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= <big>BLOOD SORCERY</big> =
= <big>BLOOD SORCERY</big> =


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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.
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.
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== CORROSIVE VITAE ==
== CORROSIVE VITAE ==
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''Learned only by the most ostentatious of Tremere, this power is used to manipulate blood or vitae into finely crafted images — whether entertaining your fellows at Elysium with gaudy magician's tricks or diverting flowing rivulets into painstakingly precise Hermetic sigils.''
''Learned only by the most ostentatious of Tremere, this power is used to manipulate blood or vitae into finely crafted images — whether entertaining your fellows at Elysium with gaudy magician's tricks or diverting flowing rivulets into painstakingly precise Hermetic sigils.''




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'''Wards:'''
'''Wards:'''
<br>
<br>
The Tremere employ Wards extensively, basing them on their Hermetic traditional sigils. Banu Haqim Wards usually involve gematriac or abjadic writing, rather than occult symbols, but the methodology remains the same in both cases. Wards consist of a glyph or line of script keyed to repel a single type of supernatural, called “the trespasser” in these rules. When touched, they cause something like an electric shock to the trespasser’s mind and body, imparting both physical burns and a sudden bout of sheer terror. The ward does not work on forced contact – a warded sword will not trigger the ward when striking a trespasser, but it will if a trespasser tries to pick it up.
The Tremere employ Wards extensively, basing them on their Hermetic traditional sigils. Banu Haqim Wards usually involve gematriac or abjadic writing, rather than occult symbols, but the methodology remains the same in both cases. Wards consist of a glyph or line of script keyed to repel a single type of supernatural, called “the trespasser” in these rules. When touched, they cause something like an electric shock to the trespasser’s mind and body, imparting both physical burns and a sudden bout of sheer terror. The ward does not work on forced contact – a warded sword will not trigger the ward when striking a trespasser, but it will if a trespasser tries to pick it up.


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'''Warding Circles:'''
'''Warding Circles:'''
<br>
<br>
A Warding circle resembles a regular Ward, painted on the ground or floor. It requires three times the ritual ingredients of a regular Ward of the same type. Knowledge of one Ward does not convey knowledge of its corresponding Warding circle, or vice versa. Trespassers who attempt to cross a Warding circle suffer its effect. Unless the caster inscribes the Warding circle “pointing inward” around the trespasser in the first place, it does not block attempts to leave the circle.
A Warding circle resembles a regular Ward, painted on the ground or floor. It requires three times the ritual ingredients of a regular Ward of the same type. Knowledge of one Ward does not convey knowledge of its corresponding Warding circle, or vice versa. Trespassers who attempt to cross a Warding circle suffer its effect. Unless the caster inscribes the Warding circle “pointing inward” around the trespasser in the first place, it does not block attempts to leave the circle.


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== BLOOD WALK ==
== BLOOD WALK ==
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''<sub>Cults of the Blood Gods, pg. 55</sub>''
''<sub>Cults of the Blood Gods, pg. 55</sub>''
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''<sub>Cults of the Blood Gods, pg. 67</sub>''
''<sub>Cults of the Blood Gods, pg. 67</sub>''
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''<sub>Let the Streets Run Red, pg. 77</sub>''
''<sub>Let the Streets Run Red, pg. 77</sub>''
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''<sub>Let the Streets Run Red, pg. 77</sub>''
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''<sub>Let the Streets Run Red, pg. 77</sub>''
''<sub>Let the Streets Run Red, pg. 77</sub>''
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''<sub>Sabbat Sect Book, pg. 50</sub>''
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''<sub>Fall of London, pg. 128</sub>''
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''<sub>Camarilla Sect Book, pg. 166</sub>''
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''<sub>Let the Streets Run Red, pg. 77</sub>''
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== LEVINBOLT ==
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'''Blood Sorcery''' •••
''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. While electricity doesn't generally affect Kindred, this can devastate groups of mortals.''
'''Ingredients:''' Charged magnet, electricity, sanguine resonant blood
'''Process:''' The magnet is placed in a pool of blood while the electrical current is run through it. When the magnet has absorbed the blood, the ritual is complete. The magnet becomes a charred and melted lump of iron when the ritual has fully run its course.
'''System:''' The ritual is enacted, after which the magnet maintains its "charge" for the oddly specific next 1.21 hours.
The magnet must then be placed on the target (which may require a Dexterity + Athletics or Stealth roll), at which point the activation roll is made - once activated the location of the magnet is irrelevant and they can still be struck if they dispose of it.
For the rest of the scene, the vampire can call upon bolts of electricity 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 mortal must succeed in a Stamina + Composure roll (difficulty 3) or be paralyzed for the rest of the scene, as well as taking margin in 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 mortal targets with the same roll, but with -1 to their dice pool. When this happens, the primary target absorbs all the superficial damage.
Technology that can be short circuited is typically destroyed when it comes into contact with this amount of electricity. Vampires are unaffected, although it can of course destroy any technology they have on them.
{| class="wikitable"
|-
! '''THE PATH OF LEVINBOLT...'''
|-
| Due to a historical lack of understanding of the principles of electricity, the Path of Levinbolt remained incredibly obscure until the birth of modern science. Though thaumaturges no longer have to wait until a convenient thunderstorm to charge their powers, the Path of Levinbolt is still rarely studied or taught. As such, it requires a specific teacher to learn.
Furthermore, practitioners of the Path of the Levinbolt tend to cause a good deal of static electricity around them, even when not engaging in combat. Sometimes this plays havoc with cellular service, causes lights to flicker without reason, and computers to experience power surges in their presence.
|}
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
</div></div></div>
<br><br>

Revision as of 22:33, 8 October 2021

BLOOD SORCERY

Thaumaturgy | Quietus | Koldunism | Akhu | Nahuallotl | Sadhana


The Tremere maintain that Blood Sorcery, or “Thaumaturgy” as they call it, was their invention. To hear the Banu Haqim give their version, “Quietus” was their blood right long before the Tremere became vampires. Other clans make the same statements. While its origins are murky, the dreaded nature of Blood Sorcery is not. Few Kindred trust the wielders of a power that can manipulate the vitae in their veins and turn Blood into poison.


Unlike other Disciplines, which could be described as advancing organically through the victims chosen by the vampire, practitioners of Blood Sorcery require teachers. The Tremere once relied on their pyramidic clan hierarchy to arrange tutelage for neonate apprentices, while the Banu Haqim stress the sire-childe relationship as being the best form of mentorship. These nights, many a Child of Haqim washes up in Europe or America far from their sire, and with the Pyramid broken Tremere neonates frantically search through moldy tomes and palimpsests for scraps of true lore. Genuine masters of this Discipline develop their own Rituals, though many guard them from others, revelling in the mystery surrounding their unknown cache of abilities. To practice Blood Sorcery is to twist one’s own Blood into submission. Any form of this power reminds a vampire that they’re far from human, as no mortal could wield magic in this way.




CHARACTERISTICS


Discipline blood-sorcery.png
  • Type: Sorcery
  • Masquerade Threat: Low - High.
    The individual appearance of the powers and Rituals in Blood Sorcery varies as widely as their effects.
  • Blood Resonance: Sanguine.
    Although not inherent in the Blood itself, Blood Sorcery responds eagerly to blood from human occultists, sorcerers, and cult leaders, as well as hemophiles and bibliophiles.


Blood Sorcery is a special Discipline in that it both confers powers, like other Disciplines, and also unlocks the ability to perform Rituals up to and including the level the user holds in the Discipline. Ghouls of Blood Sorcerers or thin-bloods drinking from Sanguine temperaments gain temporary access to the Discipline powers, but not to Rituals. Its regular powers seem comparatively weak, but the versatility of the Rituals more than compensates, assuming the user can learn them. At character creation, a player can choose one Level 1 ritual if they have at least one dot in Blood Sorcery. Characters can buy new rituals at the cost of the ritual’s level x 3 experience points. Learning new Rituals during play requires both experience and time. Expect a Ritual to take at least the square of its rating in weeks to learn.



LEVEL 1


CORROSIVE VITAE


A TASTE FOR BLOOD


SHAPE THE SANGUINE SACRAMENT



LEVEL 2


EXTINGUISH VITAE



LEVEL 3


BLOOD OF POTENCY


SCORPION'S TOUCH


TRANSITIVE BOND



LEVEL 4


THEFT OF VITAE



LEVEL 5


BAAL'S CARESS


CAULDRON OF BLOOD


RECLAMATION OF VITAE



RITUALS


Unless otherwise noted, performing a ritual requires a Rouse Check, five minutes per level to cast, and a winning Intelligence + Blood Sorcery test (Difficulty = Ritual level + 1). Rituals usually require additional ingredients, though some need only the uninterrupted concentration of the user, and often involve the mingling of Blood with ingredients chosen according to the principles of sympathetic magic or alchemy. Unless otherwise stated the caster can only perform beneficial rituals on themselves.



Wards:


The Tremere employ Wards extensively, basing them on their Hermetic traditional sigils. Banu Haqim Wards usually involve gematriac or abjadic writing, rather than occult symbols, but the methodology remains the same in both cases. Wards consist of a glyph or line of script keyed to repel a single type of supernatural, called “the trespasser” in these rules. When touched, they cause something like an electric shock to the trespasser’s mind and body, imparting both physical burns and a sudden bout of sheer terror. The ward does not work on forced contact – a warded sword will not trigger the ward when striking a trespasser, but it will if a trespasser tries to pick it up.


Wards can only cover a space about a meter across: for example, a caster cannot ward a whole car, but they can ward a steering wheel.


Do not make the Ritual roll until the first time the trespasser touches the Ward, triggering its effect. Gloves or other garments offer no protection. If the caster wins the Ritual test, the victim suffers one point of Aggravated Health damage. On a critical win, damage for this Ward is three points of Aggravated damage. The caster does not need to make the Ritual roll for each trespasser touching the Ward, only the first. Anyone affected who wants to touch the warded object again must spend a point of Willpower and then win a Stamina + Resolve test (Difficulty 4, or 7 for a critical-success Ward) to make the attempt.


Sense the Unseen (Auspex 1) can detect a Ward with a contest of Intelligence + Auspex vs the caster’s Intelligence + Blood Sorcery.



Warding Circles:


A Warding circle resembles a regular Ward, painted on the ground or floor. It requires three times the ritual ingredients of a regular Ward of the same type. Knowledge of one Ward does not convey knowledge of its corresponding Warding circle, or vice versa. Trespassers who attempt to cross a Warding circle suffer its effect. Unless the caster inscribes the Warding circle “pointing inward” around the trespasser in the first place, it does not block attempts to leave the circle.


Its rules differ from regular Wards in a few respects: It costs three Rouse Checks worth of Blood to paint the circle and pentacles, which can cover up to a three-meter radius. It takes one full night to cast and a Ritual roll made at the time (at +2 to Difficulty) if the caster wants it to last a year and a day; otherwise it dissipates at dawn.


When the trespasser attempts to cross the circle, roll a contest of Intelligence + Blood Sorcery vs the trespasser’s Willpower. (If the Storyteller or player wrote down the result of the original Ritual roll used to cast a year-long Warding circle, they can use that result here.) If the Warding circle fails, the trespasser can enter it. If the caster wins, the trespasser takes three points of Superficial Health damage (three points of Aggravated damage on a critical win) and cannot enter. The trespasser must spend a point of Willpower to attempt to enter the circle again. If the trespasser wins the contest, enters the circle and leaves it again, they must repeat their half of the contest (the caster’s initial result remains) to re-enter it.



LEVEL 1


BLOOD WALK


CLINGING OF THE INSECT


CRAFT BLOODSTONE


WAKE WITH EVENING'S FRESHNESS


WARD AGAINST GHOULS


COAX THE GARDEN


DAMPEN THE FEAR


LETTER WARD


BLOODY MESSAGE


HERD WARD


BEELZEBEATIT



LEVEL 2


COMMUNICATE WITH KINDRED SIRE


EYES OF BABEL


ILLUMINATE THE TRAIL OF PREY


TRUTH OF BLOOD


WARD AGAINST SPIRITS


WARDING CIRCLE AGAINST GHOULS


UNSEEN UNDERGROUND


ISHTAR'S TOUCH


CALLING THE AURA'S REMNANTS



LEVEL 3


DAGON'S CALL


DEFLECTION OF WOODEN DOOM


ESSENCE OF AIR


FIREWALKER


WARD AGAINST LUPINES


WARDING CIRCLE AGAINST SPIRITS


ONE WITH THE BLADE


EYES OF THE PAST


ILLUSION OF PEACEFUL DEATH


GENTLE MIND


THE UNSEEN CHANGE


SANGUINE WATCHER


BLADED HANDS


ILLUSION OF PERFECTION


HAUNTED HOUSE


FIRE IN THE BLOOD


SLEEP OF JUDAS


COMMUNAL VIGOR


GALVANIC RUINATION