Blood Sorcery: Difference between revisions

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'''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.
'''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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== NEPENTHE ==
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'''Blood Sorcery''' •••
''Nepenthe offers "quiet of all pain and strife, forgetfulness of every ill" — but just a taste. The ritual's draught temporarily clouds the mind and makes the drinker's terrible deeds seem pale and distant, like a story they heard long ago. But the mixture has its dangers: use it too often, and one's ability to feel remorse withers and fades.''
'''Ingredients:''' Poppy seeds, starflower, honey, the subject's tears, the caster's Blood.
'''Process:''' The caster pulverizes the solid ingredients together in a bowl and mixes in the Blood and honey. The last ingredient added should be the tears of the ritual's subject. The potion gives off a strong, sickly sweet smell. The subject must drink the entire draught in one go.
'''System:''' With a win on the Ritual roll, Nepenthe removes 1 Stain from the drinker's tracker before a Remorse roll. On a critical win, Nepenthe removes 2 Stains before a Remorse roll at the end of the session. However, on a Total Failure, 1 Stain carries over to the next session, regardless of whether the Remorse roll succeeded or not. If a vampire uses Nepenthe more than two sessions in a row, their mind becomes dependent on it and one of their Stains becomes permanent. This is a cumulative effect—four sessions in a row results in two permanent Stains, etc.
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''<sub>Blood Sigils, pg. 67</sub>''
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== ONE WITH THE BLADE ==
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'''Blood Sorcery''' •••
''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.''
'''Ingredients:''' A melee weapon and enough of the caster's vitae to fully immerse it.
'''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 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.
If used against its original owner it deals Aggravated damage but gains no additional dice.
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''<sub>Players Guide, pg. 101</sub>''
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== SANGUINE WATCHER ==
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'''Blood Sorcery''' •••
''This ritual forms a small rat out of Kindred vitae that goes wherever the caster instructs and observes whatever the caster desires.''
'''Ingredients:''' Kindred vitae, small quantities of alcohol, silver bowl.
'''Process:''' The ritual is cast over the course of 20 minutes while the caster fills a silver bowl with vitae and measured doses of alcohol. A rat made of blood slowly forms as the caster stirs the mixture, becoming ever more solid until it scampers out of the bowl to serve its master.
'''System:''' A successful Ritual test summons a rodent made of Kindred blood from the bowl that is bound to the caster and allows them to see through its eyes. The rat will go wherever the caster instructs it to go and observe whatever the caster tells it to look for. The rat can be instructed to steal small items, but the caster must be very explicit as to what they want stolen and where it is located. The rat remains in service until sunrise. A Critical Win allows the caster to provide the creature with extremely precise instructions.


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Revision as of 13:40, 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.