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= LEVEL 2 =
= LEVEL 2 =
<br>
== BLOOD'S CURSE ==
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'''Blood Sorcery''' ••
''The vampire temporarily thickens an adversary’s Blood, amplifying their clan Bane.''
'''Cost:''' One Rouse Check
'''Dice Pools:''' Intelligence + Blood Sorcery vs Stamina + Occult or Fortitude
'''System:''' The user targets another vampire or ghoul. On a win, add two (or four on a critical win) to the victim’s Blood Potency for purposes of Bane severity and feeding penalty (for vampires) only. When targeting a ghoul, Caitiff, or thin-blood, the target gains a clan Bane based on the clan of the vampire they most recently fed from or their own ancestry, as determined by the Storyteller.
'''Duration:''' Until dawn
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''<sub>Gehenna War, pg. 48</sub>''
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== BLOOD WALK ==
== BLOOD TO WATER ==
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'''Blood Sorcery''' •
'''Blood Sorcery''' •




''This Ritual expands upon the power A Taste for Blood allowing the user to learn more details about the subject studied, assuming the subject is a vampire.''
''The Kindred pours purified water through their bloody fingers, transmuting all spilled blood in the area into water.''
 


'''Ingredients:''' Pure water, whether from a natural spring or purified mechanically.


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


'''Process:''' The ritualist smears their own Blood on their hands, pours water through their fingers, and splatters it about the room.


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


'''System:''' If the ritual is successful, blood (including the performer's spilled Blood) exposed to the air is transmuted into water, leaving no traces behind. The ritual affects a space roughly the size of a living room. Larger spaces require repeated performances to cleanse.


'''System:''' A win on the Ritual roll (see General Systems) allows the user to learn the generation and name of the subject as well as the subject's sire. A Critical Win also informs the user of any Blood Bonds active on the subject, as regnant or thrall.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 276</sub>''
''<sub>Gehenna War, pg. 48</sub>''
</div></div>
</div></div>


<br>
<br>


== BLOODY MESSAGE ==
== BLOOD WALK ==
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'''Blood Sorcery''' •
'''Blood Sorcery''' •




'''Ingredients:''' Mirror, sufficient human blood to write the message, UV light.
''This Ritual expands upon the power A Taste for Blood allowing the user to learn more details about the subject studied, assuming the subject is a vampire.''




'''Process:''' The practitioner designates a type of individual in their mind — e.g., mortal, ghoul, vampire, male, a child, unemployed — and bathes a mirror in UV light. The sorcerer writes a message on the mirror with a fingertip, using human blood as the ink. The message appears on another reflective surface (a mirror, polished glass, water) the practitioner has seen before and can mentally recall, when the designated type of individual passes by.
'''Ingredients:''' A silver cup filled with Blood from the subject. (One Rouse Check's worth).




'''System:''' The sorcerer makes the Ritual roll when enchanting the designated surface. For every success the practitioner rolls, the message will repeat for each new individual of the chosen type who passes the surface. The message clears itself from the surface as soon as it's been read once. It appears in the handwriting and language in which the sorcerer wrote it.
'''Process:''' The user mixes their Blood with the subject's and repeats an incantation over the cup, spending an roughly an hour.
 
 
'''System:''' A win on the Ritual roll (see General Systems) allows the user to learn the generation and name of the subject as well as the subject's sire. A Critical Win also informs the user of any Blood Bonds active on the subject, as regnant or thrall.
 
<div style='text-align: right;'>
''<sub>Core Book, pg. 276</sub>''
</div></div>
 
<br>
 
== BLOODY MESSAGE ==
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'''Blood Sorcery''' •
 
 
'''Ingredients:''' Mirror, sufficient human blood to write the message, UV light.
 
 
'''Process:''' The practitioner designates a type of individual in their mind — e.g., mortal, ghoul, vampire, male, a child, unemployed — and bathes a mirror in UV light. The sorcerer writes a message on the mirror with a fingertip, using human blood as the ink. The message appears on another reflective surface (a mirror, polished glass, water) the practitioner has seen before and can mentally recall, when the designated type of individual passes by.
 
 
'''System:''' The sorcerer makes the Ritual roll when enchanting the designated surface. For every success the practitioner rolls, the message will repeat for each new individual of the chosen type who passes the surface. The message clears itself from the surface as soon as it's been read once. It appears in the handwriting and language in which the sorcerer wrote it.


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== SEAL THE BRAND ==
== REVEALING THE CRIMSON TRAIL ==
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'''Blood Sorcery''' •
'''Blood Sorcery''' •




''Normally tattoos, scars, and other changes to vampire flesh fade during the day's sleep. Yet some Kindred seek to make a mark on their own flesh, and give that mark permanence.''
''The ritual allows a vampire to easily spot traces of spilled blood, no matter how insignificant or old.''
 
 
'''Ingredients:''' A needle with an eye.




'''Ingredients:''' Molten silver poured over a tattoo, brand, or other body modification.
'''Process:''' The Kindred ritually prepares the needle by stabbing themselves in one eye with it, and must then peer through its eye.


'''Process:''' The vampire casting the ritual pours the molten silver over the target's tattoo, brand, or body modification. The target suffers damage from the molten silver, but once mended, the affected modification remains permanent.


'''System:''' If the ritual is successful, the vampire can clearly see any spilled blood, dried or not, as long as they keep looking through the eye of the needle. Exceptionally old or minute traces can require a Resolve + Awareness or Investigation test to spot, as determined by the Storyteller. The ritual lasts for the rest of the scene.


'''System:''' A successful Ritual yields a permanent body modification for the target. This modification cannot be removed by any other means and is now considered part of the target's undying body. Pouring the molten silver onto the body modification inflicts one point of Superficial damage, which may be mended as normal.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 99</sub>''
''<sub>Gehenna War, pg. 48</sub>''
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<br>
<br>


== WAKE WITH EVENING'S FRESHNESS ==
== SEAL THE BRAND ==
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'''Blood Sorcery''' •
 
 
''Normally tattoos, scars, and other changes to vampire flesh fade during the day's sleep. Yet some Kindred seek to make a mark on their own flesh, and give that mark permanence.''
 
 
'''Ingredients:''' Molten silver poured over a tattoo, brand, or other body modification.
 
'''Process:''' The vampire casting the ritual pours the molten silver over the target's tattoo, brand, or body modification. The target suffers damage from the molten silver, but once mended, the affected modification remains permanent.
 
 
'''System:''' A successful Ritual yields a permanent body modification for the target. This modification cannot be removed by any other means and is now considered part of the target's undying body. Pouring the molten silver onto the body modification inflicts one point of Superficial damage, which may be mended as normal.
 
<div style='text-align: right;'>
''<sub>Players Guide, pg. 99</sub>''
</div></div>
 
<br>
 
== WAKE WITH EVENING'S FRESHNESS ==
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'''Blood Sorcery''' •
'''Blood Sorcery''' •
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<br><br>
== SEEING WITH THE SKY'S EYES ==
 
= LEVEL 4 =
 
<br>
 
== COMPEL THE INANIMATE ==
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'''Blood Sorcery''' ••••
'''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.''
''The Banu Haqim use a special ritual to observe targets from the one place they cannot possibly detect: Heaven itself. The Tremere scoff at the idea that the caster travels to a higher realm and observes targets from above, but they can't deny the results, and have brought this ritual into their practice.''




'''Ingredients:''' Any inanimate object.
'''Ingredients:''' Euphoric mortal blood from someone high on cannabis, incense, brazier, an effigy or photo of a target.




'''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.
'''Process:''' The caster drinks the euphoric blood, lights a mixture of their own Blood, and incense in a brazier, inhales it and falls into an ecstatic trance while studying the target image.




'''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.
'''System:''' After a half-hour of trance, make the Ritual roll. On a win, the caster may ask the Storyteller one question about the target's location and surroundings for every success rolled. On a critical win, the caster receives an additional three questions, and may ask about the target's Ambition, Desire, Convictions, and Humanity in addition to any questions about the target's location and whereabouts.
 
 
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.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Blood Sigils, pg. 69</sub>''
''<sub>Blood Sigils, pg. 67</sub>''
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== EGREGORE CONSULTATION ==
== SEEKING TIAMAT ==
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'''Blood Sorcery''' ••••
'''Blood Sorcery''' •••
 


''This proprietary plague oracle (page 108) ritual focuses on the influenza virus, so its caster must be hosting influenza to use it.''


''This ritual helps Blood sorcerers seek out the veins of the Earth, bringing the flow of their Blood into harmony with the blood of Tiamat.''


''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:''' A foot-long, sharpened piece of witch hazel or magnetized iron.


'''Ingredients:''' Live influenza viruses in caster's Blood, worms, flukes, or other parasites, a knife, a magnet.


'''Process:''' The caster jams the wood or iron into their forearm along the ulnar vein, causing themselves 1 point of Aggravated damage, and makes a Rouse Check. Then they must walk around the city or region for at least fifteen minutes.


'''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:''' On a win, their arm begins twitching and pointing toward the closest furcus in the area; by changing their direction, intelligent casters can triangulate a location within a few minutes. On a critical win, the tool discovers the closest vein of the Earth, and points toward two furcae on that vein.
'''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.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Blood Sigils, pg. 70</sub>''
''<sub>Blood Sigils, pg. 68</sub>''
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<br>


== DEFENSE OF THE SACRED HAVEN ==
== SLEEP OF JUDAS ==
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'''Blood Sorcery''' ••••
'''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.
'''Ingredients:''' Blood of Willerton's Judas tree (though possibly the blood from another mystical landmark), opium.




'''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.
'''Process:''' The sorcerer distills and boils the blood of the Judas Tree until only a black tar-like substance remains. They mix this with an equal amount of opium, which can either be used as a paste or re-liquefied with no loss of effect.




'''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.
'''System:''' The sorcerer makes the Ritual roll when the target is drugged. On a normal success, the victim may oppose by rolling dice equal to their remaining undamaged Health boxes. A critical success immediately incapacitates a vampire and kills a mortal or ghoul. Sleep of Judas wears off after a number of hours equal to the sorcerer's Intelligence.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 279</sub>''
''<sub>Let the Streets Run Red, pg. 77</sub>''
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== EYES OF THE NIGHTHAWK ==
== SOUL OF THE HEMONCULUS ==
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'''Blood Sorcery''' ••••
'''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.''
''This enchantment forms a shriveled, impaired, quarter-weight duplicate of its caster's mortal self (pp. 133–134). This squat, restricted, and often bitter creature must obey any command by its maker, sometimes willingly, sometimes not. They are not harmed by sunlight. You can make one as a lab assistant, flunky, or substitute child if you like.''




'''Ingredients:''' The eyes of the bird used, taken at the conclusion of the Ritual.
'''Ingredients:''' Glass bottle blown on the night before the new moon, semen, chalk, graveyard dirt, the caster's Blood, a dead man's thumb, and a dead pig.




'''Process:''' The caster feeds their Blood to the bird and enters a trance.
'''Process:''' The caster puts the Blood and other ingredients in the glass bottle, corks it with the thumb, shakes well, and lets it sit in total darkness until the full moon. The bottle is then bathed in moonlight while the caster recites a short chant, before sewing it into the pig's stomach. The caster buries the pig in consecrated ground, at least three feet deep, and makes the Ritual roll. If it succeeds, on the next new moon when the caster digs it up, the pig looks like a miniature version of them. The caster commands it to arise, and it must obey.




'''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.
'''System:''' Make the Ritual roll against the higher of 3 or the user's Stamina: their very flesh resists this blasphemy. If the roll succeeds, the hemonculus quickens and births in a month. A hemonculus has its maker's Attributes and the Skills from their mortal life, but each at one dot lower, to a minimum of 1, half the maker's Health and one dot of Willpower. Hemonculi can't become ghouls, be Embraced, or be Blood Bound, and any vampire who feeds on one gains no nourishment and finds the process repellent.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 280</sub>''
''<sub>Blood Sigils, pg. 68</sub>''
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<br>


== FEAST OF ASHES ==
== STONE OF THE TRUE FORM ==
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'''Blood Sorcery''' ••••
'''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.''
''With a special stone and an excellent throwing arm, a Blood sorcerer can dispel hallucinations and deceptions of the night. It's even rumored to work on lupines.''




'''Ingredients:''' A piece of parchment with the name of the target written on it and burned, and ashes from the burned scroll.
'''Ingredients:''' A hunk of metamorphic rock, such as slate or marble.




'''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.
'''Process:''' The caster must smooth, carve, or tumble the rock into a sphere somewhere between the size of a marble and a baseball. If they have a relevant Craft specialty, or access to a geology lab, they can make a test to do it in an hour; otherwise it takes six hours. The caster then coats the sphere in a Rouse Check worth of their boiling Blood and commands it to reveal in the oldest language they know.




'''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.
'''System:''' When the vampire throws the stone (Dexterity + Athletics) and hits something that is either an illusion, a being created by a Discipline or ritual (such as a Tzimisce's vozhd or a hemonculus), or a shapeshifted being (either by Protean or by inherent means), the sorcerer rolls the Ritual roll versus the target's Resolve + Occult. On a win, the illusion dispels in a spray of blood, the created being tears apart into its individual components, or the shapeshifter painfully shifts into its original form. This unveiling effect lasts for one round. Any margin equals the dice penalty to the illusion resuming, creation repair, or next shapeshifting attempt. On a failure, the caster may try again until sunrise, assuming they can recover the stone without being slaughtered. Once the ritual succeeds, the stone breaks in half and cannot be reused.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 101</sub>''
''<sub>Blood Sigils, pg. 68</sub>''
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== GUIDED MEMORY ==
== TRESPASS ==
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'''Blood Sorcery''' ••••
'''Blood Sorcery''' •••
 


''This old Ministry ritual resembles various Obfuscate powers, with a few important limitations. It only applies to the structure used as an ingredient, and its user can still be perceived by supernatural beings or entities. To nonsupernatural entities, they seem to be a statue, pillar, decorative piece of molding, tapestry, or other part of the structure. The vampire can also flow themselves through any crevice or other passage in the structure that blood could flow through: not through a sealed vault door, but through most door frames and air ducts. Unlike Incorporeal Passage (Vampire: The Masquerade, p. 280), they can be attacked and damaged. Trespass does not hide one from a location's genius loci (p. 133).''


''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:''' Fragment of the desired location's cornerstone or doorstep, the blood of a thief, thread.


'''Ingredients:''' The vitae of another vampire, dried rosemary, and fresh poppies or forget-me-nots.


'''Process:''' The caster ties one end of the thread around the fragment of cornerstone and soaks both in the blood. They then chant an efficacious prayer to Hermes or Set — the traditional patrons of the Trespass ritual — or any other spirit or deity associated with trespass. The caster wraps the thread about the trespasser's body, starting at the heel and ending around the forehead.


'''Process:''' The sorcerer burns the flowers and rosemary, blending the ashes with the donated vitae, then drinks the Blood.


'''System:''' The ritual lasts for as long as the thread remains wet with blood (one scene, or about 30 minutes). When the vampire attempts to actually enter the building, make the Ritual roll. On a win, the caster enters without problem. With a Willpower spend, they can flow through air vents, cracks under doors, or anywhere else liquid blood could flow. On a critical win, they don't need to spend Willpower to flow through such cracks, and gain an intuitive knowledge of the structure's layout. On a total failure, the building itself rejects the caster. Everyone passing by gains two dice to their pools to notice and suspect the trespasser, who takes Superficial Health damage equal to the number of failed dice in that pool every turn they remain in the building.


'''System:''' The sorcerer selects a Memoriam goal (Vampire: The Masquerade, p. 312), or one of the goals below:
<div style='text-align: right;'>
''<sub>Blood Sigils, pg. 69</sub>''
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<br>


• A Level 1 Discipline power; a one-dot Merit
== THE UNSEEN CHANGE ==
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'''Blood Sorcery''' •••


•• A Level 2 Discipline power; a two-dot Merit


••• A Level 3 Discipline power; a three-dot Merit
''This ritual forces Lupines into their wolf form.''




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.
'''Ingredients:''' Wolf blood, Kindred vitae, a silver jug.




While the player may pursue a specific power or Merit, the Storyteller is the final judge of which gift they gain.
'''Process:''' The caster mixes Kindred vitae with wolf's blood and pours the mixture from a silver jug around a specific area. This can be as small as a meter or large enough to encircle a house.




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.
'''System:''' The caster makes three Rouse checks to summon the blood necessary for the ritual and marks out a closed area with a mixture of Kindred vitae and wolf's blood. A successful Ritual test forces all Lupines crossing the threshold defined by the caster to automatically transform into their Lupus form, unless they succeed on a contested Willpower test against the casters Intelligence + Blood Sorcery or the number of successes scored on the initial ritual roll (if yearlong). The ritual dissipates at dawn unless the initial ritual roll is made at +2 to difficulty. If successful, the ritual lasts a year and a day. A Critical Win doubles the number of successes the Lupine needs on its roll to defeat the ritual. The Unseen Change forces the target Lupine into their form as a normal wolf, denying them the raw power of their dreaded half-wolf form.
 
{| 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
|}


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 101</sub>''
''<sub>Chicago Folios, pg. 172</sub>''
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</div></div>


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<br>


== INCORPOREAL PASSAGE ==
== VIRAL HARUSPEX ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••••
'''Blood Sorcery''' •••
 
 
''Unique to the plague oracles (p. 114), this ritual focuses on the common cold — specifically the rhinovirus subvariant, the most common version. As with all plague oracle Rituals, the caster must be hosting the virus. To host a virus, the vampire must drink from a mortal carrier of the disease within 24 hours before casting the ritual: after that, the germs die in the Kindred Blood.''




''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.''
''Viral Haruspex aggregates sensory data or factual recollection from every mortal in a twenty-kilometer radius carrying the rhinovirus. If you're looking for someone, you can know if any mortal with a cold has seen them. If you want to know a particular fact and don't trust Wikipedia, you can consult the memories of everyone in the range who's all snotted up.''




'''Ingredients:''' A mirror.
'''Ingredients:''' Live rhinoviruses in caster's Blood, a rat, a bowl or dish. Plague oracles love to use stainless steel surgical bowls for their rituals, but that's not a hard requirement.




'''Process:''' The caster spills their Blood on the mirror, chanting, and then breaks it.
'''Process:''' The caster mingles a Rouse Check worth of their Blood in the bowl with the brains of the rat and stirs it up widdershins. The vampire then drinks the blood while staring into the dish.




'''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.
'''System:''' A win on the Ritual roll produces a vague impression of the sought data, overlapping or echoey if more than one sick mortal is looking at or listening to the target. For factual knowledge, the information flows into the caster's head. More successes over the Difficulty provide more complete vision, knowledge, or other results.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 280</sub>''
''<sub>Blood Sigils, pg. 69</sub>''
</div></div>
</div></div>


<br>
<br>


== INNOCENCE OF THE CHILD'S HEART ==
== WARD AGAINST FAERIES ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••••
'''Blood Sorcery''' •••




''Developed by Nicolai himself, this ritual allows the caster to conceal their Kindred aura from users of Auspex.''
''This Ritual wards an item against changelings, in any form. Any attempt by them to touch the item or use it as a target for a Discipline triggers the effect. This ward uses the standard rules for Wards (p. 275).''




'''Ingredients:''' A toy belonging to a mortal child.
'''Ingredients:''' A handful of iron shavings mixed with the Blood.
 
 
'''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.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Chicago by Night, pg. 172</sub>''
''<sub>Homebrew, pg. XX</sub>''
</div></div>
</div></div>


<br>
<br>


== INVISIBLE CHAINS OF BINDING ==
== WARD AGAINST LUPINES ==
<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 werewolves, in any form. Any attempt by them to touch the item triggers the effect. This ward uses the standard rules for Wards (p. 275).''


''The blood sorcerer binds a subject in invisible chains, confining them to a single spot for the duration of the Ritual.''


'''Ingredients:''' A handful of silver dust mixed with the Blood.


'''Ingredients:''' A link of chain.
<div style='text-align: right;'>
''<sub>Core Book, pg. 279</sub>''
</div></div>


<br>


'''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.
== WARDING CIRCLE AGAINST SPIRITS ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •••




'''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.
''This Ritual creates a circular Ward on the floor or ground, intended to prevent the passage of spirits. Although more difficult than some Warding circles, it is one of the most commonly found in grimoires and other sources. A human occultist could potentially reconstruct a functioning version of this Ritual with an Intelligence + Occult test (Difficulty 6), although they could not cast it without vitae or some other supernatural aid or element. This ward uses the standard rules for Warding circles (p. 275).''




The chain link corrodes to dust at the end of the Ritual's effect.
'''Ingredients:''' The caster draws the Warding circle with an iron knife dipped in salt and Blood.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 102</sub>''
''<sub>Core Book, pg. 279</sub>''
</div></div>
</div></div>


<br>
<br>


== LAND'S SUSTENANCE ==
== ZILLAH'S TEARS ==
<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 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.''
''Elders whisper of the Lost Tribe, who would pilgrimage into the Ur desert to drink of the Weeping Stone. Those who tasted the stone's bloody tears would experience a transcendance of intense remorse for the sins they had committed. This ritual attempts to recreate that experience.''




'''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.
'''Ingredients:''' Tears of true grief, bloody spittle from the caster.




'''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).
'''Process:''' The caster mixes the tears and spittle. Their target must imbibe it.




'''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.
'''System:''' The caster makes a Ritual roll vs Resolve + Composure. If successful, the target remembers their greatest sin, and feels intense remorse — even if they normally wouldn't, or are incapable of feeling remorseful. Every action they take to make amends gains two bonus dice, while all other tests lose two dice. This lasts the remainder of the night.
 


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Blood Sigils, pg. 70</sub>''
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>
</div></div>
<br><br>
= LEVEL 4 =


<br>
<br>


== LEVINBOLT ==
== COMPEL THE INANIMATE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••••
'''Blood Sorcery''' ••••


'''Prerequisite:''' Galvanic Ruination


''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.''


''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:''' Any inanimate object.


'''Ingredients:''' Charged magnet, electricity, sanguine resonant blood


'''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.


'''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:''' 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.


'''System:''' The ritual is enacted, after which the magnet maintains its charge for the oddly specific next 1.21 hours.


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.


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.


Sense the Unseen (Auspex 1) can detect the caster with a contest of Wits + Auspex vs. the caster's Composure + Blood Sorcery.


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.
<div style='text-align: right;'>
''<sub>Blood Sigils, pg. 69</sub>''
</div></div>


<br>


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.
== EGREGORE CONSULTATION ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••••




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.
''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.
 


{| class="wikitable"
'''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.
|-
! '''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.  
'''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.
|}


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
''<sub>Blood Sigils, pg. 70</sub>''
</div></div>
</div></div>


<br>
<br>


== MIRROR WALK ==
== DEFENSE OF THE SACRED HAVEN ==
<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 create a portal in a nearby mirror and escape to another previously prepared mirror.''
''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:''' Two large mirrors and the ashes of a recently destroyed vampire.
'''Ingredients:''' Nothing but the Blood of the caster.




'''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.
'''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:''' 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.
'''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.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>The Black Hand, pg. 91</sub>''
''<sub>Core Book, pg. 279</sub>''
</div></div>
</div></div>


<br>
<br>


== PROTEAN CURSE ==
== EYES OF THE NIGHTHAWK ==
<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 transforms the target into a bat similar to the level four Protean ability, Metamorphosis.''
''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:''' 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.
'''Ingredients:''' The eyes of the bird used, taken at the conclusion of the Ritual.




'''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.
'''Process:''' The caster feeds their Blood to the bird and enters a trance.




'''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.
'''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.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Chicago by Night, pg. 173</sub>''
''<sub>Core Book, pg. 280</sub>''
</div></div>
</div></div>


<br>
<br>


== RENDING THE SWEET EARTH ==
== FEAST OF ASHES ==
<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 rends the earth to reveal a vampire concealed
''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.''
by Protean.''




'''Ingredients:''' A leather whip, Kindred vitae.
'''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 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.
'''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:''' 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.
'''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.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Chicago by Night, pg. 173</sub>''
''<sub>Players Guide, pg. 101</sub>''
</div></div>
</div></div>


<br>
<br>


== RIDING THE EARTH'S VEINS ==
== GUIDED MEMORY ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••••
'''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.''
''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:''' A furcus, a physical sign of entrance such as a ticket, key, or doorknob.
'''Ingredients:''' The vitae of another vampire, dried rosemary, and fresh poppies or forget-me-nots.


'''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.
'''Process:''' The sorcerer burns the flowers and rosemary, blending the ashes with the donated vitae, then drinks the Blood.


<div style='text-align: right;'>
''<sub>Blood Sigils, pg. 71</sub>''
</div></div>


<br>
'''System:''' The sorcerer selects a Memoriam goal (Vampire: The Masquerade, p. 312), or one of the goals below:
 


== WARD AGAINST CAINITES ==
• A Level 1 Discipline power; a one-dot Merit
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••••


•• A Level 2 Discipline power; a two-dot Merit


''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.''
••• A Level 3 Discipline power; a three-dot Merit




'''Ingredients:''' Ash warm from a still-burning fire; casters risk terror frenzy, and cannot inscribe this Ward that night if they succumb to it.
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.


<div style='text-align: right;'>
''<sub>Core Book, pg. 280</sub>''
</div></div>


<br>
While the player may pursue a specific power or Merit, the Storyteller is the final judge of which gift they gain.


== WARDING CIRCLE AGAINST FAERIES ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••••


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.


''This ward uses the standard rules for Warding circles. (p. 275)''
{| 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.




'''Ingredients:''' The caster draws the Warding circle with a cold iron knife dipped in salt and Blood.
'''Merits:''' Merit dots cannot be spread among different Merits or added to existing Merits the player character may already have.


<div style='text-align: right;'>
 
''<sub>Homebrew, pg. XX</sub>''
'''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
|}
 
<div style='text-align: right;'>
''<sub>Players Guide, pg. 101</sub>''
</div></div>
</div></div>


<br>
<br>


== WARDING CIRCLE AGAINST LUPINES ==
== INCORPOREAL PASSAGE ==
<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 ward uses the standard rules for Warding circles. (p. 275)''
''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.




'''Ingredients:''' The caster draws the Warding circle with a silver knife dipped in wolfsbane and Blood.
'''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.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 280</sub>''
''<sub>Core Book, pg. 280</sub>''
</div></div>
</div></div>
<br><br>
= LEVEL 5 =


<br>
<br>


== ANTEBRACHIA IGNIUM ==
== INNOCENCE OF THE CHILD'S HEART ==
<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 of this Ritual manifests hungry flame from their flesh, using an enchanted coating of vitae like a buffer and can set items and people alight using the fire.''
''Developed by Nicolai himself, this ritual allows the caster to conceal their Kindred aura from users of Auspex.''




'''Ingredients:''' Sufficient vitae (from any vampire) to coat the caster's arms up to the elbows, and a source of flame (such as a lighter).
'''Ingredients:''' A toy belonging to a mortal child.




'''Process:''' The vampire immerses their arms in the blood and withstands the urge to feed or frenzy. After extracting their arms, exposure to flame ignites the vitae rather than the vampire it coats. The vampire can then go on to set targets alight using the fire on their skin.
'''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:''' If the user is at Hunger 4 or more, make a hunger frenzy test at Difficulty 3 to avoid draining the ingredients. At any point during the night they may expose the vitae to fire and make a Ritual roll. Any success ignites flames on the vampire's hands and arms, a spectacular display provoking a terror frenzy test (Difficulty 2) in all nearby vampires except the caster. They may touch others with Dexterity + Brawl in physical combat to inflict two Aggravated Health damage. Entering a grapple ignites the both combatants' clothes, continuing the damage each turn until they make a Composure + Survival roll (Difficulty 3) to smother the burn. The caster is only resistant to flame on their arms, and burns as usual elsewhere. The fiery arms extinguish when the caster wills it or when the scene ends.
'''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.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 102<br>Replaces "Creatio Ignis"</sub>''
''<sub>Chicago by Night, pg. 172</sub>''
</div></div>
</div></div>


<br>
<br>


== DOMINION ==
== INNOCENCE'S VEIL ==
<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 vampire to temporarily make any trace of diablerie on their part undetectable.''
 


'''Ingredients:''' A silver knife, a white candle, a mortal victim


''The Blood Sorcerer makes themselves the sovereign of supernatural powers in their own domain, thwarting others' use of most vampiric abilities.''


'''Process:''' The ritualist stokes their Hunger (usually through fasting or bloodletting) until they are at the verge of frenzy (Hunger 5), then slakes their Hunger on a mortal, draining them completely. Depending on Chronicle Tenets, performing the Ritual can merit stains.


'''Ingredients:''' Seal made of iron embedded over every doorway in the building.


'''System:''' If the ritual is successful, signs of diablerie on the user cease to manifest. Powers such as A Taste for Blood or Scry the Soul do not detect any evidence the ritualist has committed diablerie in the past.


'''Process:''' The ritual takes three hours to cast. During this time, the caster must be embedding iron seals over every doorway, consecrating them with their own vitae, and carving sigils on the doors.


'''Duration:''' Until the ritualist slakes their Hunger
again.


'''System:''' Upon a successful Ritual roll, the Blood sorcerer stops any uses of Animalism, Auspex, Dominate, or Presence except by themselves. Any uses of the Disciplines within the building still cause any Rouse checks to occur, though the amount of Blood spent to perform the ritual varies – from Rouse Check for an apartment up to five for a large manor. The Ritual lasts indefinitely but can be broken by the destruction of at least one seal.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 103</sub>''
''<sub>Gehenna War, pg. 48</sub>''
</div></div>
</div></div>


<br>
<br>


== EDEN'S BOUNTY ==
== INVISIBLE CHAINS OF BINDING ==
<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 rare Ritual allows a vampire to drain blood and energy from any living creatures in the nearby area, allowing the caster to stave off Hunger without even having to bare their fangs.''
''The blood sorcerer binds a subject in invisible chains, confining them to a single spot for the duration of the Ritual.''




'''Ingredients:''' A dead body, a living tree, one fresh apple, one rotten apple.
'''Ingredients:''' A link of chain.




'''Process:''' The vampire lays a dead body at the foot of a tree and places the healthy apple in the corpse's mouth, followed by the rotten apple into the vampire's. If the apple does not fit in the corpse's mouth, the caster may hammer it in, dislocate the jaw, or otherwise rend the throat open, so long as it fits. As the body rapidly merges with the tree's roots and trunk, blood from mortals up to 1 mile/kilometer away drains into the earth and out through the rotten apple in the vampire's mouth, sating Hunger.
'''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:''' The player makes a Ritual roll following the placement of the corpse and the apples. On a win, the vampire's Hunger is slaked to one, despite any Blood Potency feeding penalties. On a critical win, the vampire's Hunger is slaked to zero without killing. On a total failure, the vampire falls into a hunger frenzy. Depending on the number of kine in the Ritual area and the type of kine nearby, Stains may accrue; for example vampires with a Prey Exclusion may suffer Stains if this Ritual is used in an area heavily populated by their excluded class of mortal, whereas varied groups with more kine to draw from are less likely to bear an ethical cost.
'''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.




A lot of blood is wasted with this Ritual, as all the mortals in the area lose a little blood to the earth, though the loss is not visible. For the remainder of the chapter, those kine suffer a one-die penalty to all Physical rolls and 1 Aggravated Health damage.
The chain link corrodes to dust at the end of the Ritual's effect.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 56</sub>''
''<sub>Players Guide, pg. 102</sub>''
</div></div>
</div></div>


<br>
<br>


== ELEMENTAL ATTACK ==
== LAND'S SUSTENANCE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •••••
'''Blood Sorcery''' ••••


'''Prerequisite:''' Koldunic 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.''


''This koldunic ritual commands their element to attack a target: avalanche or sudden subsidence or falling tree, flash flood or waterspout, lightning bolt or stifling suffocation, gas main explosion or sudden electrical fire.''


'''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.


'''Ingredients:''' A weapon representing or made from the element, such as a wooden club, an icicle, a meteoric iron knife, a torch, etc.


'''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).


'''Process:''' Wielding the weapon, the koldun opens their initiation scar and makes a Rouse Check while commanding the element to attack a target the koldun perceives. Magical perception counts for this purpose.


'''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.


'''System:''' On a win, the element attacks 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 Aggravated Health damage per success, and the same damage again every round afterward until they win an appropriate escape contest (e.g., Dexterity + Athletics) vs. the koldun's Resolve + Blood Sorcery. Excepting fire, the elements only do Superficial damage to vampires, but they may still bury them, carry them away in a flood or tornado, etc. On a critical win, the element attacks every suitable target at the caster's discretion 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.
{| class="wikitable"
|-
! '''Chained Rituals...'''
|-
| When chained with Elemental Grasp (p. 62) and Tiamat Glistens (p. 64), this ritual unleashes a nigh-apocalyptic elemental effect: earthquake, tsunami, tornado, magma flow, etc. Damage doubles to the targets, but collateral damage gets wildly out of hand, and continues until the kolduny stop casting.
|}


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Blood Sigils, pg. 71</sub>''
''<sub>Blood Sigils, pg. 70</sub>''
</div></div>
</div></div>


<br>
<br>


== ESCAPE TO TRUE SANCTUARY ==
== LEVINBOLT ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •••••
'''Blood Sorcery''' ••••


'''Prerequisite:''' Galvanic Ruination


''By preparing two mystic circles in an arduous ritual the caster can instantly travel from one to the other. The journey is one-way, and the caster must designate one circle for departure while the arrival circle serves as an exit.''


''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:''' Two charred circles of approximately a meter in diameter.
 
'''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 one hour, plus an additional hour per margin of the roll.
 
 
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.




'''Process:''' The caster burns the circles into the ground or floor with an open flame, then consecrates each circle. Consecration requires two hours of chanting per night and two Rouse Checks, for three consecutive nights. In total, this ritual takes twelve Rouse Checks worth of Blood from the caster.
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.
|}
 
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>
 
<br>
 
== MIRROR WALK ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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.
 
<div style='text-align: right;'>
''<sub>The Black Hand, pg. 91</sub>''
</div></div>
 
<br>
 
== PROTEAN CURSE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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.
 
<div style='text-align: right;'>
''<sub>Chicago by Night, pg. 173</sub>''
</div></div>
 
<br>
 
== RENDING THE SWEET EARTH ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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.
 
<div style='text-align: right;'>
''<sub>Chicago by Night, pg. 173</sub>''
</div></div>
 
<br>
 
== RIDING THE EARTH'S VEINS ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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.
 
<div style='text-align: right;'>
''<sub>Blood Sigils, pg. 71</sub>''
</div></div>
 
<br>
 
== WARD AGAINST CAINITES ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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>''
</div></div>
 
<br>
 
== WARDING CIRCLE AGAINST FAERIES ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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 ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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 =
 
<br>
 
== ANTEBRACHIA IGNIUM ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •••••
 
 
''The caster of this Ritual manifests hungry flame from their flesh, using an enchanted coating of vitae like a buffer and can set items and people alight using the fire.''
 
 
'''Ingredients:''' Sufficient vitae (from any vampire) to coat the caster's arms up to the elbows, and a source of flame (such as a lighter).
 
 
'''Process:''' The vampire immerses their arms in the blood and withstands the urge to feed or frenzy. After extracting their arms, exposure to flame ignites the vitae rather than the vampire it coats. The vampire can then go on to set targets alight using the fire on their skin.
 
 
'''System:''' If the user is at Hunger 4 or more, make a hunger frenzy test at Difficulty 3 to avoid draining the ingredients. At any point during the night they may expose the vitae to fire and make a Ritual roll. Any success ignites flames on the vampire's hands and arms, a spectacular display provoking a terror frenzy test (Difficulty 2) in all nearby vampires except the caster. They may touch others with Dexterity + Brawl in physical combat to inflict two Aggravated Health damage. Entering a grapple ignites the both combatants' clothes, continuing the damage each turn until they make a Composure + Survival roll (Difficulty 3) to smother the burn. The caster is only resistant to flame on their arms, and burns as usual elsewhere. The fiery arms extinguish when the caster wills it or when the scene ends.
 
<div style='text-align: right;'>
''<sub>Players Guide, pg. 102<br>Replaces "Creatio Ignis"</sub>''
</div></div>
 
<br>
 
== ATROCITY'S RELEASE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •••••
 
 
''This rare Ritual allows the Blood Sorcerer to extract the stolen Blood and power from a diablerist, effectively reversing the effect of their latest diablerie.''
 
 
'''Ingredients:''' Human reproductive organs thinly sliced, moss or a sea sponge, and scrapings of bezoar.
 
 
'''Process:''' The performer must first create a number of poultices from the ingredients, something that takes at least one night to prepare, disregarding the time it takes to procure the components. Then, the sorcerer presses the ritually prepared poultices to a series of deep cuts on their target’s body, drawing out the stolen Blood. The Blood-soaked poultices are then burnt, their ashes left exposed to the sunrise.
 
 
'''System:''' An unwilling target may resist with Resolve + Blood Potency, the Ritual's Difficulty counting as the greater of the target’s successes or the standard difficulty. If successful, The Ritual reverses the most recent instance of diablerie that the target has committed, including changes to Blood Potency, Disciplines, or personality, though not Humanity.
 
 
Even if the ritual is successful, the spirit of the previous victim of the diablerie remains destroyed. On a total failure, the target’s essence is destroyed instead, the victim becoming effectively possessed by their latest diablerie victim.
 
 
<div style='text-align: right;'>
''<sub>Gehenna War, pg. 49</sub>''
</div></div>
 
<br>
 
== DOMINION ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •••••
 
 
''The Blood Sorcerer makes themselves the sovereign of supernatural powers in their own domain, thwarting others' use of most vampiric abilities.''
 
 
'''Ingredients:''' Seal made of iron embedded over every doorway in the building.
 
 
'''Process:''' The ritual takes three hours to cast. During this time, the caster must be embedding iron seals over every doorway, consecrating them with their own vitae, and carving sigils on the doors.
 
 
'''System:''' Upon a successful Ritual roll, the Blood sorcerer stops any uses of Animalism, Auspex, Dominate, or Presence except by themselves. Any uses of the Disciplines within the building still cause any Rouse checks to occur, though the amount of Blood spent to perform the ritual varies – from Rouse Check for an apartment up to five for a large manor. The Ritual lasts indefinitely but can be broken by the destruction of at least one seal.
 
<div style='text-align: right;'>
''<sub>Players Guide, pg. 103</sub>''
</div></div>
 
<br>
 
== EDEN'S BOUNTY ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •••••
 
 
''This rare Ritual allows a vampire to drain blood and energy from any living creatures in the nearby area, allowing the caster to stave off Hunger without even having to bare their fangs.''
 
 
'''Ingredients:''' A dead body, a living tree, one fresh apple, one rotten apple.
 
 
'''Process:''' The vampire lays a dead body at the foot of a tree and places the healthy apple in the corpse's mouth, followed by the rotten apple into the vampire's. If the apple does not fit in the corpse's mouth, the caster may hammer it in, dislocate the jaw, or otherwise rend the throat open, so long as it fits. As the body rapidly merges with the tree's roots and trunk, blood from mortals up to 1 mile/kilometer away drains into the earth and out through the rotten apple in the vampire's mouth, sating Hunger.
 
 
'''System:''' The player makes a Ritual roll following the placement of the corpse and the apples. On a win, the vampire's Hunger is slaked to one, despite any Blood Potency feeding penalties. On a critical win, the vampire's Hunger is slaked to zero without killing. On a total failure, the vampire falls into a hunger frenzy. Depending on the number of kine in the Ritual area and the type of kine nearby, Stains may accrue; for example vampires with a Prey Exclusion may suffer Stains if this Ritual is used in an area heavily populated by their excluded class of mortal, whereas varied groups with more kine to draw from are less likely to bear an ethical cost.
 
 
A lot of blood is wasted with this Ritual, as all the mortals in the area lose a little blood to the earth, though the loss is not visible. For the remainder of the chapter, those kine suffer a one-die penalty to all Physical rolls and 1 Aggravated Health damage.
 
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 56</sub>''
</div></div>
 
<br>
 
== ELEMENTAL ATTACK ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •••••
 
'''Prerequisite:''' Koldunic Sorcery
 
 
''This koldunic ritual commands their element to attack a target: avalanche or sudden subsidence or falling tree, flash flood or waterspout, lightning bolt or stifling suffocation, gas main explosion or sudden electrical fire.''
 
 
'''Ingredients:''' A weapon representing or made from the element, such as a wooden club, an icicle, a meteoric iron knife, a torch, etc.
 
 
'''Process:''' Wielding the weapon, the koldun opens their initiation scar and makes a Rouse Check while commanding the element to attack a target the koldun perceives. Magical perception counts for this purpose.
 
 
'''System:''' On a win, the element attacks 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 Aggravated Health damage per success, and the same damage again every round afterward until they win an appropriate escape contest (e.g., Dexterity + Athletics) vs. the koldun's Resolve + Blood Sorcery. Excepting fire, the elements only do Superficial damage to vampires, but they may still bury them, carry them away in a flood or tornado, etc. On a critical win, the element attacks every suitable target at the caster's discretion 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.
 
{| class="wikitable"
|-
! '''Chained Rituals...'''
|-
| When chained with Elemental Grasp (p. 62) and Tiamat Glistens (p. 64), this ritual unleashes a nigh-apocalyptic elemental effect: earthquake, tsunami, tornado, magma flow, etc. Damage doubles to the targets, but collateral damage gets wildly out of hand, and continues until the kolduny stop casting.
|}
 
<div style='text-align: right;'>
''<sub>Blood Sigils, pg. 71</sub>''
</div></div>
 
<br>
 
== ESCAPE TO TRUE SANCTUARY ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •••••
 
 
''By preparing two mystic circles in an arduous ritual the caster can instantly travel from one to the other. The journey is one-way, and the caster must designate one circle for departure while the arrival circle serves as an exit.''
 
 
'''Ingredients:''' Two charred circles of approximately a meter in diameter.
 
 
'''Process:''' The caster burns the circles into the ground or floor with an open flame, then consecrates each circle. Consecration requires two hours of chanting per night and two Rouse Checks, for three consecutive nights. In total, this ritual takes twelve Rouse Checks worth of Blood from the caster.




'''System:''' Once the circles are complete the caster need but step into the one designated for departure and concentrate for a turn, making a Ritual roll. The caster makes the Ritual roll each time they attempt to travel, but can only make one attempt per scene. On a win the caster vanishes, reappearing in an instant in the middle of the exit circle. There is no limit to the distance between the two circles, but they must be inscribed on the ground or on the floor of a building, not on the floor of a vehicle. The caster can transport one person or an object or objects totaling roughly human mass with them. Damaging either circle ruins the ritual completely and renders both circles inert. A vampire can only have one pair of these circles functional at any given time.
'''System:''' Once the circles are complete the caster need but step into the one designated for departure and concentrate for a turn, making a Ritual roll. The caster makes the Ritual roll each time they attempt to travel, but can only make one attempt per scene. On a win the caster vanishes, reappearing in an instant in the middle of the exit circle. There is no limit to the distance between the two circles, but they must be inscribed on the ground or on the floor of a building, not on the floor of a vehicle. The caster can transport one person or an object or objects totaling roughly human mass with them. Damaging either circle ruins the ritual completely and renders both circles inert. A vampire can only have one pair of these circles functional at any given time.
 
 
<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 280</sub>''
''<sub>Core Book, pg. 280</sub>''
</div></div>
 
<br>
 
== FISHER KING ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •••••
 
 
''This Ritual makes a Blood sorcerer one with their chosen land, reading its secrets like a book. The chosen land size varies with the sorcerer's power, but generally roughly equals the size of their coterie's domain. The koldun version is called Lozov Kral.''
 
 
'''Ingredients:''' A landmark representing a region, dirt from the region, a horse-hair paintbrush
 
 
'''Process:''' The vampire blends a Rouse Check's worth of blood with dirt from the region they wish to observe. With the blend, the sorcerer paints magical symbols on a landmark important to the land's inhabitants.
 
 
'''System:''' On a win, the caster develops a mental connection to the land. Once per session, the sorcerer may make a Wits + Streetwise (if urban or suburban) or Wits + Survival (if rural) test. For each success, the Storyteller truthfully answers one question the player has about the land: its greatest threat, does an enemy reside there, the Resonance of its inhabitants' blood, etc. This ritual lasts until the end of the story, during which the caster may ask one more question per session. After that, the caster must replenish their symbols, making another Rouse Check and Ritual roll to renew it.
 
{| class="wikitable"
|-
! '''Chained Rituals...'''
|-
| When chained with Land's Sustenance (p. 64) and Compel the Inanimate (p. 69), the coterie has almost total control over the place of power and its surrounding area. They have near-omniscience over the land, with three free questions about it per session, per caster. The land's structures or trees watch and warn the casters of hostile approach, unless magically disguised or shielded. While on the land, the casters can mend up to 5 points of Aggravated damage per night, total (split between the casters on a first-come, first-serve basis).
|}
 
<div style='text-align: right;'>
''<sub>Blood Sigils, pg. 72</sub>''
</div></div>
 
<br>
 
== HEART OF STONE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •••••
 
 
''Performing this ritual turns the caster's unliving heart to stone. This makes them immune to stakes but also, through some fluke of sympathetic magic, completely remorseless and cold-hearted automatons totally unreceptive to emotional and social cues. Even more so than normal.''
 
 
'''Ingredients:''' A stone slab and a wax candle drenched with the Blood of the caster.
 
 
'''Process:''' The caster lies on the stone slab with the candle on their chest letting it burn down to nothing over the course of a night. As the fir e reaches their chest, it causes one point of Aggravated damage and forces a terror frenzy roll: Difficulty 3. If the caster fails the frenzy roll, the ritual ends. If the caster does not enter frenzy, they make the Ritual roll. On a win the ritual completes; a critical win heals the candle-fire damage. The effect persists indefinitely, and should the caster wish to reverse the process they must repeat the ritual.
 
 
'''System:''' While under the effect of the ritual, the caster's heart is literally made of stone. Stakes fail to penetrate it, breaking if forced. The caster also exhibits a complete emotional detachment, subtracting three dice from any Remorse rolls as well as active Social-related rolls, except for Intimidation and Dominate. The caster cannot employ Presence but gains three bonus dice to pools used to resist the effects of that Discipline.
 
<div style='text-align: right;'>
''<sub>Core Book, pg. 281</sub>''
</div></div>
</div></div>


<br>
<br>


== FISHER KING ==
== REAWAKENED VIGOR ==
<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 makes a Blood sorcerer one with their chosen land, reading its secrets like a book. The chosen land size varies with the sorcerer's power, but generally roughly equals the size of their coterie's domain. The koldun version is called Lozov Kral.''
''Vampires awakening from torpor often lose the potency of their Blood, particularly in cases of extended dormancy. This Ritual allows the awakened vampire to regain their power quicker, though it is a closely guarded secret supposedly passed around by the Tremere and a few Inconnu.''




'''Ingredients:''' A landmark representing a region, dirt from the region, a horse-hair paintbrush
'''Ingredients:''' 5 or more Rouse Checks worth of the sorcerer’s vitae, a finely crafted ceramic receptacle, molten lead.




'''Process:''' The vampire blends a Rouse Check's worth of blood with dirt from the region they wish to observe. With the blend, the sorcerer paints magical symbols on a landmark important to the land's inhabitants.
'''Process:''' The sorcerer pours their vitae into the receptacle, stoppers it with lead and bloody sigils, and buries it in a place of power.




'''System:''' On a win, the caster develops a mental connection to the land. Once per session, the sorcerer may make a Wits + Streetwise (if urban or suburban) or Wits + Survival (if rural) test. For each success, the Storyteller truthfully answers one question the player has about the land: its greatest threat, does an enemy reside there, the Resonance of its inhabitants' blood, etc. This ritual lasts until the end of the story, during which the caster may ask one more question per session. After that, the caster must replenish their symbols, making another Rouse Check and Ritual roll to renew it.
'''System:''' The Sorcerer places at least 5 Rouse Checks worth of Blood into the receptacle. They may stop to feed while enacting this Ritual, but the ritual fails if interrupted for more than an hour, meaning any vessels needed to slake Hunger must be kept close at hand. On completing the task, the vampire crafts a rust-colored orb containing a small amount of their concentrated vitae. If this vitae is consumed (and on a successful ritual test), it restores one point of Blood Potency lost due to Torpor. For each success in the margin, another lost point of Blood Potency can be restored. If no Blood Potence has been lost to torpor, the ritual has no effect on the user.


{| class="wikitable"
|-
! '''Chained Rituals...'''
|-
| When chained with Land's Sustenance (p. 64) and Compel the Inanimate (p. 69), the coterie has almost total control over the place of power and its surrounding area. They have near-omniscience over the land, with three free questions about it per session, per caster. The land's structures or trees watch and warn the casters of hostile approach, unless magically disguised or shielded. While on the land, the casters can mend up to 5 points of Aggravated damage per night, total (split between the casters on a first-come, first-serve basis).
|}


<div style='text-align: right;'>
Any vampire other than the ritualist drinking the essence must test Stamina + Blood Sorcery or Fortitude against a difficulty of 6. For each point of margin of failure, they suffer one Aggravated Health damage.
''<sub>Blood Sigils, pg. 72</sub>''
</div></div>


<br>
== HEART OF STONE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •••••
''Performing this ritual turns the caster's unliving heart to stone. This makes them immune to stakes but also, through some fluke of sympathetic magic, completely remorseless and cold-hearted automatons totally unreceptive to emotional and social cues. Even more so than normal.''
'''Ingredients:''' A stone slab and a wax candle drenched with the Blood of the caster.
'''Process:''' The caster lies on the stone slab with the candle on their chest letting it burn down to nothing over the course of a night. As the fir e reaches their chest, it causes one point of Aggravated damage and forces a terror frenzy roll: Difficulty 3. If the caster fails the frenzy roll, the ritual ends. If the caster does not enter frenzy, they make the Ritual roll. On a win the ritual completes; a critical win heals the candle-fire damage. The effect persists indefinitely, and should the caster wish to reverse the process they must repeat the ritual.


A sorcerer can only have one active use of this ritual cast at a time, and it loses potency at dawn once unearthed.


'''System:''' While under the effect of the ritual, the caster's heart is literally made of stone. Stakes fail to penetrate it, breaking if forced. The caster also exhibits a complete emotional detachment, subtracting three dice from any Remorse rolls as well as active Social-related rolls, except for Intimidation and Dominate. The caster cannot employ Presence but gains three bonus dice to pools used to resist the effects of that Discipline.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 281</sub>''
''<sub>Gehenna War, pg. 49</sub>''
</div></div>
</div></div>



Latest revision as of 19:15, 16 September 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.