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storyteller when he is using this ritual & the storyteller determines the duration of time required until the Flaw is no longer applicable.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.

Componets: Rouse the Elemental Spirit

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.

ritual magic

Rituals are magic that require a formula of items, time & preparation.  Their effects vary, but all hold power of the caster.  Some rituals are automatically casted given time, others require a Intelligence + Occult roll 3 + level of ritual.