Blood Sorcery: Difference between revisions

Jump to navigation Jump to search
Line 1,259: Line 1,259:




''The Banu Haqim connection to the delivery of harm and death is such that they can speak to a weapon and command it to strike with increased accuracy and lethality. Many Banu Haqim are known for their dedicated weapon, which in some cases are carried with them for centuries of use. Such a weapon never rusts or dulls for as long as it remains in the vampire’s possession.''
''Certain Kindred develop a close relationship with a favored weapon, in some rare cases carried with them for centuries of use. Such a weapon never rusts or dulls so long as it remains in the vampire’s possession.''


 
''If someone else physically claims it as their own, it ages rapidly, like a ghoul denied vitae. If the weapon remains usable following this degeneration, it can inflict grievous harm on its original owner — the blood sorcerer — if used against them.''
''If someone else physically claims it as their own, it ages much as a ghoul denied vitae would do. In the case the weapon is still useable following this degeneration, if it is used against its original owner — the blood sorcerer — it inflicts grievous harm in retribution for them having lost it.''




Line 1,268: Line 1,267:




'''Process:''' The vampire submerges their chosen weapon in their own vitae and speaks a mantra dedicating their life to the weapon. The weapon must remain submerged without interruption until the following sunrise.
'''Process:''' The vampire submerges their chosen weapon in their own vitae and swears an oath dedicating their unlife to the weapon. The weapon must remain submerged without interruption until the following sunrise.




'''System:''' Once the Blood is exsanguinated and the weapon is submerged, make a Ritual roll. On a win, the weapon becomes mystically dedicated to the user. It remains of immaculate quality unless subjected to focused harm when outside the caster’s ownership. Additionally, if anointed by the Blood of the user it gains a two-dice bonus when used in combat. The anointment takes a single turn, forces a Rouse check and lasts for a full scene. A vampire can never possess more than one weapon dedicated this way. In order to perform this ritual on a new weapon, the previous dedicated weapon must be destroyed first.
'''System:''' Once the Blood is collected and the weapon is submerged, make a Ritual roll. On a win, the weapon becomes mystically dedicated to the user. It remains of immaculate quality unless subjected to intentional harm when outside the caster’s ownership. Additionally, if again anointed by the Blood of the user it gains a two-dice bonus when used in combat. The anointment takes a single turn, forces a Rouse check and lasts for a full scene. A vampire can never possess more than one weapon dedicated this way. In order to perform this ritual on a new weapon, the previous dedicated weapon must first be destroyed.




The vampire with this weapon must ensure it never leaves their possession. If stolen and used against them, it cannot gain any additional dice but deals Aggravated damage against its owner (the one who originally performed the Ritual).
If used against its original owner it deals Aggravated damage but gains no additional dice.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Camarilla Sect Book, pg. 166</sub>''
''<sub>Players Guide, pg. 101</sub>''
</div></div>
</div></div>



Revision as of 12:43, 3 April 2023

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.