Level 4 Rituals
Blood Certámen
Certámen
is an old custom dating back from when the Tremere were still mages, a
Certámen was a duel fought to the death or disgrace of one of the two
contestants, used to settle personal disputes. This ritual allows for
such an equal duel to be fought among the Tremere. It never invoked
frequently or lightly, and few know of it's existance. (The caster
rolls Intelligence + Occult at diff 7. The caster spends 20 minutes
drawing a circle of blood on the ground, exacly 10 paces across. Then
inside the circle, the caster makes yet 2 more circles each 2 paces
wide on opposing sides inside the large circle. Both contestants enter
their respective circles and face their opponent. Immediately upon
entering the circle, the challenger states what he/she wishes to gain
from the duel, and the defender states 3 limits upon the form of
combat. Both then invoke the ritual of Certámen, and the test of blood
begins. Each contender irrigardless of generation can spend 2
bloodpoints per turn, though never more then 2 bloodpoints, leveling
the playing field for higher generation vampires. Also, whenever a
Thaumaturge in the circle uses Thaumaturgy, the opponent can roll
Intelligence + Occult at diff 7 to recognize the effect of the
Thaumaturgy invoked. Both vampires can also roll Willpower (against a
diff of the opponents Thaumaturgy rating) whenever the opponent invokes
a Thaumaturgy power, allowing the defender to remove the successes on
his/her Willpower roll from the casting of the enemies Thaumaturgy
power. Each duel of Certámen is to be overseen by a local unbiased
authority, who has the right to declare a victor, loser or a draw at
any time during the Certámen, as long as the discision is within
reason. Also, both sides of the conflict bring a second, a friend or
trustee who handles the announcements for his/her contender and keeps
his/her trappings and ritualist equipment. The second always stand
behind and to the right of his/her contender. This ritual is a high
tradition of the Tremere, cheating during the Certámen (which is
technically only possibly by bringing extra blood or magical artifacts
without announcing their presence before the Certámen) or not holding
to the terms stated during the Certámen may well lead to being declared
Rogue.)
Bone of Lies
By
imbuing a mortal bone with the spirit of the previous owner, the user
can use the spirit's power to force a victim to speak the truth. Any
who touch the bone in question will be unable to lie, as the bone
absorbs the lies that would be told and thusly forces the subject to
speak the truth. As the bone absorbs lie after lie, the bone turns
blacker and blacker, untill eventually it's magic ceases to work. (The
user rolls Intelligence + Occult at diff 7. The ritual requires 20
minutes to cast, and requires a piece of mortal bone that is at least
200 years old. This piece of bone must absorb 10 bloodpoints on the
night that the ritual is cast, and each time it's holder lies one of
the bloodpoints is consumed. Once all bloodpoints have been consumed,
the bone ceases to work and cannot be used for this ritual again.)
Heart of Stone
The
Tremere, having diablarized more then one torpid vampire in their
existance, are especially fearful of staking. This ritual however
transmutes the heart of it's caster into pure stone, making the user
immune to staking. Unfortunately, this ritual has the side effect of
almost entirely shutting down the user's emotions, making it hard for
the user to sympathize or relate to others. (The user rolls
Intelligence + Occult at diff 7. The ritual takes 9 hours to cast,
minus one hour for every succes, during which the user must lie naked
on a flat stone surface and place a burning candle over his/her heart
which burns down to nothing over the ritual, inflicting a single level
of Aggravated damage on the caster which can be soaked with Fortitude
at diff 5. At the end of the ritual, the user's heart completely turns
to stone, granting the caster a number of soak dices equal to twice
his/her Thaumaturgy rating for any attack that is directed at the
user's heart. The user also becomes completely immune to the effects of
the ritual Shaft of Belated Quiescence, and all attempts to use
Presence powers on the caster have their difficulty increased by 3,
because of the user's emotional isolation. However, the user's
Concience and Empathy ratings drop to 1, or drop to 0 if they were
already 1. Additionally, all dice pools for Social rolls exept those
involving Intimidation are halved, including Social rolls needed for
disciplines. Lastly, all Merits the caster has that have a positive
effect on social interraction are neutralized for the duration of this
ritual. The ritual can be maintained for as long as the user wishes to
maintain it.)
Infirm Inert
One
of the mystical qualities of vampiric vitae is the ability to heal all
wounds. Even dismemberment cannot stop a vampire for long. However,
this ritual takes away that advantage, preventing the victim from
healing at all. Worst of all, the victim may not realise this untill
he/she actively attempts to heal injuries, at which point it may be too
late. (The user rolls Intelligence + Occult at diff 7. The user must
imbibe a small quantity of blood laced with laudanum, then spend 20
minutes in concentration, during which the user must spend a
bloodpoint. Once completed, the target of this ritual will be
completely unable to heal for a number of nights equal to the number of
successes rolled. The victim may however spend a Willpower point to
ignore it's effects for a single turn. When the ritual expires, all
damage the victim has taken may be healed as normal.)
Mark of Amaranth
Diablarie
is considered a grave crime among kindred, and many elders are willing
to go to great lengths in order to destroy those childes who exihibit a
taste for this unholy thirst. Diablarie is also known to stain the soul
of the one that commits it, and this ritual allows for that same effect
to be placed on a victim, though the ritual calls for a terrible price.
(The user must posses an intimate possesion of whomever he/she wants to
curse. The user must then destroy a kindred, and right before that
kindred's corpse falls to ashes the user must place the personal item
of his intended victim into the body of the slain. The user then rolls
Intelligence + Occult at diff 7, and the user spends 20 minutes
invoking the ritual. Upon completion, his/her intended victim will
exihibit the evidence of diablarie in all divination on that person,
such as Aura Perception or Blood Walk. The ritual cannot even be
concealed using the Soul Mask power, though higher levels of Obfuscate
or more potent rituals may be able to counter this ritual. However,
other then staining the aura of the victim of this ritual, there is no
other evidence that the vampire in question will have committed
diablerie, this vampire can still say he/she did not commit diablarie
truthfully. The ritual lasts untill the next sunrise.)
Rend the Mind
A
form of assassination vastly superior to conventional means, the user
that casts this ritual is capable of directly attacking a victim's
psyche. By it's nature, this attack is almost impossible to detect, and
it's effects can be no less devastating then an assassin's knife. (The
user rolls Intelligence + Occult at diff 7. The ritual takes an hour to
cast, during which the user must consume the brain of a dead rabid
animal. After the ritual is completed, the user may make a single
telepathic assault on any victim the user sees before the next sunrise.
The attack requires an Intelligence + Empathy roll at a diff of the
target's Willpower. Each succes deals a single healthlevel of
unsoakable Bashing damage on the victim, though this damage is still
halved for vampires.)
Return of the Heart
An
especially feared ritual against the Sabbat, this ritual restores part
of the human soul that vampires lose as they grow less humane. They are
afflicted with a sense of their own damnation, which might go so far as
to drive them into the Beast's claws. (The user rolls Intelligence +
Occult at diff 7. The ritual takes 20 minutes to cast, and the user
must either know his/her target's True Name or sacrifise a quantity of
the subject's blood. The ritual's effect lasts for one hour per succes
on the activation roll. For it's duration, the victim will have the
same Heirarchy of Sin as though the victim had a humanity of 9, forcing
the victim to make degeneration rolls for even the most minor of
cruelties. The victim will however keep the Path or Humanity rating
they had when the ritual was cast, making this an especially dangerous
ritual when cast on more debased vampires.)
Scry
This
ritual turns a pool of water into a scrying pool, allowing the user to
spy on distant places or people as though the user was actually there.
(The user rolls Intelligence + Occult at diff 7. The ritual takes 20
minutes, and the user needs a body of water, then drip a bit of owl
blood into the water. Usually a bowl or something of similiar size is
used, a smaller and especially still body of water is most recommended.
The user need only concentrate to change what the scrying pool shows.
The user may focus on specific people, but this requires that the user
has a personal item of that subject or knows the target's True Name.
The user may also focus on a location, though the user can not change
what the scrying pool is showing if he/she selects a location. The
ritual lasts for a number of hours equal to the number of successes
rolled on activation.)
Soul of the Homunculus
Among
the Tremere the best person you can trust is yourself, and this ritual
allows you to craft a loyal servant from your own flesh, bone and
vitae. The most common forms that the Homunculus takes are flyers
(which resemble small winged demons), grubs (which resemble maggots
with the face of the caster) and Hoppers (small bald imp-like entities
with their master's features). (The user rolls Intelligence + Occult at
diff 7. The user spends 20 minutes casting the ritual, during which
he/she sacrifises part of his/her own flesh, bone (if so needed) and
vitae. When the ritual is completed, the Homunculus forms, and is
completely loyal to the caster. The Homunculus' loyalty is best
discribed as it being another limb of the user, and as such the
Homunculus will only act if so commanded by it's master. The Homunculus
has 2 healthlevels and 2 dots in every Physical attribute. However, it
cannot fight effectively, though it is capable of carrying or pushing
objects and can act as a spy. Interrestingly, the Homunculus has no
arcane connection to it's creator and the blood in it is not considered
to be it's master's blood, so cannot be used as a component in a ritual
that demands the flesh or blood of the creator of the Homunculus.
However, any attempt in establishing a psychic connection to the
Homunculus will instead effect it's master. The Homunculus is initially
wholly loyal to it's master, but over a period of years it may develop
a personality with all the worst qualities of it's master. The
Homunculus will probably not turn on it's master, but an unwary
Thaumaturge may find a Homunculus to become an annoying pest several
years after it's creation, playing pranks behind it's master's back.
The Homunculus is damaged by sunlight and fire as a vampire, and must
be fed a bloodpoint each week or it will die.)
Splinter Servant
An
improvement of Shaft of Belated Quiescence, this ritual actually
animates a stake. The stake will spastically leap about, attacking
whoever it's creator demands, and if it hits it's target the stake is
notoriously difficult to remove. (The user rolls Intelligence + Occult
at diff 7. The ritual takes 12 hours to cast, and the user must create
the stake to be enchanted from the wood of a tree which has nourished
itself on the dead. The stake is then bound in wax-sealed nightshade
twine. Once the ritual is complete and the twine binding is torn off,
whoever holds the stake must point it at the intended target and
verbally command it to attack that target. The stake then splits into a
vaguely humanoid form and will begin attempting to stake that victim
through the heart. If the user is too slow in declaring a target for
the stake, the stake will instead target the nearest living or unliving
creature, which is usually the unfortunate sod who wields it. The
Splinter Servant always aims for the heart of the victim, has an attack
dice pool of it's creator's Wits + Occult, a damage dice pool of the
caster's Thaumaturgy rating, and a maximum movement rate of 30 yards
per turn. The stake may also leap it's movement rating every turn. The
attempts to stake the target by the Splinter Servant are judged in the
same way as a normal attempt to stake. (attack is diff 9, must score at
least 3 levels of damage after soaking to stake a victim) The Splinter
Servant has 3 healthlevels, but due to it's small size all attacks made
against it are at +3 difficulty. Every succes on the activation roll
grant the stake 5 combat turns of "life", after which it falls apart in
a pile of inanimate splinters. If anyone attempts to remove the stake
after it has impaled a victim, the person attempting to remove it must
make a Dexterity roll at diff 8. Unless the person trying to remove the
stake scores 3 successes on this roll, the stake will leave behind
splinters in the unfortunate victim.)
Stolen Kisses
Thaumaturges
can cast this ritual for when feeding by mouth is not the best idea. It
allows the user to feed from nearly any part of his/her own body, often
even without the subject knowing what happend. (The user rolls
Intelligence + Occult at diff 7. The ritual takes 20 minutes to cast,
during which the user must make a small incision from where/he she
wantes to draw blood, such as on the hand to draw blood through a firm
handshake. At the end of the ritual, the wound knits itself closed, but
whenever the user attempts to draw blood from that location the wound
will re-open as a mouth-and-lips type orifice which will mystically
suck blood out of a victim at a rate of one bloodpoint every 2 turns.
This ritual also requires that the user carries a Witch's Kiss, a
thisle steeped in vampire vitae. The victim of this power will notice
nothing more from the feeding then a little light-headedness and
dizzyness, though drawing blood will have the usual effects as known
during conventional feeding. The user cannot paralyze victims by
feeding in this way.)
The Curse Belated
This
ritual is most commonly preformed on prized ghouls, to prevent their
loss should they die. Instead of dieing, this ritual allows the ghoul
to ressurect as kindred, granting the ghoul a second unlife. (The user
rolls Intelligence + Occult at diff 7. The ritual requires 20 minutes,
during which the caster must brand the ghoul with his personal sigil,
which dissapears once the ghoul becomes kindred. The user then
temporarily sacrifices a single permanent
bloodpoint from his/her bloodpool. The user then spends another normal
bloodpoint, which is then fed to the ghoul. The ghoul cannot use this
bloodpoint for anything and will remain in his/her body untill the
ghoul dies. After a short delay when the ghoul dies, the ghoul is
ressurected as a full fledged vampire and the permanent blood point
that was lost during the ritual returns to the user. )
Unweave Ritual
Rivalry
runs high among the Tremere, so often are they forced to contend with
opponents that have at least an equal understanding of Thaumaturgy as
themselves. As such, the Tremere created this counter-ritual, which
allows them to undo any curses that other Tremere cast upon them.
(First of all, the caster must find out exacly what ritual has befallen
him. If the ritual was either very subtle or the caster does not have
knowledge of the ritual in question, this may require research and at
the Storyteller's discretion, Intelligence + Occult rolls. Once the
caster finds out what ritual has befallen him/her, the caster must find
a component used in the ritual that was placed on him/her. The user
then weaves the counter-ritual which takes 20 minutes and an
Intelligence + Occult roll at diff 7, and at the end of it destroys the
component. The user may then substract successes from the ritual that
plagues him/her, and if all successes are removed the ritual ends, with
all associated effects. (so ending Night of the Red Heart prematurely
will result in the death of the caster, and ending a Blood Contract
prematurely will send the caster painfully into torpor.) The caster can
also attempt to unweave a ritual several times in succession, removing
additional succes in each attempt. However, this ritual has no effect
on rituals that have no duration, such as Abandon the Fetters, and the
caster can only unweave rituals cast upon him/herself.)
Ward versus Kindred
A
ward specifically designated against Kindred, this ritual inflicts pain
on any kindred that touches a warded object. Unfortunately, it does not
seem to work against Cathayans. (The
user rolls Intelligence + Occult at diff 7. The ritual takes 20 minutes
to cast, during which the user must drip a bloodpoint of his/her own
vitae 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 kindred that
touches it. The pain from this touch will be thusly strong that a
kindred 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 kindred from being effected by a ward that
the user cast. This requires the kindred to be present at the casting
of the ward or that the caster has a point of blood of that kindred
while casting the ritual. Each extra kindred 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 kindred from each ward equal to his/her Thaumaturgy rating. However, the caster of this ritual is always immune to his/her own wards.)
Warding Circle versus Kindred
This
ritual allows the user to create a warding circle around him/herself,
which prevents kindred from passing. (The user rolls Intelligence +
Occult at diff 7. The ritual takes 20 minutes to cast, and requires 3
bloodpoints of kindred vitae. 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 kindred would attempt to enter the warding
circle, the kindred feels a tingle on his/her skin and a slight breeze
on his/her face. The kindred can roll Intelligence + Occult at diff
8 to identify the sensation as a Warding circle. If the kindred
attempts to press onward into the circle, the kindred 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 kindred fails this roll, the kindred 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 kindred inside the circle however, can leave freely. The user can
also exempt certain kindred 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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