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= LEVEL 4 =
= LEVEL 4 =
<br>
== COMPEL THE INANIMATE ==
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'''Blood Sorcery''' ••••
''This ritual allows a vampire to take control of an object for a single moment, with just enough time to step away and deny plausibility.''
'''Ingredients:''' Any inanimate object.
'''Process:''' The caster smears a glyph on an inanimate object with one Rouse Check's worth of their Blood and gives the object a quick order. After the caster's Blood dries on its surface (about five minutes), the object carries out the order to its best ability.
'''System:''' A win on the Ritual roll allows the object to understand their order as the caster intended it. A critical win allows for one additional order, which does not have to be carried out at the exact same time as the first order but must be carried out before the night's end.
Orders must be simple commands, not complex sentences: fall over, crash, or erase your databanks. Objects do not have concepts of time and cannot easily recognize individual people, so orders concerning a specific time or person cannot be carried out perfectly. The caster must be in the same relative environment as the object when the order is carried out, such as a caster ordering a lamppost in a park to shut off must still be in the park, a caster who commands a museum suit of armor to tumble must be in that museum, etc.
Sense the Unseen (Auspex 1) can detect the caster with a contest of Wits + Auspex vs. the caster's Composure + Blood Sorcery.
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''<sub>Blood Sigils, pg. 69</sub>''
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<br>
== EGREGORE CONSULTATION ==
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'''Blood Sorcery''' ••••
''This proprietary plague oracle (page 108) ritual focuses on the influenza virus, so its caster must be hosting influenza to use it.''
''Mystics use the term egregore for a sort of unified oversoul of a region, people, or spiritual category. In this case, it means the combined knowledge and instincts of everyone within twenty kilometers who has the flu. In addition to drawing on their own training, the plague oracle can access—at least in part—the wide and relevant experiences of every sick person in range.''
'''Ingredients:''' Live influenza viruses in caster's Blood, worms, flukes, or other parasites, a knife, a magnet.
'''Process:''' The caster chops up the worms with the knife and smears them on the magnet. Holding the magnet in their left hand and facing north, they intone the ritual chant.
'''System:''' The sorcerer picks a Skill they wish to enhance before making the Ritual roll. On a win, the next three times the plague oracle uses that Skill in a pool, they get a dice bonus equal to one plus their margin on the Ritual test. If the Storyteller decides the Skill is only somewhat uncommon, add a die to that bonus; if the skill is very common, add two dice. On a critical win, add a free Specialty or another bonus die if the caster already has the desired Specialty. For example, a Tremere in Cairo hunted by an Islamic anti-vampire society could use this to speed her research in this ancient center of learning. She rolls six successes: a margin of 1 plus 1 die, plus 1 more die for the numerous fluey scholars in the area. She gets three dice to add to her next three Academics rolls. She could similarly play the stock market with Finance in New York or Shanghai, or get off a crack shot or three in Dallas.
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''<sub>Blood Sigils, pg. 70</sub>''
</div></div>
<br>
== DEFENSE OF THE SACRED HAVEN ==
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'''Blood Sorcery''' ••••
''The performer of this powerful ritual can ward their haven against the sun itself, protecting their resting place from penetration by its destructive rays as a mystical darkness blankets the area.''
'''Ingredients:''' Nothing but the Blood of the caster.
'''Process:''' The caster inscribes a number of sigils and glyphs on and around the area to be protected. They must take special care on windows and doorways, but may even ward an open doorway if the area is indoors. The ritual wards gray or liminal areas, such as ruins, at the Storyteller's discretion.
'''System:''' The process takes an hour or more, depending on the state or the area to be warded. The area can be no larger than a circle with a six-meter radius. The ritual automatically fails if the caster steps out of the area at any time after the warding is complete. The caster makes the Ritual roll once the sun rises. On a Win, shadow blankets the area, closing off any view of the outside but also preventing any sun damage to the vampires within. On a critical win, those inside can spy the outside world dimly. The Ritual lasts through an entire day unless ended by the caster stepping outside the area.
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''<sub>Core Book, pg. 279</sub>''
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<br>
== EYES OF THE NIGHTHAWK ==
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'''Blood Sorcery''' ••••
''Related to the primitive powers of Animalism, this Ritual allows the caster to possess a carnivorous fowl, usually a raven or a bird of prey, directing its flight and seeing through its eyes. Parrots and mynahs, not being carnivores, cannot be used in this Ritual. Some Tremere spent years training crows or ravens to speak before using them as nighthawks; with the Pyramid disrupted, fewer Warlocks have the spare time now.''
'''Ingredients:''' The eyes of the bird used, taken at the conclusion of the Ritual.
'''Process:''' The caster feeds their Blood to the bird and enters a trance.
'''System:''' On a winning Ritual roll the caster can control the bird and see through its eyes. On a critical win, the bird can perform simple actions under control, such as picking up objects or manipulating keys or dials. The caster can use most nonphysical Disciplines through the bird, even Dominate assuming the caster has Telepathy or some other way to communicate with targets non-verbally. There is no limit to the range the bird can fly, though unless the caster plucks the eyes out of the bird at the end of the night they themselves suffer blindness for three nights to come.
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''<sub>Core Book, pg. 280</sub>''
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<br>
== FEAST OF ASHES ==
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'''Blood Sorcery''' ••••
''What better way to torment a rival than by turning the blood in their mouth to ashes? Kindred affected by this Ritual cannot drink blood for one night.''
'''Ingredients:''' A piece of parchment with the name of the target written on it and burned, and ashes from the burned scroll.
'''Process:''' The caster writes the name of their target on a piece of parchment and burns it. They collect the ashes and use their own Blood mixed with the ashes to write the sigils required to perform the Ritual.
'''System:''' Make a Ritual roll versus the target's Resolve + Willpower. On a successful roll, the target cannot consume blood for one night, vomiting it up as if it were mortal food and drink. Only ashes sate their Hunger and cannot bring it lower than 3, though few victims think of eating ashes unless told of the spell.
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''<sub>Players Guide, pg. 101</sub>''
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<br>
== GUIDED MEMORY ==
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'''Blood Sorcery''' ••••
''By imbibing the Blood of a willing Kindred, a vampire can relive the memories of the donor, who guides them through the donor's past experiences. This can allow the vampire to recall memories from before they were born! In addition, these guided journeys can unlock Discipline powers, Merits, and potentially other gifts of the donor's Blood.''
'''Ingredients:''' The vitae of another vampire, dried rosemary, and fresh poppies or forget-me-nots.
'''Process:''' The sorcerer burns the flowers and rosemary, blending the ashes with the donated vitae, then drinks the Blood.
'''System:''' The sorcerer selects a Memoriam goal (Vampire: The Masquerade, p. 312), or one of the goals below:
• A Level 1 Discipline power; a one-dot Merit
•• A Level 2 Discipline power; a two-dot Merit
••• A Level 3 Discipline power; a three-dot Merit
The power may be encountered during the Memoriam, or the memory itself deals with the donor learning the power. The Merit may emerge from a similar circumstance, or result from the character unlocking some secret or potential in the past.
While the player may pursue a specific power or Merit, the Storyteller is the final judge of which gift they gain.
All gifts of guided Memoriam fade as new native memories overlay these resurfaced and imported ones. They last until the end of the session, or (if the guided Memoriam happened at the end of the session) until the end of the next one.
{| class="wikitable"
|-
! '''Guided Memoriam...'''
|-
| '''Powers:''' This power is independent of the sorcerer's other powers and does not count against the limit of powers they can possess in a single Discipline, although they still need to fulfill the Discipline rating requirement. This power cannot be used as a requirement to learn another power, but a character could gain an Amalgam power temporarily if they already knew the other prerequisite power.
'''Merits:''' Merit dots cannot be spread among different Merits or added to existing Merits the player character may already have.
'''Entering the Guided Memoriam:''' A guided Memoriam follows all of the same rules as a standard Memoriam except the Kindred donating the Blood and memories rolls the required Rouse check. The donor remains present throughout the scene as a spiritual or disembodied presence or guide that only the Kindred experiencing the Memoriam can interact with. Everyone experiencing the guided Memoriam must partake of the offered Blood.<br><br>Walking through another Kindred's memories is a particularly unnatural experience and inflicts penalties based on how far back in time the journey delves. The Blood offered by the Kindred donor is always considered a deep drink (Vampire: The Masquerade, p. 312) and the bonuses supplied from that usually offset some of these penalties.
'''Additional Guided Memoriam Modifiers:'''
* The scene takes place during or after your mortal life: lose one die
* The scene takes place less than a century before your mortal life: lose two dice
* The scene takes place one or two centuries before your mortal life: lose four dice
* The scene takes place three or more centuries before your mortal life: lose six dice
|}
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''<sub>Players Guide, pg. 101</sub>''
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<br>
== INCORPOREAL PASSAGE ==
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'''Blood Sorcery''' ••••
''The caster assumes an incorporeal state, not unlike a ghost, able to freely pass through objects and rendered totally immune to physical damage. They cannot interact physically with the material world except by sight and speech.''
'''Ingredients:''' A mirror.
'''Process:''' The caster spills their Blood on the mirror, chanting, and then breaks it.
'''System:''' Make a Ritual roll. If the roll is a win, the caster assumes an incorporeal form as long as they hold a shard of the broken mirror. While incorporeal, the caster remains immune to everything except fire, sunlight, and arcane weapons and rituals capable of damaging spirits. The caster can still be seen and heard but cannot interact physically with anything or anyone. They cannot Rouse the Blood while incorporeal. Incorporeal casters have no access to any spirit realm; the ritual does not make them wraiths or spirits. The caster can walk through walls and other objects but must do so in a straight line; they cannot change direction while inside solid matter. This Ritual lasts for one scene or until the caster drops the shard. Returning to the material while inside solid matter can result in anything from destruction to entombment to minor inconvenience; the Storyteller decides the precise outcome.
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''<sub>Core Book, pg. 280</sub>''
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<br>
== INNOCENCE OF THE CHILD'S HEART ==
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'''Blood Sorcery''' ••••
''Developed by Nicolai himself, this ritual allows the caster to conceal their Kindred aura from users of Auspex.''
'''Ingredients:''' A toy belonging to a mortal child.
'''Process:''' The caster must acquire the toy of an innocent mortal child and use the ritual to mystically infuse it with the power of their Kindred vitae, drawing the child's innocence into their aura. The caster must then carry the toy on their person to mask themselves from the powers of Auspex.
'''System:''' The caster makes a Rouse Check and makes their Ritual test. Upon success, the caster's aura is altered to make them appear mortal, with any stains of diablerie rendered invisible. Auspex users employing Scry the Soul on the caster will perceive their aura as mortal until the effects of the ritual dissipate, unless they make a contested roll between their Intelligence + Auspex versus the caster's Intelligence + Blood Sorcery + four dice. The ritual lasts one night unless the ritual test is made at +2 to difficulty which extends it until the end of the story. A Critical Win doubles the ritual's duration. Note that there is no recorded instance of Nicolai sharing this ritual with his fellow Tremere and can only be learned by capturing Nicolai's notes or via other method of the Storyteller's determination.
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''<sub>Chicago by Night, pg. 172</sub>''
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<br>
== INVISIBLE CHAINS OF BINDING ==
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'''Blood Sorcery''' ••••
''The blood sorcerer binds a subject in invisible chains, confining them to a single spot for the duration of the Ritual.''
'''Ingredients:''' A link of chain.
'''Process:''' The sorcerer inscribes the sigils on the chain using their own Blood. The process takes an hour, at which point the chain link can be concealed on their person to be used on a target at a later time, at which point the chain is thrown at their feet.
'''System:''' When throwing the prepared link at a target the user makes a Ritual roll against the target's Strength + Resolve. The target is unable to move from the spot for one hour per success in the margin as long as the chain link remains intact and within three yards / meters of them. A bound target suffers a four-dice penalty to any physical defense tests as well as to brawl and melee actions.
The chain link corrodes to dust at the end of the Ritual's effect.
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''<sub>Players Guide, pg. 102</sub>''
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<br>
== LAND'S SUSTENANCE ==
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'''Blood Sorcery''' ••••
''This ritual allows a Blood sorcerer to feed from a place of power. They transform it into a place of suffering, from which they stave off their own Hunger for a small while. The kolduny call their version of this ritual Mouth of the Land.''
'''Ingredients:''' A place of power such as a furcus, anything that demarcates a territory such as police tape, a sign post, an enclosed space, etc., a dagger.
'''Process:''' Over four nights, the caster uses a dagger to carve occult symbols into the corner of a plot of land or the corners of a wall within a place of power, one corner for each night. On the fifth night, the caster must stain all these symbols with half of a Rouse Check's worth of blood, circumventing the entire location and staining them before the night ends. With the other half, the vampire stains something that demarcates the territory they've carved out and places it either around the area (if it's something like police tape) or in a corner of the area (if it's something like a sign).
'''System:''' On a win, the land the vampire marked off hungers. A simple cut turns into a laceration. An otherwise harmless fall breaks necks. In general, injuries and accidents become bloodier. As the land sups on the blood of innocents, the benefits mystically pass on to the caster. Once per session, the caster may choose to automatically pass a number of Rouse Checks equal to their margin on the Ritual test. This ritual lasts until the end of the story. After that, the caster must recoat the symbols with a Rouse Check and a Ritual roll.
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''<sub>Blood Sigils, pg. 70</sub>''
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<br>
== LEVINBOLT ==
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'''Blood Sorcery''' ••••
'''Prerequisite:''' Galvanic Ruination
''This ritual allows for the caster to make a victim the target of bolts of electricity and lightning. When activated, electricity arcs from power outlets, electrical objects, wires, cables and may even call down lightning directly from the sky.''
'''Ingredients:''' Charged magnet, electricity, sanguine resonant blood
'''Process:''' The magnet is placed in a pool of blood while the electrical current is run through it. When the magnet has absorbed the blood, the ritual is complete. The magnet becomes a charred and melted lump of iron when the ritual has fully run its course.
'''System:''' The ritual is enacted, after which the magnet maintains its charge for the oddly specific next 1.21 hours.
The magnet must then be placed on the target, which may require a Dexterity + Athletics or Stealth roll at the Storyteller's discretion. Once placed the activation roll is made. Upon activation the location of the magnet is irrelevant and the target can still be struck if they dispose of it.
For the rest of the scene, the vampire can call upon bolts of electricity from surrounding sources to strike the target with a Wits + Science roll. This can be dodged as normal and is treated as a Firearms attack. If the attack hits, the target must succeed in a Stamina + Composure roll, Difficulty 3, or be Stunned (pg. 303) for a turn. Mortals take the margin in Aggravated Health damage, while Kindred receive unhalved Superficial damage.
While the ritual can only affect one target per turn, once the first target is paralyzed the vampire can cause electricity to arc from their primary target to other targets with the same roll, but with a cumulative -1 to their dice pool. When this happens, the primary target absorbs all the superficial damage.
Technology that can be short circuited is typically destroyed when it comes into contact with this amount of electricity. Vampires are unaffected, although it can of course destroy any technology they have on them.
{| class="wikitable"
|-
! '''THE PATH OF LEVINBOLT...'''
|-
| Due to a historical lack of understanding of the principles of electricity, the Path of Levinbolt remained incredibly obscure until the birth of modern science. Though thaumaturges no longer have to wait until a convenient thunderstorm to charge their powers, the Path of Levinbolt is still rarely studied or taught. As such, it requires a specific teacher to learn.
Furthermore, practitioners of the Path of the Levinbolt tend to cause a good deal of static electricity around them, even when not engaging in combat. Sometimes this plays havoc with cellular service, causes lights to flicker without reason, and computers to experience power surges in their presence.
|}
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''<sub>Homebrew Content, pg. XX</sub>''
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<br>
== MIRROR WALK ==
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'''Blood Sorcery''' ••••
''You create a portal in a nearby mirror and escape to another previously prepared mirror.''
'''Ingredients:''' Two large mirrors and the ashes of a recently destroyed vampire.
'''Process:''' You eat some of the ashes while tracing your fingers along the surface of a large mirror. Once all but the last mouthful of ashes have been consumed, the mirror is ready to be called upon.
'''System:''' Eat the last mouthful of ashes while touching a different large mirror. This creates a portal between this mirror and the mirror you originally prepared with this ritual. You can see whatever is reflected in the original mirror when you open the portal. This link only lasts for a number of rounds equal to 1 + the margin of success you gained when casting this ritual. One vampire can step through the portal every round, instantly appearing in front of the specially prepared mirror. Mortals, ghouls, and vampires without a reflection cannot step through a mirror walk portal. The magic of this ritual is spent once the portal closes or if the ritually prepared mirror is significantly damaged before it is activated.
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''<sub>The Black Hand, pg. 91</sub>''
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<br>
== PROTEAN CURSE ==
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'''Blood Sorcery''' ••••
''This ritual transforms the target into a bat similar to the level four Protean ability, Metamorphosis.''
'''Ingredients:''' A vial of rabid vampire bat blood, Kindred vitae acquired from a vampire with the Protean Discipline, and a string-suspended puppet crafted from bat bones.
'''Process:''' The target must drink a vial of blood from a rabid vampire bat, mixed with Kindred vitae while the caster puppeteers the bone marionette.
'''System:''' The caster produces two Rouse Checks' worth of their blood, with the blood of a rabid vampire bat and gives it to the target to drink. The ritual is cast, and upon a successful ritual roll, the target is transformed into a bat per the Metamorphosis ability of the Protean Discipline. The target may elect to resist this transformation with a Stamina + Occult roll. If the target rolls more successes than the ritual's practitioner, they prevent the transformation, while their Total Failure can leave them in a horrifically deformed, half-human, half-bat state. The half-bat creature gains +2 Strength, +1 Dexterity, +1 Stamina, and +1 Presence up to a maximum of 5, but cannot communicate verbally, reduces its Manipulation to 0, and takes 1 aggravated Health damage for every turn exposed to bright light, artificial or otherwise. The ritual can be cast on both Kindred and humans and lasts for a full evening or until the caster dispels the ritual via a successful ritual test. The duration of Protean Curse can be extended by making a Rouse Check and a successful ritual roll at the beginning of each night the caster wants to maintain the ritual. A Critical Win for the practitioner doubles the duration of Protean Curse. The caster cannot use this Ritual on themselves.
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''<sub>Chicago by Night, pg. 173</sub>''
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<br>
== RENDING THE SWEET EARTH ==
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'''Blood Sorcery''' ••••
''This ritual rends the earth to reveal a vampire concealed
by Protean.''
'''Ingredients:''' A leather whip, Kindred vitae.
'''Process:''' The caster locates the exact spot a user of Protean sank into the earth using Earth Meld. They then slit their palm, smearing vitae on the point of entry and repeatedly strike the ground with a leather whip.
'''System:''' The caster makes a Rouse Check and a ritual test. Upon success, a 10-foot by 10-foot chasm opens, leading to the subterranean resting place of a vampire in an Earth Melded state. The ritual automatically awakens the target vampire if they are asleep, but will not do so if they are in torpor. A Critical Win opens the chasm without waking the target.
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''<sub>Chicago by Night, pg. 173</sub>''
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<br>
== RIDING THE EARTH'S VEINS ==
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'''Blood Sorcery''' ••••
''If a Blood sorcerer has access to a furcus, this ancient Banu Haqim ritual serves as a last resort when escaping enemies. There's a catch: the caster has no control where they end up. Riding the planet's secret rails means casting your fate to the wind, literally.''
'''Ingredients:''' A furcus, a physical sign of entrance such as a ticket, key, or doorknob.
'''Process:''' At the furcus, the caster bathes the sign of entrance in a Rouse Check's worth of Blood while singing praises to a deity or famous figure representing escape, travel, or the wind. Traditionally, this ritual calls upon the Mesopotamian god Enlil. After ten minutes, pour the Blood on the ground.
'''System:''' Make no Ritual roll until the vampire touches the soil (or floor) of their chosen furcus with their physical sign of entrance. On a win, the caster dissolves into a bloody mist, drawn into the Earth's veins and reincorporated twenty minutes later at a furcus of the Storyteller's choosing. On a critical win, they arrive at the nearest furcus to their Haven or to a place of power attuned to the caster by Tiamat Glistens (p. 64). This ritual is one-way, and only activates at the specific furcus where the sorcerer first cast it.
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''<sub>Blood Sigils, pg. 71</sub>''
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<br>
== WARD AGAINST CAINITES ==
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'''Blood Sorcery''' ••••
''This Ritual wards an item against all vampires except the caster. Any attempt by them to touch the item triggers the effect. However, a vampire examining the Ward with Auspex can read the name of the caster in it with a successful contest of Intelligence + Auspex vs. the caster's Intelligence + Blood Sorcery. This ward uses the standard rules for Wards.''
'''Ingredients:''' Ash warm from a still-burning fire; casters risk terror frenzy, and cannot inscribe this Ward that night if they succumb to it.
<div style='text-align: right;'>
''<sub>Core Book, pg. 280</sub>''
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<br>
== WARDING CIRCLE AGAINST FAERIES ==
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'''Blood Sorcery''' ••••
''This ward uses the standard rules for Warding circles. (p. 275)''
'''Ingredients:''' The caster draws the Warding circle with a cold iron knife dipped in salt and Blood.
<div style='text-align: right;'>
''<sub>Homebrew, pg. XX</sub>''
</div></div>
<br>
== WARDING CIRCLE AGAINST LUPINES ==
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'''Blood Sorcery''' ••••
''This ward uses the standard rules for Warding circles. (p. 275)''
'''Ingredients:''' The caster draws the Warding circle with a silver knife dipped in wolfsbane and Blood.
<div style='text-align: right;'>
''<sub>Core Book, pg. 280</sub>''
</div></div>
<br><br>
= LEVEL 5 =

Revision as of 13:33, 19 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


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 — requiring the square of its level in weeks, though a good teacher or excellent grimoire may shorten this period.