Blood Sorcery: Difference between revisions

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(Added "Astromancy" and "Bind the Accusing Tongue" from Blood Sigils.)
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= LEVEL 1 =
= LEVEL 1 =
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== ASTROMANCY ==
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'''Blood Sorcery''' •
''The stars write the natures of those on earth below them, or perhaps they reflect them. Combining astrology and hematomancy, the sorcerer draws out true information about allies, enemies, and mortals that catch their interest.''
'''Ingredients:''' The night sky; a silver mirror or platter; the blood, hair, spit, or flesh of the target
'''Process:''' In the middle of the night, the caster goes to an area with a clear view of the stars in the sky and places their target’s biological material on the silver surface and spreads a Rouse Check’s worth of blood over the surface. The caster spends up to a half hour watching their blood shape itself into patterns and images regarding the answers they seek about the subject.
'''System:''' A win on the Ritual roll reveals the target’s greatest aptitudes (i.e., any Attribute or Skill 4 or higher) and their current Ambition. A critical win also reveals their current Desire and at least one of their Convictions. If the sorcerer knows the correct birth date or Embrace date of the target, they can add one die to the Ritual pool. Knowing both still only adds one die.
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''<sub>Blood Sigils, pg. 59</sub>''
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''<sub>Sabbat Sect Book, pg. 50</sub>''
''<sub>Sabbat Sect Book, pg. 50</sub>''
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== BIND THE ACCUSING TONGUE ==
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'''Blood Sorcery''' •
''The Tremere developed this ritual early in their ascent to power, which may help explain that ascent. Bind the Accusing Tongue prevents the target from speaking ill of the caster, ensuring the sorcerer's unspeakable acts remain that way.''
'''Ingredients:''' A picture, effigy, or image of the target, a lock of the target’s hair, a black silken cord.
'''Process:''' The caster winds the cord around the hair and image while intoning the ritual charm.
'''System:''' A win on the Ritual roll prevents the target from saying, writing, or otherwise directly communicating anything negative or harmful — even, or rather especially, if it's true — about the caster without a Composure + Resolve test (Difficulty equals the caster’s Blood Sorcery rating +2). On a critical win, the Difficulty of the test equals the caster’s Blood Sorcery rating +3. The ritual lasts until the target succeeds on their test, or until the cord unwinds, at which point the hair and image crumble into dust.
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''<sub>Blood Sigils, pg. 60</sub>''
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Revision as of 10:01, 7 October 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 — requiring the square of its level in weeks, though a good teacher or excellent grimoire may shorten this period.