Level 5 Rituals
Abandon the Fetters
A
closely guarded secret among the Tremere, this ritual is used to
shatter blood bonds. The ritual itself is gruesome, and not all survive
the ritual, but it's effect is unquestionable. However, few, even other
Tremere, would trust their blood to one who's mastery of Thaumaturgy is
great enough to preform this ritual. (The action roll requires that the
user rolls Intelligence + Occult at diff 8. The user must have
unrestricted acces to the thrall of the blood bond for an entire night,
the subject is usually chained to prevent him/her breaking lose during
the ritual in frenzy. The user must take a bloodpoint from him/herself,
the thrall and the master, and mix these in a glass container. The
caster must then proceed to flay his/her subject, usually done through
branding or lashing, which deals 3 healthlevels of unsoakable
Aggravated damage to the subject. When the caster is finished, the
caster must shatter the glass container, spilling the blood which upon
making contact with the ground instantly evaporates into a venomous
steam, dealing another level of unsoakable Aggravated damage on both
subject and caster. The subject then loses a single permanent Willpower
point and if the ritual was succesfull the bloodbond is broken, though
the subject of the ritual is not protected from any future bloodbonds.)
Blood Contract
This
ritual creates a contract written in blood, that neither party can
break. The magic in this ritual is so potent, that even demons and
angels have been known to compell those who sign it to fullfill the
contract. (User
rolls Intelligence + Occult at diff 8. Ritual takes 25 minutes to
preform. The user spends a bloodpoint to write the contract, and those
who sign the contract each spend a bloodpoint as well. After that, the
contract becomes active 3 nights after the signing. Once the contract
is active, those that sign it will begin to feel compelled to fullfill
it's terms. If someone who signs the contract even puts off enacting
the terms, the blood magic will take effect, and after a full night's
delay the victim must make a Willpower roll at diff 6 to resist acting
to fullfill the contract. This Willpower roll must be made every night
someone does not actively attempt to fullfill the terms of the
contract, and each night the difficulty increases by one, up to a
maximum difficulty of 9. If the participant continues to resist, darker
things may happen. The exact effects of this are best left to the
storyteller, but most common things to happen are curses, afllictions,
bad luck or even the intervention of angels and demons. In the case of
time restricting contracts, the effect might be sped up at the
storyteller's discretion. The only way to end the contract is to
complete the terms or destroy the document itself.)
Cobra's Favor
Diablarie is an ever present threat if you are kindred, especially a lower generation one. As such, the Tremere developed a ritual to safeguard their blood against thieves, by making it burn with a deadly poison. (The user rolls Intelligence + Occult at diff 8. The ritual takes 25 minutes to cast, during which the user must combine a herbal poultice with a bloodpoint of his/her own blood and the venom of a snake. The user then recites an incantation, and the concoction turns yet black. The user then drinks the elixer, taking one level of unsoakable Aggravated damage. For one month, anything that attempts to consume the blood of the user will suffer a level of Aggravated damage per bloodpoint that the subject drank. )
Court of Hallowed Truth
A
powerfull ritual that concecrates a single room , forcing all within it
to speak the truth without being able to speak omissions or deceit.
Though this ritual was originally designed for use in Tremere
tribunals, it's usage has spread to the court rooms of Ventrue princes.
Unfortunately, the Tremere sell their services at a price, and some
Ventrue have relied so much on this ritual that they unwittingly became
preposterously indebted to the local Tremere who wove the ritual. (The
user rolls Intelligence + Occult at diff 8. It takes 25 minutes to
weave the ritual across the room, during which the caster must lay
pairs of crossed bones at every possible entrance into a room,
including windows. The ritual lasts one month, during which no one in
the room may speak lies, and anyone being asked questions by the local
presiding judge or power must answer the questions without omissions or
deceit.)
Escape to a True Friend
A
ritual that allows the user to escape to the friend who's friendship
the user most values. The means is true teleportation, sending the user
to a location very close to the targetted friend. (The user rolls
Intelligence + Occult at diff 8. The user must char a circle in the
ground or floor, the circle must be a yard wide. The ritual takes 6
hours a night for 6 nights to cast, reduced by one night for every
succes, during which the user sacrifises 3 bloodpoints into the circle
each night. Once the ritual is complete and the circle has not been
damaged, the user need only step into the circle and speak the True
Name of his/her friend, and the user will be transported to a location
within several minutes of walking and out of sight of any onlookers
from his/her friend. The user may carry another person with him/her or
an amount of cargo equal to his/her own body weight with him/her.
However, the user must be carefull, Tremere legendry is rife with tales
of Thaumaturges who spoke false True Names and were lost to the void
forever.)
Enchant Talisman
A
ritual commonly thought to Tremere who have first reached mastery of
their primary Thaumaturgy path, this power grants the user a personal
talisman that will enhance the potency of his/her castings. However, if
the talisman falls into the wrong hands then it's bond to it's owner
can be exploited as a weapon. (The ritual takes 6 hours per night for
one complete cycle of the moon, starting and ending on the new moon.
Over this time, the user carefully prepares his/her talisman, which
must be a rigid object close to a yard long, carving hermetic runes
into it depicting his/her True Name and the sum total of his/her
Thaumaturgic knowledge. The user spends one bloodpoint per night on
this ritual and makes an extended Intelligence + Occult roll at diff 8
each week. If the user misses a night's work or the 4 rolls do not
accumilate a net total of 20 successes, the talisman is ruined and the
process must begin anew. However, the benefits for carrying a complete
talisman are great. The wearer of a personal talisman has all magic and
magick that targets him/her at +1 difficulty. The user also gains 2
dices on any casting of the user's primary Path and one extra die in
casting any ritual. If the talisman is used as a weapon, it gains an
extra die to hit it's target. Lastly, if the user loses his/her
talisman, the user need only roll Perception + Occult at diff 7, and if
succesful will immediately realise the location of his/her talisman.
However, anyone who carries the Thaumaturge's talisman and uses magic
or magick against the owner of the talisman gains 3 dices on that
casting. Also, any ritual that targets the owner of the talisman and
uses the talisman as a physical component will have greatly increased
effects. Each talisman has only one owner and works only for that
person, each person may only create his/her own talisman and may only
posses one talisman.)
Ghost in the System
It
is quite easy for vampire to remain anomynous in this day and age,
however this does have some disadvantages. The living dead cannot
easily apply for a driver's license after all. This ritual however
allows the user to manipulate computer files and archives to create new
identities or similiar materials for him/herself. Driver's licenses,
false birth certificates, social security numbers, everything can be
forged using this ritual. (The user rolls Intelligence + Occult at diff
8. If the user botches the activation roll his/her files will become
corrupted to the point where they start drawing attention from certain
goverment agencies. Failure will result in problems for a few months
before the user's forged materials are arranged correctly. The ritual
requires an entire week of chanting interrupted only by daily rest, and
the user must melt sand into glass and suspend an ant in the cooling
glass. For it's duration, the user gains access to false identities,
driver's license etc...)
Night of the Red Heart
Terrible
rumors persist of the Tremere's capabilities when they have aquired the
blood of their foes, and this ritual is the truth behind such rumours.
Using this ritual, the Tremere can drive their enemies from their city,
force them into a direct confrontation, or destroy them utterly. (The
user rolls Intelligence + Occult at diff 8 at the start of the ritual,
if the caster fails this roll he/she will not realise it and will
continue as he/she would normally. The ritual takes the entire night,
during which the caster must spend a Willpower point and chant the
ritual's syllables uninterrupted. The user also needs a full bloodpoint
of his/her intended victim, and a figurine of his intended victim that
the caster crafted from bone, rotted wood harvested at midnight or
stone from the headstone of a grave of a faithful priest. 10 minutes
after the ritualist begins, the victim will feel a foreboding sense of
dread. If somehow the victim sees the caster while he/she is preforming
this ritual, the victim will immediately realise a ritual is in
progress to slay him/her and is also mystically imparted with the
knowledge on how to stop the ritual, which is either interrupting the
caster or fleeing out of range. If the user manages to finish the
ritual at sunrise and the victim is still within range of the ritual,
the victim spectaculary crumbles to ashes. However, if the ritualist is
interrupted during the casting, or the victim manages to get out of the
range of the ritual (which according to lore is either 7 leagues beyond
the accursed's haven or 30-35 miles) the ritual will fail, though the
caster ofcourse cannot realise this. The subject will realise that
he/she is out of range of whatever is effecting him/her because the
sense of dread then vanishes. However, if at any point during the
ritual the victim returns within range, the effect continues and the
ritual may still end in succes.)
Sculpting the Perfect Servant
Intrigued
by how the Tzimisce create their revenant ghouls, the Tremere devised
this ritual. This ritual can be emplored by a Thaumaturge on an unborn
child to either curse the child with deformities or, if the user
invests the time and effort, raise the child's potential to almost
supernatural levels. Whichever the case, the child will be bound
forever to the caster of the ritual, making this the perfect way to
create the perfect servant or maybe even kindred childe. (User rolls
Intelligence + Occult at diff 8. The ritual requires as much time as
the user is willing to invest, with a curse taking only a moment but
blessing the child taking up to 5 hours every week, starting in the
first 3 months of the pregnancy up to the moment when the mother comes
to term. In either case, the user must rend a stillborn baby in half
and let it's blood flow over the belly of the pregnant mother. For each
time the user curses the child, the child will gain one common
deformity, though the storyteller may allow other similiar damages to
be inflicted on the child. If the user invests time into blessing the
child however, the child always grows up to be handsome, stong and
healthy, havings attributes up to 3 or sometimes even 4 instead of the
2 that humans normally posses. However, even the blessing of the
thaumaturge comes with a price, as a childe blessed in this way will be
morally impaired, and can never have a humanity higher then 6. Wether
the child is cursed or blessed, the child will always feel a
supernatural connection to the caster. The full effects of this ritual
are best left up to the Storyteller who may tinker with it as he
pleases, as creating super neo-humans wherever the user goes is bound
to have a negative impact on the game.)
Severed Hand
A ritual inspired by the laws of muslim countries where a thief would have his hand cut off as payment for the crime. Unfortunately, due to the regenerative abilities of vampires this punishment is less then the punishment it was meant to be. For that sake, the Tremere devised a ritual that makes it impossible for the victim to regenerate the missing limb by regular means. (The user rolls Intelligence + Occult at diff 8. The ritual takes all night, which involves sacrifising the severed anatomy of the victim and treating the wound with different alchemical compounds. When the ritual is complete the victim may regenerate health levels as normal, but will be unable to regenerate the missing limb. However, the missing limb may be regenerated if healing is done through other mystical means, such as those of the healer Salubri.)
Stone of the True Form
This ritual is used as a counter against shapeshifting foes, such as the Gangrel or the feared Lupines, the ritual forces victims back into their natural form just long enough for the thaumaturge to unleash his/her fury on the victim. (The user rolls Intelligence + Occult at diff 8. The user must chant an incantation on a small round stone the size of a marble for 25 minutes. Once this is done, the user must coat the stone with with a point of his own blood. From there onward, if the stone makes physical contact with a victim, the victim and the caster enter a contested Willpower roll at the difficulty of eachother's Stamina. If the user wins by even one succes, the victim reverts back to his/her natural form for a single turn, and the victim is unable to change back untill the effect expires. Any additional successes increase the duration by one turn.)
Stone Slumber
It is always a risk for vampires who leave their havens that something comes up and they cant return to their haven in time before the sun rises. This means that the vampire must seek alternative shelter from the sun, which can be very problematic in a good deal of areas. Instead, the Tremere have come with a ritual that turns the user into solid stone, allowing for safe rest during the day even if the user is directly in the sun. (The user rolls Intelligence + Occult at diff 8. The user must begin this ritual exacly one hour before sunrise, if the user does not time this right the user will not transform. The moment the sun's rays hit the user, the user turns to stone, becomming immune to all physical damage, sunlight and fire that isn't strong enough to melt stone. Mental disciplines used against the user are useless, as the user's mind is completely dormant. However, the user will not be able to sense his/her surroundings during slumber in this way, and cannot wake up untill exacly 10 minutes after sunrise. If the user rouses him/herself from slumber after preforming this ritual, the user must spend an extra bloodpoint.)
Vires Acquirit Eundo
A ritual devised to enhance the potency of other rituals. The effects vary depending on the ritual it is used with. (The user rolls Intelligence + Occult at diff 8. While actively preparing the ritual that this one attempts to enhance, the user must spend 25 minutes reciting an elaborate incantation. Once complete, the user must smash an hourglass and pour the sands over a green flame. The exact effects vary from enhancing a rituals duration to increasing it's potency, but the exact effect is up to the Storyteller.)
Ward versus Spirits
A ward specifically designated against spirits, both those of elemental nature as natural spirits. (The user rolls Intelligence + Occult at diff 8. The ritual takes 25 minutes to cast, during which the user must sprinkle pure sea salt 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 elemental or natural spirit that touches it. The pain from this touch will be thusly strong that a spirit 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. There are also other versions of this ritual, namely Ward versus Ghosts and Ward versus Demons which function in the same way, exept Ward versus Ghosts requires a handfull of powdered marble from a tombstone while Ward versus Demons requires a vial of holy water. Unlike the other wards, a Ward against Spirits, Ghosts or Demons cannot exempt any individuals from the ward.)
Warding Circle versus Spirits, Ghosts and Demons
This ritual allows the user to create a warding circle around him/herself, which prevents spirits, ghosts and demons from passing. (The user rolls Intelligence + Occult at diff 5. The ritual takes 10 minutes to cast, and requires 3 handfulls of pure sea salt, 3 handfulls of powdered marble from a tombstone and 3 vials of holy water. 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 spirit, ghost or demon would attempt to enter the warding circle, the spirit, ghost or demon feels a tingle on his/her skin and a slight breeze on his/her face. The spirit, ghost or demon can roll Intelligence + Occult at diff 8 to identify the sensation as a Warding circle. If the spirit, ghost or demon attempts to press onward into the circle, the spirit, ghost or demon 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 spirit, ghost or demon fails this roll, the spirit, ghost or demon 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 spirit, ghost or demon inside the circle however, can leave freely. )
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