Blood Sorcery: Difference between revisions
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= LEVEL 2 = | = LEVEL 2 = | ||
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== AS FOG ON WATER == | |||
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'''Blood Sorcery''' •• | |||
''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:''' A piece of wood from a ship, and water | |||
'''Process:''' The vampire submerges a piece of wood in the body of water they want to cross while spilling their Blood into it. | |||
'''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. | |||
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''<sub>Players Guide, pg. 100</sub>'' | |||
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== CALIX SECRETUS == | |||
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'''Blood Sorcery''' •• | |||
''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:''' An object that fits in the caster's hand, and Blood of the user. | |||
'''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 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.) | |||
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''<sub>Players Guide, pg. 100</sub>'' | |||
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== CALLING THE AURA'S REMNANTS == | |||
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'''Blood Sorcery''' •• | |||
''This ritual allows the caster to speak with the residual psychic aura of someone who has died.'' | |||
'''Ingredients:''' A human corpse or the corpse of a destroyed vampire. | |||
'''Process:''' The ritual must be cast within ten feet of a human corpse or the corpse of a destroyed vampire. | |||
'''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. | |||
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''<sub>Chicago Folios, pg. 171</sub>'' | |||
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== COMMUNICATE WITH KINDRED SIRE == | |||
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'''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.'' | |||
'''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. | |||
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''<sub>Core Book, pg. 277</sub>'' | |||
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== CRAFTMASTER == | |||
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'''Blood Sorcery''' •• | |||
''Some Blood sorcerers seek to gain skill through their sorcerous art, rather than pursuing mastery with the slow, difficult path of practice. The sorcerer drinks a skill specialty possessed by a gifted subject.'' | |||
'''Ingredients:''' Blood of a gifted subject, representative craft object such as a needle, page of a book, playing card, chisel, etc., vulture bones. | |||
'''Process:''' The caster chars the vulture bones in a fire and places the representative object in a bowl over the flames. They pour the blood of the subject into the bowl, completely covering the object. As the last of the bones crack and burn, the vampire drinks the blood from the bowl, letting the object touch their lips as they drink. | |||
'''System:''' On a win, the caster gains the subject's dots and specialty in Academics, Craft, Performance, or Science until sunrise. The dots replace, not add to, any already possessed by the caster. If the caster already has that specialty, they gain one extra die on top of the specialty die. On a critical win, the Ritual lasts for a week. On a total failure, the caster accidentally swallows the craft object and takes 2 Aggravated Health damage from it traveling through their body, the object spiritually furious at its skill being stolen. | |||
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''<sub>Blood Sigils, pg. 62</sub>'' | |||
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== DEPTHS OF NIGHTMARE == | |||
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'''Blood Sorcery''' •• | |||
''This ritual gives targets the worst nightmares they've ever experienced. Developed by the cult of Set to punish recalcitrant followers with nightmares of Duat, the ritual has caught on outside since it's very good at wearing down a target's will.'' | |||
'''Ingredients:''' Target's hair; melted wax; natron (soda ash) | |||
'''Process:''' The caster mixes a Rouse Check's worth of blood into the melted wax, then rolls their target's hair in the mixture. The vampire shapes the bloody wax into a humanoid shape, as close to their target's body shape as possible. After writing glyphs or curses in their native language, the sorcerer soaks the figurine in a bowl of water mixed with natron. | |||
'''System:''' On a win, the target receives a number of nightmare-filled days (or nights, for mortal targets) equal to the number of successes rolled. When they first awaken after each sleep, the target receives 1 Superficial Willpower damage. On a critical win, the damage is Aggravated instead. This damage cannot be healed normally until the spell has run its course: only magic or the like can remove the shock and horror of these dreams. On a total failure, the target not only has pleasant dreams, but dreams of an ibis-headed man who points the target in the caster's direction. This occurs even if the caster used no Kemetic imagery on the figurine. | |||
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''<sub>Blood Sigils, pg. 62</sub>'' | |||
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== ENHANCE DYSCRASIA == | |||
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'''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.'' | |||
'''Ingredients:''' An object of significance to the target, appropriate to the Resonance of their Dyscrasia. | |||
'''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. | |||
'''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. | |||
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''<sub>Forbidden Religions, pg. 7</sub>'' | |||
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== ELEMENTAL GRASP == | |||
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'''Blood Sorcery''' •• | |||
'''Prerequisite:''' Koldunic Sorcery | |||
''This koldunic ritual commands the sorcerer's chosen element to slow or otherwise interfere with a target: sticky mud or sudden rockslide, flash flood or stinging hail, icy wind or choking fog, a wave of enervating heat or a brush fire across the path. So far, it remains exclusive to the kolduny, although rituals have a way of twisting themselves into another tradition's grasp eventually.'' | |||
'''Ingredients:''' A handful of the koldun's element or a ritual representation of it, such as a wooden staff for earth, a knife or bunch of feathers for air, etc. | |||
'''Process:''' The koldun scratches open their initiation scar and makes a Rouse Check while commanding the element to hinder a target the koldun perceives. Magical perception counts for this purpose. | |||
'''System:''' On a win, the element rises against the target. If the element is already awake during the casting (commanding air during a thunderstorm, for instance), the koldun adds one die to their Ritual pool. The target takes one point of Superficial Health damage per success, and must make an appropriate skill roll (e.g., Toughness + Athletics, or Composure + Drive) to continue against the element against a Difficulty equal to 1 + the total successes on the Ritual roll. On a critical win, the element rises against every suitable target within sight of the main target. The effect continues until the koldun does anything else besides command the elements: fight, move, make any other skill roll, etc. | |||
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''<sub>Blood Sigils, pg. 62</sub>'' | |||
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== EYES OF BABEL == | |||
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'''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.'' | |||
'''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.) | |||
'''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. | |||
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''<sub>Core Book, pg. 277</sub>'' | |||
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== ILLUMINATE THE TRAIL OF PREY == | |||
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'''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.'' | |||
'''Ingredients:''' A white satin ribbon. | |||
'''Process:''' The performer of the ritual soaks the ribbon in their own Blood, setting it alight. | |||
'''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. | |||
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''<sub>Core Book, pg. 277</sub>'' | |||
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== LE SANG DE L'AMOUR == | |||
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'''Blood Sorcery''' •• | |||
''This ritual allows the caster to create a connection between themselves and a lover that's more than just their mutual attraction.'' | |||
'''Ingredients:''' Blood of the caster and their lover, two glass vials on chains (or leather thongs). | |||
'''Process:''' The caster collects their own blood and their lover's at the same time, careful to keep the two separate. They don't need much blood—only a teaspoonful. The only requirement: both must desire the other at the time of the casting. The caster seals the two blood samples inside the vials, hanging each from a chain. As the lovers exchange vials and hang them around their necks, the caster sings a song in praise of their lover to Aphrodite, Ishtar or another love or lust deity. | |||
'''System:''' With a win on the Ritual test, le Sang de l'Amour allows both participants to concentrate (Resolve + Awareness) and know approximately where the other is on a success. They don't get an exact location, but have a rough sense of distance — in the same city, the same state, across the ocean from each other. With more successes, they get more information, small details of the sensation of being in the other's location: they feel a deck pitching up and down, the strain of climbing harsh terrain, or the vibration of loud noise. With a critical win, the ritual provides one automatic success on the lover's perception roll. Any other successes let them actually see brief glimpses of their lover and their surroundings, and even hear snatches of conversation. On a total failure, the blood accidentally mixes in the vials and both participants get disoriented and confused if they try to concentrate on the other. Their Composure suffers, reducing by 1 until the end of the next scene even if they break both vials and end the ritual. The ritual only remains effective as long as both wear their partner's vial and as long as the vials remain unbroken. If one of the participants does not actually desire the other during the ritual (if a player, they should state as much privately to the Storyteller), their vial dries and clots the first time they use it, becoming useless muck. This has no adverse effect on the two participants beyond the personal fallout. | |||
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''<sub>Blood Sigils, pg. 63</sub>'' | |||
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== SHROUD OF SILENCE == | |||
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'''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.'' | |||
'''Ingredients:''' A length of woven cloth, often silk. A golden ring through which the cloth can pass. | |||
'''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:''' 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. | |||
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''<sub>Forbidden Religions, pg. 23</sub>'' | |||
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== SILENTIA MORTIS == | |||
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'''Blood Sorcery''' •• | |||
''Replicating Discipline powers didn't begin with Thin-Blood Alchemy. The Banu Haqim initially developed this ritual for those of their assassins who didn't possess the Silence of Death (Obfuscate 1) power. It has since spread into general use.'' | |||
''The ritual enchants a talisman (usually the paw of a cat, weasel, or other silent desert animal) to generate a sort of white noise or counter-resonance by roiling the holder's Blood. The effect: a magical silence emanating from the holder, muting all sounds within its radius of effect. Sounds originating outside that radius can be heard inside, dimly.'' | |||
'''Ingredients:''' Paw of a cat or other silent desert predator, blood from caster (and from holder, if different), corpse-wax candle (p. 139), a white rose. | |||
'''Process:''' The caster whispers the words of this ritual, cuts their palm, and clenches the paw in their fist, soaking it in a Rouse Check worth of their blood. If intended for a holder besides the caster, the holder also cuts their palm and holds the paw, making their own Rouse Check and mingling their blood. The holder remains completely silent during this ritual. After burning the rose in the candle, the caster quenches the candle flame with the bloody paw. | |||
'''System:''' A win on the Ritual roll creates a 6-meter radius of magical silence around the holder once they activate the talisman by making a second Rouse Check. The talisman must touch the holder's flesh, but they need not keep it in their hand. The silence ends when the holder loses the talisman or after one hour, and the talisman shrivels into nothingness. A critical win increases the radius to 12 meters. | |||
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''<sub>Blood Sigils, pg. 64</sub>'' | |||
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== SOPORIFIC TOUCH == | |||
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'''Blood Sorcery''' •• | |||
''The blood sorcerer can convert a dose of their own vitae into a touch activated narcotic that renders a victim uninhibited and vulnerable to Disciplines such as Presence and Dominate, as well as attempts at mundane manipulation, coercion, or interrogation.'' | |||
'''Ingredients:''' A small amount of hashish or other narcotic substance. | |||
'''Process:''' The chosen substance is mixed with the user's Blood and rubbed between their fingers as the incantation is read (or whispered). The Ritual takes only a few minutes to prepare. | |||
'''System:''' Make a Ritual roll vs. the Stamina + Resolve of the target when they make contact with the affected vitae. For the remainder of the scene, the victim suffers a dice penalty equal to the margin of win on the Ritual roll on all resistance pools involving Composure or Resolve. (Apply the penalty only once if the pool involves both Attributes.) The narcotic vitae retains its potency until it is touched, up until the end of the scene. | |||
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''<sub>Players Guide, pg. 100<br>Replaces ''Ishtar's Touch''</sub>'' | |||
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== TASTE OF STOLEN DREAMS == | |||
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'''Blood Sorcery''' •• | |||
''You steal a mortal's dream and store it in a vial of blood to share with others.'' | |||
'''Ingredients:''' A vial of blood taken from a dreaming mortal. A crow's feather | |||
'''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:''' 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. | |||
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''<sub>The Black Hand, pg. 89</sub>'' | |||
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== TIAMAT GLISTENS == | |||
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'''Blood Sorcery''' •• | |||
''Blood sorcerers know that places of power, like mortals, just need to be tapped. This ritual prepares the place of power, increases its true potential, and perhaps most importantly attunes it personally to the vampire. This Ritual is a common element in many Chained Rituals (p. 71). Sorcerers seek means of permanently attuning a site to themselves, possibly through a Blood Bond similar to the koldunic initiation ritual, or through the sacrifice of a rival sorcerer on the site, but so far nobody has found one. Nobody who's talking, anyway.'' | |||
'''Ingredients:''' A place of power such as a furcus, dust of a precious metal (which one depends on the magical valence of the site). | |||
'''Process:''' The caster mixes a Rouse Check's worth of blood with the precious metal dust. At the site of a place of power, they shout praises to Tiamat, scattering the bloody metal dust mixture into the air and on the ground for at least fifteen minutes. | |||
'''System:''' On a win, the sorcerer primes the place of power for any ritual taking place there for a number of nights equal to the number of successes on the Ritual test. During this time, any ritual performed by the caster on this place of power gains the bonuses or other advantages associated with it — usually a dice bonus to Ritual pools (see Furcus, p. 35). On a critical win, the sorcerer also automatically succeeds on one die of their Ritual roll. Only one caster receives the benefits of Tiamat Glistens per place of power. If another caster successfully performs the Ritual during the time of another caster's successful casting, the first caster immediately loses the dice bonus. | |||
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''<sub>Blood Sigils, pg. 64</sub>'' | |||
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== TRUTH OF BLOOD == | |||
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'''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.'' | |||
'''Ingredients:''' One pint of blood from the subject. | |||
'''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. | |||
'''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. | |||
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. | |||
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''<sub>Core Book, pg. 277</sub>'' | |||
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== UNSEEN UNDERGROUND == | |||
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'''Blood Sorcery''' •• | |||
''After performing this ritual, the user gains invisibility and causes no sounds, allowing them to scurry around and hide like a rat.'' | |||
'''Ingredients:''' Rat's blood and eyes. | |||
'''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 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. | |||
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''<sub>Fall of London, pg. 128</sub>'' | |||
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== VISCERA GARDEN == | |||
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'''Blood Sorcery''' •• | |||
''Blood sorcerers can grow Blood-addicted plants in special fields, using the crops as magical components or for enjoyment. It's also a great way to get rid of a body, if the Blood sorcerer has the space.'' | |||
'''Ingredients:''' A plot of land, a day-old human or animal corpse, the caster's Blood (for upkeep). | |||
'''Process:''' The caster clears out a plot of land and digs a hole. They tear open their wrist and pour a Rouse Check's worth of Blood into the human or animal corpse. The corpse being a day old is essential in the human corpse's case; accidental Embraces have occurred when a human corpse is too fresh. The corpse is eviscerated, and its mass thrown into the hole. The caster plants or transfers their preferred plants to the plot, then covers them in the corpse's viscera. | |||
'''System:''' A win instantly disintegrates the buried body and viscera into blood-scented smoke. In addition, plants grown in the plot are unusually hardy and vampires can ingest them (consuming these plants as food slakes no Hunger, but it stays down). Vampiric influence Discipline tests against a mortal who ingested a viscerated plant take −1 to Difficulty (or the target loses two dice from their resistance pool, for contests). The plants must receive a Rouse Check's worth of Blood every month, or else they wither and die within a week. A critical win extends the length of time between waterings to two months. An animal corpse can fertilize a Viscera Garden of about 1 x 1 meters, or about 3 x 3 feet. A human corpse doubles these dimensions. | |||
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''<sub>Blood Sigils, pg. 65</sub>'' | |||
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== WARD AGAINST SPIRITS == | |||
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'''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).'' | |||
'''Ingredients:''' A handful of salt (in some versions, a handful of brick dust) mixed with the Blood. | |||
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''<sub>Core Book, pg. 278</sub>'' | |||
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== WARDING CIRCLE AGAINST GHOULS == | |||
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'''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).'' | |||
'''Ingredients:''' The caster draws the Warding circle with a human bone dipped in the Blood. | |||
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''<sub>Core Book, pg. 278</sub>'' | |||
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= LEVEL 3 = | |||
<br> | <br> |
Revision as of 13:37, 18 January 2024
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 — requiring the square of its level in weeks, though a good teacher or excellent grimoire may shorten this period.