THAUMATURGY - RITUALS
This list is by far the total Thaumaturgical list of rituals created by whitewolf. If you are interested in that, please visit here.
This list is solely custom rituals, created using the Blood Magic: Secrets of Thaumaturgy book.
Rituals level 1
Components: Feather of a Dead Bird (Any)
History: This ritual is a modified version of
Wake with Evening's Freshness. While the original ritual allows
the Tremere to waken immediately at the sign of danger, this
ritual will wake them randomly throughout the day. Although this
ritual may seem pointless, it was instrumental in the working
off of the "Deep Sleeper" flaw, and is good in-game reason to
earn the "Light Sleeper" merit during game play.
System: This ritual is performed similar to
Wake with Evening's Freshness, but the feather's required must
come from a dead bird, which is then burned and spread over the
area in which the Kindred wishes to sleep. The player should
play his character sleepily, with occasional bouts of being
unable to focus or concentrate. The storyteller should choose if
the character shouldn't regain willpower that evening or roll a
D10 / 3 to reduce the starting willpower. This roll should be
done each time a D10 is rolled to determine starting Blood Pool.
To "buy" off the Deep Sleeper flaw, the player informs the
storyteller when he is using this ritual & the storyteller
determines the duration of time required until the Flaw is no
longer applicable. The player then spends 2x the XP of the
flaw's value. To buy the Light Sleeper merit, the player must
not have the Deep Sleeper flaw, this flaw must be worked off
first. The Light Sleeper merit is earned the same was as
the flaw is bought off.
Components: Nail clippings, lock of hair, contact lens,
power puff.
History: Lady Elizabeth, after 800 years of dueling between taking care
of her personal needs or letting retainers performed such lesser
needs, decided that it was time to inquire the Tremere about
ritual magic that would eliminate the needs of such retainers,
which would both increase resources, but safe valuable night
time activities for Kindred.
Description: It wasn't until the late 20th
Century that women began to use permanent tattoos in the
place of makeup. Tattoos vanish within hours of application to
Kindred, yet this ritual not only grants them, but many other
effects. If more Toreador knew of this ritual, there would be a
mad rush to learn the Blood Sorcery of the Tremere.
System: Even though eye colors is simple to
change with contact lenses, elders shrug off this technology as
they fail to understand it. Spell components must be clipping,
hair, or nail polish. This simple ritual is an extension of
Rebirth of the Mortal Vanity, that allows permanent change of:
| Successes | Description |
|---|---|
| 1 | Eye Color |
| 2 | Hair Color |
| 2 | Fingernail lengthening/shortening |
| 2 | Nail Color |
| 3 | Hair Style |
| 5 | Facial Makeup Style |
Successes must be obtained in one roll, but multiple attempts may be performed and will often be required for multiple effects. Duration of the ritual is 2 minutes, but lady Kindred often take longer some odd reason...
Description: All users of blood magic have
similar rituals that focus the power of vitae to be infused with
power to allow the caster to refresh & regain their temporary
loss of will. The Tzmisce call it "Reawakening the Dead
Water", while the Setites call it "The empowerment of Set",
along with many variants. The Tremere have created many variants
and many an apprentice eager to raise in rank of the Circles of
Mystery create such a ritual. As of yet, the Council of Seven
hasn't of yet approved an 'official' Tremere ritual. This ritual may be learned from
another or may be researched & created from scratch. The player
& storyteller should work together to tailor the ritual to the
player.
History: This ritual comes with a
history. Magus Vaughn discovered
the power of meditation was able to soothe the mild effects of
frenzy, derangements and recover the ability for Tremere to work
their magic (Willpower). He then looked towards his friend &
Coterie member Baeodan, a Brujah turned Samurai, to open the
doorway towards the
Meditation Skill. Unknown to the magus, Baeodan had learned this
skill from... a Salubri. During the 1560s, as the Salubri purge
by the Tremere was coming to a close. The magus came to meet the
Salubri. He became torn between loyalty to Clan & to his
Coterie. The Salubri also offered insights into the unknown
occult and was able to speak rare & ancient languages. He know
that without the support of his coterie members, he would have
suffered final death many years ago. To best serve the
clan & himself, he decided to not pursue the Salubri, for
now.
System: The creation of this ritual, from
scratch would require 2 or 3 dots of Meditation. The storyteller
must decide, use of role-play would require only 2 dots, but
someone who just wants a ritual would be 3. Once learned, the
caster may learn the ritual, through research as per the Secrets
of Thaumaturgy rules. If learning this ritual from another, the
requirement of Meditation is not needed. The caster must enter a
trance/meditation like state. He then rolls Intelligence & Occult,
difficulty 4 (Ritual Level 1 + 3), with the following: modifiers:
| Modifier | Description of Setting |
|---|---|
| 0 | Remote Meadow / Monastery |
| -1 | Use of Incense |
| +2 | Appartment / Haven / Chantry (No Distractions) |
| +3 | TV / Radio / Mild Distraction |
| +4 | Someone talking to you |
| Impossible | Subway / Train Station / Combat |
Every three successes indicates the caster restores a temporary
point of willpower that was spent normally in game, not from
supernatural drain effects. Minimum 1 willpower regained so long
as this ritual does not fail. The Tremere may cast this ritual a
number of times a day in addition to their Meditation rating.
This may not gain permanent willpower, or allow temporary
willpower to exceed permanent.
Those who have learned meditation, however have learned this
ritual pales in comparison to the true skill of meditation.
Those users may roll Self Control + Meditation at difficulty 3 +
modifier and each success recovers 1 willpower.
The above modifiers should be respected, except the trance is 1 hour as opposed to the rituals 15 min
duration.
Storyteller Tip: It is also rumored that the
original ritual created by Magus Vaughn bestows a small quirk.
It seems the Salubri 'forgave' the Tremere for their actions
against his clan. Those Tremere who learn this ritual are
unaware that they wish no-ill will to the Salubri Clan.
They will expend what they can to cover-up any Salubri
conspiracy so long as it doesn't endanger themselves or their
position within the Clan. This doesn't mean the Tremere will not
defend himself or blame the Salubri for trickery. For
instance, Magus Vaughn believes the myth of the Salubri being
demon worshippers are derived from the Baali, and believes some
Salubri are worth saving. The 'coming to terms' must
mirror the caster's path, such as Humanity in this case. The magus
will destroy the Salubri to avoid persecution from his own clan
& to save his unlife, but it is up the the storyteller to
decide. This ritual shouldn't be a boon or a bane to the player,
but a storyteller niche... unless of course your players are
decedents of Magus Vaughn.
Rituals level 3
Description: This ritual remains secret within
the Tremere, but is not
uncommon among those who practice Blood Magic, for many
Assamites, Tzmisce, Setite, Giovanni know their versions of
Encrypt Missive, while fewer are aware of the decrypted version.
This ritual removes the encryption to allow reading.
System: The descriptor must spend twice the
number of blood points the
original caster put into the Ecrypted Message. The descriptor
then rolls
Intelligence & Occult, every two successes remove 1 success from the
original
encryption. This may be performed as an extended action, but the
blood
cost must be expended each time, in full, for every roll. Successes are
accumulative,
a failure does not stop the ritual, but a botch eliminates all
the successes
and the descriptor may no longer attempt to decrypt it, but
another caster may.
Storytellers should be aware elders have higher level version of
Encrypt
Missive, in which Decrypt Missive has no effect upon. Once
all the success are obtained, they caster may read the message
so long as it is in a language they already know.
Description: This ritual is an extension of
Principal Focus of Vitae Infusion. While the former ritual may
only use the caster's blood to form the Infusion. This ritual
allows the blood of another to be infused. Most common infusions
are peas, small coins & jewelry. This ritual variant has often
been used for coterie allies and to acquire boons with other
vampires. Venture enjoy having an emergency reserve of their own
vitae, that doesn't require refrigeration, but also prefer to have their
OWN blood they are ingesting, not that of another's.
System: This ritual is performed identically to
Principal Focus of Vitae Infusion, except that the other individual must spill their blood
into a chalice and then sit quietly across from the Tremere.
Only one blood point may be converted at a time, but the ritual
may be cast continuously. It takes 10 minutes to Infuse one
blood point. No roll is required, but is automatic unless the
ritual is interrupted. A caster can create no more
infusions greater than their combined Intelligence + Occult per day.
Components: Scaple, bra, jock strap, band aide.
History: Being a student under the "Elizabeth's
School for Girls" is both a prestige & a constant battle for
attempting to fit in. As some girls failed to develop into
womanhood or the embrace was performed in in haste, causing
scars, even wounds not correctly healed by their sires. This ritual was created
to restore their Toreador birthright. It is rumored Bartamew's
School for Boys also employs the use of similar rituals.
Description: Plastic surgeries origins were in
reconstruction of deformities, by accident or genetic flaw. The
success of such surgeries caused a landslide of requests for
removal of not only birthmarks and scars, but nips, tucks,
wrinkles and breast enlargement. A Kindred is a static being
and such a procedure is useless and the Kindred will often
reject any alteration automatically by healing upon rising. This
ritual circumvents such restrictions.
System: This ritual requires the user to first
wear the appropriate clothing around the area they wish to
augment. If a caster wishes to remove a birthmark or a scar,
they apply a bandage over the area, if a female caster wishes to
increase her breast size, she must wear a bra of the size she
wants to be. Once completed, the caster takes the scalpel as a
wand, and waves around the area wished to be augmented, then
recites: "Beauty is only skin deep, but blood is forever."
| Successes | Alternations |
|---|---|
| Storyteller | Bigger/Smaller Breasts |
| Storyteller | Nip & Tuck |
| Storyteller | Removal of Scars / Birthmark |
| Storyteller | Removal / Alteration / Addition of tattoos |
| Storyteller | Male 'enhancement' |
Successes must be obtained in a single roll, but multiple
attempts may be performed and will often be required for
multiple effects. The storyteller is to determine the number of
successes required for the effect.
Example: Lady Elizabeth realizes that one of
her students at Elizabeth's School for Girls isn't as endowed as
her peers. The storyteller determines that 3 successes are
required to make the augmentation. As the student puts on a bra
of the size she wishes to become, Lady Elizabeth notices a small
scar, a remnant of failed plastic surgery to remove a birthmark.
The storyteller determines 2 successes are required to remove
the scar, and 1 successes is required to remove the remaining
birthmark. Lady Elizabeth must now roll 6 success in a single
roll to obtain all the effects or may choose to affect one
characteristic at at time. Each casting takes an entire
evening.
Components: An outfit of clothing, including accessories.
History: The fashion line "E", became a the
most elite & demanded clothing line even until Modern Nights.
The Black Monday crash of 1987 caused the "E" line to fall
substantially. As Elizabeth struggled to regain her position,
she researched blood magic to enhance a personal line of
clothing that became in such demand, she had to only partly
cast this ritual as such a demand of enchanted clothing would
become a breach of the Masquerade.
Description: The Toreador balls have become
legend. Orders for wardrobe are often placed many years in
advanced, are custom made and unique. If any subtle flaw is
noticed, the wardrobe is discarded. Some Toreador who had
association with Tremere or those even more fortunate enough to
know blood magic know this ritual that will magically enchant
their wardrobe & to create clothing of unearthly beauty.
System: This ritual enchants the clothing, not
the wearer. The magical clothing will never tear, never have a
thread come loose, get dirty, or even stain. The casting effect
is an all or nothing effect, three successes are required
enchant the entire outfit and the enchantment is only effective
if all of the items are worn. Mix & matching different enchanted
outfits will nullify the ritual. Three successes are required
along with three blood points and a temporary willpower. Success
gives the caster the benefits of the above, along with the
ability of never being able to botch an etiquette roll if
Kindred. No matter the difficulty, enough success will always be
obtained to cancel any 1s rolled, but failure is still possible
if no successes are scored.
The vitae is expended into a small saucer, then mice out of
nowhere come and begin to reweave the the wardrobe.
The caster may attempt to do only a partial enchantment to give
the benefits of "stain free, loose threads, or even get dirty".
This ritual does not provide body armor any damage beyond the
'normal' will destroy the ritual.
Components: Empty shotgun shell, filled with
tree resin, dipped in sulfur.
History: This unique ritual traces its origins
to Anarch Blood Magic. Anarch Thaumaturgies resort to unorthodox
methods & components to complete their rituals due to their lack
of access to a tutor or an occult library. Magus Vaughn overhead
younger apprentices talk of performing research, using gun
powder, Styrofoam, even Velcro for their possible uses. Vaughn
built from these theories, but applied old magic to put meager
words into practice.
Description: By binding oneself with both the
practices of new & old magic, a magus may gain supernatural
resilience. The caster or target of the ritual is able to resist
damage with much ease. The individual may soak aggravated damage
with their Stamina.
System: Although this ritual principal is based
upon the Anarch ritual "Iron Body", the use of Hermetic
Principals have both made it more difficult to learn, yet more
powerful. While the Anarch Variant is a Level 2 ritual, the
Hermetic variant comes in both a level 3 & level 4 flavors.
Level 3
The magus first obtains an empty shotgun shell, by firing then
collecting the shell is the most common. It is then filled with
tree resin and allowed to dry. It is then dipped in a sulfur
solution. The shell must then be placed in a pocket of the
caster. The complexity of Hermetic allows the ritual to have
duration of 15 min per success on the Intelligence & Occult roll, which ever
is greater.
Level 4
The caster may delay the effects, by stopping before the
incantation. To enact the spell, the user must place the shell
in their coat pocket. The caster then rolls Intelligence & Occult,
number of success determines the number of rounds the ritual is
in effect. This variant allows the shell to be casted, then
given to another. The caster makes the duration roll, but the
subject makes the soak rolls as usual.
Components: Parchment of paper, caster's blood to write the
note.
Description: This ritual, created shortly after
the formation of the Camarilla.
This ritual allowed for rapid communication between not only
chantries but between cities. While the Assamites will use
nature's winds to carry the message to its destination, the
Tremere use their mystics beyond. After the note is written, the
caster folds the note and throws it out the window. The note
then transforms into a bird and flies to the recipient
immediately.
System: To create this ritual from scratch, the
caster must meet the requirements to create a level 3 rituals,
PLUS Animal Ken 2. A caster may learn this ritual from someone
who already knows it without needing to know Animal Ken. To cast
the ritual, the magus must take a piece of plain non-magical
parchment. The letter must then be written with the caster's
blood, which then becomes inert, may not be used for blood
bonds, disciplines or used for any properties against them.
Once written, the caster folds the letter into a small bird or
plane so it may glide. The Magus throws it outside and
rolls Intelligence & Occult, Difficulty 6. The letter takes 12 - # of
Success in Hours to arrive to the target. The recipient may not
reply unless they have a form of communication as well. The
message has no known way to block or stop the communication.
Animals pay no attention to the message as they are unable to
see it.
Requirements: A Tomb, 1 blood point / 3 pages
Description: The fabled Wizard's book. As young
Tremere find it difficult to locate a specific tomb while elders
refuse to leave their chantry due to leaving their library
unavailable to them. This ritual was created to circumvent the
requirement for a dedicated & organized library along with quick
reference to tombs. This ritual will create an exact copy of the
tomb in question in an enchanted tomb that will store multiple
copies of other tombs. The casual observer will see a book with
blank pages, but by speaking the name of
the book requested across the spine, the pages will fill with
text of the tomb in question. This may be done for
multiple tombs contained within one tomb.
System: The tomb must be a fairly large tomb
and of the highest quality. A "Mead" or a "Five Start Notebook"
won't cut it. The blood requirement allows the ink to be
inscribed into the tomb. To begin the ritual the caster spends
the amount of blood into a flask (inkwell). This blood is then,
for game purposes to be enchanted ink. It may not be used to
create childer, blood bonds, or other magical effects. No roll
is required, but the caster must pen the entire tomb by hand.
This is performed as an extended action during the time
required. The caster may not stop longer than 36 hours between
breaks otherwise the ritual fails. It is common for Reagents and
Elder Tremere to have apprentice Tremere index their libraries
with such a ritual, so the reagent may have quick access to all
their library with a few books in their study. Encrypt Visage
may also be casted upon the tomb to prevent unwanted eyes from
reading the material. Finally, the original tomb must be kept in
a safe location as if it is ever destroyed, the text from the
enchanted tomb will vanish.
Description: To establish themselves as true
Cainites and to turn favors with Princes who care not for the
Usurper Clan, many a Tremere used this ritual to form minor
ritual trinkets to be inscribed upon scrolls so their benefactor
will have the benefit of casting the ritual, without knowing
Thaumaturgy. This not only allowed the caster to turn a trivial
knowledge of Thaumaturgy (to him at least) into a boon, but it
also created a 'need' for the magus and allowed him to keep to
the Tremere Oath by not to teaching Thaumaturgy to other
Vampires.
System: Although some Tremere find this ritual
to be an improved
version of the Level 2 Inscription ritual, it is in fact it's
own
entity, as each have their own advantages/disadvantages. This
ritual
allows the caster to imbue up to level 3 rituals, without
sacrificing
their blood pool rating. In addition it maybe casted more than 1
time by
the user, but it uses the user's Intelligence & Occult, NOT the original
casters.
In addition, a trivial spell component must be instructed to the
user.
(Tremere found quickly to avoid prying eyes into their magics,
they
both used Encrypt Visage and some trivial spell component to
throw
off would be magus to try to decrypt the spell and learn
Thaumaturgy
or the ritual itself.
System: Any 1st, 2nd, or 3rd level ritual may
be inscribed. A page of paper is required per level of the
ritual. In addition 1 blood point per page is required to cast
the ritual and any additional blood points will allow the
ritual to be casted more than once. Say for Instance a Tremere
imbued "Burning Blade" on a scroll. This level 2 ritual would
require 2 pages + 2 blood points, but this would only allow 1
casting before the scroll turned to dust. Any addition blood
points past the requirement would allow extra casting sessions.
In addition, the magus must roll Intelligence & Occult difficulty Ritual+3.
Success determine the maximum number of success the user may
generate for their OWN Intelligence
& Occult roll. The recipient of the
above ritual then makes their own roll to determine
effectiveness, duration, etc.
Many common uses of this ritual include: "Communication with
Sire/Childer/Coterie, Burning Blade, Extinguish, Recure of the
Homeland, Blazing Shaft, Mirror of Second Sight, Ward(circle) vs
Ghouls.
Tremere do NOT teach Deflection of Wooden Doom, Pavis
of Foul Presence, Principle Focus of Vitae Infusion, *any* stake
ritual, Rutor's Hand, or any other True Tremere Rituals, as
this would break the Tremere Oath.
In addition, Transsubstation of Seven, Power of the Pyramid,
Inherited Affinity,
are somehow 'protected'. Any attempts to transcribe it, end up
in a failed roll,
but the caster 'knows' they should have succeeded. Of course no
Tremere has ever asked their superiors why this failed, for
obvious reasons.
Rituals level 4
Components: Precious gems, each individual
gem cut from larger gem.
Description:
The beauty of gems has been long sought after by Kine & Kindred
a like since before anyone can remember. To some, they are
nothing but colored glass, but to a Sorcerer they
are much more. Every gem has a spirit of it's own. As they are
created by nature, they grown & mature and they are able
to view the world transform around them. Setites were the first
to discover this latent magic and use such precious gems as
communication tools. Since the Tremere quickly became the
foremost users of Thaumaturgy, their hermetic principles quickly
took fold upon other sorcery findings. It was discovered that
although each gem is unique & identical, if a larger gem is cut
into smaller segments the segments still retain their 'memory'
and mystical properties. This ritual exploits that fact to allow
a means of communication that won't reach Kine or Kindred until
modern nights.
This ritual allows two way communication between multiple
parties. The users are both able to communicate telepathically
and view what the other user is seeing. Only speech or sight may
be transmitted at once, but the only limit to the number of
speech or sight received is limited by the number of gems used
in the ritual
System: The component for the ritual are
precious gems. They may be any, Diamond, Sapphire, emerald, in
fact many Tremere rituals use emeralds, while many Setites use
Sapphires due to their frequency in their native lands. This ritual require all of the gems in use to
originate from one larger gem. In order
to create 3 devices, then each piece must have once been joined
together as a larger gem then
cut into smaller segments, but not necessarily into equal parts.
Thus a Tremere wishing to create
a large circle of say 6-8+ devices must either be very lucky to
obtain the precious gems that were
once whole or someone find a large gem and have it professional
cut into smaller segments.
The minimum requirement is two pair of devices. So 4 gems are
required. This would allow two
individuals to communicate. The total number of gem are split
into two segments of the ritual.
The caster spills 1 blood point per each gem in a goblet made of
silver, then adds the number of
gems. After which, the caster then places the remaining half of
the gems into another goblet made
of gold and again adds 1 blood point per gem. This ritual must
not be interrupted, even to feed.
Many Tremere must use Potency of the Blood to ensure they have
enough blood pool to complete the
ritual. After which the goblets are set on a blaze using Lure of
Flame (Level 1), until the blood
has boiled free. As the blood boils away, the Tremere takes a
third chalice this time made of
half gold, half silver and begins to etch a rune of power &
knowledge at the bottom which will
connect multiple points together. Once the blood has evaporated,
the Tremere removes 1 stone from
each goblet touches them together and recites:
"What was once one, is now many, and what is now many will once
again become as one."
The Tremere then ties the two gems together using a black silk
cord. This continues until all the
gems in each goblet have been 'mated' and the verse has been
recited. The player makes their roll.
One success is needed per pair, but 5 successes results in 100%
completion of all pairs. The Tremere
may keep & distribute half of the stones, while the 'mate stone'
is placed into the chalice of
silver/gold where they must remain for the ritual to function. A
botch roll angers the spirits within
the gems and all blood used was lost. The gems refuse to be
apart of any ritual for that caster, and
this is apparent via spirits touch. Telepathy has no effect, but
Mystical Sight Discipline technique
reveals an "angry" halo around the stones. They may be
convinced to be used again using Elementary
Master Level 2 (Manipulation & Subterfuge D# of 1s + 5).
By placing the gem on the users head (forehead is common for
males, earrings for females),
a telepathic link similar to "Communicate with Kindred Sire",
may be established. In addition
the member may view what the individual views during telepathy.
If being viewed, then speech is not
carried. Telepathic communication comes very natural to Tremere,
as they have many rituals and
Disciplines that allow them to practice, other clans however are
different. If the subject who
is using the stone didn't have a previous form of telepathic
communication (Ritual Magic, Auspex),
they must roll Wits D7 and gain two successes, otherwise they
speak their conversations out loud.
Components: Mirror Walk, Emerald Dust, 1 blood / mirror
Description: Mirror walk allows for fair escape
from dire situations, but appearing in the chambers of your
enemy would cause..and inconvenience. This ritual allows the
caster to attune multiple mirrors so they make be used with
"Mirror Walk" creating a minor teleportation Ritual. Once
completed, the Caster may mirror walk through any of the mirrors
attended with this ritual.
System: All mirrors to be attended must be
present together for the attunement.
The mirror limit is per the Caster's Occult Rating. Although
there is no limit
to the number of "sets" a mirror may be attunded. The caster
must use Emerald
dust to etch runes on the reverse of the mirror. The runes for
each mirror
must be unique, as they will identify the mirror for
teleportation. Once the
etching is done, more emerald dust must be mixed with the
caster's vitae and
the reflection of each etching must be drawn upon the reflective
surface of all
the other mirrors. Once the ritual is completed, this drawing
vanishes, indicating the ritual was a success. The runes must be
legible, but drawing hidden runes would require the use of
Auspex & a Crafts roll. Any use of "extension" or "enhancement"
ritual allows the caster to take "two" individuals instead of
the normal one additional companion.
Components: Raw Gold/Silver/Platinum molted into a coin &
etching tools.
Description: More than often occasional arise
when a Tremere wants to establish a limit to the number of
individuals who may learn rituals. It may be a very strict
regent who must know exactly what Tremere under him know which
Ritual or it may be a lowly apprentice who doesn't want his
newly created ritual fall into the hands of their rivals. Many Elders teach their
childer their own private rituals or assist them by allowed
them to have advanced rituals, but use this ritual to protect
their investment. Certain researchers use this to limit the
knowledge of their research & development.
System: A raw amount of a precious metal, be it
silver, gold or platinum must be melted then poured into a coin
template the size of at least a USA 1/2 dollar. No crafts roll
is needed so long as this is performed as an extended action,
say over 2-4 hours. Once the coin has cooled, it will need to be
shaved to reveal two smooth surfaces. Once completed, the Caster
inscribes his name to one side of the coin. On the reverse side
of the coin, the caster inscribes the name of the ritual the
caster wishes to teach, but to be prevented from teaching. The
apprentice must then inscribe their name on the same side. Both
parties then spent 1 point of blood over the coin and boil it
until only the coin remains. Once completed, the learner can
only speak the name of the ritual, but is unable to teach, in
any form, written, spoken or demonstration. This ritual also
prevents those from eavesdropping with obfuscate, but not
surveillance equipment technology or possessed animals via
Thaumaturgy Rituals or Animalism. The only release of this
ritual is for anyone to destroy the coin in question.
History: This Tremere ritual traces its origins to Transylvania and to the Tremere Lord of the area, Magus Vaughn. The ritual is Koldonic in nature but was revised and enhanced using The Hermetic Principles. The Kuldon's often use spirits as messengers & errands and while this ritual lacks that versatility it makes up for it in it's ability to fetch items from great distances.
Description: By expenditure of vitae or willpower, a Magus may summon an item which has been enchanted by this ritual. This 'teleportation' is done by a previous pact with spirits that in exchange for vitae or willpower will retrieve the item and give it to the magus. Since Spirits are able to go into the Umbra and may travel at rapid speeds such as Kindred do in Anima Walk.
System: The magus places the item on the earth. He then spends 1 point of vitae upon the item and then chants a welcoming message, asking for the assistance of any nearby spirits. Spirits normally come within that round. Tremere are often taken back by the number of spirits in existence, for there is a spirit for each material reflection in the physical realm. The spirit immediately understands that it will be the caretaker of that item and will agree to ferry it between two points if the Magus agrees to the deal. Typical "cost" is 1 blood blood. If the item is a weapon, armor or any item that give additional "dice", then the cost is increased by 1 blood point. Spirits refuse to ferry items that have other spirits bound to them, such as fetishes for they fear they may be bound. They also refuse to ferry items or relics with True Faith. Larger objects require more vitae, but tombs, daggers or items 2-3kgs may be retrieved with only 1 point. A short sword, would require a base of 2. The magus may also op to spend willpower instead of vitae or vice versa at the exchange rate of 1 willpower to 5 blood. Sprits rather much enjoy willpower and would prefer it.
These terms are non-negotiable. If the magus attempts to haggle, the spirit leaves immediately and leaves a supernatural marker on the item to let other spirits of this ill transaction.
Once the agreement is performed, at anytime the magus may summon the item. The magus need only spend the fore mentioned agreed amount, then roll Intelligence & Occult. The amount of time required the spirit to retrieve the object and return it to the magus is determined by the chart:
| Successes | Duration |
|---|---|
| 1 | The Next Day (Upon Rising) |
| 2 | The end of the scene |
| 3 | 5 rounds |
| 4 | 3 rounds |
| 5 | Start of next round |
| 5+ | Instantly |
Rituals level 5
Components: One Amulet; Magus choosing, must be of precious
metal or gem.
History: This ritual marks the first union of
Hermetic Thaumaturgy & Setite Sorcery blood magics. While
fundamentally, all blood magics have the same principals they
all vary to a significant degree. The Followers of Set believe
their magics originated from the Dark God and they use their
incantations that date back before the founding of Egypt. The
Tremere of course, see their magics as the best. While the use
of Hermetic Principals has allowed a huge library of rituals &
paths to be developed and documented, their origins are based
heavily on True Magic. The collaboration of the Tremere Lord & a
Setite defector allowed for this ritual to be created.
Description: This ritual requires an amulet,
medallion or any other decoration to be worn around the the neck
of the user. The Followers of Set, enjoy decorations of gold &
images of their God, Assamites would use leather straps and
symbols of their founder. The Tremere's variant differs magus to
magus, but is often an amulet made of a precious metal with a
gem. The type of gem & metal vary depending on preference. Once
the amulet is obtained the ritual may begin by impressing the
amulet with the blood of the caster. The amulet, soaked in the
casters blood then is placed on a scale. Here an offering is
made to Anubis, asking him for extend the users life in this
world. Once enough gold is placed on the opposite side of the
scale, the gold offering is covered in blood then set a blaze.
The magus then adds his own blood to his amulet once again,
completing the ritual.
System: The maximum number of blood points
added to the amulet is critical, as the caster may only invest a
number of points equal to their permanent willpower rating. The
player then rolls Intelligence & Occult any
success complete the ritual. The blood pool invested become additional
soak dice that now belong to a separate 'soak' pool.
The
character has access at any time to use during times of soak to
draw from this pool to increase their own normal soak pool.
While the pool may be used to soak bashing, lethal or
aggravated, once dice are moved from the temporary pool to their
normal pool, they are spend and do not return, even if they were
successes or not. The player must also use different colored
dice for these soak dice for if these dice ever botch the amulet
immediately shatters and Anubis is angry with his offering. Once
all soak pool is expended, the amulet becomes inert, but may be
used again in this ritual. Multiple castings of this ritual do
not stack, nor do multiple amulets on the same individual, even
if this ritual is cast from different casters. The strongest
amulet is the amulet in play and the second amulet stays inert
until for a number of weeks equal to the soak dice it gives once
the other amulet becomes inert. If one amulet shatters, they all
shatter.
Description: The Tzmisce-Tremere wars &
Hermetic Mage-Tremere wars caused severe casualties until the
Elders of the Tremere created this ritual to allow delicate
coordination of their armies. After cleansing their body of
impurity, then entering a trance-meditation state for 8 hours
the Tremere gains a telepathic link that not only allows speech,
but thought, and coordinated movement actions. This ritual both
allows coordination of both army troops & elite troups. The
ritual may be used in conjunction other Caster's to allow
multiple meditation across the entire army.
System: After performing the rituals "Cleansing
the Flesh" & "Purity of the Flesh", the Tremere then restores
his blood & enters a trance meditation state for 8 hours. The
player rolls Intelligence & Occult. Each success controls 1,000 stock
troops or one elite (coterie member/general). Every 2 hours
the caster rolls Stamina, difficulty # of hours that has elapsed
during the ritual. Willpower pool may be shared between
coterie/elite troups via the Vessel. Any other powers & the
interpretation of this ritual are best left to the Storyteller.
Description: This ritual is highly complex
as it originated as a hybrid ritual of Donning the Mask of
Shadows & Splinter Servant. To begin the ritual, the character
must have a stake taken from a tree nourishing itself from the
dead (Cemetery, Grave, battlefield). As it is carved into a
stake, it must be dipped into the blood mixture of cat, owl &
chameleon. At the end, the stake must be sealed in wax created
by bees who feed from the same blood of the cat, owl &
chameleon. Once the wax is applied, it must be tightened with
nightshade twine.
System: This ritual requires an initial roll of
Intelligence & Occult. The ritual requires 12 hours to cast (Minus 30 min per
success). Once completed, the Tremere removes the wax & twine,
then recovers it with another application of wax, again rolls
Intelligence & Occult, this time only 6 hours (Minus 1 Hr / Success). This
ritual normally takes two (2) days for most magi to complete.
Once completed, the Servant Stake is translucent, while the was
covering is opaque. By removing the covering the servant
immediately attacks it's target. The Servant has an attack rating
of the Caster's Intelligence & Occult & a damage rating is the Caster's
Thaumaturgy rating. The remaining stats are identical to that of
a normal Splinter Servant, plus the fact that it is concealed
under invisibility. The pseudo-obfuscate rating is equal to the
caster's thaumaturgy rating / 2. Any difficulty or die modifiers such as Ability Specialty,
Blood Bhylactery, or Enchant Talisman will reduce the difficulty
to enchant and increases the attack dice of the stake, but NEVER
reduce its difficulty to attack or stake it's target. The invisibility
allows the Servant surprise attack the first round. The Servant still automatically
strikes for the heart. Auspex of equal level cuts through
the cloak instantly, no contest.
Components: 1 Blood Point & 1 Dozen roses pedals per point
of permanent current appearance.
Blood must be of Virgin of the same sex as caster.
History: This ritual traces its origins to a
Toreador Thaumaturge. The appeal & versatility of Blood Magic,
was used to fuel the beauty of the blood. After dabbling in the
arts, this ritual was created to become The Fairest of Them All.
Description: The Tzmisce claim it was their
Viscititude that gave the Toreador their unearthly beauty, yet
the Toreador claim it is their birthright. There are many
Toreador who used magic to give them a competitive edge in this
field. This ritual is witness to such magic, as it will
temporarily boost the caster's appearance.
System: The caster must first obtain one point
of blood per dot of appearance they currently have. This blood
must come from a virgin who are of the same sex as the caster.
The blood is then poured in an antique bathtub, pedals of a
dozen roses per point of appearance are added, along with one
apple. The caster then bathes. The player then rolls
Intelligence & Occult, success determine the duration:
| Successes | Duration |
|---|---|
| 1 | One Day |
| 2 | Three Days |
| 3 | One Week |
| 4 | Two Weeks |
| 5 | Three Weeks |
| 6 | One Month |
| 7+ | Three Months |
| Reach Additional Success | Additional Three Months |
Multiple castings have no effect in appearance change or duration, but it will 'reset' the duration to the new casting.
Description: This ritual serves as an extension
to Level 3 variant, Tomb of Conscientia. The previous ritual's
limitation that if the original book in questions is ever
damaged or destroyed, then the Tomb will also suffer the equal
effects. This ritual removes this limitation. Once the tomb is
scribed, the tomb's information will be permanent & impervious
to damage.
System: The tomb must be in pristine condition.
A 1/4 blood point per page is required to scribe to be created.
The blood becomes enchanted ink and may not be used for blood
bonds, creating childer, blood mastery or any other kind of
manipulation. The text may be written by hand or may be
accompanied with the "Scribe" ritual to allow the magus to
dictate directly into the tomb, which would allow a much more
rapid copying technique. Encrypted Vissige is often used to
prevent the information from being viewed from others and many
Elder Tremere often use ancient or forgotten languages to
prevent those who circumvent the guards & wards from reading the
text. The rituals name, Scientia is very significant as the
oldest Tremere deal solely with the Occult, while those who are
Embraced closer to modern Nights feel that Science is the "new"
occult. One of the few things common to both types, is they both
use this ritual for their own note taking in Scientific &
Thaumaturgical experimentation.
Components: Caster's Vitae, beeswax & holy water.
History: This highly secretive ritual traces
it's origins to the Tremere. While the Tremere where trying to
restore their once might magicks, they began to research their
own disciplines. Once the Tremere realized that didn't hold a
monopoly on those who could posses others, this ritual was
created in secret. This ritual is common among the Pontifex of
the Tremere Clan, who teach it to others in times of distress or
need. This ritual allows a magus to trace the use & application
of powers the involve possession, both by discipline & true
magick.
Description: This ritual does not prevent the
use of possession, instead it allows the caster to track & trace
it's use from the victim back to the source.
System: A mixture of vitae, beeswax, and holy
water are added to a bowl made of clay & earth. The holy water
quickly destroys the vitae, leaving only the beeswax. The wax is
then applied to the brow of the individual who wants their soon
to be possessor traced. Once applied, the wax must immediately
be washed with clean water. The caster's player rolls
Intelligence & Occult, each successes allows the ritual's duration to
last one day. If the wax is removed using holy water, the
difficulty drops to 5, making it relatively easy to track
mortals as few Kindred wish to risk even touching it. Once the
victim is possessed, then then possessor departs a mystical
trail links both victim to its user. This trail by be viewed &
track by the Mystical/Thaumaturgical Sight (Discipline Technique) or Anima Walk (Auspex 5).
Rituals level 6
Requirements: Escape to True Friend
Components: Coal & White Chalk
History: During the Convention of Thorns, Lord
Vaughn discovered the eldest of the clan have a much more
sophisticated teleportation system that Escape to True Friend or
Mirror Walk provides. In fact, their Escape Circles seem to be
inner connected & he theorized that any of the Eldest may appear
in any Escape Circle every made by any of the Tremere. Working
on this premise, Lord Vaughn created an enhanced version of
Escape to True Friend. While this ritual is more versatile &
powerful than Escape to True Friend or Mirror Walk/Mirror Attunement, it is still
very marginal compared to the true power of the Inner Circle.
Description: This ritual is based off the
Escape to True Friend Ritual. Instead of using a "True Friend"
as the destination, it uses another Escape Circle as the
Destination, thus a minimum of 2 circles must be formed. Once
the circle is completed, the Magus may just step into it, then
speak name of the waypoint he wishes to teleport to & will
instantly appear. Magi who know Escape to True
Friend may use the same Escape to Waypoint Circle for Escape to
True Friend, but
not for Escape to Waypoint unless they know that ritual as well.
System: This 7-day (per circle) ritual involves
drawing an inner circle using coal. The symbols are to be
written clock wise, in Latin & describe the circles location by
the north star. Another circle is then drawn using white chalk
just outside of the coal circle. This circle is written in Greek
& drawn counterclockwise, and must also describe the circles
location again, by the north star. Vitae of the caster is then
spent, connecting the inner & outer circles. Here the magus
spends 5 points of blood and 'names' the waypoint circle. This
makes this Circle unique and may be teleported to. Many Magi
use the most rare or unique language on the Waypoints they wish
to protect or kept secret. The player then rolls Intelligence & Occult.
Each success subtracts 1/2 nights preparation required to
perform make the ritual. Upon completion, they magus may
teleport to their own other Waypoint by speaking out loud the
'name' of the waypoint, in the same language used to inscribe
it. The magus may expand the size of the circle to allow more
individuals, but each individual increases the casting cost by 2
(two) extra successes and extends the ritual by one day. In
addition, even though that individual Waypoint Circle may carry
more passengers/cargo, unless the Magus teleports to a ring of
the same size or larger, he will not be able to teleport all of
them back, unless he make multiple trip or and creates a larger oneCircle.
Storyteller Tip: It is rumored among Transylvanian Tremere that Lord
Vaughn didn't have the ability to create such a ritual, in fact
many claim their Lord tried many times and failed to create such
a ritual, missing some minor detail. It is believed that
Counselor Etrius assisted Lord Vaughn in the final details, as he was
impressed with the Lord's ability to re-construct the ritual.
It is also rumored that perhaps it was a boon paid to the Lord and Etrius created it
himself as Vaughn's ability of Thaumaturgy is limited. Due to
the presence of Kupala & demons of Transyania, there are
whispers that the ritual is Demonic or even Kuldonic in origin.
History: The ritual Sands of Time belongs so
early in the World of Darkness books, that it dramatically needs
to be redone to fit in the Revised world. This is my attempt to
do so.
History/Description: The Tremere have longed
sought after the powers of rapid movement. After the Tzmisce-Tremere
war, more courts more readily accepted the Warlocks due to their
Thaumaturgical magics & benefits they would bestow upon a
prince's court, but many Usurpers were Jealous, especially of
the Toreador & Brujah for their fondness with Celerity.
Immediate work across all chantries began trying to discover a
way to reproduce this technique with Path magic, but all
attempts failed or resulted in a path too weak to be useful.
This ritual was one of the early attempts to create such an
ability, by
taking away the speed of another user, thus relatively granting
them more speed. Once the curse on the Assamites fell, many
Tremere Lords & Regents who knew this ritual, placed Sand Traps
in order to slow attackers to their chantries.
System: This ritual involves using a polished
marble bowl. The bowl must then be filled half way using a
mixture of white sand & powered glass. The magus hands a small
handful of each, one at a time to the bowl while speaking mystic
chants. In addition, if this ritual has never been cast before,
the Magus must scribe runes on the inside of the bowl prior to
the ritual, which depict the speed of animals. At the end of
this 5 hour ritual the sand becomes enchanted. If anyone touches
the sand, the victim looses a number of actions equal to the
number of successes gained on the ritual activation. The victim
may reduce the number by pending for Celerity/Time/Rage, etc to
help reduce the number of
actions. Roll: Intelligence + Occult. Each success
must be overcome through a forfeit of an action before the
individual may once again take a normal action.
Example: Prince Arthur's childer boasted about their skills in their
latest match against Beoden, the cities Seneschal and Brujah
Elder. To give the Ancillia a taste of their own medicine,
Prince Arthur asks Lord Vaughn if he would demonstrate the
difference between fighting a Sorcerer instead of a Warrior.
Initiative is rolled and Lord Vaughn goes first. He splits his
dice to take multiple actions and throws a small bag of sand
against each childer. Vaughn had previously obtained 3 successes
on the first bag and 7 successes on the second bag during
activation of Sands of Time. The first childer must wait 3
actions (thus forfeiting this action and next 2 turn if he
doesn't have Celerity) before he may act again. The second childer spends for Celerity 2, resulting in 3
actions removed from the 7 successes, or 4 more actions to
forfeit until she may act. If she chooses to activate Celerity 2
again
the second round and then the third round, she may act on her
first Celerity action, as the 7 successes have been overcome by
her actions... however the lesson of Prince Arthur has been
learned as Lord Vaughn throws two Splinter Servants to deal with
the Ancillia, who may not act & are caught by surprise.