be shared, and the busy members of the Penny Dining Club seldom have time to do so slowly and safely. This ritual allows multiple Kindred to partake in a Dyscrasia, without destroying it or having to wait for it to “recharge.” Generally, the Thaumaturge will perform Enrich the Blood on their target first, to stretch their choice dish further.''
''After performing this ritual, the user gains invisibility and causes no sounds, allowing them to scurry around and hide like a rat.''




'''Ingredients:''' An object of significance to the target, appropriate to the Resonance of their Dyscrasia.
'''Ingredients:''' Rat’s blood and eyes.




'''Process:''' The caster must taste the target’s blood, then hold the object and concentrate upon its Resonance for several minutes. The object must then be returned to the target.
'''Process:''' The caster drains a rat completely dry and removes its eyes from its skull, before throwing them into the nearest shadowed or unlit place. The caster can only perform this ritual on themselves.




'''System:''' A successful Ritual roll increases the potency and utility of the target’s Dyscrasia, providing its effects to anyone who slakes at least 1 point of Hunger from the target. This effect dissipates after three nights.
'''System:''' A successful ritual yields the ability to go completely invisible for an hour. The ritual immediately ends if the caster ventures above ground. The only thing that can end the ritual early is violent intent. Should the user attack another individual, the effect immediately ends. The victim may make a Wits + Awareness roll against a difficulty equal to the number of successes obtained on the ritual’s activation roll to react in time and defend themselves. If they fail this roll, treat the first attack as a Surprise Attack (VtM, page 300). As per Obfuscate, a user of this Ritual can be detected with Sense the Unseen (Auspex 1), however Blood Sorcery is used instead of Obfuscate.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Forbidden Religions, pg. 7</sub>''
''<sub>Fall of London, pg. 128</sub>''
</div></div>
</div></div>


<br>
<br>


== TASTE OF STOLEN DREAMS ==
== WARD AGAINST SPIRITS ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••
'''Blood Sorcery''' ••




''You steal a mortal's dream and store it in a vial of blood to share with others.''
''This Ritual wards an item against incorporeal beings suchs as wraiths, ghosts, and elemental spirits. Any attempt by them to manipulate or pass through the item triggers the effect. This ward uses the standard rules for Wards (p. 275).''
 
 
'''Ingredients:''' A handful of salt (in some versions, a handful of brick dust) mixed with the Blood.
 
<div style='text-align: right;'>
''<sub>Core Book, pg. 278</sub>''
</div></div>


<br>


'''Ingredients:''' A vial of blood taken from a dreaming mortal. A crow's feather
== WARDING CIRCLE AGAINST GHOULS ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••




'''Process:''' You draw a mortal's blood without their consent while they're sleeping and then mix the blood with part of a crow's feather.
''This Ritual creates a circular Ward on the floor or ground, intended to prevent the passage of ghouls. This ward uses the standard rules for Wards (p. 275).''




'''System:''' Anyone who drink's the mortal blood stolen by this Ritual experiences the same dream or nightmare as the mortal from whom the blood was taken. Usually this is the dream being experienced by the mortal at the time of the ritual's execution, but mortals with prophetic dreams or recurring nightmares might empower the blood with those visions instead.
'''Ingredients:''' The caster draws the Warding circle with a human bone dipped in the Blood.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>The Black Hand, pg. 89</sub>''
''<sub>Core Book, pg. 278</sub>''
</div></div>
</div></div>



Revision as of 12:36, 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.