Level Three Rituals

-Ambition's Gaze
-A Touch of Nightshade [PGtS]
-Binding the Tongue Deird'Re Brooks
-Bitter Rose [D:Mex,p13]
-Bladed Hands [MbN]
-Blood Crop
-Body_Bag_of_Holding Cameron Blackwood
-Capture the Essence of Darkness
-Cast Thy Image
-Clinging the Insect [PGtS]
-Consanguinous Search
-Eldritch Glimmer [PGtS]
-Enchantment of Vestments
-Eyes of the Past [CbN]
-Fashionably Unlimited Wardrobe Deird'Re Brooks
-Fire in the Blood [PGtS]
-Flesh of Fiery Touch [PGII,p89]
-Friend of the Trees [PGtS]
-Gentle Mind [CbN]
-Haunted House [MbN]
-Illusion of Peaceful Death [CbN]
-Illusion of Perfection [MbN]
-Incorporeal Passage [PGII,p89]
-Kindred's Pentagram
-Kiss of the Angel
-Making of a Blood Rose Gem
-Passage into the Living Spirit
-Pavis Foul Presence [PGII,p89]
-Reversing Immortality's Curse
-Ritual of Darkness [MbN]
-Ritual of the Bitter Rose [Awakening:Diablerie Mexico]
-Rotten-wood [PGtS]
-Rune of Vigilance
-Rutor's Hands [CB:Tremere]
-Seeking the Source
-Shaft of Belated Quiescence [PGII,p89]
-Shielding the Dazzled Eyes Deird'Re Brooks
-Singing Harp Deird'Re Brooks
-Singing Harp II
-Shaft of the Rose
-Shielding the Dazzled Eyes
-Summon Mischevious Spirit [PGtS]
-Summoning the Watcher
-The Bite of the Demon
-The Conveyance of Missives
-The Creation of Gregor's Rope
-The Deflagration of Vitae
-The Framing [Anar,p61]
-The Illusion of Perfection
-The Sun's Mantle
-The Voodoo Doll
-The Watcher [MbN]
-Touch of the Cabal
-Unearthly Comeliness Deird'Re Brooks
-Vitriolic Vitae Deird'Re Brooks
-Vitriolic Vitae II
-Ward Versus Corpse Minions
-Ward versus Lupines [PGII,p88]

Ambition's Gaze


Level: 3
Time Required:
Duration:
Components:

This five minute ritual must involve eye contact and the use of the word 'winner' in conversation with the affected mortal. If used on a vampire, the Tremere must have Dominate higher and generation lower than his victim. The target will now constantly seek to improve his position by whatever methods seem best to him. This ritual makes loyal yet counter-productive followers, and can be ideal for slightly undermining businesses while getting your own followers to the top. Use with extreme caution around those who might suspect.


Binding the Tongue

Courtesy of: Deird'Re Brooks ()

Level: 3
Time Required:
Duration:
Components:

When this 15 minute ritual is completed, the subject is forbidden to speak of one subject, such as Corvettes, the supernatural or cherry chocolate ice cream.


Blood Crop


Level: 3
Time Required:
Duration:
Components:

This ritual must be performed in a small, superstitious, agricultural village. One villager must be sacrificed and his blood sprinkled on all the fields. The majority of the other villagers must know of this. The crops sown immediately following the sacrifice will be much better and resistant to blight or drought. Cunctators will have far more suitable prey.


Body Bag of Holding

Courtesy of: Cameron Blackwood (cromwell@cwu.edu)
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

Level: 3
Time Required:
Duration:
Components:

Allows the Thaumaturgist to meld objects into their own body for storage. The object are absorbed into the users form, actually absorbed.
The ritual allows a person to carry an object no bigger than the body part in which the object is stored. E.g. if the caster is intending to store a dagger in their arm, it can be no wider than their arm.

System: To place the object requires 2 blood points from a Kindred with Vicissitude or Protean discipline. The object is soaked in a point of the casters blood (may be require more for larger objects, see below) for a night. The object is then placed over the location it is to be absorbed into. The 2 points of Vicissitude blood are then poured over the object, as a chant is performed. After 10 minutes, the object sinks into the users flesh.
The number of blood points the object must be soaked in is up to the storyteller, but a guide is use the ratio of the casters body (in 1/10ths) as a guide. E.g. if an object takes up 1/2 the users body, require 10 * 1/2 or 5 blood points to soak the object in. Blood used to soak is wasted. A Thaumaturgist may not store more than 10 'blood points of objects' in their body.
The object may be called out at anytime, but if the object is sharp, or contains protrusions likely to cause harm, the caster takes 1 level of damage (may be soaked with raw fortitude only). Objects called out of the body are soaked with blood unless wrapped, e.g. paper is soaked in blood, bullets have their powder soaked, batteries are shorted. If the area of the body where the object is stored is damaged, the object will be damaged if withdrawn, unless the damage is first healed.
If the item is capable of being thrown, e.g. a throwing knife, and the caster has movement of the mind, with a roll of:
Dice pool: as normal, Dex + Melee
Difficulty: as normal, varies
Damage: Movement of the Mind rating (rather than strength+n) and forgoing the soak, the caster may launch the weapon at a target within 5 feet.

Cast Thy Image

Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

Level: 3
Time Required:
Duration:
Components:

This ritual must be cast in absolute darkness; unless the caster is well-practiced in the casting of this ritual, she will require level I Protean, the Gleam of the Red Eyes, to see what she is doing. Auspex will not work, as there is no light to amplify. The ritual requires a small, round onyx, approximately a half-inch across, and a quarter-inch thick. The onyx must be steeped in a mixture formed by two blood points of Kindred Vitae mixed with the ashes of black raven feathers that were burned in a brazier inscribed with the thaumaturgic symbol of Darkness. During the casting of this two-hour-long ritual, the blood and ashes are slowly absorbed into the onyx, which assumes a rich purplish-black color. The onyx is very dense, weighing as much as the blood it has absorbed.

The onyx can then be worn upon one's person as jewelry or simply carried about in a pocket. When thrown forcefully against a hard object, the stone will explode, releasing a large quantity of smoke-like, impenetrable black gas. This gas is harmless, and has no discernable aroma for most (Garou and Auspex-enhanced senses will faintly smell burnt feathers and blood). This smoke blocks all light; infrared and light-amplifying units, including Auspex level I enhanced senses, will not penetrate it. Protean level I, however, will continue to function. The gas will spread to cover an area approximately 40'w x 40'l x 20'h and will last for two minutes, or until dissipated by a strong breeze. It is useless in any great degree of wind, as it can be swept away as any other form of smoke. There are many possible uses for this mystic fog of darkness; it can serve as a last-ditch defense allowing escape from pursuers, or in time of desperate need, such as having to cross a sunlit alleyway, can block the sun's rays from above for the brief moment required for passage.

This is a potent, complex ritual that takes several hours to prepare for, both mentally and in the arrangement of thaumaturgic symbols and components to the ritual (which are many, ranging from five Blood Points of Kindred Vitae to a basin of clear water; some, such as the eyes of an eagle or owl, are somewhat difficult to obtain at times). This ritual combines some of the basic elements of the rituals of Casting the Sight and Hearing, but goes far beyond them. When successfully cast, this ritual allows the Magus (who is sunk in a deep trance) to instantaneously project a spiritual image of himself to some point within the range of his power: (15 minus the caster's Generation) + (caster's current Willpower + caster's rank in Blood Thaumaturgy) multiplied by 100 miles.
This spiritual projection is shimmery and translucent; very wraith-like in appearance, and cannot pass for an actual person under any serious degree of examination. It can speak, see and hear, though the voice is hollow and distant. It cannot bear bright light, especially sunlight; the intense energies of bright light disrupt its delicate structure, and continued exposure will eventually break the spell entirely (to reflect this, the apparition will take 1 point of damage for every second it remains in very bright light (2 per second in full sunlight), from a standard pool of 6 wound levels, until it dissipates entirely. This damage cannot be soaked by the apparition. The caster does not take this damage.) Being composed of thaumaturgically projected light, it cannot be seen at all visually in bright sunlight (and will be taking damage), only in artificially lit or dimly lit areas (neither of these affects its ability to see and hear, however). The brighter the ambient light, the more washed-out the apparition appears. In near-darkess, or total darkness, however, it seems virtually solid (albeit glowing with an inner light).
The casting Magus must maintain an intense level of concentration; a Willpower check must be made every (Current Willpower + levels of Wits x 1) minutes to maintain the deep trance and focus for the ritual Magick.

This ritual has been used over the years for everything from haunting mortals who had displeased the Tremere to conducting tense, high-level meetings while the participants lie in perfect safety in their respective countries. It is rumored that Goratrix, who would be subject to attack were he to appear in the flesh, used it once to convey a message to members of the Council of Seven.

Consanguinous Search

Courtesy of: ()

Level: 3
Time Required:
Duration:
Components:

The caster names one clan, providing that he has previously touched the blood of at least one member of this clan. After performing this one-hour ritual, he will know whether there were any members of the clan within range at the midpoint of the ritual. Note that this will not work on Caitiffs or members of the Assamite, Ravnos, Setite, or Nosferatu clans. It is impossible to tell how many successes were achieved by this, and thus what range it operated at. Use caution, therefore, in interpreting this. 0: random answer; 1: touch; 2: room; 3: building; 4: City; 5: 500 miles. 6 or more successes will tell the distance in yards to the closest one.

Enchantment of Vestments

Courtesy of: Deird'Re Brooks ()
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

Level: 3
Time Required:
Duration:
Components:

This ritual is relatively quick, only requiring half-an-hour for a practiced Magus to cast. It requires a gold-plated needle and a spool of fine silk thread. It will transform any set of clothing into any other set of clothing, within a reasonable range. If the original clothing is damaged, the changed one will be completely mended (some of the silk thread disappears from the spool when this happens). Some things, such as gold thread and filigree, cannot be formed in this fashion unless a small quantity of gold dust is sprinkled onto the clothing before the ritual is begun. Large amounts of metal buttons would likewise require a small chunk of metal to be placed atop the original clothing.

Fashionably Unlimited Wardrobe

Courtesy of: Deird'Re Brooks (cromwell@cwu.edu)

Level: 3
Time Required:
Duration:
Components:

This 30 minute ritual, requiring a needle and spool of thread, will transform any clothing into any other clothing. If the clothing is damaged, it will be mended. Fit will be as specified by the Caster.

Kindred's Pentagram

Courtesy of: ()

Level: 3
Time Required:
Duration:
Components:

The caster must spend a half-hour drawing a pentagram involving a circle of water, to which must be added at least a point of blood. The name of the intended victim must be inscribed therein, or his blood must be used. At any later time as long as the pentagram is intact, the victim may be forced/tricked/whatever into entering the pentagram and the caster must say the final word. At this point, the circle of water will begin flowing, and the vampire inside wil be trapped and unable to do anything but speak. Until something disrupts the continuity of the pentagram (like scuffing or laying a straw over a line.)

Kiss of the Angel

Courtesy of: Datawolf (datawolf@inconnu.org)
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

Level: 3
Time Required:
Duration:
Components:

With a goodly amount of concentration (a Willpower roll), and the internal expenditure of one blood point prior to feeding, the caster of this ritual enhances the ecstasy of the Kiss as experienced by the Vessel. If the Kiss is normally an overwhelming rush of pleasure, it becomes transcendent, an indescribably potent sensation that may leave the Vessel sunk in a dazed, grinning stupor for hours afterwards. If the Vessel is mortal, the number of successes on a Manipulation + Empathy roll determines the level of rapture. If the Vessel is one of the Damned, the number of successes is the number of dice subtracted from any rolls, Physical or otherwise, attempting to resist the feeding. The extent of rapture may induce visions in the Vessel, the nature of which depend largely upon the Vessel's nature (i.e., a Priest would feel as though he had been touched by the very hand of God, etc). This ritual is used by many Kindred to enhance the loyalty of their herd, as it amplifies the already intensely addictive nature of the Kiss to a nearly unbreakable hold. Victims must make a Willpower roll against a starting difficulty of 5 after each feeding (the difficulty increases by 1 with each successive feeding). On a failed roll, the Victim develops a powerful psychological addiction to the Kiss. While a feeding by any Vampire will temporarily satisfy the inner craving, the Vessel will increasingly desire the effect of this ritual, and will associate it with the Kindred with whom she experienced it. Kindred of Humanities higher than 7 should require a Humanity Loss roll if they use this ritual to bind a Herd more tightly to themselves. Of course, strictly speaking, maintaining a Herd is in violation of a strict interpretation of the Oath of the Tremere, but some do it anyway, especially with rituals like this one, that act to increase their safety. An analysis of the blood of the Vessel up to a full day per success on the Rapture level roll after feeding will reveal unusual endorphins and strange, organo-molecular compounds in their bloodstream. Electroencephalograph (EEG) scans will show high residual activity in the pleasure centers of the brain, and unusual patterns in other regions.

Making of a Blood Rose Gem

Courtesy of: Aimee Cohen (mbkqc@qcunix.acc.qc.edu)
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

Level: 3
Time Required:
Duration:
Components:

See the Path of the Blood Rose

A suitable cut crystal (either a ruby or a fine rose quartz) must be obtained, no larger than one carat in size. The gem must be purified by an overnight bath in vitae, either mortal or Kindred, to wash out any unwelcome psychic resonances. Cleansed, the purified gem is brought together and coated with the Blood Rose Mixture (see the Path of the Blood Rose - only those Magii who know this path can prepare this mixture) as the Magus incants a complicated series of injunctions in Latin. Over the course of an hour, the gem slowly becomes imbued with the power of the mixture coating it, lending it a dimly pulsing inner fire. Depending on the quantity of the mixture the gem is sitting in during this process, it can be imbued with up to ten (10) blood points' worth of energy. This gem can then be set into a ring made of platinum or gold, with the inner band being inscribed, amongst other things, "For the blood of the Rose" in Latin.
To use such a gem or ring, a Kindred would merely touch the jewel to a point near their heart and murmur, "For the blood of the rose", to release the blood energy as follows:

System: Roll one die, and the number that comes up is the number of blood points of energy that is released into the Kindred. The Gem can discharge once a turn. Once the gem is exhausted, it can be re-imbued up to twice more. At the exhaustion of this cycle, it disintegrates.

Passage into the Living Spirit

Courtesy of: Alejandro Melchor ()

Level: 3
Time Required:
Duration:
Components:

For the Mictlan bloodline.

Created by the Tlaloc, this ritual allows them to travel from the Shadowlands to the Life Umbra. The ritual must be enacted in the Shadowlands and, by the conclusion, the vampire finds herself turned into a spirit. In this guise, she cannot affect the physical world and can only use her Disciplines to affect others. Neither Mictlampa nor Arcanoi work. The vampire can travel to any Umbral Realm and needs no sustenance; however, she is vulnerable to everything a normal spirit can be subjected to: being turned into a fetish, summoned (consider her a jaggling), trapped in the Pattern Web, attacked by banes, etc. Each sunrise, the vampire must roll Willpower (diff.6) or be forced back into the Shadowlands; each following day, the difficulty of the roll increases by 1. However, if the Umbral Sun touches the vampire's spirit body, she is returned to the Shadowlands without rolling.

Reversing Immortality's Curse

Courtesy of: ()

Level: 3
Time Required:
Duration:
Components:

This ritual manipulates the blood in newly-created vampires, returning it to mortal blood. It requires the caster to spend a turn performing the ritual (or more, the limit being the same as that on attributes depending on the vampire's generation), and to spend one blood point each turn spent. Thereafter, until sunrise, the caster may take an action to uncurse one vampire which he can see. He must roll (turns initially spent)+Thaumaturgy against a target number equal to the target vampire's age in months. One success will do 2 aggravated damage; 2 successes do 5.(these can be soaked with fortitude but not stamina). Three cause final death; four will cause mortal death if the target has a humanity of above 7, or final death otherwise. 5 causes final death and does one aggravated damage to the target's sire, or can be treated as 4 if desired.

Rune of Vigilance

Courtesy of: THE little MAN from ANOTHER place (ymg@ukc.ac.uk)

Level: 3
Time Required: 45-Min.
Duration: Until activated.
Components: 1 blood point of the casters blood

During this short ritual the caster insribes a rune on any surface with some of his blood.
Should anyone except the caster pass within a metre of the rune, the rune will activate alerting the caster of this. If the rune is inscribed on the wall inside a room the rune will not activate if someone passes within a metre of it but is outside the room. As the rune has no mind it will be activated by a kindred using Obfuscate.
The rune is not blood red in colour but is a shde lighter or darker than the surrounding paint/wallpaper etc. and can be seen if it's in a place that's visible (ie not inside a drawer).The difficulty of spotting the rune depends on where it's placed - a rune in the middle of the wall is easier to spot than one in a corner affected by mildew. The caster can have up to his Thaumaturgy level of runes in operation, he/she will instinctively know which rune has been activated.

Seeking the Source

Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

Level: 3
Time Required:
Duration:
Components:

The thaumaturgic Law of Similarity, used in such potent rituals as those that trace Kindred Lineage by blood, forms the basis for this ritual. The tip of a small bronze needle is soaked in one blood point of Kindred Vitae during the casting of this ritual. Thusly empowered, it is embedded into a flat disc of cork that is marked on each side with the thaumaturgic Symbols of Vitae and Similarity. The needle and disc, when allowed to spin freely (such as in a bowl of water) will always point in the direction of the Kindred whose Vitae it was soaked in. However, due to the Law of Similarity, when the needle is near (levels of Perception + levels of Awareness x 50') the Kindred to whom it is drawn, she will feel a subconscious desire to go towards it (easily resisted, no roll required). If the needle or disc is exposed to sunlight, it will cease to function. If the needle or disc is physically touched by the Kindred to whom it is linked, the spell is broken, and the needle rusts away to dust in a matter of seconds, giving off some heat as it does so.

Shielding the Dazzled Eyes

Courtesy of: Deird'Re Brooks ()

Level: 3
Time Required:
Duration:
Components:

This 15 minute ritual requires a pair of sunglasses, which need not be worn, simply carried. While the Kindred has these sunglasses, she is not subject to increased sensitivity to sensory overload from Auspex.

Singing Harp

Courtesy of: Deird'Re Brooks ()

Level: 3
Time Required:
Duration:
Components:

This ritual causes a musical instrument to play itself as if the caster were playing it until commanded to stop.

Singing Harp II

Courtesy of: Deird'Re Brooks ()
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

Level: 3
Time Required:
Duration:
Components:

This intricate ritual allows the caster's instrument to be enchanted to play itself as if the caster were playing it. It can be enchanted with a number of musical pieces equal to the caster's rank in Thaumaturgy. It will commence to play one of it's selections at the mental command of the caster, and will continue to do so until either mentally commanded by the caster to stop or physically touched by someone. The instrument must be painted along its length in Kindred Vitae with certain symbols, linking it to the mind and spirit of the caster. These painted symbols slowly fade after the casting until they are nearly the same color and shade as the instrument. If the instrument with this ritual enchantment still in effect upon it is destroyed by fire, the caster will take one aggravated wound level that cannot be soaked with Fortitude.

Shaft of the Rose

Courtesy of: Joseph D. Carriker (926847@UTB.EDU)
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

Level: 3
Time Required:
Duration:
Components:

Using this ritual, a thaumaturgist can create a magical weapon. A hardened wooden stake of oak or ash, up to two feet in length is taken, and, in conjunction with an intricate incantation, is wrapped with several plaited thorny stems of roses and slowly painted with a concoction composed of a pint (point) of the caster's Vitae, twenty powdered black rose petals and one ounce of black orchid pollen. After approximately two hours of this, the caster must incant a command phrase, upon which the stake will suddenly turn totally black, like polished ebony. The vines will sink under the surface of the wood, as though it were black water. If the stake is broken in half (no small feat, as it is now around four times as strong is it was before), it can be seen that they lie close to the surface, and that the black alteration of the wood is actually strongest at the core.
Note that if used without the thorned stalks, this ritual is an excellent way of strengthening wooden supports and/or objects. If used in conjunction with the ritual of Preservation of Wooded Objects, items can be crafted in wood and then modified through Thaumaturgy to serve as though they were made of metal. The term for this modified and strengthened wood is "Black Ironwood."
When this weapon is used, it acts as any other stake would, granting no special bonuses to the wielder. However, when it hits and pierces a Kindred heart, it suddenly sprouts large, wicked barbed thorns of the same black material as the stake along its forward length. These thorns pierce the heart and surrounding flesh, firmly anchoring the stake in the victim. It can be pulled out, if with difficulty and terrible consequences; three successes on a Strength roll against a difficulty of 9 are required, and this will invariably rip out the heart of the Kindred, causing Final Death. Only two things can remove the enchanted stake -- the command phrase, which causes the thorns to retract (the stake is reusable), or painstaking surgery, requiring a total of three successes in an extended roll against (Wits + Medicine) against a difficulty of the stake's creator's levels in (Wits + Occult). Each roll required is an hour's worth of surgery, and each time the surgeon rolls, she inflicts one wound for each success less than the needed total she makes. This damage cannot be soaked.

Shielding the Dazzled Eyes

Courtesy of: Deird'Re Brooks ()
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

Level: 3
Time Required:
Duration:
Components:

This three-hour-long ritual enchants a pair of sunglasses, which must be the type with metal frames and glass lenses. The lenses of the sunglasses need to be dipped in a thin solution made from a blood point's worth of Kindred Vitae mixed with a gill of benzene and a pint of glycerine. At the end of this ritual, the glasses will have a thin, clear film on both the front and back of the lenses. These sunglasses need not be worn to be effective, merely carried upon one's person, no farther than three inches from the flesh. While a Kindred (any Kindred) possesses these sunglasses, he is not subject to sensory overload from the increased sensitivity given by level I Auspex. Everything is crisp and clear to the Kindred's gaze, and too-bright spots are softly muted by the enchantment. If the glasses are broken or exposed to sunlight, they cease to function. The same pair may not be re-enchanted.

Summoning the Watcher

Courtesy of: ISCLADOC (ISCLADOC@KUHUB.CC.UKANS.EDU)

Level: 3
Time Required:
Duration:
Components:

This ritual reaches out into the surrounding area and calls to the caster a small rat, which will lap up a tiny amount of wine and Vitae (perhaps a few drops of each, not even a blood point) that the caster has laid out as part of the ritual. This rat, when picked up and pressed to the forehead of the caster, can be mentally instructed to go where the caster instructs and look around. The rat will then return to the caster, who can (again pressing the rat to his forehead) "replay" the rat's-eye-view. The rat can even be instructed to steal small items (whatever it can carry or drag along with its mouth), but the caster must be very explicit as to what must be stolen and its location. The rat is still a rat, and unable to understand more than very simple, emotive concepts. It will remain in the caster's service until sunrise. This rat can still be affected normally by the Discipline of Animalism.

The Bite of the Demon

Courtesy of: Datawolf (datawolf@inconnu.org)
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

Level: 3
Time Required:
Duration:
Components:

With a goodly amount of concentration (a Willpower roll), placing a piece of toxic herb such as nightshade or hemlock beneath her tongue and the internal expenditure of one blood point prior to feeding, the caster of this ritual turns the ecstasy of the Kiss into a hell of pain and terror within the Vessel. The caster must make a Manipulation + Torture (or Intimidation, Storyteller's decision) roll against a difficulty of the Willpower of the Vessel. The number of successes, when used on a mortal, indicates the level of terror and agony suffered, ranging from extreme discomfort and pain to a virtual Hell of mental and physical agony that could well drive the mortal insane. A mortal will be sick for many days afterwards, shivering and weak. If the Vessel is one of the Damned, the number of successes is the number of dice subtracted from any rolls, Physical or otherwise, attempting to resist the feeding. When used against mortals, casters of this ritual with Humanities higher than 6 will require a Humanity Loss roll due to the cruelty required to inflict such merciless pain.
Licking the wound closed after feeding with this ritual requires at least one success on a Dexterity + Medicine roll. The skin around the area of the bite will still bear a rash which is oddly similar to the bite of a mosquito, though much larger. A toxicologic analysis of the blood of the victim will reveal numerous natural organic toxins in the bloodstream, slowly being filtered out by the liver.

The Conveyance of Missives

Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

Level: 3
Time Required:
Duration:
Components:

At times it is necessary for individuals and Chantries to send written information between widely separated points. Modern fax machines and overnight courier services did not exist when this ritual was painstakingly and laboriously devised. This ritual requires a blood point of Kindred Vitae, and allows a number of objects (components) to be enchanted. These include a number (15 minus the caster's Generation) of thick sheets of heavy cotton paper or parchment and a small bottle or vial of ink, which must be stoppered with a wax seal upon the completion of the ritual. The seal must then be impressed with the thaumaturgic symbol of Sympathy and the Seal of the caster. The paper must also bear this embossed seal. The Vitae is mixed with the ink in a precise ratio, followed by salts of silver nitrate and a lengthly, intricate incantation. All edges of each sheet of paper need to either be dipped in this ink or have a thick line of it drawn on them, creating a rough, deckled margin on all sides, approximately a half-inch in width.
Once these materials have been prepared and laid aside, the caster can at any future point, take the stoppered vial and place it upon a paper of approximately the same size. The second half of this ritual can then be used to create a duplicate of the page the vial is resting on upon one or more of the treated sheets of paper, wherever they may be, up to the limit of the caster's power:
(15 minus the caster's Generation) + (caster's current Willpower + caster's rank in Blood Thaumaturgy) multiplied by 100 miles.
The duplication process requires approximately ten minutes per page, during which time the ink forming the margins of the treated paper will migrate towards the center, clumping and forming into an image of the original document. The caster must maintain concentration during the entire process; a simple Willpower check is required to do so. A failure indicates a lapse in concentration, and one of the treated sheets will have been wasted. Only the caster who created the vial can use it to send messages, but the paper can be kept anywhere, sent to, held and read by anyone. Rumors exist of a variant of this ritual that requires neither special paper nor ink; one that allows the caster to transmit an image onto paper from anywhere, to anyone she desires. This ritual, if it even exists, would be very powerful, perhaps even level IV.

The Creation of Gregor's Rope

Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

Level: 3
Time Required:
Duration:
Components:

This ritual is greatly similar to the first-level ritual that creates Gregor's String; however, a number of complex refinements place it above the meager abilities of any but those masters of the third level of Thaumaturgy. This ritual imbues a length of organic rope, composed of hemp or cotton fibre, with some of the caster's life essence (two blood points are expended in the casting of this thirty-minute-long ritual). The rope can be no longer than three feet (1 meter) in length, and no thicker than two centimeters (almost an inch). The caster can then mentally command the rope, as long as it is in sight, to slither along, like a snake or worm, wrap around objects, tie itself into knots or untie itself... very helpful when one has been tied up with one's hands in front. The rope has a strength of two, and can not only entangle people, it can choke them. The ritual enchantment of the rope lasts for a period of time determined as follows: (15 - Generation) hours, after which it reverts to simple rope. This interesting ritual was developed by Gregor Vashkulat, known in some circles as "The Mad Russian", upon his entrance to the Neonate's Seventh Circle of Mystery, a continuation of his work in the animation of once-living objects. His unlife's work along these lines culminated in the level four ritual, "The Animation of Plants", in the year 1884 when he was awarded his Regency, one year before his final death and diablerie at the hands of a powerful Anarch while travelling between chantries.

The Deflagration of Vitae

Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

Level: 3
Time Required:
Duration:
Components:

This ritual is dangerous, but, when properly used by a master of Thaumaturgy, very effective. It allows the Magus to create glass phials of vitae that are enchanted to explode when exposed to air. Thus, when thrown against a hard surface or simply unstoppered, they burst violently, detonating with a flash and blast similar to that of a concussion grenade, requiring all Kindred nearby to make Rotschreck checks. The damage it does is entirely based upon the potence of the vitae used and the range to any affected objects. A detonating phial will deliver (18 - caster's Generation) dice of non-aggravated damage to a target at point-blank range, this damage being reduced by one die for every foot (1/3 meter) the target(s) are from the blast. Note that Kindred in possession of these phials are at grave risk; if they are struck violently or drop one and a phial breaks, it will detonate. Furthermore, the making of these phials requires a full ritual room, with some fairly specialized equipment designed specifically for this ritual. The Magus must take at least an hour to prepare each phial; more time is better, while rushing and taking less time risks producing potentially defective phials, which could detonate upon being jostled too hard, akin to nitroglycerine, or even a large, sweeping blast that could render the Magus, ritual room and apparatus a twisted pile of wreckage. If rushing, the Magus must make a Thaumaturgy + Dexterity roll against a difficulty of 7. This difficulty is reduced by one for every point of Thaumaturgy the Magus possesses above 3. Failure to succeed indicates that the batch is ruined, and must be redone, the time wasted. A botch indicates true disaster -- a powerful explosion -- the Magus may be blinded, and may lose his hands, if not his very life. Each phial requires three blood points to make. If the Magus possesses a full five dots of Thaumaturgy, and she has used his own Vitae in the manufacture of the phial(s) he may attempt to detonate one or more at a distance by force of will. A willpower roll must be made at a difficulty of 8, with +1 added to the difficulty for every kilometer distant from the phials. When the difficulty rises beyond 10, it cannot be done. Note that several phials can be strapped together to intensify the effect, in the same fashion as sticks of explosive. Each additional phial strapped together will add 3 dice of damage to the total initial blast. Mortal explosives experts will be baffled, as there will not be any explosive chemical residue.
This blast is echoed on the Umbra, and creates a wake of psychic pain there, a black stain of sorts -- more so, if people are killed in the blast. Mortal Psychics visiting the site of the explosion will get powerful emanations of pain and agony from any spirits that were injured in the Umbra by the explosion. This activity, of course, draws not only the attention of numerous powers-that-be in the Spirit World, but also Garou. The entire blast site will have a powerful Wyrm Taint, as will the damaged section of the Umbra. The Umbra will slowly revert back to normal over the course of a year.

The Illusion of Perfection

Courtesy of: ISCLADOC (ISCLADOC@KUHUB.CC.UKANS.EDU)

Level: 3
Time Required:
Duration:
Components:

This ritual is a boon for those deformed Tremere who wish to remain hidden, as well as those who are seeking to escape identification or pursuit. It requires a thin, plain white mask, which must be painted with many complex symbols with Kindred Vitae (one blood point's worth). When the casting of this ritual is complete (appx. one hour) and the caster dons the mask, she appears as a nondescript person in her mid-20's with an average body. This illusion allows the caster to easily blend into crowds of mortals, and avoid pursuit. The illusion does not extend to aura, Wyrm Taint or to scent.

The Sun's Mantle

Courtesy of: Alejandro Melchor ()

Level: 3
Time Required:
Duration:
Components:

For the Mictlan bloodline.

Jealous of the Huitzilopochtli's resistance, the Tezcatlipoca devised this ritual. In a stone recipient, the vampire burns a bunch of eagle feathers along a coup of blood. The resulting residue is mixed with copal and lit again. the vampire must breathe the smoke and bath herself on it. Roll Willpower; each success means 10 minutes of resistance to the Sun.

The Voodoo Doll

Courtesy of: Thomas Jensen (tj@hum.auc.dk)
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

Level: 3
Time Required:
Duration:
Components:

See the Path of Voodoo.
This ritual gives the caster access to one of the most feared powers of the Voodoo Priests -- the Voodoo Doll.
To make a doll, the Magus must gather a number of very special things: a special wax made from human fat, bone dust mixed with the powdered leaves of three secret plants, the finger bones from a human hand, black chips from a stone found laying at a crossroads for the eyes, a point of Vitae mixed with charcoal to form a slurry, hair from the head of the intended victim and more.
While forming the doll from the collected ingredients, the caster must chant in a slow, rolling monotone, a specific chant dedicating the doll to Papa Legba and Erzulie. This takes four or more hours of painstaking work. At the completion of the ritual, the caster must engrave the doll with the Veves of Papa Legba and Erzulie -- in her aspect as the Loa of Revenge -- and expend two Points of Willpower, concentrating fiercely on the intended target. The doll will shudder and grow warm -- and it will be active.
At this point, the doll can only be used to inflict minor damage and excruciating torments upon the victim. The caster can pierce the doll with ritual needles, made from silver, thus causing the target, however distant away, immense pain (the loss of 2-4 dice from any rolls reflects this) for a number of hours. The pain feels as though someone is cutting into the target with red-hot knives. These pains, however, are not lethal in and of themselves.
For real damage to be inflicted by the use of the doll, it must be further enchanted, a step rarely taken for the magic that must be used is the very blackest. Another two hours of chanting are required, dedicating the doll and the torments that it will inflict to all the evil forces of the sky and world, of the pits and darkness. During this frenzied chanting and impassioned dedication, the active doll must be kept in a circle drawn with chicken blood. The caster must wash the doll in a basin containing a full five points of his potent Cainite Vitae -- every drop of which will be absorbed by the doll, which will change from the sort of yellowish-white of the human fat to a glossy, heavy purplish-black. It will now weigh as much as the doll and the basin of Vitae did, combined. It will feel slick and oily to the touch, although nothing will rub off. Its little stone-chip eyes glitter evilly in the half-light. Casters of this dark section of the ritual, knowing its purpose and consequences, must make Humanity loss rolls if his Humanity rating is above a 5. The caster holds the doll, and concentrating on the target's features with all of his might, expends two Willpower Points, strengthening the mystic link between the doll and the target. This process must be repeated once more the following night, during which the other half of the dark spirits and Veves of Black Magick are inscribed into the now nearly living flesh of the doll. Thus, with a total of ten blood points of Vitae, and four Willpower Points, the Magus now has an object that is spiritually and thaumaturgically linked to the target -- damage inflicted upon the doll will now be reflected, to a greater or lesser degree, upon the target. For example, if a hot needle was placed against the arm of the doll, to hiss and sizzle, the target would scream in agony, a blistering welt rising on the affected arm. However, if the arm of the doll was cut off, while the arm of the target would go limp and useless, and she might black out from a wave of pain and nausea, sensation would eventually return.
Sadistic and evil Cainites often use this doll to torture their victims into nervous breakdowns, wracking spasms and eventual slow, lingering, painful death. The mind and body can only take so much.

Touch of the Cabal

Courtesy of: Oliver Cromwell (cromwell@cwu.edu)

Level: 3
Time Required:
Duration:
Components:

With this hour-long ritual in effect, the Casting Tremere can detect other Tremere within a fairly large radius. This ritual, once cast, lasts an entire day. If the other Tremere is within sight, this ritual, if active, in conjunction with the Discipline of Auspex at level 3 or higher, will allow the caster to detect if the other Tremere belongs to his faction and/or secret society within the Tremere (Astors, etc). If this Tremere is a member of the same secret society and is carrying an object that bears the thaumaturgic symbols of Similarity and Contagion inscribed somewhere upon it, the caster can communicate telepathically with him in accordance with the following system:

System: System: caster makes a roll of Thaumaturgy + Occult against a fixed difficulty of 7. For each success, the caster can determine the direction and basic location of Tremere in the following radius: 1 Same Room 2: Same Building 3: City Block 4: Ten City Blocks 5: Anywhere within a City

Unearthly Comeliness

Courtesy of: Deird'Re Brooks ()

Level: 3
Time Required:
Duration:
Components:

This 30 minute ritual gives the Kindred a complete makeover which remains until Purity of Flesh or Unearthly Comeliness are used.

Vitriolic Vitae

Courtesy of: Deird'Re Brooks (Deird'Re Brooks)

Level: 3
Time Required:
Duration:
Components:

This Ritual takes one half hour to complete and requires her to drink a small amount of a powerful acid, taking one aggravated wound in the process. This causes her blood to become poisonous to other Kindred until the next Sunset. Any who drink her blood take three levels of normal wounds per blood point taken, and the blood point is destroyed in the process.

Vitriolic Vitae II

Courtesy of: Deird'Re Brooks ()
Modified By: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

Level: 3
Time Required:
Duration:
Components:

This ritual requires an hour or more to complete, and the caster must drink a small quantity of powerful acid, which causes two aggravated wounds and renders the caster temporarily mute (at least two hours). The caster's blood will then become poisonous to other Kindred for a duration of the caster's levels in Thaumaturgy worth of days. Any who drink of the caster's blood during this time will swiftly take three wound levels per blood point taken, and the blood that was taken is unusable. If the caster's blood is spilled, it will foam and bubble upon objects as if it were acid, using the same rules for damage as mild acid.

Ward Versus Corpse Minions

Courtesy of: Darrell Benvenuto (benvenut@qcunix.acc.qc.edu)

Level: 3
Time Required:
Duration:
Components:

This ward acts as Wards versus Lupines, Ghouls, etc., save versus Corpse Minions. The undead creatures will shy away from the ward, and will have to be physically compelled to come near it. They will suffer the same damage as any other Ward inflicts if touched by it. This Ward also works against Zombies created under the Path of Voodoo.

Created and Maintained by Lance W. Larsen
(lance@iit.edu)
TVC Comments & Submissions