Blood Sorcery: Difference between revisions

Jump to navigation Jump to search
Line 1,426: Line 1,426:
<br>
<br>


<br><br>
== BLADED HANDS ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •••
 
 
''This ritual sharpens the caster's hands to a razor's edge.''
 
 
'''Ingredients:''' A pair of razor blades, two drops of Kindred vitae.
 
 
'''Process:''' The caster places a razor blade in each palm, gripping them tightly as the ritual is cast. At the end of the ritual, they vanish into the caster's person, leaving a pair of supernaturally sharp hands in their wake.
 
 
'''System:''' The caster must make a successful Ritual test and two Rouse Checks. Success turns the caster's hands into light piercing Brawl weapons with a +2 damage modifier. The caster must be very careful about what they touch while employing Bladed Hands, adding +1 difficulty to all rolls to handle delicate objects. A Critical Win increases the damage to +3. The ritual lasts for a single evening.
 
<div style='text-align: right;'>
''<sub>Chicago Folios, pg. 174</sub>''
</div></div>
 
<br>
 
== BLOOD SIGIL ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •••
 
 
''This ritual stores important records and documents in one of the most resilient mediums available: the unliving flesh of another Kindred.''
 
 
'''Ingredients:''' Tattoo ink or other substances that can stain skin, a written message on paper, a photograph, or a painting, a sharp object with a tip heated by candle flame.
 
 
'''Process:''' The vampire to be tattooed opens a vein in their wrist with the sharp object — usually a scalpel, a knife, or the needle in a tattoo gun — and bleeds into containers with their chosen painting material. Then, the caster tears the paper or picture, mixing the remains into the paints while chanting for fifteen minutes. The caster applies the Blood Sigil on another vampire by heating the sharp object's tip, dipping the sharp object into the paints, and carefully carving an image into the vampire's skin. This image need not be relevant to its hidden information.
 
 
'''System:''' Make no Ritual roll until after applying the Blood Sigil. A win permanently seals the tattooed image into the vampire's skin and perfectly preserves the message within. A failure creates a tattoo and preserved message that fades away upon the vampire's next rising. Read the message within a Blood Sigil by viewing or touching the sigil for fifteen minutes and either winning a Resolve + Occult Test at Difficulty 5 using Sense the Unseen. The sorcerer who applied the Blood Sigil can erase the tattoo and the message by spending one Willpower and touching the tattoo for fifteen minutes.
 
<div style='text-align: right;'>
''<sub>Blood Sigils, pg. 66</sub>''
</div></div>
 
<br>
 
== BLOODLESS FEAST ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •••
 
 
''The culmination of Hutter's study of the Blood, this Ritual is deceptively easy to learn and to cast, but far-reaching in its effects.''
 
 
'''Ingredients:''' An unconscious human, a flawless crystal chalice.
 
 
'''Process:''' The caster chants scripture over the human target for three hours. Over the course of the ritual, the human gradually weakens, while the chalice fills with a clear, sweet-smelling liquid.
 
 
'''System:''' A successful Ritual fills the chalice to the brim at the end of three hours and kills the human victim. The clear liquid produced functions exactly like fresh blood from the human victim for the next hour, carrying any Resonance and Dyscrasia the victim exhibited. Since the victim must be unconscious during the ritual, anything but a Phlegmatic resonance is difficult to obtain. If a vampire drinks nothing but the liquid produced by this ritual for a period of one month, her Vitae turns completely clear.
 
{| class="wikitable"
|-
! '''THE BLOODLESS PILGRIM...'''
|-
| Though it mostly functions as normal, this clear Blood has an unusual effect on Kindred who consume it: until the next sunset, they are vulnerable to diablerie. A would-be diablerist gains three dice to her Strength + Resolve roll against the victim, and she may use the experience points she gains to increase her Blood Potency by at least one point, regardless of her victim's power. She also does not gain the black veins in her aura that usually accompany the act.
|}
 
<div style='text-align: right;'>
''<sub>Forbidden Religions, pg. 66</sub>''
</div></div>
 
<br>


= LEVEL 4 =
= LEVEL 4 =

Revision as of 12:35, 19 January 2024

BLOOD SORCERY

Thaumaturgy | Quietus | Koldunism | Akhu | Nahuallotl | Sadhana


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


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



CHARACTERISTICS


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


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