Level 3 Rituals



A touch of Nightshade


By merely touching a victim, the user can poison them. The victim feels nauseous and will find it hard to concentrate. (The user rolls Intelligence + Occult at diff 6. It takes 15 minutes to prepare this ritual, the user then annoints his/her hands with the bitter extract of the nightshade plant. Upon touching the target, the target rolls Stamina + Fortitude at diff 8. If the victim rolls 3 or more successes, the victim succesfully resists the poison, if 2 or less successes are scored the victim feels nauseous and queasy for 3 nights, increasing all difficulties by one.)


Blood Allergy


This ritual allows the user to create a poison that makes kindred allergic to the very substance that grants them unlife. The unfortunate victim becomes unable to hold blood anymore, expelling it from their stomach soon after feeding, driving the vampire to starvation. (The user rolls Intelligence + Occult at diff 6. This ritual takes 10 minutes to cast, during which the user places a blood point in a container and mixes this with the dead petals of a rose. Any vampire that drinks from this poison will then becomes allergic to blood. Each success the user scores on the activation roll aflicts victims with one night of blood allergy. The user will be unable to feed without vomitting the blood right out, however if the user has 3 or less bloodpoints in their system then they will not expell any freshly drunken blood from their system. If the victim goes over the 3 bloodpoints however, the excess number will be expelled.)


Cleansing of the Mortal Flesh

It is blood that sustains vampires throughout their unlive, however feeding always carries risk. The user may become addicted to the narcotics in the blood of his victim, or even become host to a variety of bloodborne diseases, including STDs such as AIDS. Using this ritual however, the user may cleanse him/herself of such impurities. (The user rolls Intelligence + Occult at diff 6. The user must lie in a bath of purified water, and expell all bloodpoints save for one from his/her body, at a rate of roughly 2 bloodpoints per hour. Once the ritual is complete, the caster will no longer suffer from any addictions or diseases that are not supernatural in nature. This ritual may also be preformed on another, who must open his/her veins and lie in the water as the user chants next to the bathtub.)


Craft Dream Catcher

By combining the knowledge of the spirit lands with Thaumaturgy, the user may create a talisman that protects the person from hostile spirits and protects his/her dreams from invasion. (The user rolls Intelligence + Occult at diff 6. The ritual takes 15 minutes to complete, and the user must have all the neccesary materials to create a dreamcatcher talisman. The user also requires bits of hair, blood and spittle from the person who will be the owner of the talisman and proccesses these in the creation of the talisman. There can be only one owner of the talisman, the talisman will not work for anyone else. The dream catcher protects it's wielder in 2 ways. First, any spirits that attempt to effect the wielder gain +2 difficulty on all attempts. Secondly, the creator of the talisman can either add or substract 1 from the difficulty to use Oneiromancy on the wielder. The talisman works only for as long as the owner is in possession of the talisman.)



Flesh of Fiery Touch

A defensive ritual, this ritual causes painfull burns on any who dare touch the subject. Additionally, some of the more vain also use this ritual for it's secondary effect of making the subject's skin a healthy sun-bronzed hue. (The user rolls Intelligence + Occult at diff 6. The ritual takes 2 hours to cast, minus 10 minutes for every succes on the activation roll. At the end of the ritual, the user must ignite a small fuel source such as wood or coal, and then swallow the burning ember. This causes a single level of Aggravated damage on the user, which can be soaked with a Stamina + Fortitude roll at diff 6. Untill the next sunset, anyone who touches the user's skin will suffer a level of Aggravated damage, which may be soaked using a Stamina + Fortitude roll at diff 6. The damage only occurs if a victim willingly touches the subject , if the user touches the subject or if the user is accidently touches the damage does not occur. This ritual also darkens the user's skin as would a mortal's skin darken from long term exposure to the sun. However, anyone who succeeds on a Perception + Hearth Wisdom roll at diff 8 will be able to notice that the colouration is unnatural.)


Incorporeal Passage

Using this ritual, the user can become completely insubstantial. The user can walk through solid objects and is immune to any physical damage. However, the user cannot interact with the physical world in this form, and upon entering a solid object the user must follow a straight path and may not stop or turn back. (The user rolls Intelligence + Occult at diff 6 for activation, then rolls Wits + Survival at diff 6 to determine the duration, with each succes on the second roll granting one hour of this ritual. The ritual requires 10 minutes to cast, and requires a shard of a broken mirror to hold the image of the user. If the user turns the mirror shard away from him/herself, the effect ends.


Inhereted Affinity

Thaumaturgy is a difficult discipline to master, sometimes taking years of study on the part of the student. This ritual however, helps attune the blood of the student to the twisted part of the curse of Caine from which Thaumaturgy draws, making it much easier for the student to learn Thaumaturgy. However, not every student survives this gruesome ritual...as such the Tremere often use it on their new neonates, in order to weed out the weak. (The user rolls Intelligence + Occult at diff 6. The ritual begins with chaining the subject of the ritual, as a precaution to what is to come. The caster must have uninterrupted access to the subject for the entire night. The user feeds the subject a nauseating concoction of rendered fat, various herbs and powdered garnet, all steeped in blood. The user then inserts six heated, gold-plated needles into various points of the subjects anatomy, generally those considered to be points of power but this differs from caster to caster. Over the next 3 hours the user instructs the subject to infuse his/her body with the power of vitae. The needles however block the normal passages of blood, altering the result of blood expenditure quite painfully, with bloody splotches on the skin, profoundly distended veins and bleeding from various potes. Once complete, the victim is much more attune to Thaumaturgy. The exact effect is best left up to the storyteller, but the most common result is a reduction in difficulty to learn Thaumaturgy.)


Major Creation

Thaumaturges using the Path of Conjuring are unfortunately limited to creating items no bigger then him/herself. This ritual however, allows the user to create items of much greater size, albeit at great expense of the caster. (The user rolls Intelligence + Occult at diff 6. Each succes multiplies the mass the user can create, someone with 3 successes will be able to create an object up to 3 times as large as him/herself. It takes 15 minutes to prepare the ritual, then the user must sever his/her own thumb, which requires a succesful Willpower roll or expenditure of a Willpower point. In addition to the normal cost of the Path of Conjuring power used, the power will now also cost an extra 3 bloodpoints. What the Thaumaturge can create is still limited by the rules of the Path of Conjuring power that the user combines with this power.)


Pavis of Foul Presence

The Tremere secretly joke that this is their ritual for the Ventrue. Whenever the user becomes the target of a Presence power, the effect is reversed and send directly back at the original user. For example, a vampire that attempts to instill fear in a Tremere using this ritual will instead find himself effected by that fear. (The user rolls Intelligence + Occult at diff 6. The ritual requires 15 minutes to cast, and a length of blue silk to be wrapped around the neck of the subject of this ritual. From there onward, anyone who uses Presence against the one wearing the blue silk will find the effects reversed and turned against him/herself. Only Presence powers that actually succeed in their attempt will be reversed. The ritual lasts untill the following sunrise.)


Power of the Pyramid


The Tremere's greatest accomplishments have their succes to thank in the fact that the clan acted as a unison. This allowed the Tremere to curse their Antitribu and the majority of the Assamite clan, using but a single ritual but with the combined power of all participating Tremere.This ritual, while not as potent as beforementioned, allows the Tremere to concentrate all their power, allowing each member of the ritual group to draw on the power of the entire group. (Anyone wanting to participate in the ritual must fast for 24 hours. This ritual must be cast simultaneously by all Tremere who are participating, which requires an Intelligence + Occult roll at diff 7 while the Tremere maintain physical contact with eachother (usually by sitting in a handholding circle) and chant the same invokation in unison while casting the ritual. One member of the group must have a brooch or pin of mortal bone piercing his/her flesh. The casting of the ritual takes 15 minutes. Once completed, all members of the group may draw upon eachother's Willpower. Anyone who failed the casting of the ritual is excluded from this, but it does not hamper the ritual itself. A single member of the circle may break away, but if anyone else besides this one person breaks away from the circle then the ritual ends. If someone leaves the circle, then it is not possible for that person to return into the circle and allow another to leave. For some reason, this ritual works only for Tremere Thaumaturges.)


Rutor's Hands

Few Tremere have the stomach for this ritual. By plucking out the caster's own eye and cutting off his/her own hand, the user may combine the two into a construct that acts as a spy for the for caster. (The user rolls Intelligence + Occult at diff 6. The user spends 15 minutes to cast the ritual, and the end of which the user cuts his/her own hand off and plucks out his/her own eye, causing 5 healthlevels of unsoakable Aggravated damage, and places the eye on the back of the hand. At the storytellers discretion, taking off your own hand/eye may require a succesful Willpower roll. The construct then acts as a spy for the user, telipathically relaying what it sees and hears (even though it has no ears) back to the user. The user can grow back the eye and hand even if the construct still prowls. The construct has 2 dots in all Physical attributes and in Perception and has a single healthlevel. So long as the user is concious, the user can mentally direct the construct. The user must feed the construct a bloodpoint each week, or it will crumble to dust. If the hand ever gets into contact with fire or sunlight, it instantly crumbles to dust.)



Sanguine Assasistant


The Tremere, being one of the most secretive clans, have obvious problems in finding good assistants. Those that are intelligent enough to be working at a Tremere laboratory usually arent trustworthy enough to have knowledge of Tremere research. Using this ritual however, the Tremere gains an exeptionally loyal and capable servant that does not have the desire to spread the word of whatever it helps it's master with. (The user rolls Intelligence + Occult at diff 6. The ritual takes 15 minutes, during which the caster must slice upon his/her arm and drip 5 bloodpoints into a specially prepared earthen bowl. As the ritual commences, the earthen bowl will suck in nearby random unimportant items lying around the creation site. However, for some reason, the bowl will never suck in items that the user will find himself needing during the Assistant's lifespan, or ritual components, or living creatures. At the end of the ritual, the blood together with the sucked in items form the assistant. The assistant has a Strength and Stamina of 1, and a Dexterity equal to that of the caster. It's Mental attributes are also equal to that of the user, and after it's creation it gains 1 point in Charisma and Manipulation untill it becomes equal to the caster. This represents that the creature slowly gains a personality as it spends more time with it's master, untill adventually gaining the personality it's master wants most in a servant. The assistant also has all the abilities of the caster at one dot lower then the caster. The assistant is naturally timid, having only 4 health levels, and will flee if attacked. However, if the assistant is capable of doing so, the assistant will sacrifise itself to save it's master. The assistant has no disciplines of it's own, but has a perfect understanding of the Thaumaturgical abilities the caster has at his/her posession. The assistant is also immune to any form of mind control. The assistant lasts for one night per succes, after which it returns to it's earthen bowl and falls apart into the components that spawned it. The user could recreate a new one by casting the ritual again, though the user can also re-create his former assistant by using the components left behind as that perticuliar assistant fell apart, which will have the personality and memories of it's former existance.)


Shaft of Belated Quiescence

This ritual awakens a small elemental spirit in a stake, turning a stake into a perticulairy dangerous weapon. Upon making contact with a victim, the tip breaks off and burrows towards the victim's heart, killing mortals and staking vampires long after the battle was fought. (the user rolls Intelligence + Occult at diff 6. The ritual takes 5 hours, minus 30 mins for every succes. The stake to be echanted must be carved from rowan wood, be coated with at least 3 bloodpoints of the user's vitae and blackened over an oak-wood fire. After this, the stake is ready to be used. The user need only preform a normal attack with the stake, rolling Dex + Melee at diff 6. The stake deals Strength + 1 in Lethal damage. If the attack deals at least 1 level of lethal damage, the tip breaks off in the victims body. The Storyteller will then roll the caster's Thaumaturgy rating at diff 9 every hour, collecting successes. Once the Storyteller reaches 15 successes, the stake reaches the victims heart, which will paralyze a cainite and be instantly fatal to a ghoul or mortal. If the Storyteller botches, the tip hits bone and all successes are lost. Attempts can be made at surgically removing the tip, but this is tricky as the tip will attempt to burrow away from any who dig for it. Attempts to surgically removing the tip are done with an extended Dexterity + Medicine roll at diff 7, during which the surgant will cut into the victim's body, digging after the stake's tip.
The surgant rolls every hour, and if the surgant scores an equal number of successes as currently held by the stake's tip the tip is found and removed. However, once the surgant starts digging for the stake's tip, the tip will actively try to avoid the surgant, allowing it to roll once every 30 minutes instead of every hour. Lastly, every surgery roll that scores less then 3 successes deals an unsoakable level of Lethal damage on the victim, and any surgery done beyond the first hour is fatal to mortals and ghouls because of the sheer trauma of the surgery. Note that this ritual may also be aplied to other wooden weapons such as spears, as long as they are made of rowan wood.)



Telecommunication

A very modern ritual, this allows the user to observe and influence what is going on beyond his/her tv set. The user may freely regulate everything that happends on the set of the show he is influencing, limited only by the fuits of his imagination. (The user rolls Intelligence + Occult at diff 6. The ritual takes 15 minutes to prepare, afterwhich the user goes into a meditative state. The user can connect with any television he/she has touched within the last week, and may regulate anything that happends on the set of the show that that television is currently tuned to. Additionally, the user may observe anything that happends on the set, making this also an effective spying devise. The ritual lasts for 5 minutes per succes on the activation roll. )


Track Transgressor

The most holy of all Tremere laws is that they never share their secrets with outsiders. Unfortunately all too often a wayward warlock or misinformed childe teaches Thaumaturgy to outsiders, and this ritual was designed specifically to hunt down such transgressors. It allows the Tremere to hunt down those who posses Thaumaturgy without flaw. (The user rolls Intelligence + Occult at diff 6. The user spends 15 minutes pouring at least one bloodpoint in an area where Thaumaturgy (and not any other form of blood magic) was used in the last 24 hours. For the remainder of that night, the user is capable of mystically tracking the footsteps of his/her target from the site where Thaumaturgy was used.)


Transubstantiation of Seven


It is required that every neonate of the Tremere clan makes the first step on a bloodbond to the Council of Seven, the leaders of the Tremere clan in the absence of Tremere himself. However, the Council can hardly ship their blood all over the world, it would be a costly and impractical endeavor and ofcourse, there is the substantial risk that outsiders would somehow get their hands on the blood. Instead, regents all over the world know this ritual, which transmutes the blood of the caster into that of the Council as someone drinks the blood. (The user rolls Intelligence + Occult at diff 6. The ritual takes 15 minutes, during which the caster must place a full quart of his/her blood in a chalice. If the blood is then imbibed and spreads through the system of of the one that drank it, the blood is transmuted into that of the Council of Seven, placing the vampire that drank it on the first step towards a bloodbond to the Council of Seven, as is the requierment for all neonates. However, the blood will have already merged with the vitae of the one that drank the blood, making it impossible to harvest the blood for any other purpose. This ritual has no effect on Thin Blooded kindred, ghouls or revenants.)


Ward Versus Fae

In ancient times, many people especially those who dabbled in the occult took special precautions to prevent an unwanted visit by the Fae folk. Though the belief in the Fae folk has deteriorated greatly over the years, this ritual remains unforgotten, awaiting a time when it's wielders once again seek shelter from the Wild Ones. (User rolls Intelligence + Occult at diff 6. The ritual takes 15 minutes, during which the user spreads cold iron filings over the object to be warded. Once warded, anyone of the Fae folk who touch the object will suffer excruciating pain, taking 3 dices of Lethal damage. Each time the object is touched again, the same effect is applied, though those who knowingly try to touch the same object again must spend a Willpower point.
The user may also exempt certain Fae from being effected by a ward that the user cast. This requires the Fae to be present at the casting of the ward or that the caster has a point of blood of that Fae while casting the ritual. Each extra Fae the user wishes to exempt from the effects of that ward increases the difficulty of the ward's activation roll by one, up to a maximum of 9. The user may exempt a number of Fae from each ward equal to his/her Thaumaturgy rating.)


Ward versus Lupines
For reasons even the kindred themselves do not know, the lupines have been an eternal adversary of the undead. However, when comparing the two breeds, werewolves are a significantly greater threat then vampires, and as such the Tremere created a ward that causes great pain in any werewolf that touches the warded object. Using this ward, many Tremere chantries managed to weather the storm when the wolves came howling at their doorsteps. (The user rolls Intelligence + Occult at diff 5. The ritual takes 15 minutes to cast, during which the user must sprinkle a handfull of silver dust on the object to be warded, 10 hours after completing the incantation the ward will be complete. After being warded, the object will continue to do 3 dices of Lethal damage on any werewolf that touches it. The pain from this touch will be thusly strong that a werewolf that would knowingly try to touch the object again must spend a Willpower point. The user can also place the ward on weapons or even bullets, but bullets tend to warp a lot after being fired. Thusly, anyone firing warded bullets must roll at least 5 successes on the firearms roll to prevent the ward from being lost before impact. Other weapons require 3 successes on the apropriate roll (crafts, melee, archery, etc) to maintain the ward after combat. The user may also exempt certain werewolves from being effected by a ward that the user cast. This requires the werewolf to be present at the casting of the ward or that the caster has a point of blood of that werewolf while casting the ritual. Each extra werewolf the user wishes to exempt from the effects of that ward increases the difficulty of the ward's activation roll by one, up to a maximum of 9. The user may exempt a number of werewolves from each ward equal to his/her Thaumaturgy rating.)


Warding Circle versus Lupines

This ritual allows the user to create a warding circle around him/herself, which prevents werewolves from passing. (The user rolls Intelligence + Occult at diff 6. The ritual takes 15 minutes to cast, and requires 3 handfulls of silver dust. The circle is centered on the caster, and the default radius is 10 feet. The user can increase the size by an additional 10 feet, but every increase of 10 feet increases the diff of the activation roll by 1, up to a maximum diff of 9. The user may also increase the radius by 10 feet when the user has already reached the diff 9 limit, but this means the user needs additional successes beyond the one needed to succesfully activate the ritual for every 10 feet the user wishes to increase the radius. Every extra 10 feet also requires an extra bloodpoint to be spend on the part of the user. The ritual normally takes 10 minutes, in which case the ritual lasts for the remainder of the night, though the user may also spend the entire night weaving the ritual, in which case the warding circle will last for a year and a day. Whenever a werewolf would attempt to enter the warding circle, the werewolf feels a tingle on his/her skin and a slight breeze on his/her face. The werewolf can roll Intelligence + Occult at diff 8 to identify the sensation as a Warding circle. If the werewolf attempts to press onward into the circle, the werewolf must roll Willpower against a diff of the caster's Thaumaturgy rating +3 and score more successes then the caster did on the activation roll of this ritual. If the werewolf fails this roll, the werewolf is stopped dead in his/her tracks by the warding circle, takes 3 dices of Bashing damage and any future attempts to enter that circle are at +1 difficulty. Any werewolf inside the circle however, can leave freely.
The user can also exempt certain werewolves from the effects of the circle. This takes 5 minutes, a point of blood from the target and an Intelligence + Occult roll at diff 8, which succes meaning the subject can enter that specific warding circle for one night per succes.)

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