Level Five Ritual
Cobra's Favor
As a precaution from having their blood stolen against their will, the Tremere manipulated their vitae via this ritual to burn with a toxin that causes it to damage anything it touches. It requires an herbal poultice and the venom of a snake to be mixed with some of the thaumturge's blood.
System:
After spilling one point of vitae into a container and combining them with the necessary herbs and poison, the thaumaturge recites an incantation and the concoction turns jet black. The caster must ingest the elixir for the ritual to take effect, suffering one level of unsoakable aggravated damage in the process. For one full month, anything consuming the blood of the caster suffers a level of aggravated damage per point ingested.
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Court of Hallowed Truth
Although this ritual was developed to be used in Tremere tribunals, recent nights have seen princes call upon Tremere to use it within their political halls in exchange for favors. Unbiased testimony and blunt truth become standard within the court, and many connivers and liars have betrayed their own plans with their unwittingly veracious words. A pair of crossed bones must be laid before every entry to the room, including windows.
System:
The magic weaves its spell upon one room, and all within abide by the truth-telling edict it creates. No falsehood may be spoken, and direct questions from the presiding judge or power are answered candidly with no omissions or deceit. The magic persists within the room for the length of one full month. Several princes have come to rely on this, much to their undoing, as either the prince becomes preposterously indebted to the Tremere or other Kindred resent his heavy-handed tactics and refuse to attend meeting. This power invariably erodes the power of princes who rely on it, though some are too short-sighted to understand it.
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Ghost in the System
With society becoming more dependant upon information and computer files, archaic elders needed something to maintain their places in society. In earlier nights, a Kindred could easily fake his death or move on to a different part of the country, but tonight identities are kept on ubiquitous file through the electronic data and paper trails. This ritual bypasses the normal channels for these identities, causing old computer and hardcopy files to disappear and new files to spring up. Like a ghost, the thaumaturge disappears and comes back in a new form. This ritual is technomantic in nature, and many vampires thoroughly disapprove of it, preferring to remain anonymous than change to conform with the rules of the modern nights. Invoking this ritual requires the caster to melt a pile of sand into glass and suspend an ant within the cooling silicon
System:
This ritual takes an entire week to perform, with breaks from the chanting and ceremony only in the form of sleep each day. A botch on the activation results in a complete corruption of all files dealing with the Cainite, to the point that major government agency takes active interest in the Anomalous activities. A failure results in problems for a few months before everything i arranged correctly -- "we're sorry, sir but the files says that you are dead; we'll take care of this mistake right away." It effectively creates a series of false records that allow the vampire to observe modern citizenship, including driver’s license numbers for licenses that do not exist, false birth certificates, Social security number etc.
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Sculpting the Perfect Servant
Intrigued by the manner in which the Fiends bred their revenant servants and, improvising on those methods, a powerful European thaumaturge ritualized the ability to enroll an individual's service even before the child had been born. by manipulating an unborn fetus in the womb of a pregnant woman, a magus has the ability to grant exceptional aptitudes and attributes that develop in the child. These Warlocks may also be exceedingly cruel, cursing these innocents with scars and defects. This technique of creating ghouls was founded to increase the abilities of their ghouls, as well as the service of the mother. Children affected by Sculpting of the Perfect Servant, though possibly growing up normally, always feel a supernatural connection to the magus. To use this ritual, the caster must rend a stillborn baby in half and allow its blood to flow over the belly of a pregnant mother.
System:
While it takes only a moment to curse or damage a child, a caster who expends the time and energy in blessing (which requires five hours every week until the pregnant mother comes to term, starting in the first three months of the pregnancy) will reap the benefits. This results in the baby possessing exceptional Attributes (three sometimes four points per Trait, rather than the usual two points most mortals have) and gaining an extended life span (usually living for about 100-120 years). Unfortunately despite being strong, handsome and healthy, these mortals are also cursed by lack of moral development; their Humanity can never be raised above 6. For every curse inflicted on the unborn child, one common deformity may be created as well to bind the child to the magus
Note: The full effects of this ritual are solely up to the Storyteller, as such manipulation of humanity can have a drastic effect on game balance.
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Severed Hand
Used during the Dark Ages, this ritual was used as punishment for Cainites who did not deserve destruction. In Muslim countries, crimes of theft would be addressed by cutting off the offender's hand. Because of the great healing abilities of vampires, threat of this punishment did not carry the grave penalty it had for mortals. This ritual prevents a severed body part from healing normally. Although a severed hand was the most common appendage removed, this ritual can effect eyes, fingers, tongues and other body parts. The most important component is the severed anatomy of the subject, which is why this ritual is almost always performed at the maiming.
System:
This ritual takes an entire night to perform, during which time the wound is treated with different alchemical compounds to prevent the regeneration process. although the health levels can heal in the normal way. the severed body part is unable to be restored to its former condition without magical healing (such as Obeah)
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Stone of the True Form
This ritual banishes the false form of an individual and causes him to return to his original, natural form. This ritual will also expose, say, and Obfuscated Nosferatu who lurks unseen in the shadows. The flesh of a grotesque zulo-formed Tzimisce will crawl around its body and reform to its original guise. even enraged Lupines have been known to lose their lives after shifting into mortal or wolf form, unable to shift back to their warrior-form before being drained of blood and torn to pieces by a thaumaturge. This ritual requires a small round stone, which changes the subject's shape after coming in contact with her.
System:
The thaumaturge must cast this ritual on a small round stone the size of a marble. After completing the ritual incantation, the thaumaturge coats the ball with a point of his vitae. The marble must touch victim in order to force a transformation to natural form. After the stone makes physical contact with a victim, both he and the magus enter into a contested Willpower roll (dif of each other's Stamina). If the caster wins by even one success, the subject will immediately shift to his natural form for a single turn. Every success above and beyond the first success extends the number of turns a target is unable to assume a shape other than his original form.
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Stone Slumber
This ritual protects a sleeping vampire by turning her into solid stone. the caster must smear her entire body with the blood from a 12-hour-old corpse and stand completely still in an open area facing east. When the first rays of the rising sun strike her, the vampire's body turns to stone. In this form, the Kindred is completely protected from all forms of physical damage and most types of flame (including sunlight) and heat, unless the heat would be strong enough to melt rock (as with a lava flow or other disaster). Telepathy and other mental Disciplines are also useless, as the thaumaturge's mind is dormant
System:
The caster must begin this ritual exactly one hour before sunrise. If the timing is not exactly right, the ritual will not work and the caster suffers aggravated damage from the light of the sun, as normal. The ritual lasts until 10 minutes after the following sunset. During this period, the Kindred is completely oblivious to her surroundings and cannot wake up. In addition, waking up the next evening costs an additional blood point.
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Vires Acquirit Eundo
This is simply a way of extending the effect of another ritual. The caster recites an elaborate incantation, then breaks an hourglass and casts the sand over a green flame while performing the other ritual. The only disadvantage to using this ritual is that it has different effects depending on what the caster uses it with.
System:
The Storyteller has the final decision on the effects of this ritual. Generally, it adds time or potency to another ritual in order to extend its duration or prolong its effects. The efficiency with which is does so depends on the number of successes on the caster's roll.
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Blood Contract
This ritual creates an unbreakable agreement between the two parties who sign it. The contract must be written in the caster's blood and signed in the blood of whoever applies their name to the document. This ritual takes three nights to enact fully, after which both parties are compelled to fulfill the terms of the contract.
System:
This ritual is best handled by the Storyteller, who may bring those who sign the blood contract into compliance by whatever means necessary (it is not unknown for demons to materialize and enforce adherence to certain blood contracts). The only way to terminate the ritual is to complete the terms of the contract or to burn the document itself. One blood point is consumed in the creation of the document, and an additional blood point is consumed by those who sign it.
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Enchant Talisman
This ritual is the first taught to most Tremere once they have attained mastery of their first path. CreateTalisman allows the thaumaturge to enchant a personal magical item (the fabled wizard's staff) to act as an amplifier for her will and thaumaturgical might. A Tremere's talisman is a great source of personal pride, and any insult directed against a talisman is an insult at the thaumaturge herself. Many talismans are laden with additional rituals (such as every ward known to thethaumaturge).
The physical appearance of a talisman varies, but it must be a rigid object close to a yard long.Swords and walking sticks are the most common talismans, but some innovative or eccentric Tremerehave enchanted violins, shotguns, pool cues and classroom pointers.
System:
This ritual requires six hours per night for one complete cycle of the moon, beginning and ending on the new moon. Over this time, the thaumaturge carefully prepares her talisman, carving it with Hermetic runes that signify her True Name and the sum total of her thaumaturgical knowledge. The player spends one blood point per night and makes an extended roll of Intelligence + Occult (difficulty 8), one roll per week. If a night's work is missed or if the four rolls do not accumulate at least 20 net successes, the talisman is ruined and the process must be begun again.
A completed talisman gives the thaumaturge several advantages. When the character is holding the talisman, the difficulty of all magic or magick that targets her is increased by one. The player receives two extra dice when rolling for uses of the character's primary path and one extra die when rolling for the character's ritual castings. If the talisman is used as a weapon, it gives the player an additional die to roll to hit. If the thaumaturge is separated from her talisman, a successful Perception + Occult roll (difficulty 7) gives her its location.
If a talisman is in the possession of another individual, it gives that individual three additional dice to roll when using any form of magic or magick against the talisman's owner. At the Storyteller's discretion, rituals that target the thaumaturge and use her talisman as a physical component may have greatly increased effects. A thaumaturge may only have one talisman at a time.
Ownership of a talisman may not be transferred - each individual must create her own.
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Escape to a True Friend
One of the few rituals available to the Tremere that allows a form of teleportation, Escape to a True Friend allows the caster to travel to the person whose friendship and trust she most values. The ritual has a physical component of a yard-wide circle charred into the bare ground or floor. The caster may step into the circle at any time and speak the True Name of her friend. She is instantly transported to that individual, wherever he may be at the moment. She does not appear directly in front of him, but materializes in a location within a few minutes' walk that is out of sight of any observer. The circle may be reused indefinitely, as long as it is unmarred.
System:
This ritual takes six hours a night for six nights to cast, reduced by one night for every two successes. Each night requires the sacrifice of three of the caster's own blood points, which are poured into the circle. Once the circle is complete, the transport may be attempted at any time. The caster may take one other individual with her when she travels, or a maximum amount of "cargo" equal to her own weight.
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Ward versus Spirits
This warding ritual functions exactly as do Ward versus Ghouls, Ward versus Lupines and Ward versus Kindred, but it inflicts injury upon spirits. Several other versions of this ward exist, each geared toward a particular type of non-physical being.
System:
Ward versus Spirits behaves exactly as does Ward versus Ghouls, but it affects spirits (including those summoned or given physical form by Thaumaturgy Paths such as Elemental Mastery). The material component for Ward versus Spirits is a handful of pure sea salt. The other versions of this ward, also Level Five rituals, are Ward versus Ghosts and Ward versus Each of these three Level Five wards affects its respective target on both the physical and spiritual planes. Ward versus Ghosts requires a handful of powdered marble from a tombstone, while Ward versus Demons requires a vial of holy water.
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Attuning Wards
Some Tremere have servants or allies whom they wish to make exempt from the damage and subsequent avoidance compulsion inflicted by the various "Ward versus" and "Warding Circle versus" rituals (Ward versus Ghouls, Lupines, Kindred, Spirits, Ghosts, and Demons). This technique is taught to all Tremere who are taught any of these rituals. It requires either the presence of each individual who is to be exempt from the ward or a point of their blood when the ward is cast. The difficulty of the roll to cast the ward is raised by one (to a maximum of 9). The thaumaturge may exempt a maximum number of individuals equal to his Thaumaturgy rating from each ward he casts.
The caster of a warding circle can also temporarily enchant a specific being to pass through a warding circle cast by that thaumaturge. This requires five minutes, one point of the subject's blood and an Intelligence + Occult roll (difficulty 8). If this succeeds, the subject is exempt from the warding circle for one night per success
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Abandon the Fetters (level 5 ritual)
As closely guarded as any secret within the clan, Abandon the Fetters seems to depart from the normal convetions of Thaumaturgy. Occult theorists note that it has more in common with primal, passionate sorcery than with the cerebral, systematic approach to Hermetic blood magic. A few even darkly hint at its similarites to the Vaulderie -- for the ritual to Abandon the Fetters shatters the blood bond.
Breaking a blood bond is a grueling process. The thaumaturge must have unrestricted access to the subject, as wall as a sample of blood from the master. The ritual requires an entire night; its execution is excruciating for both caster and subject. The thaumaturge forms a bond to the subject and master with a mixture of blood from all three, placed in a glass container. Next, the caster must exsanguinate and escoriate the subject -- the manner is up to the ritualist's individual style; some might mortify the flesh with lashes, while others might apply brands. Once the subject hangs on the thread of demise, the caster shatters the glass conainer, spilling the blood to the ground and snapping the thread of the bond. The mixture of blood evaporates in a hissing, scalding steam, and the subject is freed.
Of course, Abandon the Fetters remains one of the rarest of Tremere secrets. Few Warlocks could be trusted with such potent knowledge. Indeed, the merest int that a Tremere can perfrom this ritual is enoug to cause other Kindred to eye her with renewed suspicion -- the Tremere have sorcerous ways to steal bood, so who's to say that a thaumaturge couldn't release someone's thralls and bond them to herself instead? Even those Kindred who suffer under the bond's lash would rarely trust a Tremere enough to risk going through this process.
SYSTEM:
The thaumaturge must have one point of blood from himself, the subject and the subject's regnant. (If the caster happens to be the subject or regnant, no additional blood is needed.) The exoriation causes three health levels of unsoakable aggravated damage tot he subject, as flesh is flayed or burned away. The final venomous steam inflicts an additional level of unsoakable aggravated damage upon both the caster and the subject. The subject loses a permanent point of Willpower, but if the ritual succeeds, the blood bond atrophies immediately. However, this offers no protection against the formation of another, later bond.
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Night of the Red Heart (level 5 ritual)
Neonates whisper that Tremere elders can utterly destroy their enemies with but a sample of vitae. Although little is ever that simple, some truth lies behind the dread rumor. With Night of the Red Heart, a thaumaturge can send his enemies shrieking in terror, slay them outright or force a confrontation.
The thaumaturge needs only a quantitative sample of the victim's blood. Over the course of an entire night, the caster chants the syllables of the ritual continously. After the first iteration of the ritual (which takes about ten minutes), the victim suddenly feels a foreboding sense of dread. Whenever the subject faces the caster, he realizes that a ritual is in progress to slay him -- and that he must either escape its power, or else find and interrupt the caster by following the preternatural knowledge imparted. Once the ritual ends at sunrise, if the victim is within its range, he spectacularly crumbles to ash in a matter of seconds.
In addition to the victim's blood, the caster must have an effigy of the victim that he has carved himself from bone, rotten wood harvested at midnight or stone from the grave of a faithful priest's headstone.
SYSTEM:
Although extreamly potent, Night of the Red Heart is not an all-powerful ritual. Chances are, as soon as it begins, the victim will either flee the city or else hunt down the caster. Because there are no holds barred -- death or failure -- this likely means that the victim will not stop until he can destroy the thaumaturge. Should the caster manage to complete the ritual with a full point of the victim's blood, though the hapless subject immediatly collapses to Final Death.
The player rolls for the ritual's success as soon as casting begins -- if the roll fails, then the ritual will not work and the victim feels nothing (although the caster doesn't necessarily know this.) The player must also expend one Willpower point to continue the casting for the duration of the entire night, and if the ritual is stopped or interrupted in any way, it fails.
Night of the Red Heart has a limited range. Popular lore holds that the rite works "for seven leagues beyond the accursed's haven"; scientific thaumaturges credit this rite with a range of 30 to 35 miles. Regardless, the subject can immediately tell if he has managed to escape the ritual's range, because the sense of dread vanishes -- but if he returns while the ritual remains in progress, he once again comes under its influence. Note that although the subject can tell if he manages to escape the ritual's range, the caster does not know this; it's possible to caste Night of the Red Heart upon someone who is not in range, without knowing that the ritual will fail.
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