Blood Sorcery: Difference between revisions

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(Added "Blood's Curse" from Gehenna War)
(Added "Blood to Water" and "Revealing the Crimson Trail" from Gehenna War.)
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''<sub>Book of Nod Apocrypha, pg. 34</sub>''
''<sub>Book of Nod Apocrypha, pg. 34</sub>''
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== BLOOD TO WATER ==
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'''Blood Sorcery''' •
''The Kindred pours purified water through their bloody fingers, transmuting all spilled blood in the area into water.''
'''Ingredients:''' Pure water, whether from a natural spring or purified mechanically.
'''Process:''' The ritualist smears their own Blood on their hands, pours water through their fingers, and splatters it about the room.
'''System:''' If the ritual is successful, blood (including the performer's spilled Blood) exposed to the air is transmuted into water, leaving no traces behind. The ritual affects a space roughly the size of a living room. Larger spaces require repeated performances to cleanse.
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''<sub>Gehenna War, pg. 48</sub>''
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''<sub>Let the Streets Run Red, pg. 77</sub>''
''<sub>Let the Streets Run Red, pg. 77</sub>''
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== REVEALING THE CRIMSON TRAIL ==
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'''Blood Sorcery''' •
''The ritual allows a vampire to easily spot traces of spilled blood, no matter how insignificant or old.''
'''Ingredients:''' A needle with an eye.
'''Process:''' The Kindred ritually prepares the needle by stabbing themselves in one eye with it, and must then peer through its eye.
'''System:''' If the ritual is successful, the vampire can clearly see any spilled blood, dried or not, as long as they keep looking through the eye of the needle. Exceptionally old or minute traces can require a Resolve + Awareness or Investigation test to spot, as determined by the Storyteller. The ritual lasts for the rest of the scene.
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''<sub>Gehenna War, pg. 48</sub>''
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Revision as of 16:22, 16 September 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.