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== EYES OF THE PAST ==
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'''Blood Sorcery''' •••
''This ritual shows what happened in the caster's present location at a specific time in the past up to five years ago.''
'''Ingredients:''' One drop of blood for each year the caster is trying to look backward in time. Three or more drops requires a Rouse Check.
'''Process:''' The caster selects the location for their ritual, cuts their hand, and allows the drops of blood to spill on the earth.
'''System:''' A successful Ritual test allows the caster to see what happened in their present location at a specific time of their selection, up to five years ago. The caster can see what happened in the past as if they had been standing where they are now. Duration is one scene with clarity of vision determined by the number of successes scored. The vampire cannot recall the vision with any clarity after the scene elapses, meaning the Storyteller is not obligated to answer any questions about the vision after that time. A Critical Win permanently fixes the scene in their memory.
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''<sub>Chicago Folios, pg. 172</sub>''
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== FIRE IN THE BLOOD ==
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'''Blood Sorcery''' •••
''This Ritual allows a vampire to invoke the anguish of fire in a victim's blood. Blistering heat ravages the target's veins and causes intense pain. This Ritual differs from the Cauldron of Blood power (Vampire: The Masquerade, p. 274); it is usable from a distance and a more efficient way to incapacitate rather than kill the victim.''
'''Ingredients:''' A sample of the target's blood, a visual depiction of the target such as a photo, painting, or video recording, and a candle made from red wax or a lighter made of iron.
'''Process:''' The vampire concentrates on the visual depiction of their target and burns the target's blood sample, usually held in a Petri dish, glass bottle, or vial, over the flame. The effect occurs almost immediately, as the victim's blood heats up in their veins.
'''System:''' Make a Ritual roll following the incantation versus the target's Resolve + Occult (or Resolve + Fortitude, if the target is a creature with this Discipline). Each point of the caster's margin is applied as Superficial Health damage that also inflicts wracking pain upon the victim, forcing them to incur a two-dice penalty to Physical pools for the remainder of the scene. On a critical win, the penalty increases to three dice. A Kindred target must make a Rouse Check due to the damage to their vitae. A victim can only be affected by this Ritual once per night.
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''<sub>Players Guide, pg. 100</sub>''
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== FIREWALKER ==
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'''Blood Sorcery''' •••
''A painful ritual to perform, this allows the caster to make themselves and even their comrades resistant to fire.''
'''Ingredients:''' A fingertip of the caster.
'''Process:''' The vampire cuts one of their fingertips off and burns it together with their Blood in a golden chalice or bowl.
'''System:''' Make a Stamina + Resolve test (Difficulty 3) to cut off a fingertip. On a winning Ritual roll, a bluish flame consumes the Blood and fingertip, signaling the completion of the ritual. For the rest of the night fire damage to the caster is halved. This ritual can be performed on others, but the fingertips sacrificed must all belong to the caster. The mutilation is not enough to count as damage to the caster; the fingertip regrows during day-sleep.
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''<sub>Core Book, pg. 279</sub>''
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== GALVANIC RUINATION ==
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'''Blood Sorcery''' •••
''This Ritual violently disrupts electrical currents in the area, shorting out or fusing all wiring in the vicinity. Used to kill alarms, surveillance, and artificial lighting, the element of stealth is often short-lived, as collateral damage in the form of fires usually follows. Many Sabbat packs consider this less a flaw than a feature, though.''
'''Ingredients:''' A copper coin
'''Process:''' The caster smears their Blood on the coin, drops it to the ground and grinds their foot on it, as if they were extinguishing a cigarette. If the Ritual is successful, the coin shatters like porcelain as a Blood-borne current ravages the electrical systems of the surrounding area.
'''System:''' The Ritual instantly wrecks wiring in the vicinity to the extent that all electrical equipment ceases to function. This includes isolated circuits such as cars on batteries and any backup generators running or starting up within a minute of the casting. The area affected is equivalent to a large warehouse or a three-story building, though it can be extended at casting by adding a level of Difficulty for each additional building or building-equivalent. On a critical win the outage is relatively discreet, but will otherwise cause at least one fire, together with random bursts of static electricity raising hell with speakers, car alarms, and other loud electrical objects.
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''<sub>Sabbat Sect Book, pg. 51</sub>''
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== GENTLE MIND ==
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'''Blood Sorcery''' •••
''This ritual fortifies the target's mind against frenzy.''
'''Ingredients:''' Crystal glass, Kindred vitae.
'''Process:''' The caster shares blood with the target of the ritual while the caster whispers quietly into the target's ear, weaving a temporary cage around the target's beast.
'''System:''' The caster must share a glass of blood with their target. A successful Ritual test grants the target a four-die bonus to resist frenzy for one scene. A Critical Win extends this duration to an evening. The caster must share blood with another and cannot cast this ritual upon themselves.
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''<sub>Chicago Folios, pg. 172</sub>''
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== HAUNTED HOUSE ==
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'''Blood Sorcery''' •••
''This ritual creates the illusion that a vampire's haven is haunted.''
'''Ingredients:''' Vitae from a Kindred who possessed the Discipline of Obfuscate
'''Process:''' The caster places a drop of Kindred blood on all entrances and exits to the haven in addition to all exterior walls and the roof over the course of a three-hour ritual.
'''System:''' The caster makes three Rouse Checks in addition to a Ritual test. Upon success, the haven assumes an ominous cast and rumors begin to circulate that the house in haunted. Casual passersby will avoid the house at all cost and even the most courageous mortals will think twice before entering. Mortals attempting to enter the haven must make a successful Composure + Resolve test against the number of successes the caster made on their ritual roll. Success indicates they can enter while failure bars their passage, although they can spend Willpower to enter a turn. The effects of Haunted House last for 10 years, after which the haven appears strange and run down, but not haunted. Dr. Mortius spent decades crafting this ritual with vampires of Clan Ravnos, inspiring Clan Tremere to forbid its use as a threat to the Masquerade (and their power), but knowledgeable Kindred may be willing to share it with others for a price.
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''<sub>Chicago Folios, pg. 174</sub>''
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== ILLUSION OF PEACEFUL DEATH ==
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'''Blood Sorcery''' •••
''This ritual heals obvious wounds on a corpse, causing a body to appear as though it died a natural death.''
'''Ingredients:''' A white feather.
'''Process:''' The caster must symbolically dust the body with a white feather.
'''System:''' A successful Ritual test causes a corpse to appear as if it died a natural death. This ritual does not add blood to the corpse, but does reduce the chance that this blood loss will be discovered, increasing difficulty of all rolls to determine cause of death by three. The body must have at least half its original blood for this ritual to succeed. A Critical Win increases the difficulty of all rolls to determine cause of death by five.
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''<sub>Chicago Folios, pg. 172</sub>''
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== ILLUSION OF PERFECTION ==
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'''Blood Sorcery''' •••
''This ritual shrouds the caster in the illusion of a nondescript person that blends easily into crowds.''
'''Ingredients:''' A plain white mask , vitae from a Kindred with the Discipline of Obfuscate, and a chameleon's skin.
'''Process:''' The caster performs an hour-long ritual that concludes when they don a featureless white mask and consume a concoction of vitae and lizard skin. A sweat of blood forms under the mask, spreading across the caster's body until they are coated in a ruby crust that mystically conceals their true identity. The mask itself slowly turns crimson until the ritual wears off.
'''System:''' A successful Ritual test is required to activate this ritual. Upon success, the caster is cloaked in the illusion that they are an ordinary person in their mid-20s, with a nondescript face and average body similar to the Obfuscate ability Mask of a Thousand Faces. The nondescript appearance of this vampire shifts across different faces, seen as different by individuals who can all see the caster. This can of course lead to confusion and alarm. The caster can only see their own reflection in mirrors and photographs. Illusion of Perfection can be pierced by the Auspex ability Sense the Unseen, with a contested Wits + Auspex vs. the successes scored on the ritual roll. Illusion of Perfection lasts one scene, but a Critical Win extends its duration to an entire evening.
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''<sub>Chicago Folios, pg. 174</sub>''
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= LEVEL 4 =
= LEVEL 4 =

Revision as of 13:36, 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.