Blood Sorcery: Difference between revisions

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(Added homebrew "Warding Circling Against Faeries")
(Alphabetized powers. Added "Feast of Ashes," "Guides Memory," and "Invisible Chains of Binding")
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== INCORPOREAL PASSAGE ==
== FEAST OF ASHES ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••••
'''Blood Sorcery''' ••••




''The caster assumes an incorporeal state, not unlike a ghost, able to freely pass through objects and rendered totally immune to physical damage. They cannot interact physically with the material world except by sight and speech.''
''What better way to torment a rival than by turning the blood in their mouth to ashes? Kindred affected by this Ritual cannot drink blood for one night.''




'''Ingredients:''' A mirror.
'''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 spills their Blood on the mirror, chanting, and then breaks it.
'''Process:''' The caster writes the name of their target on a piece of parchment and burns it. They collect the ashes and use their own Blood mixed with the ashes to write the sigils required to perform the Ritual.




'''System:''' Make a Ritual roll. 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:''' 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>Core Book, pg. 280</sub>''
''<sub>Players Guide, pg. 101</sub>''
</div></div>
</div></div>


<br>
<br>


== WARD AGAINST CAINITES ==
== GUIDED MEMORY ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••••
'''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.''
''By imbibing the Blood of a willing Kindred, a vampire can relive the memories of the donor, who guides them through the donor’s past experiences. This can allow the vampire to “recall” memories from before they were born! In addition, these guided journeys can unlock Discipline powers, Merits, and potentially other gifts of the donor’s Blood.''
 
 
'''Ingredients:''' The vitae of another vampire, dried rosemary, and fresh poppies or forget-me-nots.
 
 
'''Process:''' The sorcerer burns the flowers and rosemary, blending the ashes with the donated vitae, then drinks the Blood.
 
 
'''System:''' The sorcerer selects a Memoriam goal (Vampire: The Masquerade, p. 312), or one of the goals below:
 
 
• A Level 1 Discipline power; a one-dot Merit
 
•• A Level 2 Discipline power; a two-dot Merit
 
••• A Level 3 Discipline power; a three-dot Merit
 
 
The power may be encountered during the Memoriam, or the memory itself deals with the donor learning the power. The Merit may emerge from a similar circumstance, or result from the character unlocking some secret or potential in the past.
 
 
While the player may pursue a specific power or Merit, the Storyteller is the final judge of which gift they gain.




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


<div style='text-align: right;'>
{| class="wikitable"
''<sub>Core Book, pg. 280</sub>''
|-
</div></div>
! '''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.


<br>


== WARDING CIRCLE AGAINST FAERIES ==
'''Merits:''' Merit dots cannot be spread among different Merits or added to existing Merits the player character may already have.
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'''Blood Sorcery''' ••••




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




'''Ingredients:''' The caster draws the Warding circle with a cold iron knife dipped in salt and Blood.
'''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>Homebrew, pg. XX</sub>''
''<sub>Players Guide, pg. 101</sub>''
</div></div>
</div></div>


<br>
<br>


== WARDING CIRCLE AGAINST LUPINES ==
== INCORPOREAL PASSAGE ==
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<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.


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== RENDING THE SWEET EARTH ==
== INVISIBLE CHAINS OF BINDING ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••••
'''Blood Sorcery''' ••••




''This ritual rends the earth to reveal a vampire concealed
''The blood sorcerer binds a subject in invisible chains, confining them to a single spot for the duration of the Ritual.''
by Protean.''
 
 
'''Ingredients:''' A link of chain.




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




'''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:''' 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.




'''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.
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>Chicago by Night, pg. 173</sub>''
''<sub>Players Guide, pg. 102</sub>''
</div></div>
</div></div>


<br>
<br>


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


'''Prerequisite:''' Galvanic Ruination


''This ritual transforms the target into a bat similar to the level four Protean ability, Metamorphosis.''


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


'''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 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 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;'>
'''System:''' The ritual is enacted, after which the magnet maintains its "charge" for the oddly specific next 1.21 hours.
''<sub>Chicago by Night, pg. 173</sub>''
</div></div>


<br>


== CREATIO IGNIS ==
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.
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'''Blood Sorcery''' ••••




''The caster of this Ritual diverts hungry flame from their flesh, using an enchanted coating of vitae like a buffer and can set items and people alight using the fire. This Ritual is a phenomenal breach of the Masquerade as the power is entirely visible and can cause intense environmental feedback, not to mention the bloody coating of the caster’s hands before activation.''
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.




'''Ingredients:''' Sufficient vitae from any vampire to coat the caster’s arms up to the elbows, a source of flame.
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.  




'''Process:''' The vampire immerses their arms in the blood and withstands the urge to feed or frenzy. After extracting their arms, exposure to flame will ignite the vitae rather than the vampire it coats. The vampire can then go on to set targets alight using the fire on their skin.
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.


'''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. A win ignites flames on the vampire’s hands and arms, which in a spectacular display provoke 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 other person’s clothes, continuing the damage each turn until a Composure + Survival roll, Difficulty 3, is won to end the burn. The caster is only resistant to flame on their arms, and will burn as usual elsewhere. The fiery arms extinguish when the caster wills it or when the scene ends.
 
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;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 67</sub>''
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>
</div></div>


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<br>
<br>


== LEVINBOLT ==
== PROTEAN CURSE ==
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'''Blood Sorcery''' ••••
 
 
''This ritual transforms the target into a bat similar to the level four Protean ability, Metamorphosis.''
 
 
'''Ingredients:''' A vial of rabid vampire bat blood, Kindred vitae acquired from a vampire with the Protean Discipline, and a string-suspended puppet crafted from bat bones.
 
 
'''Process:''' The target must drink a vial of blood from a rabid vampire bat, mixed with Kindred vitae while the caster puppeteers the bone marionette.
 
 
'''System:''' The caster produces two Rouse Checks’ worth of their blood, with the blood of a rabid vampire bat and gives it to the target to drink. The ritual is cast, and upon a successful ritual roll, the target is transformed into a bat per the Metamorphosis ability of the Protean Discipline. The target may elect to resist this transformation with a Stamina + Occult roll. If the target rolls more successes than the ritual’s practitioner, they prevent the transformation, while their Total Failure can leave them in a horrifically deformed, half-human, half-bat state. The half-bat creature gains +2 Strength, +1 Dexterity, +1 Stamina, and +1 Presence up to a maximum of 5, but cannot communicate verbally, reduces its Manipulation to 0, and takes 1 aggravated Health damage for every turn exposed to bright light, artificial or otherwise. The ritual can be cast on both Kindred and humans and lasts for a full evening or until the caster dispels the ritual via a successful ritual test. The duration of Protean Curse can be extended by making a Rouse Check and a successful ritual roll at the beginning of each night the caster wants to maintain the ritual. A Critical Win for the practitioner doubles the duration of Protean Curse. The caster cannot use this Ritual on themselves.
 
<div style='text-align: right;'>
''<sub>Chicago by Night, pg. 173</sub>''
</div></div>
 
<br>
 
== RENDING THE SWEET EARTH ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••••
'''Blood Sorcery''' ••••


'''Prerequisite:''' Galvanic Ruination


''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>
== WARD AGAINST CAINITES ==
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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.''


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


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


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


<br>


'''System:''' The ritual is enacted, after which the magnet maintains its "charge" for the oddly specific next 1.21 hours.
== WARDING CIRCLE AGAINST FAERIES ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' ••••




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




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.
'''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>


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.
<br>


== WARDING CIRCLE AGAINST LUPINES ==
<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.


{| class="wikitable"
''This ward uses the standard rules for Warding circles. (p. 275)''
|-
! '''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.  
'''Ingredients:''' The caster draws the Warding circle with a silver knife dipped in wolfsbane and Blood.
|}


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



Revision as of 18:10, 4 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.