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Thaumaturgic Rituals----


Level 1 • Blood of Peace (Clanbook: Assamite) This ritual involves two points of Assamite blood (one to be enchanted, one to be used to enchant the other). This ritual turns Assamite blood into a strong tranquilizer, that may be swallowed, or applied to the skin. A Willpower roll may be made to resist the effects, difficulty the Intelligence + Science of the caster.

Level 1 • Blood Rush (Sabbat) The vampire may make herself feel as though she has fed, even is she hasn’t. This may be used for pleasure, or to curb thirst-related frenzy. Lasts one hour.

Level 1 • Communicate with Kindred Sire This ritual involves possessing an object belonging to the Sire, and takes five minutes. The vampire may speak with her sire, telepathically (this does not facilitate mindreading). Variations of this ritual exist to allow telepathic communication between one’s thralls, progeny, or those who have tasted the caster’s blood.

Level 1 • Defense of the Sacred Haven This ritual takes an hour to perform, and uses up one blood point. The vampire may put a drop of her blood on each window in an area, up to twenty feet away from the ritual site. All sunlight that would go in through these windows is instead reflected by them. This ritual lasts as long as the vampire is in the area.

Level 1 • Deflection of Wooden Doom This ritual involves standing in a circle of wood, and putting a splinter in one’s mouth. One wooden melee weapon that is about to penetrate the vampire’s heart will instead disintegrate. A weapon that is only held threateningly, without the intent to stab the vampire, will not be affected. Lasts until sunset, or until it affects a weapon.

Level 1 • Devil’s Touch This ritual must be cast in the presence of its victim, and involves putting a coin on her person. The vampire can make all other mortals react to a mortal victim with hostility. Lasts one night.

Level 1 • Dominoe of Life (Sabbat) The vampire may simulate one human trait. Any trait, from the warmth of human flesh, to tears, can be assumed. Lasts one night.

Level 1 • Engaging the Vessel of Transference This ritual involves putting blood in a container, sealing it, and engraving a rune on it, and takes three hours. This container will take some blood from, and empty its current load into, anyone who touches it, who will only feel a shiver. If the rune is not covered, a roll of Intelligence + Occult, difficulty 8, will reveal it to read "change blood". This container will act as described, again and again, until broken open.

Level 1 • Illuminate Trail of the Prey (Sabbat) The vampire may make the trail of a specific victim glow in such a way that only she can see it. All paths, from an airplane’s vapor trails to footprints, will be shown. A starting point is required, as is an initial sighting of the victim, and the spell is nullified if the vampire wades in or is immersed in water.

Level 1 • Incantation of the Shepherd This ritual involves holding glass over each of one’s eyes, and turning slowly, for fifteen minutes. The vampire may locate each vessel of her herd, starting with the closest and working outward. She must have tasted a vessel at least once for this to work.

Level 1 • Preserve Blood (Sabbat) This ritual involves burying an earthenware container for three nights. Blood may be preserved in such a container by putting in a little burdock, reciting a few incantations, and sealing it with wax. This blood will be preserved until the container is broken or opened. This continer can not be used twice with the same blood.

Level 1 • Preserve Corpse (Black Hand) The vampire may create, from a mixture of decaying organic matter and herbs, a liquid that, once poured on a corpse, will preserve it. This ritual produces enough of this material to cover a large corpse. The liquid will last indefinitely once applied, but will lose its potency within a week if not used before then.

Level 1 • Purity of Flesh This ritual involves concentrating for ten minutes in a lotus position, surrounded by thirteen sharp stones, and then spending a blood point. This ritual will remove all foreign matter from the vampire, good or bad. (This includes fake limbs, breast implants, surgical appliances, poisons, drugs, wooden splinters, etc.) This also affects matter touching her, and those performing this ritual would be advised to do it in the nude.

Level 1 • Rebirth of Mortal Vanity This ritual requires strands of hair from mortal children, and involves gesturing in front of a mirror for an hour. This ritual causes the vampire’s hair to grow one inch for each child from whom hair was taken and used. This hair will remain until cut. If the vampire wishes to perform this ritual for another, she must also be in front of the mirror.

Level 1 • Rite of Introduction This ritual involves reciting a half-hour incantation, and then speaking into water vapor. The vampire may contact the Regent of the nearest Tremere Chantry first, and then others, descending the hierarchy. By tradition, only the Regent is bound to answer, and a brief dialogue with each person is possible. Used often to announce one’s presence, or to call for help.

Level 1 • Wake with Evening’s Freshness This ritual takes a half-hour to perform, and involves burning feathers, and spreading the ashes over the sleeping area. The vampire who performs this ritual may awaken at the slightest sign of danger, and the rules involving Humanity, regarding the ability to awaken and remain awake, are waived for the first few turns. Lasts until sunset.

Level 1 • Will o’ the Wisp (Sabbat) The vampire may turn a small branch from a willow tree into a floating ball of light that is under her mental command, that will continue to glow if within sight of the vampire.



Level 2 • Black Water (Black Hand) The vampire may create a liquid that, once poured into a body of water the size of a larg swimming pool, will turn it opaque black. The liquid will lose its potency in a week, but once used, it lasts until dispelled, diluted, or evaporated.

Level 2 • Blood Call (Clanbook: Assamite) This ritual requires a point of blood from each of its participants, and takes a half-hour to cast, though only one participant need know the ritual. Two willing vampires may be made to share an empathic bond with each other. Lasts until one of the vampires is destroyed, at which point the other will receive insight into how it happened.

Level 2 • Blood Walk Roll: Perception + Empathy, difficulty 6 This ritual involves a point of the target’s vitae, which is tasted, and three hours of meditation. The vampire will learn the true name of the target, her personality, any and all blood bonds, etc. Each success reveals the next step of the vampire’s lineage.

Level 2 • Craft Bloodstone (Sabbat) This ritual involves allowing a stone to soak for three nights in three points of one’s own vitae. By the third night, the result will be a bloodstone sitting in clear fluid. The vampire will always know the exact location of a bloodstone created with her own vitae.

Level 2 • Donning the Mask of Shadows Roll: Willpower, difficulty 6 Resist: Intelligence + Alertness, difficulty Wits + Stealth This ritual takes twenty minutes to cast. The vampire may make herself unnoticeable to others, for one hour per success. Those with Auspex make the resistance roll above with a difficulty reduced by three. Animals will automatically sense the vampire.

Level 2 • Eyes of the Night Hawk (Sabbat) This ritual involves soaking birdseed in a solution of bizarre ingredients, and feeding it to a bird. What the bird hears, the vampire will hear. What the bird sees, the vampire will see if she closes her eyes. The bird may be commanded where to travel, but no other commands may be made. Lasts one night.

Level 2 • Impassable Trail (Sabbat) This ritual involves rubbing one’s feet on deerskin. The vampire may pass through even a dense forest, leaving only olfactory evidence of her passing. Lasts one night.

Level 2 • Machine Blitz (Sabbat) By concentrating on a machine, the vampire can make machines go haywire in the manner of her choosing, but within reasonable behavior for the machine.

Level 2 • Mourning Life Curse This one-hour ritual involves the ingestion of crocodile blood. The vampire may whisper a magic word in a victim’s ear, which will cause the victim to cry blood until the vampire removes her gaze from her, at a rate of one blood point per five minutes. The effects of this are slightly swollen capillaries around the eyes, and the usual effects of blood loss.

Level 2 • Power of the Invisible Flame (Sabbat) This ritual must be cast around a fire at least the size of a torch, and the vampire must know the Thaumaturgy Path Lure of Flames. The vampire can make flames made by the Thaumaturgy Path Lure of Flames invisible. Lasts one night.

Level 2 • Principle Focus of Vitae Infusion This four-hour ritual requires an object that can be held in both hands. A blood point belonging to the vampire may be stored in this object, and if the enchantment is dispelled, the object will disintegrate, releasing the blood. This ritual may be done for another vampire, but the blood must still belong to the caster.

Level 2 • Recure of the Homeland (Sabbat) This ritual puts an enchantment on any amount of dirt from the place of the vampire’s birth. A handful of dirt so prepared may be used to heal one aggravated wound per night. This ritual may only be cast once per night. This dirt can only be so used once.

Level 2 • Steps of the Terrified (Sabbat) This ritual requires a perfect cube of dried mud. The vampire may slow down a specific foe. The faster that foe tries to run, the slower she moves.

Level 2 • Summon Guardian Spirit (Sabbat) The vampire may summon a spirit to alert her to danger should it arise, but this spirit is only visible in time of danger, and is mute. It must warn the vampire by creating physical disturbances, IE Embody or Outrage. The spirit remains for twenty-four hours.

Level 2 • Ward Versus Ghouls This ten-hour ritual requires a point of mortal blood, in addition to the object being made into a ward. This object, when touching a ghoul, will do three dice of damage, difficulty Stamina + Fortitude of the ghoul, and the ghoul must spend a willpower point to touch it again. If this ward is placed on a door or an unbroken circle, the ghoul will be unable to pass it. If a bullet is warded, then five successes are required on the Firearms roll to leave the bullet in the body where it will continue doing damage. (This only works on smaller calibers.)



Level 3 • Clinging of the Insect (Sabbat) This ritual involves eating a small spider alive. The vampire may climb on any wall or ceiling that will support her weight, teflon and similar surfaces excepted.

Level 3 • Eldritch Glimmer (Sabbat) This ritual requires a piece of vinegar-soaked sandstone. The vampire may, for the cost of one blood point each, shoot one energy bolt per turn. To hit someone, roll Perception + Firearms, difficulty 6, and these bolts do three dice of damage. The vampire glows in green light for the duration of this ritual.

Level 3 • Fire in the Blood (Sabbat) The vampire may heat a target’s blood. The result is not only painful, but unless vampire makes a Wits + Medicine roll of difficulty 7 first, every action she takes requiring a physical attribute roll causes an aggravated wound.

Level 3 • Flesh of Fiery Touch This ritual involves swallowing a small burning coal, taking one die of aggravated damage. (The vampire must spend one willpower point to bring herself to do this.) Any vampire who touches the caster will take one die of aggravated damage for each turn that she is touching the caster. This ritual lasts until the next dusk, and for the effective time of the ritual, the vampire’s skin is slightly tanned, which may be noticed with a roll of Perception, difficulty 8. This is only a defensive ritual; the caster can not do aggravated damage by touching another vampire.

Level 3 • Friend of the Trees (Sabbat) This ritual involves planting an acorn. In woods, those following the vampire will only be able to move half-speed, due to an unusual tendency of the trees, vines, and roots to get in their way.

Level 3 • Gentle Mind (Milwaukee by Night) This ritual involves sharing a blood point with the target, and therefore can not be cast on one’s self. The target is considered to have four extra dots in Willpower, but only as applicable to stopping a frenzy.

Level 3 • Illusion of Peaceful Death (Milwaukee by Night) This ritual involves dusting a corpse with a white feather, and has the effect of hiding all signs of unnatural death on a corpse, making the deceased appear to have died of natural causes. This will not hide exsanguination; only obvious signs.

Level 3 • Moonlight Dancers (Black Hand) The vampire may create illusions of persons and music from a period of history of her choice, which will then dance. These illusions will be mistaken for ghosts by those unfamiliar, but are not real or even sentient -- just figments of everyone’s imaginations created to put on an entertaining show. Lasts until sunrise, though the vampire may end it before then.

Level 3 • Noncorporeal Passage Roll: Wits + Survival, difficulty 6This one-hour ritual requires a fragment of a mirror, and makes the vampire incorporeal for one hour per success, as long as she can see herself in the mirror. In this state, she may move through solid objects (in a straight line only), and is impervious to physical attack.


Level 3 • Pavis of Foul Presence This ritual requires a blue silk cord, tied around the neck. All powers of Presence used on the vampire are instead turned on the user. Lasts one night, as long as the cord remains tied.

Level 3 • Rotten Wood (Sabbat) This ritual must be set up in advance. The vampire may, by use of a word and a touch, turn any wooden object to dust.

Level 3 • Shaft of Belated Quiescence This five-hour ritual involves carving symbols on a stake of ash, coating it with one’s own blood, and blackening it in an oak wood wire. The resulting stake’s tip will break off in a victim, and travel towards the heart, with predictable results. It will reach the heart in 1d10 days, and can only be removed by cutting the target open... and the stake point will try to dodge anyone who tries to do this.

Level 3 • Summon Mischievous Spirit (Sabbat) Roll: Charisma + Spirit Lore, difficulty 7 The vampire may summon a poltergeist. This spirit will not usually intentionally injure a victim; it just wants to drive her bat-shit. However... accidents happen. How the spirit annoys the victim is up to the Storyteller. This spirit remains for the following periods of time: 1 suc. one hour. 2 suc. one night. 3 suc. one week. 4 suc. one month. 5 suc. one year.

Level 3 • Touch of Nightshade (Sabbat) Resist: Stamina + Fortitude, difficulty 6 This ritual involves rubbing a little nightshade juice on one’s hand, and touching a victim. The victim rolls as above. On failure, if mortal, she dies. Otherwise, the victim suffers a +1 difficulty modifier for each success less than three, for the remainder of the night.

Level 3 • Ward Versus Lupines This ten-hour ritual requires some silver dust, in addition to the object being made into a ward. If this ward is placed on a door or an unbroken circle, the lupine will be unable to pass it. If a bullet is warded, then five successes are required on the appropriate Firearms roll to leave the bullet in the body where it will continue doing damage. (This only works on smaller calibers.) This object, when touching a lupine, does three dice of damage, difficulty Stamina + Survival of the lupine, and the lupine must spend a willpower point to touch it again.



Level 4 • Binding the Beast Roll: Manipulation + Empathy, difficulty 10 - Humanity This ritual involves drinking a point of the victim’s blood, and pushing an iron spike through one’s own hand. (This ritual inflicts two levels of damage that can not be soaked.) The target will be unable to frenzy, regain willpower, or spend more than one blood point per turn. In addition, she must roll Courage, difficulty 6, to feed, and roll Willpower, difficulty 7, to use any of her disciplines. Lasts one day per success.

Level 4 • Bone of Lies This one-day ritual involves soaking a bone of a mortal who has been dead for two hundred years, in ten points of kindred blood. The resulting red bone will force anyone who is holding it to tell the truth. Each time that they intended to lie, it forces them to tell the truth, and darkens, until it has absorbed ten lies, at which time it will be pitch black. The spirit of the mortal whose bone was used forces the holder to tell the truth, and is thereby corrupted by each lie. If summoned later, it will be appropriately malevolent.

Level 4 • Bottled Voice (Sabbat) This ritual involves reciting an incantation, and sealing a specially prepared bottle with wax. The vampire may steal a target’s capacity to speak, and put it into a bottle, where it will remain until it is opened or broken.

Level 4 • Drawing upon the Bound (Sabbat) When carrying a vial of the blood of one’s thrall, the vampire may use any disciplines possessed by her thrall, who may not use them if the vampire is using them. The thrall must be bound directly to the vampire; the Vinculum does not count.

Level 4 • Fire Walker (Sabbat) This ritual involves rubbing a prepared salve on one’s bare feet, and gives the vampire twice her normal soak against fire.

Level 4 • Haunting (Sabbat) Roll: Charisma + Spirit Lore, difficulty 7 The vampire may summon a spirit, who will try to scare a mortal. How long the spirit stays, and continues to try to scare the mortal, is determined as follows: 1 suc. one hour. 2 suc. one night. 3 suc. one week. 4 suc. one month. 5 suc. one year. The spirit will try to scare her victim with effects of Pandemonium, Phantasm, or Outrage, of levels between 3 and 5. Standard rules for Fog are applied as the Storyteller sees fit. If only Vampire rules are available, the spirit rolls Charisma + Intimidation + a few extra dice (Storyteller’s discretion), difficulty Stamina + Courage, with effects determined as follows: 1 suc. The victim is scared. 2 suc. The victim is scared beyond any capacity for action for minutes to hours. 3 suc. The victim faints. 4 suc. The victim goes into shock, and really needs to see a shrink. 5 suc. The victim rolls Stamina + Self-Control, difficulty 8. If the roll is failed, she dies of heart failure. If she survives, having her hair turn white is a distinct possibility.

Level 4 • Heart of Stone This seven-hour ritual involves laying naked on one’s back in a three-inch high circle of dirt made on a stone surface, lighting a candle directly above one’s heart, and waiting until the candle has gone down all the way, and has extinguished itself in its own wax. (This ritual inflicts one die of aggravated damage.) This ritual turns the vampire’s heart to stone. This spell will last as long as the vampire wishes, as long as she doesn’t use willpower points. The vampire’s Conscience drops to one, or zero if it was already one, and she loses half her dice pool on Empathy rolls, and other rolls where feelings are important.

Level 4 • Innocence of the Child’s Heart (Milwaukee by Night) This ritual requires that the vampire who casts it be carrying a child’s toy, and for as long as she is carrying it on her person, her aura will be bright white.

Level 4 • Invisible Chains of Binding (Sabbat) The vampire may, with a few gestures, immobilize up to four victims in invisible restraints, and these victims may not move unless they roll Strength, and get two successes in a turn. If this occurs, the restraints cease to work.

Level 4 • Keening of the Banshee (Sabbat) This ritual requires a pendant carved from a tombstone. The vampire makes a loud, frightening noise. Whomever is closest at the time ages one to ten years (roll a die), and her hair may turn white. This ritual has no effect on vampires.

Level 4 • Mirror Walk (Sabbat) This ritual requires a ring with an emerald in it. The vampire may use any sufficiently large mirror as a portal to the nearest other sufficiently large mirror, and may take one person with her. The mirror ripples, and the emerald glows, as this ritual is performed. Once the mirror stops rippling, the vampire can not be followed. If the mirror stops rippling with a pursuer halfway in, she is cut in two, though she may be allowed to escape with a roll of Dexterity + Dodge, difficulty 7.

Level 4 • Protean Curse (Milwaukee by Night) This ritual involves having the target drink the blood of a rabid vampire bat, and it turns her into a bat. If the target has already been turned into a bat, repeating this ritual will transform her back into her original shape.

Level 4 • Rending Sweet Earth (Milwaukee by Night) This ritual involves repeatedly thrashing a section of ground with a leather whip. When it is performed, a 10' × 10' section of earth will disappear. If a vampire happens to be earth-melded in that section of earth, she will be awakened as the earth around her disappears, unless she is in torpor. Level 4 • Respect of Animals (Sabbat) The vampire will not be considered as a meal, sprayed, mutilated, or otherwise outraged by any animal she meets. Lasts four hours.

Level 4 • Shadowgate (Black Hand) This ritual involves a powder made from coal and human ashes (which can be made ahead of time), with which the vampire draws an X over each of her eyes, and stepping into a shadow. By performing it, the vampire can enter and exit the Shadowlands, and any objects she can carry are taken across the Shroud with her.

Level 4 • Splinter Servant This two-day ritual involves reciting incantations over a stake from a tree that grew in a graveyard, wrapping it in nightshade twine, and sealing it with wax. The resulting object may be peeled, and commanded to attack a target, at which point it will splinter to make appendages to propel itself toward its target. It will continue pursuit until destroyed, or reduced to so many splinters that they are inanimate. This stake will always go for the heart, and will often continue to splinter once in the heart.

Level 4 • Ward Versus Kindred This ten-hour ritual requires a point of vampire blood, in addition to the object being made into a ward. This object, when touching a vampire, will do three dice of damage, difficulty Stamina + Fortitude of the vampire, and the vampire must spend a willpower point to touch it again. If this ward is placed on a door or an unbroken circle, the vampire will be unable to pass it. If a bullet is warded, then five successes are required on the appropriate Firearms roll to leave the bullet in the body where it will continue doing damage. (This only works on smaller calibers.)



Level 5 • Blood Contract This three day ritual involves writing a contract in one’s own blood. The resulting contract will, once signed by all parties that it concerns (in their own blood), bind them to its terms. This contract may only be circumvented by burning it.

Level 5 • Dominion (Sabbat) This ritual requires three hours of advance preparation, and prevents all uses of Animalism, Auspex, Dominate, and Presence within an area up to 500 cubic feet, except by the caster of this ritual. Iron seals must be placed over all doors in this area; if one is removed or damaged, the ritual is dispelled. Lasts one week.

Level 5 • Escape to a True Friend This five-day ritual involves drawing, in her own blood, a circle with symbols about it on the ground, using five blood points. The vampire may step into this circle, repeating a friend’s true name, and be transported to her. This circle may be reused until it is broken or otherwise defaced.

Level 5 • Eyes of the Beast (Sabbat) The vampire may, by touching a beast on the head, see what the beast sees, if she closes her eyes. No commands may be given.

Level 5 • Haunting Breeze (Black Hand) The vampire may summon a very cold breeze which carries the sounds of the dead (curses, threats and such), and in which the shapes of ghosts can be seen. This wind may even be summoned in an enclosed area. All those in the area suffer a +2 difficulty to Perception rolls, and a +1 difficulty to all other rolls. Mortals are also affected as per Fog.

Level 5 • Lion Heart (Sabbat) The vampire gains 2 Strength, 3 Dexterity, 1 Stamina, 3 Courage, 2 Brawl, and 2 Leadership. This lasts for twenty minutes. If the vampire does not rest within two hours afterward, she will lose one Health level every ten minutes until she rests.

Level 5 • Light of Vengeance (Clanbook: Assamite) Resist: Stamina + Fortitude, difficulty Thaumaturgy This ritual involves a light source, which is covered with a thin layer of Assamite blood, so that the light is filtered through it (IE smearing the blood on a flashlight lens), and takes three turns. All vampires hit by light from this source must roll as above, and the damage done is equivalent to that of direct sunlight, except not aggravated. Lasts until the blood is dried (two to five minutes).

Level 5 • Mindcrawler (Sabbat) This ritual involves dyeing a tick red, painting a symbol on it, and crushing it on a victim’s head. A victim will lose one mental attribute per day, in the order of 1 Perception, 1 Intelligence, 1 Wits, 1 Perception, 1 Intelligence, 1 Wits, 1 Perception, etc, untill all mental attributes are at one. The victim may rebuild them at a rate of one per week.

Level 5 • One Mind of the Covens This one-hour ritual involves chanting for an hour, into a silver mirror. This ritual is only used by the Regent of a Tremere Chantry, to communicate with all other Regents of the other Tremere Chantries.

Level 5 • Paper Flesh (Sabbat) This ritual involves ripping apart a piece of paper which has a picture of one’s victim on it. The vampire may cause a victim’s Stamina and Fortitude to go down to 1. If the victim is earlier than eighth generation, then she may keep one Stamina and one Fortitude for each generation she has below eighth. Lasts one scene.

Level 5 • Shadowland Passage (Black Hand) The vampire may appear in any location in the Shadowlands where she has already been. She does this by stabbing herself in the heart with a silver dagger which has a vampire fang in the hilt. (This ritual inflicts at least two levels of damage that can not be soaked.) She then falls into a body of water that can completely cover her.

Level 5 • Spirit of Torment (Sabbat) Roll: Manipulation + Spirit Lore, difficulty 7 The vampire may summon a spirit, which stays for the following time periods: 1 suc. one turn. 2 suc. one hour. 3 suc. one night. 4 suc. three nights. 5 suc. one week. The spirit has the following traits: Physical Attributes 13, Social Attributes 3, Mental Attributes 7, Brawl 4, Empathy 3, Intimidation 3, Stealth 3, Occult 1, Spirit Lore 2, and the following Arcanos: Argos 3, Embody 5, Pandemonium 4, and Outrage 4. If only Vampire rules are available, the Arcanos may be replaced with Spirit Thaumaturgy 2, Obfuscate 5, Auspex 2, and Potence 1. The spirit may also spend a willpower point to achieve a physical form, and gains three dice on all attempts at frightening someone.

Level 5 • Stone Slumber This two-hour ritual is started two hours before dawn. The vampire can turn herself into solid stone, which is invulnerable to sunlight. She will stay completely dormant in this state until the next sunset. To sleep for a day in this form costs three blood points per night.

Level 5 • Thirst Unquenchable (Sabbat) This ritual uses a handful of salt. The victim suffers a +2 difficulty to thirst-related frenzy rolls, and any gains are halved.

Level 5 • Umbral Walk (Clanbook:Tremere) This ritual requires a human sacrifice. The vampire may travel into the Umbra, and may even take others with her, though an additional human sacrifice is required for each passenger. All such travelers appear in the Umbra naked, though some talismans can cross the Gauntlet.

Level 5 • Ward Versus Spirits This ten-hour ritual requires some sea salt, in addition to the object being made into a ward. If this ward is placed on a door or an unbroken circle, the spirit will be unable to pass it. This object, when touching a spirit, does three dice of damage, difficulty Stamina + Lifeweb of the spirit, and the spirit must spend a willpower point to touch it again. If only Vampire rules are available, the ward does three dice of damage, difficulty Stamina + Fortitude.



Level 6 • Evade Curse (Clanbook: Assamite) Roll: Stamina + Occult, difficulty [blood points imbibed] + 2 The Assamite may gain immunity from the damage done to her by vampire blood, as per the Assamite clan weakness. This ritual takes five minutes to perform, and lasts one turn per success, and once the effect is worn off, any non-Assamite blood in the Assamite does one die of aggravated damage, and is lost.

Level 6 • The Gift (Sabbat) Roll: Intelligence + Occult, difficulty 6 The vampire may give any number of her disciplines to another. If failed, she gives too many, or not as many as she had intended. If botched, she loses the disciplines, and they are not transferred to the target. Each point takes five minutes.

Level 6 • Iron Mind (Sabbat) This ritual requires an iron object worn on the head, prepared for this use ahead of time. All Auspex users who try to read the vampire will get static, and no useful information. They will know that their discipline is not working, but they won’t know why.

Level 6 • Mass Grave (Black Hand) This ritual involves mixing dirt with the remains of a newly deceased sentient creature. A large number can be transported to the Shadowlands, by burying them in this dirt.

Level 6 • Raise the Dead This eight-hour ritual involves pouring black candle wax over the heart and throat of a corpse. A spirit may be bound into the body for as long as flesh remains on it (this ritual does not slow or stop the putrefaction of a corpse), or until the vampire frees it. The attributes of both spirit and body (when it was alive) are halved for the duration of the spirit’s stay in the body. This ritual will not raise a destroyed vampire.

Level 6 • Ritual of Holding By extending a ritual by six hours, the vampire may increase its effect, or lengthen the effective time. The exact effects of this are up to the Storyteller.

Level 6 • Sands of Time (Milwaukee by Night) Roll: Dexterity + Occult, difficulty 7 This ritual involves enchanting a marble bowl, and mixing white sand and powdered glass in it, and takes five hours. At the end of this ritual, she . When this powder is sprinkled on a target, time will be slowed down with respect to her; actions normally taking one turn will instead take one turn per success on the powder.

Level 6 • Spider’s Web (Sabbat) This ritual involves crushing and eating a black widow. The vampire can make a web that will not affect her, but will trap anything else. To break free, a target may roll Strength. To try to pass it, a target may roll Dexterity + Dodge.

Level 6 • Utter Destruction of Bonds This ritual involves cutting out one’s own tongue, crushing it, and spreading its remains over the closed object. (This ritual does three levels of aggravated damage that can not be soaked, and the vampire must spend a willpower point to go through with it.) The vampire may open any object, permanently. This applies to windows, doors, locks, volcanos, etc; it does not apply to emotional bonds or blood bonds.



Level 7 • Healing Blood (Clanbook: Assamite) By meditating for ten minutes, without interruption, the Assamite may heal one level of aggravated damage as if it were normal damage. This may be done as frequently as desired.

Level 7 • Chill of the Windsaber (Sabbat) This ritual involves breaking a thin one-inch by two-inch rectangle of glass. The vampire may create an invisible cutting surface, and try to behead people with it, by rolling Perception + Firearms, difficulty 8. Such an attack does not require that the vampire sees her victim, but she must know where her target is. The victim may, if attacked, resist with a roll of Dexterity + Empathy, difficulty 9, to not lose her head.

Level 7 • Divorcing the Soul This ritual involves dropping dead pomegranate seeds in a circle around one’s victims, and reciting a thirty-second chant with each seed. The victims may not use or regain willpower, all of their abilities and virtues drop to one, Empathy drops to zero, and they lose half of their dice pools to resisting Dominate, Presence, etc. They also become apathetic, unmotivated, and incapable of creative thought. This effect lasts until one of the seeds is disturbed. There is no upper limit on the size of the circle.

Level 7 • Shadow of the Wolf (Sabbat) The ritual uses a wolfskin cloak, and turns the vampire into a Garou. This includes taking no damage from sunlight, taking aggravated damage from silver, etc. Lasts until the next night.



Level 8 • Bone of the Kindred This two-day ritual involves draining the blood of a vampire (destroying her), and allowing a bone or ivory weapon to absorb the blood. All damage done by the resulting weapon is aggravated, and it will appear to absorb any blood on it.

Level 8 • Chain of the Blood Line This three-day ritual involves diablerizing a vampire on the new moon at the end. The vampire may command a certain degree of dominance over all vampires that descend from the one she diablerized in the ritual. If her victim is unwilling, the vampire rolls Manipulation + Leadership, difficulty Willpower, against the victim, who rolls Wits + Self-Control, difficulty Willpower. Depending upon who wins, each success is an hour that the victim may not resist, or an hour that the vampire may not command. The victim must make similar rolls to avoid feeling good will toward the vampire, or to attack her.



Level 9 • Weapon of the Kindred Soul This two-day ritual involves draining all of the blood of a vampire (destroying her), and allowing a weapon, in the use of which they were an expert, to absorb the blood. The weapon will keep all of the disciplines, abilities, etc, of the vampire who was slain to create it, though it will lose the memories. This weapon can be made to serve the vampire, as part of the ritual, but it has its own goals.



Level 10 • Invulnerable Weakness Roll: Stamina + Occult, difficulty 4 This one-year ritual involves allowing a large diamond to absorb a day of sunlight, engraving symbols on it, and swallowing it. The vampire who performs this ritual is invulnerable to sunlight, fire, etc, for one year per success, at the end of which time, the diamond has fully dissolved. The vampire can also remain awake during the day, for a number of hours determined by rolling Humanity + Fortitude, difficulty dependent on time of day. Those who drink the vampire’s blood will share these traits for one hour per blood point imbibed. Thaumaturgic Rituals from Net----

Level 1 RitualsEdit

Building the Voice

Courtesy of: Oliver Cromwell (cromwell@cwu.edu) Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

This ritual allows the thaumaturgist to increase the volume of his or her voice. This increase can range from a shout to a bullhorn all the way to a deafening blast that can cause hearing loss and even physical damage. The caster must chant a fifteen second incantation and chew up the tongue of a crow. The tongue must have been previously enchanted during a fifteen-minute-long ritual in which the tongue is bathed in a mixture of belladonna and weak sulfuric acid. The effect lasts for one shout. The caster does not eat the tongue; the chewed-up slivers are sprayed out with the shout.

System: The caster rolls his or her appropriate skill (Acting, Oratory, Public Speaking, etc. + Stamina and consults the following table of Successes. A Botch indicates that the caster has lost the use of his or her voice for a length of time.


1 One loud shout, of up to two words.
2 One loud shout, a full breath of words (spoken at normal speed), or a louder shout of two words (bullhorn level).
3 A loud, bullhorn shout of a full breath of words.
4 A painfully loud shout of one breath. All within 40 yards must attempt to soak 2 normal wound levels and may be temporarily deafened.
5 A shout so loud it can be heard for almost a mile, all within 40 yards must attempt to soak four wounds and most mortals will suffer permanent deafness. All within 80 yards will have to attempt to soak 2 normal wound levels and may be temporarily deafened.


Open Sesame

Courtesy of: John Simeonidis (j_simeo@vega.concordia.ca) Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

This ritual requires sesame seeds that are enchanted in a twenty minute ritual, where they are steeped in a solution of olive oil and salt as the caster incants, then allowed to dry. When sprinkled into the keyhole of a metal lock (the lock must be a padlock, or separable from the object it is locking in some fashion, and must be metal) accompanied by a brief incantation, the lock may open. In this instance, a small lock is one weighing up to a half-pound, a mid-sized lock weighs up to five pounds and a large lock weighs up to twenty pounds. Locking devices larger than twenty pounds cannot be affected by this ritual.

System: The caster rolls his or her levels of Thaumaturgy + Perception and consults the following table of Successes. A Botch indicates that the lock has been jammed inside, and all future attempts to open it will be at -2 dice to the roll.


1 The lock has been weakened, and it may be forced with an extra two dice added to the forcer's strength roll.
2 Small locks will open. Mid-sized locks may be forced with an additional two dice added to the roll.
3 Small locks will crumble. Mid-sized locks will open. Large locks can be forced with an extra die added to the roll.
4 Small and mid-sized locks will crumble. Large locks will open.
5 Small, mid-sized and large locks will crumble.


Cast Thy Sight



With this ritual and either a crystal ball or a wide, flat body of water (a puddle or a bowl would work fine, though unnatural surfaces such as mirrors cannot), a Magus can view distant events, places or people. Other thaumaturgists of rank II or higher, or mortal Psychics or Mages may detect this scrying (Contest of Perception+Occult to detect versus caster's Wits+Stealth to spy softly). Active Countermagick of any type prevents scrying, as does the presence of persons possessing True Faith. No sound can be heard, although lips can be read. Auras cannot be seen. The interior of relatively small enclosed objects (boxes, safes, people) cannot be viewed. Concentration is required; loud noises or interruptions will either require a willpower roll with an appropriate number of dice lost from the pool, or will simply break the caster's concentration.

System: The casting Magus must enter into a light trance and concentrate on the water, while murmuring a fifteen-second incantation and passing her hands over it a series of circles. After a successful willpower check, the Magus can either send her sight to a place she can clearly visualize or she can move it from her current point of reference, flitting it about as though from a flying perspective, sending it down pipes, through open windows, doors, etc. In either instance, the Magus must make a willpower check (or spend a willpower point) every half-hour beyond the first to maintain her concentration. Failure means that she has lost focus and must rest for an hour or so before continuing. She can force herself to continue without resting, but she must make an initial willpower check with -2 dice to her roll and every roll thereafter. A botch on either the normal roll or the forcing roll indicates that the Magus has developed a splitting headache (caused by a disruption of the energies of the mind, not of the body, thus Kindred are affected) and cannot continue that evening. In fact, the Magus will be at -2 dice to all actions for the rest of that night, or at least for several hours. In any event, the caster cannot scry for longer than one hour for every dot of stamina she has without taking an hour to rest. No blood points are required, and the Magus need only maintain her concentration to scry. The Magus, at her will, can spend a Blood Point to cast a slightly blurred version of the Vision of what she is seeing upon a reflective surface, such as another basin of water, or a mirror. This other surface will continue to display the visions for an entire Scene unless the Magus ceases concentrating.

Cipher of Vitae



This ritual can be, and often is, used between Chantries for the delivery of messages that are not important enough for the use of direct mental contact, yet require security. It has a number of other uses as well. Cipher of Vitae is somewhat similar to the old practice of writing messages on paper with milk or lemon juice. In that instance, when the paper is heated over a flame, the writing would become visible. For this ritual, the juice of poke berries mixed with a point of either the caster's or another's vitae.

System: The message is first written on virgin paper. When complete, a series of incantations are begun that end with the writing fading from sight. Another message can be written in a more mundane fashion on the other side of the paper to help disguise the nature of the page, or simply left blank. The message is completely undetectable by physical means until the paper is touched by the person whose blood was used in the ink, at which time is becomes visible again. Anyone using Auspex level II and getting 4 or more successes will see a dim magical aura about the message, though it cannot be read.

Perceive the Umbra



This ritual allows the caster to peek into the Near Umbra in his immediate location (this range can be extended if used in conjunction with the Ritual of Casting the Sight). He will be able to see spirits and other beings either native to or traveling through the Near Umbra surrounding his area.

While doing this, the caster enters into a trance-like state, completely unaware of events taking place around his physical body. If he has not taken protective measures, he will be unable to defend against either physical menaces or creatures from the Near Umbra (i.e., Garou) detecting the caster's presence and emerging to see what is causing it.

System: The caster must prepare for this ritual by incanting the names of the Archangels in Latin while painting a Thaumaturgic Triangle surrounded by a Circle upon the floor with freshly drawn Kindred Vitae (this process requires one blood point's worth), from which point s/he cannot step without breaking the Circle and requiring it to be redrawn. Once the Circle has been laid, the caster will close his eyes and focus his will. He must roll Perception + Spirit Lore against a difficulty determined by the level of the Gauntlet in the area. The more successes, the better the caster will be able to perceive the Umbra. Supernaturals (Kindred, Garou, Wraiths, Changelings, and Mages) in the Umbra near the caster when the ritual is in effect have a chance (Perception + Alertness against a fixed difficulty of 8) to realize something odd just happened in their vicinty (a feeling somewhat akin to one's neck hairs prickling); exactly what has causes this, they probably will not know, as the caster presents no visible aura or shape as he views. It is not likely they will investigate by dropping to the normal world, but the possibility remains that they may choose to do so, just to be sure.

Sense the Supernatural

This ritual allows the caster to sense whether nor not any other Supernatural (Kindred, Garou, Wraith, Mage or Changeling) is in the immediate vicinity. It may also at times give a general indication of the target's direction, if there is only one Supernatural in the vicinity.

System: The caster must smear her eyelids with fresh Kindred Vitae, as well as the palms of her hands. Holding her hands outstretched, the caster must close her eyes and roll Perception + Occult versus a difficulty of 7 (unless the target is magically or spiritually protected). One success will alert the caster to a Supernatural Presence (beyond his or her own). Achieving one or more 10 (complete successes) will give the caster a rough idea of what direction the target is at (at that precise moment -- they may be moving), but not knowledge of what the target is. Five or more successes not only exactly pinpoints the current location of the target but gives the caster the knowledge of which type of Supernatural it is (assuming the caster knows of the type detected); one dot in the appropriate Lore is required or the caster has no idea what the results mean (she doesn't know they exist, or anything about them if she does).

Mark of the Mistress

This five-minute-long ritual leaves a mystical mark or symbol upon the target individual, in a place determined by the caster, that any Kindred can see. If the recipient of the mark is attacked or harmed in any way, the caster knows something happened and where the recipient is. This ritual was originally created by a non-Tremere thaumaturgist to keep track of her Brood.

Tongue of the Spirit

This ritual enables the caster to communicate on a very basic level with the spirits of the dead, as well as weak spirits of the Loa. The caster can only ask very simple questions to the spirits. The spirits are under no compulsion to tell the truth, and may not know the answers in any event. The caster can contact either spirits whose name they know, or the spirits of corpses which are found. This ritual does nothing if the spirit no longer exists, is bound or is not within ten miles of the caster.

System: In case of an unknown spirit to be summoned, the caster must be in possession of the head of the spirit's corpse. Having the head of a known spirit lowers the difficulty by one. If the caster is in possession of the entire corpse, his difficulty is lowered by one in the case of an unknown spirit and by two in the case of a known spirit. Spirits which exist but have been spirits for several centuries will be at a +1 difficulty to summon for every century since death. The caster must draw a circle around the site of contact -- a circle which has a diameter of at least three feet -- and inscribe the the thaumaturgic Symbols for Fire, Water, Earth, Air, and Ether at their correct positions around the circle. In the center of the circle, the Veve of Guede must be drawn; if part of the body or the body itself is available, it must be placed in the circle and the Veve of Guede drawn on top of it and blood (human blood, but not the caster's) sprayed over the remains to give the spirits the power to manifest and to talk. If the body is buried beneath the circle, a hole must be dug through the Veve of Guede and blood poured into the hole. When this is complete, the caster must position himself outside the circle and chant "The Song of Returning Spirits" (See the thaumaturgical Path of Voodoo) which will take two hours to complete. The completion of the ritual demands the expenditure of 5 blood points. The Vitae must be human, but never the caster's -- or the spirit will possess the caster!

Roll Perception + Occult against a difficulty of 5. The number of successes determines the number of minutes the spirit will stay. If the caster wishes the spirit to stay for an extended period of time, he must spill forth an additional five blood points of human vitae. The spirit will then stay for an additional number of minutes equal to the number of successes originally rolled by the caster. The summoned spirit will feel compelled to answer the caster, but the Storyteller will decide whether or not the spirit either knows the information desired and/or is willing to share this information. All questions must be phrased in a very simple fashion.

The Rune of Vigilance

This ritual requires approximately an hour for an experienced caster. It allows the caster to prepare a small vial of Vitae, which, when painted upon a wall or other flat object in the form of a thaumaturgic Rune (betokening Vigilance), approximately three inches high by three inches wide, will slowly fade to match the color of the object upon which it has been painted. Any individual passing within a meter of the rune will trigger it, and the caster will instinctively know which Rune was triggered. Since the rune has no mind, it is unaffected by Obfuscate. The caster may have as many Runes active as she has ranks in Thaumaturgy. The Rune can be perceived by someone ooking carefully about or with Auspex as a Perception roll with a Base difficulty of 7. This is modified by the Storyteller based on location; a Rune upon a door at eye-level is much easier to perceive than one hidden on the underside of a desk drawer.

Disaffection of Agonies

This ritual acts in a simple manner, yet can be very helpful and effective in certain circumstances. With it, a Magus can create nerve blocks at certain locations in his body, blocking or minimizing sensory input from digits, limbs or even the entire body. This is extremely valuable in a situation where one has been injured, or needs to deliberately injure himself (such as in the Casting of the ritual of Rutor's Hands). Indeed, a Kindred that has suffered heavy, painful, crippling wounds may still manage to function and flee to safety through the virtue of this ritual keeping back the red flood of pain. This ritual takes approximately five minutes to cast, and requires a short length of wood for each limb or section of the body to be affected (a strong toothpick will do in a tight spot). The short sliver(s) of wood is held in the Magus's mouth in a special fashion, pressed against the roof by the tongue. The Magus must hum softly, while concentrating (Willpower roll, difficulty 4 + 1 for every level currently wounded). Once the sliver has been prepared, it will change color, to a glistening light green. The converted sliver must then (within five minutes) be thrust deeply into flesh at the joining interface (to numb a hand: at the wrist, a forearm: the elbow, an arm: the shoulder, the legs: the hips, the body: the neck). The effect will last for either one day or until the sliver is removed, at which time sensation will slowly and agonizingly begin to return. The limb will not be fully restored to sensation for at least half an hour. Note that a numbed limb is fairly useless unless the Magus has extensive experience in manipulating his or her limbs without virtue of sensation (very rare... i.e., past victims of leprosy that either survived or were embraced might have this skill). Thus, a Magus who was injured to Crippled as a result of an explosion that tore shrapnel through his legs would still only be able to crawl -- but would not suffer from the effects of the mind-numbing agony associated with the horrible wounds, and, once calmed, would not suffer the additional risk of frenzy. However, since the Magus determines the level of the nerve block, he can set it so that some minor sensation is still received -- as though the limb had fallen asleep, were they still mortal. It would respond poorly, but might still be able to be used in an emergency.

The Creation of Gregor's String

This ritual takes a short length of string or twine, perhaps no longer than a foot (1/3 meter) in length and two to four millimeters in thickness, and imbues it temporarily with a bit of the Magus's life essence (one Blood Point is expended in the casting of this fifteen-minute-long ritual). The caster can then mentally command the string, as long as it is in sight, to slither along, like a snake or worm, wrap around objects, tie itself or untie itself, retrieve small items and the like. The string has a strength of zero -- it can barely move itself. It is incapable of even throwing a light switch. However, it could laboriously retrieve a ring, if it was not too heavy. Note that the string must be composed of material that was once alive, such as cotton or hemp. The ritual otherwise has no effect. It is an interesting ritual that was developed by a young Magus upon his entrance to the Neonate's Sixth Circle of Mystery. He later continued in this vein with the level 3 "Gregor's Rope", some hundred and twenty years later, a much more useful ritual. The enchantment of the string lasts for approximately (15 - Generation) Hours.


Level 2 RitualsEdit

The Preservation of Vitae

This ritual allows the Magus to store quantities of blood for extended periods of time without worrying about it losing its ability to nourish. Since the Kindred is really after the life force contained in the vitae and not the liquid itself, it is necessary to keep the vitae in a suspended state, in which it does not decay. This twenty-minute ritual acts to prevent the life force from escaping the fluid through enchantment of the container. The container must be of heavy, dark glass, with a wax seal. This wax must be made by the Magus, and must contain a quantity of Kindred Vitae, which lends it a reddish hue. One blood point of Vitae and a block of wax makes enough for two bottles, each containing no more than six blood points (pints) of vitae (if human -- less if animal). The bottle is filled with the fresh vitae and the ritual is begun; after twenty minutes of incantation and tight concentration by the Magus, the seal is affixed and the liquid enters a state of stasis. It will not slosh about inside the bottle if shaken, and appears frozen. If the bottle is broken, the liquid will resume it's normal state. Note that this ritual can be used to preserve any liquid, such as milk, tea, wine, etc. The temperature of the liquid remains constant -- if the ritual was performed on a bottle of hot tea, the tea would be just as hot when unstoppered a year later. The outside of the bottle is always cool and slick to the touch. The wax seal can be easily broken with a fingernail. Underneath it is usually a cork. Once the seal is broken, the ritual's effect abates, and the bottle quickly either warms or cools to match its contents. This ritual will last up to a century or more, depending on the conditions of storage -- if the wax decays or corrodes, the ritual effect is lost. Thus, being stored in a dry place, such as a desert, will give a longer "shelf life" than in a humid jungle environment.

The Gaze of Erzulie

    • See the Path of Voodoo

This ritual calls for the caster to expend 2 Blood Points of Vitae, bled into a bowl and mixed with a number of dried and crushed plants associated with potence and love, including Ginseng and Amaretto. The Magus must then draw the Veve of Erzulie (in her aspect as the Loa of Love) on his forehead and above his heart. Several other symbols of love and potence must be drawn on various mentionable and unmentionable parts of the body over the course of the next hour as the caster chants in a steady rhythm. At the completion of the symbols and the chanting, the Magus places two small rubies over his eyes and speaks the final words of the ritual, to which he has been slowly building over the past hour. With a shiver, the rubies and symbols disappear.

The Magus can now, within the duration of that evening, use the "Gaze of Erzulie" at will to make a person (Supernatural or Kine) fall in love with him. The Magus must make eye contact and concentrate, and the pent-up power of the ritual is released in a heavy rush. To other watchers, it seems that the Magus's eyes flare a deep, ruby-red for a half a second.

System: The Magus makes a (Charisma + Leadership) roll against a difficulty of either the target's Willpower (for Supernaturals) or Willpower -2 (for Kine). If a botch is obtained, the target will know something was attempted, and will feel unreasoning anger towards the Cainite. Indeed, she may attack, with the mindless, enraged intent to kill. If less than three successes are gained, the target will be attracted to the Magus, although it will not be an overriding compulsion. All charisma-based rolls will have their difficulties lowered by one, and the roleplay of the conversation and interplay should reflect an interest. If the Magus is a boor, a snob, or is offensive, this feeling will rapidly fade. However, if three or more (3+) successes are obtained, the target enters into a state which is very similar to the emotional dependency experienced during a Blood Bond; the target will be fascinated by the Magus, and will want to spend time with him, to get to know him, to be with him and by his side. This feeling lasts until something bad happens to the target that might "snap her out of it" and she makes a Willpower roll versus a difficulty of 8. This difficulty is lowered by one for each of the following conditions: The Magus is physically distasteful/disfigured, physically or verbally abusive, uncaring of the target's needs, has revealed his Vampiric Nature, or has committed distasteful or frightening acts in the presence of the Target.

The Tongue of Damballah

    • See the Path of Voodoo

Snakes can communicate in a very limited fashion, and this ritual allows communication with them. The Magus must have the tongue of a Boa Constrictor in her possession, and it must be washed over with a full point of the caster's Vitae while the Magus chants for a full two hours, carefully scratching the Veve of Damballah into the surface of the wet tongue with her nails. At the completion of the ritual, the caster places the snake tongue on top of her own, where it sticks tightly until removed. With this tongue in place, the caster will be able to communicate with all snakes within earshot. The caster, unfortunately, cannot converse verbally (writing is still fine) in anything save "snake" while the tongue is in her mouth, and once removed, the ritual is broken. Normal snakes obviously cannot carry on conversations, however, danger signals can be given, as can cries for assistance. This ritual comes in handy when attempting to discuss things with ancient Snake Spirits, those who have never bothered to learn the Tongue of Man.

Taint of the Sabbat

This ritual enables the caster to sense whether or not a target has taken part in the Vaudlerie. The thaumaturgist may also be able to sense how strong the individual ties are to others (the Vinculum rating), depending on his number of successes.

System: A blood point of the target's vitae is required for this ritual. During the hour-long casting, the thaumaturgist (or a willing participant, knowledgeable enough to participate in the ritual) drinks the blood. For the remainder of the night, the imbiber is able to, upon making eye contact with the target, rolle Perception + Sabbat Lore versus a difficulty of the target's Willpower rating.

If the eyes of one of the Sabbat involved (possessed of Vinculum ties to the target) are crushed and her inner juices added to the vitae to be drunk, the difficulty drops to 2, regardless of the target's Willpower rating, unless it is lower than two already.

Severance of Thaumaturgy

This ritual was originally designed to be used against the ritual of Illumination of the Trail of the Prey. However, it has other applications. As the name of the ritual would indicate, it acts to disrupt the workings of active thaumaturgical rituals. It can be used to break or disrupt nearly any thaumaturgical ritual up to level II, such as Trail of the Prey, Defense of the Sacred Haven, Wake with Morning's Freshness, etc. In most instances, unless forced by the parameters of the ritual to maintain concentration, or able to immediately see the result, the caster whose ritual effect is disrupted is unaware of it.

System: For attempting to Sever an existing, static ritual effect, the caster of the ritual must roll her Intelligence + Occult against a base difficulty of 6. This difficulty Rating is modified upwards by 2 for every level Higher than 1 that the ritual being affected is; thus a level 2 ritual would have a difficulty of 8, and a level 3 a difficulty of 10. The number of successes gained is rolled against in Contest by the ritual being disrupted, using the original caster's Perception + Occult against a fixed difficulty of 7. If the Severance ritual gains equal or more successes than the original ritual, it succeeds, and the original ritual ceases to function. Thus, a Trail of the Prey ritual would lead a tracker up to the point where the Severance had been cast, and the trail would dead-end there. The range of this spell (i.e., how far the caster can be from the target of the ritual (i.e, from the windows that Defense of the Sacred Haven had been cast upon) is five feet multiplied by the caster's level of Thaumaturgy. For those attempting to Sever an Active thaumaturgic ritual (i.e., one which requires the original caster to maintain concentration during the effect), the two opposing thaumaturgists must make an extended contest of Thaumaturgy + Willpower, each one's successes taking away from the other's, until one achieves a total of five successes. The loser may, at the Storyteller's discretion, lose a point of temporary Willpower as a result. The loser cannot attempt to break the spell again for at least a minute or two.

The Zone of Secret

Obfuscate is not available to all, and is often an envied Discipline to possess. This ritual is an attempt at duplicating some of the effects of Obfuscate. With this ritual active, you can conduct a private conversation with all other sounds being shut out and all sounds within the zone kept in (producing a hollow, echoing tone to the spoken word -- letting participants know the ritual is working). Movement within the Zone is slightly blurred to outside observers; attempts at Lip Reading will fail. Should this ritual be cast in a dimly lit area, an effect similar to the Cloak of Shadows will be cast across the participants, rendering them difficult to perceive without Auspex.

System: The caster must roll Manipulation + Stealth against a fixed difficulty of 6 for the Zone not to be flawed (which will allow sound to leak out). The Zone has a base diameter of 5 yards, but can be controlled to be smaller by the caster. It will last approximately 15 minutes per success, or until dispelled (at will).

Leary's Purification

This ritual has its roots in the ritual of Purification of the Flesh, but is much more complex. Some call it the Purification of the Blood, and in that, the slang is aptly named. Although this ritual only requires level 2 in the path of Blood Thaumaturgy to learn, it requires level 4 in the path to have a chance of using it properly. This ritual allows the caster to inwardly condense from his or her tissues and inner blood all biological and/or mystical impurities (such as infectious diseases, the effect of Blood to Water, etc), pulling them together into a single pint (point) of Vitae over the course of fifteen minutes, at the end of which the contaminated Vitae is violently spewed from the caster's mouth, along with two other pints (points) of Vitae, washing the mouth and throat clean.

System: This ritual is physically punishing; the caster must make a Stamina + Occult roll against a Base difficulty of 6 plus 1 for every Blood Point used since contracting the contagion. Should it happen that this raises the difficulty above 10, the infection is so far reaching and deeply spread that this ritual will be unable to correct it. The caster loses four blood points whether the ritual is successful or not, but these do not count towards raising the difficulty. This ritual can be used on another, but with a fixed difficulty of 10 and, on mortals, its use causes three wound levels plus 1 wound level per success rolled. Thus, in this, the cure could be worse than the disease.

* Must be done as soon as possible. +1 to the Base difficulty for every day it remains in effect.

Cast Thine Hearing

This ritual is designed to be used in conjunction with Casting of the Sight, but it can function on its own. It requires a number of components, most notably the ears of a bat, as well as a few drops of Kindred Vitae (one BP). When properly cast, this ritual will enable the caster to project his hearing to any point within his sight (Intelligence + Awareness to target a specific spot, base difficulty of 5). The sound is tinny and difficult to make out at times; also, it is difficult, if not impossible, to distinguish direction of sound (the extended sense of hearing is mono, not stereo). Moderate concentration is required; the Magus must make a willpower check every half-hour to maintain his concentration. Failure means she has lost focus and cannot hear what is being said, or the focal point has slipped and moved to a different location, requiring a new targeting roll. A botch indicates the Magus has lost focus, and the ritual ceases to function. It must be recast, with new blood to power it (though the other material components are not damaged).

The Preservation of Wooded Objects

When one is an immortal, and furthermore, a studious one such as a Tremere, it becomes inconvenient in the extreme to have to constantly recopy tomes of material as their paper decays into dust. In the modern days of computers, microfilm, microfiche and acid-free paper, this is not as much of a problem as it used to be, but this ritual is designed to halt the decomposition of anything composed of wood, including paper. If cast upon a new book, the book will remain in that pristine condition (excepting wear and tear from usage), secure against decay from age. One might think that this is a simple task, and that a level 1 ritual would suffice, but it is not. This ritual takes almost a full hour to complete, and acts in several discrete steps. The way it works is that it first charges the wood fibers with energy, neutralizing those acids that cause decomposition, then forcing out all of the existing air that permeates the material. The ritual continues into its second stage, creating an ultra-thin film of ionized particles over the entire surface of the material which only allows small molecules, such as hydrogen and helium to pass. Over the course of a year, these trace gases permeate the book, assuring that no further decay will occur. This spell will also work on wooden furniture and decorations, having a treatment range of one square foot per success on a Willpower roll. This preservation effect will last for approximately one century, whereupon decay will slowly start to resume as the ritual fades. Conscientious librarians, however, will renew this spell on all their books every 75 years or so.

Attunement of the Instrument

This ritual takes approximately ten to thirty minutes to cast, depending on the skill of the caster. A musical tuning fork is required for the ritual to work, as well as an instrument to be affected. If successful, it will prevent the instrument from having to be tuned again for a number of months equal to the number of successes rolled on a (Manipulation + Music) roll.

Pursuit of the Nightmare

Several items are required for this complex ritual. These include a personal piece of the target/victim, such as hair or nail clippings, and metal filings from a graveyard that is reputed to be haunted by the surrounding populace. When successfully cast upon a victim, this ritual creates a state of extreme and growing paranoia in the victim's mind for one night unless the effects are somehow shaken off.

System: The caster must roll her Manipulation + Intimidation (or Psychology) against a difficulty of the target's Intelligence + Courage. If the target is aware that he is the subject of a spell or altering influence, the difficulty is increased by 1-3, such value to be determined by the Storyteller. If it exceeds 10, this ritual will have no effect. One or more successes indicates that the spell has started and is working.

During the first hour after this ritual takes effect, the victim experiences at first a suspicion that something is amiss, then a gnawing feeling that he is being watched, followed by a strong sensation to seek out crowds and well-lit places. Attempting to achieve this leads to the quickly rising certainty that he is being pursued by someone or something, which blossoms quickly into a full-fledged, irrational panic that he is being stalked by something nightmarish and that he must not remain in one place for long or he will be caught and killed.

For the rest of the evening, the ritual causes the victim to believe that any shadow hides an assailant, any closed door or corner hides a pursuer, following him, and any unexplained sound to indicate impending doom at the hands of an unidentified entity.

For each hour after the ritual takes effect, the victim is allowed to roll his Intelligence + Courage against a difficulty of the number of successes initially gained by the caster plus 2. Three successes are necessary to throw off the effect, the victim's paranoia decreasing slightly with each success. This same check may be made each time the victim is confronted with his irrational behavior or is held in place for longer than ten minutes with this intent. The difficulty to resist Fear-based Frenzy rolls is increased by the number of caster's successes for the duration.

The effect is completely in the mind of the victim; Auspex level 2, however, will reveal the sparkle of magic in his aura about his head.

Cleansing of the Flesh

This ritual is mostly identical to Purity of Flesh, however it can be worked on others, even unconscious or unwilling targets, including mortals. With it, the caster causes the target's body to push to the surface and expel any foreign objects contained within it's flesh (bullets, glass, implanted devices). The ritual takes approximately an hour to cast, and unless the target is unconscious, is extremely painful, causing anywhere from one to three wound levels, depending on the amount and depth of material to be removed, to be determined by the Storyteller.

The Eye of Watchfulness

Requiring a half an hour to complete, this useful ritual requires the caster to cut off and burn one of his eyelashes and mix it with a blood point of his own Vitae while murmuring a soft incantation. The mixed blood is then used to draw a symbolic eye, as well as a number of thaumaturgic symbols, upon any flat surface, such as a door or a wall. This drawing slowly fades, not to the rusty color of dried blood, but to a color and shade only slightly darker or lighter than the surrounding material. It can be seen, although its placement greatly determines the difficulty of perception (one placed eye-level on a door is easier to perceive than one in a corner affected with mildew). Should anyone except the caster pass within a meter of the Eye, it will activate. Since it has no mind, it is unaffected by Obfuscate. When activated, it will glow dimly, transmitting images of what activated it to the caster. As with any means of remote image transmission, Obfuscate will not function to shield the target. The caster can have up to his level in Blood Thaumaturgy's worth of Eyes "active" at any given time, and he will immediately know when any of them activate. Merely closing his eyes and concentrating will allow the caster to receive the images. Eyes last until they are either activated a number of times equal to the caster's Blood Thaumaturgy level, they are scrubbed off or the dried, enchanted blood flakes away over several years. The Eye needs to be drawn at least four inches wide by three inches high. Larger Eyes give a larger view, but are more noticeable.


Level 3 RitualsEdit

Capture the Essence of Darkness

This ritual must be cast in absolute darkness; unless the caster is well-practiced in the casting of this ritual, she will require level I Protean, the Gleam of the Red Eyes, to see what she is doing. Auspex will not work, as there is no light to amplify. The ritual requires a small, round onyx, approximately a half-inch across, and a quarter-inch thick. The onyx must be steeped in a mixture formed by two blood points of Kindred Vitae mixed with the ashes of black raven feathers that were burned in a brazier inscribed with the thaumaturgic symbol of Darkness. During the casting of this two-hour-long ritual, the blood and ashes are slowly absorbed into the onyx, which assumes a rich purplish-black color. The onyx is very dense, weighing as much as the blood it has absorbed.

The onyx can then be worn upon one's person as jewelry or simply carried about in a pocket. When thrown forcefully against a hard object, the stone will explode, releasing a large quantity of smoke-like, impenetrable black gas. This gas is harmless, and has no discernable aroma for most (Garou and Auspex-enhanced senses will faintly smell burnt feathers and blood). This smoke blocks all light; infrared and light-amplifying units, including Auspex level I enhanced senses, will not penetrate it. Protean level I, however, will continue to function. The gas will spread to cover an area approximately 40'w x 40'l x 20'h and will last for two minutes, or until dissipated by a strong breeze. It is useless in any great degree of wind, as it can be swept away as any other form of smoke. There are many possible uses for this mystic fog of darkness; it can serve as a last-ditch defense allowing escape from pursuers, or in time of desperate need, such as having to cross a sunlit alleyway, can block the sun's rays from above for the brief moment required for passage.

Cast Thy Image

This is a potent, complex ritual that takes several hours to prepare for, both mentally and in the arrangement of thaumaturgic symbols and components to the ritual (which are many, ranging from five Blood Points of Kindred Vitae to a basin of clear water; some, such as the eyes of an eagle or owl, are somewhat difficult to obtain at times). This ritual combines some of the basic elements of the rituals of Casting the Sight and Hearing, but goes far beyond them. When successfully cast, this ritual allows the Magus (who is sunk in a deep trance) to instantaneously project a spiritual image of himself to some point within the range of his power: (15 minus the caster's Generation) + (caster's current Willpower + caster's rank in Blood Thaumaturgy) multiplied by 100 miles.

This spiritual projection is shimmery and translucent; very wraith-like in appearance, and cannot pass for an actual person under any serious degree of examination. It can speak, see and hear, though the voice is hollow and distant. It cannot bear bright light, especially sunlight; the intense energies of bright light disrupt its delicate structure, and continued exposure will eventually break the spell entirely (to reflect this, the apparition will take 1 point of damage for every second it remains in very bright light (2 per second in full sunlight), from a standard pool of 6 wound levels, until it dissipates entirely. This damage cannot be soaked by the apparition. The caster does not take this damage.) Being composed of thaumaturgically projected light, it cannot be seen at all visually in bright sunlight (and will be taking damage), only in artificially lit or dimly lit areas (neither of these affects its ability to see and hear, however). The brighter the ambient light, the more washed-out the apparition appears. In near-darkess, or total darkness, however, it seems virtually solid (albeit glowing with an inner light).

The casting Magus must maintain an intense level of concentration; a Willpower check must be made every (Current Willpower + levels of Wits x 1) minutes to maintain the deep trance and focus for the ritual Magick.

This ritual has been used over the years for everything from haunting mortals who had displeased the Tremere to conducting tense, high-level meetings while the participants lie in perfect safety in their respective countries. It is rumored that Goratrix, who would be subject to attack were he to appear in the flesh, used it once to convey a message to members of the Council of Seven.

The Conveyance of Missives

At times it is necessary for individuals and Chantries to send written information between widely separated points. Modern fax machines and overnight courier services did not exist when this ritual was painstakingly and laboriously devised. This ritual requires a blood point of Kindred Vitae, and allows a number of objects (components) to be enchanted. These include a number (15 minus the caster's Generation) of thick sheets of heavy cotton paper or parchment and a small bottle or vial of ink, which must be stoppered with a wax seal upon the completion of the ritual. The seal must then be impressed with the thaumaturgic symbol of Sympathy and the Seal of the caster. The paper must also bear this embossed seal. The Vitae is mixed with the ink in a precise ratio, followed by salts of silver nitrate and a lengthly, intricate incantation. All edges of each sheet of paper need to either be dipped in this ink or have a thick line of it drawn on them, creating a rough, deckled margin on all sides, approximately a half-inch in width.

Once these materials have been prepared and laid aside, the caster can at any future point, take the stoppered vial and place it upon a paper of approximately the same size. The second half of this ritual can then be used to create a duplicate of the page the vial is resting on upon one or more of the treated sheets of paper, wherever they may be, up to the limit of the caster's power:

(15 minus the caster's Generation) + (caster's current Willpower + caster's rank in Blood Thaumaturgy) multiplied by 100 miles.

The duplication process requires approximately ten minutes per page, during which time the ink forming the margins of the treated paper will migrate towards the center, clumping and forming into an image of the original document. The caster must maintain concentration during the entire process; a simple Willpower check is required to do so. A failure indicates a lapse in concentration, and one of the treated sheets will have been wasted. Only the caster who created the vial can use it to send messages, but the paper can be kept anywhere, sent to, held and read by anyone. Rumors exist of a variant of this ritual that requires neither special paper nor ink; one that allows the caster to transmit an image onto paper from anywhere, to anyone she desires. This ritual, if it even exists, would be very powerful, perhaps even level IV.

Seeking the Source

The thaumaturgic Law of Similarity, used in such potent rituals as those that trace Kindred Lineage by blood, forms the basis for this ritual. The tip of a small bronze needle is soaked in one blood point of Kindred Vitae during the casting of this ritual. Thusly empowered, it is embedded into a flat disc of cork that is marked on each side with the thaumaturgic Symbols of Vitae and Similarity. The needle and disc, when allowed to spin freely (such as in a bowl of water) will always point in the direction of the Kindred whose Vitae it was soaked in. However, due to the Law of Similarity, when the needle is near (levels of Perception + levels of Awareness x 50') the Kindred to whom it is drawn, she will feel a subconscious desire to go towards it (easily resisted, no roll required). If the needle or disc is exposed to sunlight, it will cease to function. If the needle or disc is physically touched by the Kindred to whom it is linked, the spell is broken, and the needle rusts away to dust in a matter of seconds, giving off some heat as it does so.

The Deflagration of Vitae

This ritual is dangerous, but, when properly used by a master of Thaumaturgy, very effective. It allows the Magus to create glass phials of vitae that are enchanted to explode when exposed to air. Thus, when thrown against a hard surface or simply unstoppered, they burst violently, detonating with a flash and blast similar to that of a concussion grenade, requiring all Kindred nearby to make Rotschreck checks. The damage it does is entirely based upon the potence of the vitae used and the range to any affected objects. A detonating phial will deliver (18 - caster's Generation) dice of non-aggravated damage to a target at point-blank range, this damage being reduced by one die for every foot (1/3 meter) the target(s) are from the blast. Note that Kindred in possession of these phials are at grave risk; if they are struck violently or drop one and a phial breaks, it will detonate. Furthermore, the making of these phials requires a full ritual room, with some fairly specialized equipment designed specifically for this ritual. The Magus must take at least an hour to prepare each phial; more time is better, while rushing and taking less time risks producing potentially defective phials, which could detonate upon being jostled too hard, akin to nitroglycerine, or even a large, sweeping blast that could render the Magus, ritual room and apparatus a twisted pile of wreckage. If rushing, the Magus must make a Thaumaturgy + Dexterity roll against a difficulty of 7. This difficulty is reduced by one for every point of Thaumaturgy the Magus possesses above 3. Failure to succeed indicates that the batch is ruined, and must be redone, the time wasted. A botch indicates true disaster -- a powerful explosion -- the Magus may be blinded, and may lose his hands, if not his very life. Each phial requires three blood points to make. If the Magus possesses a full five dots of Thaumaturgy, and she has used his own Vitae in the manufacture of the phial(s) he may attempt to detonate one or more at a distance by force of will. A willpower roll must be made at a difficulty of 8, with +1 added to the difficulty for every kilometer distant from the phials. When the difficulty rises beyond 10, it cannot be done. Note that several phials can be strapped together to intensify the effect, in the same fashion as sticks of explosive. Each additional phial strapped together will add 3 dice of damage to the total initial blast. Mortal explosives experts will be baffled, as there will not be any explosive chemical residue.

This blast is echoed on the Umbra, and creates a wake of psychic pain there, a black stain of sorts -- more so, if people are killed in the blast. Mortal Psychics visiting the site of the explosion will get powerful emanations of pain and agony from any spirits that were injured in the Umbra by the explosion. This activity, of course, draws not only the attention of numerous powers-that-be in the Spirit World, but also Garou. The entire blast site will have a powerful Wyrm Taint, as will the damaged section of the Umbra. The Umbra will slowly revert back to normal over the course of a year.

The Creation of Gregor's Rope

This ritual is greatly similar to the first-level ritual that creates Gregor's String; however, a number of complex refinements place it above the meager abilities of any but those masters of the third level of Thaumaturgy. This ritual imbues a length of organic rope, composed of hemp or cotton fibre, with some of the caster's life essence (two blood points are expended in the casting of this thirty-minute-long ritual). The rope can be no longer than three feet (1 meter) in length, and no thicker than two centimeters (almost an inch). The caster can then mentally command the rope, as long as it is in sight, to slither along, like a snake or worm, wrap around objects, tie itself into knots or untie itself... very helpful when one has been tied up with one's hands in front. The rope has a strength of two, and can not only entangle people, it can choke them. The ritual enchantment of the rope lasts for a period of time determined as follows: (15 - Generation) hours, after which it reverts to simple rope. This interesting ritual was developed by Gregor Vashkulat, known in some circles as "The Mad Russian", upon his entrance to the Neonate's Seventh Circle of Mystery, a continuation of his work in the animation of once-living objects. His unlife's work along these lines culminated in the level four ritual, "The Animation of Plants", in the year 1884 when he was awarded his Regency, one year before his final death and diablerie at the hands of a powerful Anarch while travelling between chantries.

The Illusion of Perfection

This ritual is a boon for those deformed Tremere who wish to remain hidden, as well as those who are seeking to escape identification or pursuit. It requires a thin, plain white mask, which must be painted with many complex symbols with Kindred Vitae (one blood point's worth). When the casting of this ritual is complete (appx. one hour) and the caster dons the mask, she appears as a nondescript person in her mid-20's with an average body. This illusion allows the caster to easily blend into crowds of mortals, and avoid pursuit. The illusion does not extend to aura, Wyrm Taint or to scent.

Summoning the Watcher

This ritual reaches out into the surrounding area and calls to the caster a small rat, which will lap up a tiny amount of wine and Vitae (perhaps a few drops of each, not even a blood point) that the caster has laid out as part of the ritual. This rat, when picked up and pressed to the forehead of the caster, can be mentally instructed to go where the caster instructs and look around. The rat will then return to the caster, who can (again pressing the rat to his forehead) "replay" the rat's-eye-view. The rat can even be instructed to steal small items (whatever it can carry or drag along with its mouth), but the caster must be very explicit as to what must be stolen and its location. The rat is still a rat, and unable to understand more than very simple, emotive concepts. It will remain in the caster's service until sunrise. This rat can still be affected normally by the Discipline of Animalism.

Ward Versus Corpse Minions

This ward acts as Wards versus Lupines, Ghouls, etc., save versus Corpse Minions. The undead creatures will shy away from the ward, and will have to be physically compelled to come near it. They will suffer the same damage as any other Ward inflicts if touched by it. This Ward also works against Zombies created under the Path of Voodoo.

Touch of the Cabal

With this hour-long ritual in effect, the Casting Tremere can detect other Tremere within a fairly large radius. This ritual, once cast, lasts an entire day. If the other Tremere is within sight, this ritual, if active, in conjunction with the Discipline of Auspex at level 3 or higher, will allow the caster to detect if the other Tremere belongs to his faction and/or secret society within the Tremere (Astors, etc). If this Tremere is a member of the same secret society and is carrying an object that bears the thaumaturgic symbols of Similarity and Contagion inscribed somewhere upon it, the caster can communicate telepathically with him in accordance with the following system:

System: caster makes a roll of Thaumaturgy + Occult against a fixed difficulty of 7. For each success, the caster can determine the direction and basic location of Tremere in the following radius:


Success Chart
1 Removes normal bacterial and parasitic infections: Mononucleosis, blood flukes, trichnosis, heartworm, syphillis, etc.
2 Removes viral infections: HIV, Hepatitis, etc.
3 Corrects the effects of Blood Altering Disciplines
4 Removes the effects of the Vaulderie* (the Sabbat Pack Blood Bond)
5 Breaks a Blood Bond*
1 Same Room
2: Same Building
3: City Block
4: Ten City Blocks
5: Anywhere within a City


Shaft of the Rose

Using this ritual, a thaumaturgist can create a magical weapon. A hardened wooden stake of oak or ash, up to two feet in length is taken, and, in conjunction with an intricate incantation, is wrapped with several plaited thorny stems of roses and slowly painted with a concoction composed of a pint (point) of the caster's Vitae, twenty powdered black rose petals and one ounce of black orchid pollen. After approximately two hours of this, the caster must incant a command phrase, upon which the stake will suddenly turn totally black, like polished ebony. The vines will sink under the surface of the wood, as though it were black water. If the stake is broken in half (no small feat, as it is now around four times as strong is it was before), it can be seen that they lie close to the surface, and that the black alteration of the wood is actually strongest at the core.

Note that if used without the thorned stalks, this ritual is an excellent way of strengthening wooden supports and/or objects. If used in conjunction with the ritual of Preservation of Wooded Objects, items can be crafted in wood and then modified through Thaumaturgy to serve as though they were made of metal. The term for this modified and strengthened wood is "Black Ironwood."

When this weapon is used, it acts as any other stake would, granting no special bonuses to the wielder. However, when it hits and pierces a Kindred heart, it suddenly sprouts large, wicked barbed thorns of the same black material as the stake along its forward length. These thorns pierce the heart and surrounding flesh, firmly anchoring the stake in the victim. It can be pulled out, if with difficulty and terrible consequences; three successes on a Strength roll against a difficulty of 9 are required, and this will invariably rip out the heart of the Kindred, causing Final Death. Only two things can remove the enchanted stake -- the command phrase, which causes the thorns to retract (the stake is reusable), or painstaking surgery, requiring a total of three successes in an extended roll against (Wits + Medicine) against a difficulty of the stake's creator's levels in (Wits + Occult). Each roll required is an hour's worth of surgery, and each time the surgeon rolls, she inflicts one wound for each success less than the needed total she makes. This damage cannot be soaked.

Vitriolic Vitae

This ritual requires an hour or more to complete, and the caster must drink a small quantity of powerful acid, which causes two aggravated wounds and renders the caster temporarily mute (at least two hours). The caster's blood will then become poisonous to other Kindred for a duration of the caster's levels in Thaumaturgy worth of days. Any who drink of the caster's blood during this time will swiftly take three wound levels per blood point taken, and the blood that was taken is unusable. If the caster's blood is spilled, it will foam and bubble upon objects as if it were acid, using the same rules for damage as mild acid.

The Singing Harp level

This intricate ritual allows the caster's instrument to be enchanted to play itself as if the caster were playing it. It can be enchanted with a number of musical pieces equal to the caster's rank in Thaumaturgy. It will commence to play one of it's selections at the mental command of the caster, and will continue to do so until either mentally commanded by the caster to stop or physically touched by someone. The instrument must be painted along its length in Kindred Vitae with certain symbols, linking it to the mind and spirit of the caster. These painted symbols slowly fade after the casting until they are nearly the same color and shade as the instrument. If the instrument with this ritual enchantment still in effect upon it is destroyed by fire, the caster will take one aggravated wound level that cannot be soaked with Fortitude.

Enchantment of Vestments

This ritual is relatively quick, only requiring half-an-hour for a practiced Magus to cast. It requires a gold-plated needle and a spool of fine silk thread. It will transform any set of clothing into any other set of clothing, within a reasonable range. If the original clothing is damaged, the changed one will be completely mended (some of the silk thread disappears from the spool when this happens). Some things, such as gold thread and filigree, cannot be formed in this fashion unless a small quantity of gold dust is sprinkled onto the clothing before the ritual is begun. Large amounts of metal buttons would likewise require a small chunk of metal to be placed atop the original clothing.

Shielding the Dazzled Eyes

This three-hour-long ritual enchants a pair of sunglasses, which must be the type with metal frames and glass lenses. The lenses of the sunglasses need to be dipped in a thin solution made from a blood point's worth of Kindred Vitae mixed with a gill of benzene and a pint of glycerine. At the end of this ritual, the glasses will have a thin, clear film on both the front and back of the lenses. These sunglasses need not be worn to be effective, merely carried upon one's person, no farther than three inches from the flesh. While a Kindred (any Kindred) possesses these sunglasses, he is not subject to sensory overload from the increased sensitivity given by level I Auspex. Everything is crisp and clear to the Kindred's gaze, and too-bright spots are softly muted by the enchantment. If the glasses are broken or exposed to sunlight, they cease to function. The same pair may not be re-enchanted.

Kiss of the Angel

With a goodly amount of concentration (a Willpower roll), and the internal expenditure of one blood point prior to feeding, the caster of this ritual enhances the ecstasy of the Kiss as experienced by the Vessel. If the Kiss is normally an overwhelming rush of pleasure, it becomes transcendent, an indescribably potent sensation that may leave the Vessel sunk in a dazed, grinning stupor for hours afterwards. If the Vessel is mortal, the number of successes on a Manipulation + Empathy roll determines the level of rapture. If the Vessel is one of the Damned, the number of successes is the number of dice subtracted from any rolls, Physical or otherwise, attempting to resist the feeding. The extent of rapture may induce visions in the Vessel, the nature of which depend largely upon the Vessel's nature (i.e., a Priest would feel as though he had been touched by the very hand of God, etc). This ritual is used by many Kindred to enhance the loyalty of their herd, as it amplifies the already intensely addictive nature of the Kiss to a nearly unbreakable hold. Victims must make a Willpower roll against a starting difficulty of 5 after each feeding (the difficulty increases by 1 with each successive feeding). On a failed roll, the Victim develops a powerful psychological addiction to the Kiss. While a feeding by any Vampire will temporarily satisfy the inner craving, the Vessel will increasingly desire the effect of this ritual, and will associate it with the Kindred with whom she experienced it. Kindred of Humanities higher than 7 should require a Humanity Loss roll if they use this ritual to bind a Herd more tightly to themselves. Of course, strictly speaking, maintaining a Herd is in violation of a strict interpretation of the Oath of the Tremere, but some do it anyway, especially with rituals like this one, that act to increase their safety. An analysis of the blood of the Vessel up to a full day per success on the Rapture level roll after feeding will reveal unusual endorphins and strange, organo-molecular compounds in their bloodstream. Electroencephalograph (EEG) scans will show high residual activity in the pleasure centers of the brain, and unusual patterns in other regions.

The Bite of the Demon

With a goodly amount of concentration (a Willpower roll), placing a piece of toxic herb such as nightshade or hemlock beneath her tongue and the internal expenditure of one blood point prior to feeding, the caster of this ritual turns the ecstasy of the Kiss into a hell of pain and terror within the Vessel. The caster must make a Manipulation + Torture (or Intimidation, Storyteller's decision) roll against a difficulty of the Willpower of the Vessel. The number of successes, when used on a mortal, indicates the level of terror and agony suffered, ranging from extreme discomfort and pain to a virtual Hell of mental and physical agony that could well drive the mortal insane. A mortal will be sick for many days afterwards, shivering and weak. If the Vessel is one of the Damned, the number of successes is the number of dice subtracted from any rolls, Physical or otherwise, attempting to resist the feeding. When used against mortals, casters of this ritual with Humanities higher than 6 will require a Humanity Loss roll due to the cruelty required to inflict such merciless pain.

Licking the wound closed after feeding with this ritual requires at least one success on a Dexterity + Medicine roll. The skin around the area of the bite will still bear a rash which is oddly similar to the bite of a mosquito, though much larger. A toxicologic analysis of the blood of the victim will reveal numerous natural organic toxins in the bloodstream, slowly being filtered out by the liver.

The Voodoo Doll

    • See the Path of Voodoo

This ritual gives the caster access to one of the most feared powers of the Voodoo Priests -- the Voodoo Doll.

To make a doll, the Magus must gather a number of very special things: a special wax made from human fat, bone dust mixed with the powdered leaves of three secret plants, the finger bones from a human hand, black chips from a stone found laying at a crossroads for the eyes, a point of Vitae mixed with charcoal to form a slurry, hair from the head of the intended victim and more.

While forming the doll from the collected ingredients, the caster must chant in a slow, rolling monotone, a specific chant dedicating the doll to Papa Legba and Erzulie. This takes four or more hours of painstaking work. At the completion of the ritual, the caster must engrave the doll with the Veves of Papa Legba and Erzulie -- in her aspect as the Loa of Revenge -- and expend two Points of Willpower, concentrating fiercely on the intended target. The doll will shudder and grow warm -- and it will be active.

At this point, the doll can only be used to inflict minor damage and excruciating torments upon the victim. The caster can pierce the doll with ritual needles, made from silver, thus causing the target, however distant away, immense pain (the loss of 2-4 dice from any rolls reflects this) for a number of hours. The pain feels as though someone is cutting into the target with red-hot knives. These pains, however, are not lethal in and of themselves.

For real damage to be inflicted by the use of the doll, it must be further enchanted, a step rarely taken for the magic that must be used is the very blackest. Another two hours of chanting are required, dedicating the doll and the torments that it will inflict to all the evil forces of the sky and world, of the pits and darkness. During this frenzied chanting and impassioned dedication, the active doll must be kept in a circle drawn with chicken blood. The caster must wash the doll in a basin containing a full five points of his potent Cainite Vitae -- every drop of which will be absorbed by the doll, which will change from the sort of yellowish-white of the human fat to a glossy, heavy purplish-black. It will now weigh as much as the doll and the basin of Vitae did, combined. It will feel slick and oily to the touch, although nothing will rub off. Its little stone-chip eyes glitter evilly in the half-light. Casters of this dark section of the ritual, knowing its purpose and consequences, must make Humanity loss rolls if his Humanity rating is above a 5. The caster holds the doll, and concentrating on the target's features with all of his might, expends two Willpower Points, strengthening the mystic link between the doll and the target. This process must be repeated once more the following night, during which the other half of the dark spirits and Veves of Black Magick are inscribed into the now nearly living flesh of the doll. Thus, with a total of ten blood points of Vitae, and four Willpower Points, the Magus now has an object that is spiritually and thaumaturgically linked to the target -- damage inflicted upon the doll will now be reflected, to a greater or lesser degree, upon the target. For example, if a hot needle was placed against the arm of the doll, to hiss and sizzle, the target would scream in agony, a blistering welt rising on the affected arm. However, if the arm of the doll was cut off, while the arm of the target would go limp and useless, and she might black out from a wave of pain and nausea, sensation would eventually return.

Sadistic and evil Cainites often use this doll to torture their victims into nervous breakdowns, wracking spasms and eventual slow, lingering, painful death. The mind and body can only take so much.

Making of a Blood Rose Gem

    • See the Path of the Blood Rose

A suitable cut crystal (either a ruby or a fine rose quartz) must be obtained, no larger than one carat in size. The gem must be purified by an overnight bath in vitae, either mortal or Kindred, to wash out any unwelcome psychic resonances. Cleansed, the purified gem is brought together and coated with the Blood Rose Mixture (see the Path of the Blood Rose - only those Magii who know this path can prepare this mixture) as the Magus incants a complicated series of injunctions in Latin. Over the course of an hour, the gem slowly becomes imbued with the power of the mixture coating it, lending it a dimly pulsing inner fire. Depending on the quantity of the mixture the gem is sitting in during this process, it can be imbued with up to ten (10) blood points' worth of energy. This gem can then be set into a ring made of platinum or gold, with the inner band being inscribed, amongst other things, "For the blood of the Rose" in Latin.

To use such a gem or ring, a Kindred would merely touch the jewel to a point near their heart and murmur, "For the blood of the rose", to release the blood energy as follows:

System: Roll one die, and the number that comes up is the number of blood points of energy that is released into the Kindred. The Gem can discharge once a turn.

Once the gem is exhausted, it can be re-imbued up to twice more. At the exhaustion of this cycle, it disintegrates.


Level 4Edit

The Protective Grasp of Grans Bwa

    • See the Path of Voodoo

This ritual allows the Magus to call upon the help of Grans Bwa -- the Loa of the Forest. Many wielders of Voodoo have used this ritual to escape from their enemies. The Magus must take green, living branches, leaves, straw, berries and similar things from the forest, braiding them in the shape of the Veve of Grans Bwa. While braiding, the Magus must chant for a full two hours, and at the end of the braiding and chant, he must wash the Veve in two points' worth of his Cainite Vitae. With this done properly, the braid will remain fresh and usable for an indefinite period of time, perhaps centuries (which is why some Houngans and Mambos carry several seemingly fresh braids of this type on their person all the time). When the time of need is at hand, the braid is thrown to the ground in the Forest (it is useless anywhere else) by the caster (and only by the caster) and the name of Grans Bwa is invoked. The forest around the Cainite will seem to awaken -- wherever she goes, branches, roots and undergrowth will move out of the way, allowing the Cainite to run at full speed through a fairly dense forest, in near-complete darkness. Pursuers are not quite so lucky. Branches seem to almost lower themselves to obstruct movement, roots place themselves in the path to be tripped over, thorny bushes seem to drag more tightly at their flesh and both the ground and the grass fail to properly hold the footprints of the caster. The ritual Severance of Thaumaturgy must be used to stop this. Alternately, if the pursuers possess one of these braids, they can make a similar use of it, in which case neither party would be hindered by the forest they were charging through.

The Creation of Zombies

    • See the Path of Voodoo

The dreaded undead servants of the Voodoo Priests, the Zombies (aka Corpse Minions) can be created through this tightly-kept ritual. The caster must have available to him or her a body, dead no longer than seven days. The body must be placed inside a circle drawn with a mixture of blood from a goat, dust from a cemetery and the powdered body of a special poisonous tropical fish. The ritual also requires three hours of chanting and hand movements, during which Guede and his servant Baron Samedi are called upon to favor the caster with success, and to grant the caster control over one of their subjects. While chanting, the caster must inscribe the corpse with the Veves of the two Loa and the dreaded runes of Black Magick, as well as spray the blood mixture out towards all four corners of the world -- in honor of Papa Legba, the Lord of the Ways.

Once this ritual is completed and the Path of Voodoo's level four Measure, the Creation of Zombies, is excercised, the eyes of the corpse should open, and it will rise to do the bidding of the caster. The Zombie will have all its traits halved from what they were when it was alive -- except the physical attributes of Strength and Stamina, which are doubled. A Zombie will only be able to do what it is told to do by the caster. It will function until it rots to pieces or is damaged beyond the ability to move. For even though the forces of Black Magick animate the corpse, it will still decay at the normal rate of a dead body. It fears nothing, never tires, and only dismemberment or utter destruction will stop it. It can soak normal wounds with its Doubled Stamina.

The caster may destroy the Zombie through the simple expedient of throwing a handful of bone dust upon it and shouting out the names of Baron Samedi and Guede backwards. This will only work for the caster.

Bond of the Rose

    • See the Path of the Blood Rose

Create a Rose Gem, using the third level ritual, using only the petals of three blood roses and one pint (point) of your own vitae. This gem must be set into a bracelet of platinum or gold that has been carefully inscribed in Latin with the names of the major Archangels and the words, "For the Rose Bond" and enchanted using an intricate series of incantations over the course of an evening. A full four blood points of the caster's vitae must be spilled and absorbed into the material of the bracelet during this enchantment. When it is complete, the vitae appears as a beautiful, translucent, cherry-red enamel on both sides of the bracelet, shot through with veins of gold or platinum from the engravings beneath.

When this bracelet is placed upon the wrist or arm of a Kindred, it will extrude thin spikes of metal down, into the flesh of its wearer, and rapidly pump in the altered and enchanted blood contained within the bracelet, using the energy in the Gem to power the spell. If the hapless victim of this attack is of lower Generation than the caster, he will be instantly blood bound to the caster. The bracelet will lose it's enamelled appearance, becoming a simple band of platinum or gold, set with a gem. Odds are the Blood Rose Gem will have been completely discharged by the activation of the bracelet, but there may be some energy still left in it.

The Rose Homunculi

    • See the Path of the Blood Rose

With this complicated and exhausting ritual, a Rose Gem is created, as per the third level ritual, and further enchanted in a several-hour-long process which requires seven blood points and seven crushed roses of a type specified in the path of the Blood Rose. The caster must know the ritual for creating Homunculi (Soul of the Homunculus), as several key facets of it are incorporated into this ritual. When this ritual is finally complete, the Rose Gem will have been transformed into a crystal that superficially resembles the type produced through the ritual Principal Focus of Vitae Infusion. However, when a Kindred places it in his mouth, the blood that bursts from it will collect at the back of the throat. The mass of blood will begin bubbling as its protoplasmic form takes on the shape and form that the spell extracts from the mind of the Kindred. After about a minute, the Kindred's mouth involuntarily opens wide, and the Homunculi plops forth, coated with blood and mucus. As is illustrated in the Tremere Clanbook, the Homunculi are usually anthropomorphic; that is, while they superficially resemble tiny animals, they have human-like aspects, such as features, arms, legs, etc. Homunculi created with this ritual are the same as, and are subject to, all the rules governing the keeping and aspects of Homunculi, except that neither the caster nor the Creator in this instance requires the permanent loss of a digit.

The Promethean Sphere

This fifty-minute-long ritual allows the Magus to maintain a sphere of very warm (80 degrees) air around her person, in the coldest of temperatures. Thus, a Magus may traverse icy wastes that would otherwise have rendered her body immobile. The sphere also works in water, but it takes a good deal longer to warm its contents as opposed to air; furthermore, the Magus will be hindered considerably by the presence of the Sphere in water -- it will cause a good deal of drag, slowing all purposeful directional movement (forward, back, etc) by the Magus to 1/2 normal underwater rate. Currents, on the other hand, will have a much greater effect, as they will push against the larger volume of water contained within the Sphere, and will drag the Magus pell-mell at 2x the normal rate s/he would otherwise be affected. Note that the Magus will not feel these currents in the water about her. Physically, in air, the Sphere is invisible. It is visible underwater as a slightly luminescent bubble about the Magus. To objects and persons passing through the Sphere towards or away from the Magus, it feels like a gossamer membrane that presents slight resistance, then allows passage. It provides no protection against attacks, only cold. The Sphere costs one blood point of energy for every two hours in air, and two blood points for every hour under water. The Magus must possess and keep upon her person a small crystal sphere with a bubble of air at its very center.

The Binding of Demons

At times, it is required that Masters of Thaumaturgy make use of Spirits from the Deep Umbra. These creatures are often known better as "demons". While the Tremere Oath forbids trafficking with them, or making pacts, it does not forbid ruthlessly bending them to one's will, and forcing them to do your bidding.

Through the use of this ritual, which involves the expenditure of four Blood Points of Vitae, and the invoking of most of the Major Arcanum of Spirits for the creation and empowerment of a number of interlocking Circles of Protection, the Magus can enter into a Willpower Contest (as per the normal rules) with a Summoned Entity (Summoned using the path of Spirit Thaumaturgy) with a bonus of +1 die to his overall roll. This is dangerous! If the Magus wins the contest, he will have control over the demon and can force it to obey a number of commands. If the Magus loses -- the Demon can actually begin to attempt to break free, and forceful measures must be taken to banish it lest it get free and wreak havoc on the caster and any others nearby before departing back to the Deep Umbra. Even after it has been successfully mastered, after obeying a number of commands, it will attempt to once again break the Magus's hold on it. Another Willpower Contest will be required.

Countless spirits from the Deep Umbra are weak, and easily bent to one's will... but there are others, vast creatures whose names are best left unspoken, entities from before the dawn of Man, or the coming of Caine... some that are said to predate worlds; if one was so foolish enough to seek one out and summon it, woe betide him. Never again would he be seen again... but his hellish shrieks of agony would resound for millenia across the nameless gulfs of the Abyss that is the Deep Umbra.

This ritual is best used after one has found a number of weak demons, and is familiar in their summoning. It is advised that the Magus return them to their own plane as soon as possible, as they are dangerous not only to the Magus, but to the Masquerade as well.

Shaping of Kine

Magii who possess this ritual require Medicine at rank 5 to be able to use it to its fullest potential. With this ritual, a Magus can take a pregnant human female and slowly alter the growing child within her in a variety of ways. Deformities can be added or taken away, gender changed, bone structure enhanced or atrophied. A Magus can thus bless or curse Kine under her domain by ensuring healthy, strong children, or weak, stricken ones. While it only takes one moment to curse, or damage the child, a Magus who takes the careful time to bless and gently develop a growing child to its fullest potential (requiring five hours a week of examination and physical contact with the pregnant Kine, every month, until term, beginning in the first three months of pregnancy) will result in the birth of a mortal who will have a natural base of 3 or even 4 dots in every Attribute, as opposed to the 2 dots comprising a "normal" level of ability. Unfortunately, despite being strong, handsome, smart and healthy, such mortals can never have a Humanity higher than 7 at the utmost. They are usually predisposed to be cruel, arrogant and domineering, and will naturally become so unless raised in a very gentle, pleasant environment (i.e., Buddhist Monk). It is reputed that a number of Ventrue have been raised from birth in this fashion, destined to be embraced, but that the practice rapidly died out when the false rumor was circulated that the Tremere could magically manipulate these altered mortals or Kindred from afar, as their puppets. Mortals who have been shaped in this fashion have a life expectancy of approximately 100-120 years, barring disease or accident. Some of these traits are passed on to their children, but gradually die out and revert to the dominant, natural traits of the line.

Gregor's Animation of Plants

This is a potent and complex ritual, requiring the resources of either a well-equipped personal laboratory or that of a mid-sized Chantry to cast. Numerous objects and instruments are required, and the casting itself requires several hours of exhaustive concentration and the expenditure of five blood points of life essence. The Magus must make a roll of (Thaumaturgy + Science) against a base difficulty of 6 for a small plant, increasing by 1 (and costing an extra blood point) for each step upwards in size of the animated plant to a difficulty of 9 for the very largest. A failure indicates that the entire ritual must be recast, as it failed to take properly with the plant. A botch indicates that the plant either dies or animates, and refuses to obey commands. It may attack the caster(s), attempt to flee, or do nothing.

With this ritual, the Magus can enchant and alter the very essence of nearly any plant up to ten feet tall and ten feet wide, including small trees, hedges, etc. The plant becomes capable of motion -- it can laboriously trundle along by shifting its wide-spread roots (the smallest moving around 3 mph/6 kph, the largest half that). Its limbs, on the other hand, are much quicker -- it can snap out and strike or wrap around targets in an eyeblink. The limbs usually grow sharp, thorny spikes. The largest ones have a reach of ten feet or more, and can deliver four dice of normal damage with a brutal slash of them or three continuous dice of damage if it grapples, entangles and squeezes. The plant becomes carnivorous -- in effect, vampiric. It no longer requires sunlight to nourish and sustain itself, but rather blood. Indeed, it will shrivel rapidly and die if exposed to sunlight. Its intelligence is limited, but it obeys mental commands exactly, with no disobedience. It will normally limit itself to birds, squirrels, dogs, cats, racoons, opossums... i.e., small animals, but unless commanded otherwise, it will attack and obtain larger prey, including humans. It flushes pinkly after having fed, and leaves drained carcasses where they fall, unless commanded to bury them. It makes a terrifying and effective guard, for despite its inability to Dodge, it is difficult to destroy except by fire or sunlight, both of which are anathema to Cainites. It will quite willingly drain a Cainite intruder dry, forcing him into an Incapacitated state, but since it does not inflict aggravated wounds, it cannot kill him. Unlike a Cainite, the plant can exist for an entire week on a single blood point.

While these plants cannot reproduce, they can grow; assuming a steady supply of blood, over the course of hundreds of years, small plants will eventually grow to medium, large, huge and beyond...

It is rumored that over the course of centuries, these plants actually begin to develop intelligence on the level of that of human, but it has never been demonstrated. The very largest and oldest ones are barely as cogent as a moron. Their reserves of blood are dependent on the size of the animated plant -- the largest have a blood pool of 15, and the smallest sort have a reserve of only 1. Unused blood in a victim that is not absorbed by the plant (blood pool is temporarily full) will be run out into the ground around the struggling victim so that it can be retrieved by the plant's roots later, or, if instructed, the plant will release them, still bleeding, to make his escape. In this manner, the plant can maintain a full blood pool and only feed once a week or so, allowing the injured animal to escape, to either heal or die elsewhere. The plant can soak normal damage, and the largest ones are reputed to be able to soak some aggravated wounds, in addition to being sheathed in a thick, tough bark that acts like armor. Note that this plant can cause trouble unless it is set to guard a remote or thinly inhabited area. Neighbors get very upset when their pets turn up missing or limp back home, bleeding. And when small children start vanishing...

It is easy to see why plant guardians of this type are not permitted (Council Edict) to be placed within Cities or in areas nearby where Kine reside. The danger to the Masquerade is simply too great. If a botanist were to get his or her hands on one of these plants...

These plants exude an extremely powerful Wyrm taint, and look/smell horribly wrong to Garou. Keeping them in outdoor areas will only lead to their rapid destruction as well as bringing packs of Garou sniffing around to see if there are any more Wyrm-tainted things in the area -- and Cainites fall admirably well into this category.


Plant Stats (small -- 2' in height)
Strength 1 Stamina 1 Brawl 1
Dexterity 1 Wits 1 Alertness 1
Blood Pool 1 Slash Dmg 2 Squeeze Dmg 1



Plant Stats (medium -- 5' in height)
Strength 2 Stamina 2 Brawl 2
Dexterity 2 Wits 2 Alertness 2
Blood Pool 5 Slash Dmg 3 Squeeze Dmg 2



Plant Stats (large -- 10' in height)
Strength 3 Stamina 3 Brawl 3
Dexterity 3 Wits 3 Alertness 2
Blood Pool 10 Slash Dmg 3 Squeeze Dmg 2
Fortitude 1 Armor 1



Plant Stats (huge -- 15' in height)
Strength 4 Stamina 4 Brawl 4
Dexterity 3 Wits 3 Alertness 2
Blood Pool 15 Slash Dmg 4 Squeeze Dmg 3
Fortitude 2 Armor 2 Intelligence 1

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