Level one Rituals
Blood Mastery
Even
a Tremere with only a basic understanding of Thaumaturgy can turn the
mystical link between a vampire and that vampire's Vitae against
him/her. This ritual, however brief, allows the user to exploit this
link to enhance any performance against that specific target. (The user
rolls Intelligence + Occult against diff 4. The ritual takes 5 minutes
to cast, during which the user mixes one bloodpoint of his/her targets
blood with a negliable amount of his/her own blood (less then 1
bloodpoint) and burns the mix in a fire or boils it over an open flame.
The caster speaks the phrases of symmetry as he/she finishes. Once the
ritual is finished, the user gains 1 succes automatically in any
contending roll against that specific victim, such as during a resist
or counter attack. After this one automatic succes the ritual's effect
ends. If not used, it's effect expires by sunrise.)
Bind the Accusing Tongue
One
of the first rituals devised by the Tremere, this ritual prevents it's
target from speaking ill of the user. This allows the caster to
essentially nullify the political or social threat that victim poses.
(The user rolls Intelligence + Occult at diff 4. The ritual requires a
lock of hair of the target, a picture, painting, statue or similiar
effigy carrying the target's image and a black silken cord. The ritual
takes 5 minutes to cast, during which the user must wrap the hair in
the silken cord and then wrap the cord around the image of the target.
Once the ritual is completed, the victim must make a Willpower roll
against a diff of the caster's Thaumaturgy rating +3 to speak anything
negative about the caster.)
Brand of the Paramour
The Brand of the Paramour
allows the user to mystically know when his/her ghoul befalls harm.
Whenever the ghouls is damaged in any way, the user feels a phantom
pain on his/her own body. In this way the master is alterted whenever
the ghoul is damaged, though unfortunately the user gains no indication
how severe the damage actually is. The phantom pain will be the same if
the ghoul falls and bruises his knee or if the ghoul gets shot in his
knee. (The user rolls Intelligence + Occult at diff 4. The user
preforms the 5 minute long ritual over the blood of mortal twins, of
which both the user and the ghoul drink at least one bloodpoint. Once
this is done, the user will feel a phantom pain centered on his own
body where the ghoul was damaged. This "alarm" however will trigger in
the same way each time the ghoul suffers any number of health levels.
The Brand of the Paramour lasts for as long as both user and ghoul are
alive and the ghoul is still a ghoul. If the ghoul dies, becomes human
again or is embraced, the Brand of the Paramour is lost.)
Communicate with Kindred Sire
This
ritual allows the user to communicate directly with his/her sire. The
user's mind joins with that of his/her sire, and they may speak
telepathically for as long as the ritual lasts or untill either side
breaks the connection. (User rolls Intelligence + Occult at diff 4,
each succes grants 10 minutes of conversation. Casting time is 30
minutes and the user must have a item that once belonged to his/her
sire.)
Dedicate the Chantry
The
Tremere value the sanctity of their chantries, and as such have
developed many wards and other specialized magic to defend their
chantry from intruders of all kinds. This ritual is a commonly
practised ritual among those who deal with the defense of the chantry.
It "dedicates" the chantry, allowing defensive rituals to be placed
more easily. (The user rolls Intelligence + Occult at diff 4. The
ritual takes 5 minutes, during which the user must make a
counter-clockwise circle around the chantry grounds while sprinkling
stagnant water where he/she walks. Once the circle is complete, the
user must travel to the (rough) center of the chantry grounds and
annoint his/her hands with the stagnant water, and then sprinkle the
stagnant water over the lowest floor in the building. Once the ritual
is complete, any wards or defensive rituals placed in the area of the
circle have their casting difficulty reduced by one.)
Defense of the Sacred Haven
This
ritual prevents sunlight from entering within a 20-foot area. A
mystical darkness blankets the area, preventing sunlight from entering
through cracks, windows or even open doors. To cast this ritual, the
user must spend an hour reciting incantations and inscribing glyphs on
all parts of the area he/she wishes to shield from sunlight. Naturally,
this ritual works only on enclosed areas, such as caves or houses.
(Costs a bloodpoint for the inscribed glyphs, user rolls Intelligence +
Occult at diff 4. Casting time is one hour.)
Deflection of Wooden Doom
This
ritual protects the user form being staked, wether or not he/she sleeps
or rests. The first wooden stake that threatens to pierce the user's
heart (truly threatens, not one that the user dodges or that misses by
an inch) instantly disintegrates. (User rolls Intelligence + Occult at
diff 4. For one hour, the user must surround himself in a circle of
wood. Any wood will do. The circle must remain unbroken for the hour,
and at the end of the hour the user places a splinter underneath
his/her tongue. If the splinter is removed, the ritual is nullified.
The ritual lasts untill the following dawn or dusk.)
Devil's Touch
This
ritual is used by angry Thaumaturges on the mortals who anger them. For
a full night, the unfortunate victim draws the ire of all who see them.
By all others, this person is treated as the most loathesome person on
the world, even bums spit at him/her and children taunt the victim.
(User rolls Intelligence + Occult at diff 4. Casting time is 5
minutes. The victim must be present when the user invokes it, and the
user must place a penny anywhere on the target. (shoe, pocket,
anywhere) The ritual lasts untill the sun rises.)
Encrypt Missive
A very common ritual that allows the user to encrypt his/her own messages, allowing for secure communication. The message is only readable by the user and the adressed, apearing as gibberish to anyone else who attempts to read the message. Even the anarchs sometimes emplore this ritual on their graffiti to hide their messages from prying eyes. However, many counter-rituals exist that dispell this ritual. (User rolls Intelligence + Occult at diff 4. The user spends a single night writing the message in his own blood, using one bloodpoint in the process, and then speaks the name of the adressed. Anyone else who tries to read the letter other then the user or the adressed will read only illegible gibberish.)
Engaging the Vessel of Transference
This
ritual is most commonly used by those Thaumaturges who seek to draw a
bloodpoint from a specific target without that target knowing that the
Thaumaturge did. Using this ritual, many Tremere gained the materials
neccesary to curse their enemies, or even create bloodbonds. (The user
rolls Intelligence + Occult at diff 4. The ritual requires 3 hours to
cast, minus 15 minutes for every succes on the activation roll, and
requires a bloodpoint (it does not matter what blood it is) which is
sealed inside the container during the ritual. The container may be
anything the size of a small cup or a gallon jug. At the end of the
ritual, the caster seals the container and writes the Hermetic sigil on
it, which empowers the ritual. Whenever the container is touched bare
handed by anything, the container switches the bloodpoint already
sealed in it with the person that is touching the container. The
container will feel unusually chilly against the victim's flesh, but
there is no other indication that the blood was switched. However, if
even the slightest of fabrics covers the victim's skin, the container
will not activate, and the container will continue to activate the
switch whenever anything that holds blood touches it untill it is
opened. If someone sees the Hermetic sigil and has 4 dots in Occult or
3 in Mage Lore, that person may roll Intelligence + Occult/Mage Lore at
diff 8 to recognize the symbol, which requires at least 2 successes. If
the blood in the container was of a vampire, then it will create the
first step of a bloodbond in the first person to touch the container.
Otherwise, the user may "harvest" the stolen blood from the container
and use it for other purposes.)
Expedient Paperwork
An
extremely useful ritual in todays society of bureaucratic systems, this
ritual allows the user to enchant his paperwork so that it will travel
through the proper channels quicker without risk of becomming lost.
This allows the user to quickly contact authorities on matters, and
ensure that his paperwork will not get lost. (User rolls Intelligence +
Occult at diff 4. The ritual takes 5 minutes to cast and the user must
use the hairs of a dog in the ritual, which will protect and guide the
documents. The normal handling time for the document will be reduced by
roughly one-third, and the document will not get lost in
administration. Unfortunately, this ritual does give the documents an
aura visible to others with Auspex. The ritual lasts untill it has
reached it's final destination.)
Impressive Visage
This
ritual is used by Tremere who wish to increase their sex appeal and
charm. The user gains a sort of animal attractiveness, and is just much
more diserable then everyone else. (The user rolls Intelligence
+ Occult at diff 5. The ritual requires 5 minutes to cast, and after
which the user must place a sprig of dried mint in his/her pocket
or shoe. From there onward, the user gains +2 dices on all appearence
related rolls for a number of hours equal to the number of successes on
the activation roll. Storytellers may opt to limit this ritual to
only take effect if the user preforms a certain action, such as
whispering in a target's ear, when flashing a pearl-white smile or when
staring into a target's eyes.)
Incantation of the Sheperd
Using
this ritual the caster gains an acute awareness of the locations of all
members in his/her herd. Though this ritual seems like a minor
convience only, knowing the exact locations of your herd can come in
handy in a vast amount of situations, let alone during feeding. (The
user rolls Intelligence + Occult at diff 4. The ritual takes 5 minutes
to cast, during which the user must slowly spin in a circle as he
chants the incantation and holds a glass object of some sorts to both
his eyes. At the end of this ritual, the user knows exacly what
direction and distance from him/herself all members of his/her herd are
located. If the caster has no herd, then the ritual works on the
closest three mortals from which the user has fed at least 3 times. The
maximum range of the ritual is 10 miles times the user's rating in
Herd, or 5 miles if the user has no Herd background.)
Learning the Mind Enslumbered
This
ritual is used to grant the user knowledge of how a kindred fell into
torpor or reached Final Death. The user merely places a penny on the
torpid kindred's eye or in his/her ashes, and the cold voice of that
kindred will echo from beyond to tell the tale of his/her passing. (The
user rolls Intelligence + Occult at diff 4. The uses places a coin on
the eye of the kindred if in torpor or on his/her ashes if he/she is
dead. The ritual takes half an hour to preform, afterwhich
the subject's voice will tell the user how he/she fell into torpor
or Final Death.)
Purge the Inner Demon
All
vampires have a Beast in their souls, tugging at their will on a
nightly basis. This potent ritual temporary seperates the Beast from a
subject's psyche, making the subject unable to frenzy. Though some
vampires would consider this an advantage, there have been reports of
vampires who willingly starved themselves into torpor after being
subject to this ritual... (User rolls Intelligence + Occult at diff 4
to activate the ritual, then Manipulation + Empathy at diff (10 minus
the target's Humanity/Path rating, though never less then 1) to
determine the duration, with each succes on the second roll granting
one night of duration. It takes 5 minutes to prepare the ritual, during
which the user must push a sturdy needle through his/her hand. Foir
it's duration, the victim cannot frenzy. The user cannot use this
ritual on his/her self.)
Purify Blood
As
many vampires that lived through the Black Plague will tell you,
vampires are rarely at any risk from disease. However, vampires can
become carriers to a host of blood borne diseases, which can become a
major problem during epidemics. Using this ritual however, the Tremere
can purify blood of poison and disease with only minimal effort.
Ofcourse, that is discounting the fact that the blood must first be
extracted before this ritual can be preformed. (The user rolls
Intelligence + Occult at diff 4. The ritual takes 5 minutes, during
which the user puts a small amount of ashes and crushed ginger into the
blood he/she wishes to purify. During the ritual, the user makes some
slight passes of hand over the blood and speaks thaumaturgic phrases.
If the user succeeds in cleansing the blood, it will be cleansed of all
disease and poison as well as other similiar substances, and any
foreign impurities drift up to the surface of the blood, and the blood
turns a lighter red to indicate to the caster that the ritual has
succeeded. However, this ritual cannot cleanse more then one bloodpoint
at a time, and does not change the potency of a blood so it will still
cause a blood bond if it was vampiric vitae. The ritual also doesn't
remove things like acid in the blood produced by the Quietus or
Vicissitude discipline. It also does not counter the effects of the
Vaulderie, and any rotten or clotted blood will just dissapear if this
ritual is attempted.)
Purity of Flesh
Inevitably
in a vampire's life, they will get shot at, almost get blown up, or
otherwise get small objects lodged in their undead flesh. While these
are only a minor inconvience, being undead and all, there are still
many situations where it would be a good idea not to have bits of metal
lodged in your skull. (Costs a bloodpoint, the user rolls Intelligence
+ Occult at diff 4. The ritual takes 5 minutes to cast, during which
the user must meditate on bare stone or stone while surrounded by
thirteen sharp stones. Over the course of the ritual, the user is
purged of all physical impurities. Alcohol, bullets, dirt, drugs,
poison, all come rising to the surface of the user's skin and then
flake off as a gritty gray film, afterwhich they fall down to the
ground. Note that any clothes, jewelry or makeup that the user is
wearing will be equally effected. However, it does not effect
enchantments, mind control or disease from the user's body.)
Rebirth of Mortal Vanity
Some
of the truly vain among the Tremere created this ritual in order to
grow hair on their undead scalps again. This ritual makes hear pour out
of their hair follikels, afterwhich they die again. (User rolls
Intelligence + Occult at diff 4. For every inch the user wishes to grow
his/her hair, the user must pull one hair out of a child's head. The
number of successes on the activation roll determine how long it takes
for the user to grow his hair, with only one succes it can take up to
10 minutes for each inch, with 5 successes the hair seems to literally
pour from his skull, growing up to a foot in under a minute.
Unlike when the user cuts the hair he/she had when he/she was embraced,
the hair grown by this ritual does not return without reapplying the
ritual. This ritual has no effect on those that were bald before their
embrace.)
Rite of Introduction
Though
this ritual has long fallen from use, some regents still demand it's
use from any Tremere who enter their territory. It allows the user to
instantly announce his/her presence in a domain to the regent, and then
to all Tremere lower in rank then the local regent in order of
heirarchy. The regent can even reply telepathically to the user, though
is bound to do so only by rules of courtesy. Smart Tremere have also
used this ritual to call for aid from the local Tremere. (User rolls
Intelligence + Occult at diff 4. Over the course of 5 minutes, the
caster boils a pot of rainwater. In this pot he then places a handful
of ground tamarisk root, and recites a short incantation into the
vapors that form over the water. Adding a drop of galangal oil, the
user may speak a 30 second introductory speech which will travel down
the local Tremere pyramid of heirarchy starting at the top. For the
next 5 minutes, the user can also telipathically speak with the regent.)
Sanguineous Phial
This
ritual is for vampires who wish to preserve blood for harsher times,
but have not the technology or knowledge to do so by more mundane
means. The user prepares an earthenware jar, fills this with blood and
adding a few ingredients can make blood last for years, even centuries.
(User rolls Intelligence + Occult at diff 4. To preform the ritual, the
user must first get a covered earthenware jar (jar made from clay or
likewise) and bury this in the earth for 2 nights, and digs it up the
following evening. The user then crumbles a dried ash leaf into the
empty jar, pours the blood in, closes the container and seals the lid
with tallow melted from a candle. The blood will then remain into
pristine condition for as long as the seal (and the container) remain
unbroken. If the seal is broken, the blood will start to decay at a
normal rate. However, if the container breaks, the blood will decay as
though it had never been preserved at all. )
Scent of the Lupine's Passing
Developed
in a sieged chantry in the Carpathian mountains where the Tremere often
fell to night-black werewolves, this ritual allows a Tremere to
identify a scent as belonging to a Lupine. Unfortunately, this ritual
merely gives the user this power of distinction, but not supernatural
senses. (The user rolls Intelligence + Occult at diff 4. The user must
prepare a herbal bundle containing milkweed, wolfsbane, sage and a
handfull of simple grass. The user spends 5 minutes casting the ritual,
and at the end of it need only sniff the herbal bundle. From there
onward, the user will be able to identify any smell he/she smells to be
a Lupine's if that is the case. However, the user's sensory abilities
are not improved through this ritual, so his/her sense of smell remains
the same and thusly smelling Lupines from quite a distance away would
still require supernatural aid.)
Sense the Mystical
A
ritual devised to track down non-Tremere users of blood magic, this
power allows the user to see the residu of magical effects and detect
the usage of blood magic within several yards of the user. (User rolls
Intelligence + Occult at diff 4. The user spends 5 minutes chanting,
then lights a candle. Anytime the light of this candle hits objects
that have come into contact with blood magic such as Thaumaturgy or
Necromancy, it causes the objects to glitter. Also, the user will
become aware of any blood magic being cast within several yards of
him/herself for as long as the ritual is active. The ritual lasts for
one scene. Note that this ritual only detects blood magic and does not
distinquish between different types of blood magic, it will not detect
normal disciplines or true magic.)
Serenading the Kami
A
ritual developed by a traditional japanese kindred, this ritual calls
the aid of spirits known as "kami" that are found in all things.
Invoking their aid, the user is capable of preforming a single
substantial feat of strength before the ritual wears off. (The user
rolls Intelligence + Occult at diff 4. The ritual requires half an hour
to complete, and requires that the user burns a single stick of
incense. Immediately following the completion of the ritual, the user
may preform a single or single extended physical action at minus 2
difficulty.)
The Imp's Affliction
A
nasty ritual that aggravates a target's ears, eyes and nose. The
victim's eyes brim with tears, ears fill with liquid and the victim's
throat becomes raspy and dry. (The user rolls Intelligence + Occult at
diff 4. The ritual takes 5 minutes to preform, and the user need only
write the victim's name on a piece of paper. The effects last for a
scene, in which the victim will become exhausted after 5 minus Stamina
turns. Victim's so exhausted take a temporary level of unsoakable
Bashing damage, which will dissapear once the ritual ends. Also, the
difficulty for all Social rolls increase by one. This power only works
on mortals.)
The Scribe
A
ritual commonly used by those Tremere who have writing as a hobby or
proffesion, allowing anything the user says to be instantly inscribed
on a surface. This allows the user to write down anything in an
excellently readable handwriting without the time investment of writing
down his entire memoires. Any surface can be used for the purpose of
this ritual, from all the pages in a book to the head of a pin, however
The Scribe will adjust the size of what is written so that it all fits
neatly on the surface used, so you will not be able to read the 400
pages of The Seventh Sigil after
transcribing them on a single notecard without using a
microscope. There have also been reports of younger Tremere using this
power to record their words on computer files, though elders tend to
look down on using this power as such. (User rolls Intelligence +
Occult at diff 4. The ritual itself takes 5 minutes to cast and the user
must crush either a bird's beak or a lizard's tongue between his/her
thumb and finger. For the rest of the scene, everything the user says
will be transcribed on the selected surface. However, if the user
mispronounces, it will be transcribed as the user speaks it.)
Wake with Evening's Freshness
This
ritual allows the user to wake immediately from slumber,
especially during the day, ready to face any problem. To cast this
ritual, the user must spread the ashes of burned feathers over the area
where he/she will slumber immediately before he/she goes to sleep. Any
interruption to the ritual will render it useless. (User rolls
Intelligence + Occult at diff 4. Casting time is 5 minutes, and
requires ashes created by burning feathers. If danger arrises while the
user slumbers, he/she may instantly wake and rise, allowing 2 turns of
acting without the usual limit to dice pools imposed by Humanity/Path
ratings during the day. After this the penalty kicks in, but the user
will already have awoken and be ready to face the problem.)
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