Blood Sorcery: Difference between revisions

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''<sub>Forbidden Religions, pg. 66</sub>''
''<sub>Forbidden Religions, pg. 66</sub>''
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== BOTTLED VOICE ==
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'''Blood Sorcery''' •••
''The vampire steals a victim's voice and traps it in a sealed bottle.''
'''Ingredients:''' A glass bottle, a tallow seal, the caster's vitae.
'''Process:''' The caster's vitae is used to line the rim of the bottle. The glass bottle is then pressed to a victim's lips while the caster speaks an incantation binding their voice. The bottle is then sealed with tallow and usually marked with the victim's name or initials.
'''System:''' If the ritual is successful the victim remains mute for as long as the vampire has the sealed bottle in their possession. If the seal or bottle are ever damaged, the victim's voice is restored. Opening the bottle quickly enough to inhale the contents allows for the stolen voice to be used as if it were your own for one scene.
Vampires and other supernatural creatures can have their voices bottled but they must either willingly submit to the ritual or the caster must restrain the victim throughout the rite and then score a critical win on the ritual test.
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''<sub>The Black Hand, pg. 90</sub>''
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== COMMUNAL VIGOR ==
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'''Blood Sorcery''' •••
''Based on sanguinary properties similar to the Vaulderie, this Ritual allows a Pack Priest to share their Blood Potency with their pack, while strengthening their own ability to keep those packmates in line.''
'''Ingredients:''' One fingernail of the Pack Priest
'''Process:''' The Priest tears a nail from their finger and breaks it into pieces, one for each member of the Pack. They place their own portion of the torn nail in the Vaulderie chalice, while the other members place theirs under their tongue. If the Ritual is successful, the pieces of nail dissolve into the Vaulderie blood consumed.
'''System:''' In addition to the effects of the Vaulderie, the members of the Pack have their Blood Potency raised to the same level as the officiating Priest. Additionally, the Priest gains three dice on any Dominate or Presence tests against other members of the Pack. The effects last for one night.
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''<sub>Sabbat Sect Book, pg. 50</sub>''
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== DAGON'S CALL ==
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'''Blood Sorcery''' •••
''A terrifying technique employed by the assassins of the Banu Haqim, this Ritual lets the user rupture the very blood vessels of the victim from afar, having only touched them but briefly previously. Mortals expire rather messily, and even vampires must fear this silent killer.''
'''Ingredients:''' A gold inlaid ceremonial dagger.
'''Process:''' Before proceeding with the ritual the victim must be exposed the caster's Blood, either by drinking it or having it touch an open wound or even their bare skin: a single drop smeared across the arm is enough. After an hour but before a week has passed the caster can perform the ritual by piercing their own skin with the ceremonial dagger, shedding blood. As their Blood hits the ground the ritual takes effect.
'''System:''' Make a Resolve + Blood Sorcery vs Stamina + Resolve roll. Every point of margin on a win does a point of damage to the victim, as their blood vessels burst and their lungs fill with blood. This damage is Aggravated for mortals, but only Superficial on vampires. The caster can repeat this process up to two more times, each time requiring them to make an additional Rouse Check.
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''<sub>Core Book, pg. 278</sub>''
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== DEFLECTION OF WOODEN DOOM ==
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'''Blood Sorcery''' •••
''By performing this ritual the vampire protects themselves from being staked. The first stake that would pierce their heart shatters before penetrating the skin.''
'''Ingredients:''' Wood splinters or shavings.
'''Process:''' The vampire mixes the shavings with their Blood and draws a circle around themselves. They must then meditate in this circle for an hour, concluding by placing one splinter of wood under their tongue.
'''System:''' Make no Ritual roll until the vampire is staked. If the Ritual roll is a win, the stake shatters as it touches the skin of the vampire. A critical win blinds the attacker for two turns, showering their face with splinters. This only works on genuine attempts at staking - merely holding the stake against the vampire does not trigger the effect. The protection lasts until the end of the night or until the splinter is removed from under the tongue of the vampire, whichever comes first.
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''<sub>Core Book, pg. 278</sub>''
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== ELEMENTAL SHELTER ==
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'''Blood Sorcery''' •••
'''Prerequisite:''' Koldunic Sorcery
''This ritual allows the koldun to melt into and shelter within their chosen element, as with Earth Meld. A fire-bonded koldun does not check for Rötschreck against any fire they ignite for the purpose of this ritual, but must resist terror frenzy before casting this Ritual to meld with the flames in a suddenly-burning Haven, for example.''
'''Ingredients:''' At least enough of the element in question to envelop the koldun's body.
'''Process:''' The koldun scratches open their initiatory scar, bleeds into the element, commands it to receive them, and falls or dives into it.
'''System:''' On a win, the koldun melds into the element. No physical attack can injure them, nor can sunlight or fire. While in the element, the koldun remains aware of their surroundings, except during day-sleep. At those times, disturbances such as digging or loud noises awaken them or not, as with all vampires (VtM, pg. 219). The koldun's form remains waveringly visible to Sense the Unseen or to normal sight (Wits + Awareness) with a Difficulty equal to the margin of the Ritual roll. On a critical win, the koldun completely merges with the element, becoming entirely invisible. The koldun can emerge from the element at will by night at the spot they entered it. If a fire-bonded koldun's fire goes out, or if someone drains a water-bonded koldun's aqueous shelter, the koldun enters torpor within or beneath the ashes and coals. They can make a Resolve + Awareness test (Difficulty 2) to awaken in the presence of potential prey just as if they had fallen into torpor from hunger.
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''<sub>Blood Sigils, pg. 66</sub>''
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== ESSENCE OF AIR ==
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'''Blood Sorcery''' •••
''The caster creates a potion that when imbibed allows for limited flight. The Camarilla frowns upon the use of this Ritual, due to the extreme risk of Masquerade breaches; for this reason, its popularity has lessened considerably in the modern nights.''
'''Ingredients:''' Leaves and berries of belladonna.
'''Process:''' The caster steeps the belladonna in their Blood, reducing the brew over a brazier while incanting words of power.
'''System:''' Make the Ritual roll when reducing the mixture. A critical win prepares two doses worth of potion. The caster can tell whether the ritual succeeded, so they won't end up with a dud. The resulting black potion retains its potency for a night and activates when imbibed. The potion enables the caster (and only them) to fly or hover at approximately running speed for a scene. The caster can carry a human-sized mass, though their speed drops to walking speed. Grabbing and carrying aloft an unwilling subject, or pulling the flier to the ground, both require a contest between the caster's Strength + Blood Sorcery and the other's Strength + Athletics.
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''<sub>Core Book, pg. 278</sub>''
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Revision as of 13:35, 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.