Magic

= Incantation = This 7 point merit can be taken at creation or during play for 25 points. A character possessing it may learn any amount of incantations at the cost of 6 EXP per level. The character automatically starts with one. Incantations are a farm of magic wholly unique from the blood magic used by kindred.

An Incantation is a bit of magic bound up in the world. Some say the gods never created the world thoroughly and left parts undone, locked away by divine magic. Incantations are the keys to this potential, but also a promise made to secret powers that once unleashed, the chaos will take some specific form. Incantations aren’t flexible spells or routes to greater and greater power. Each one completes a simple task so long as the witch performs its required ritual perfectly, and with supreme focus. Where many of a witch’s other abilities rely on intuition, Incantations require rote learning to perform correctly. They permit only the slightest stylistic flourishes — a cry to Mary instead of The Morrigan, perhaps. System: Each Incantation can only be cast in a particular time, place, or both, such as at under the full moon or at a murderer’s grave. The Incantation also requires specific materials: certain herbs, say, or worms boiled in a cauldron. Only then can the witch perform ritual acts to rouse the Incantation’s magic.

Circle, Amulet, or Potion: Circle, Amulet, or Potion: The witch must decide whether the Incantation’s power affects an area (circle), is bound to an object that can be moved (amulet), or is stored within an object that is later consumed (potion). Incantations possess one great limit compared to other forms of magic, in that they cannot truly affect distant targets unless an amulet or potion is brought to its location. The exception is To Summon a Being, which draws the target to a location. Note that “circle,” “amulet,” and “potion” are examples and general names, and a length of red string that expends its magic when tied to someone might count as a “potion” for rules purposes. A circle need not be truly circular, but can define a space with no more than a 50-foot radius. An amulet is transferrable, and can be stolen from or secreted on a person.

Willpower Expenditure and Roll: At the ritual’s conclusion, spend one point of the witch’s Willpower and roll her permanent Willpower (difficulty 8 ). Only one success is required to bring about the Incantation’s full effect. Additional successes may only be useful if some supernatural power might interfere with the Incantation, in which case the successes scored serve as a general measurement of its strength.

If the roll fails, nothing happens, but the materials are no longer fit for the Incantation, and must be replaced if the witch wants to make another attempt. On a botch, malformed magic ripples through the witch, causing sudden pain and illness. This inflicts one level of aggravated damage and leaves a mortal bedridden for a few days.

Incantations and Other Magic: Incantations cannot undo the effects of Path magic, Disciplines, and Awakened magic. They’re inferior to all of these, and these forms of magic can undo Incantations using their usual systems for countermagic, as if each Incantation were a one-dot power that scored one success.

= Abyss Mysticism = Pierce the Murk

Ritual level 1

It is a simple fact that understanding flows from perception and darkness thwarts perception. Most individuals incorrectly assume no answers are to be found in the dark, but that is simply because they do not know how or where to look. This ritual resolves the first paradox, attuning a mystic’s eyes to the primordial darkness even as they forsake light.

System: The mystic invokes the Obtenebration power Shadow Play and concentrates, focusing the manipulated shadows to gather into a sphere. She holds this intangible sphere in one hand and gazes into its depths, while her player rolls Perception + Occult (difficulty 8 ). Success means the vampire permanently gains the Merit Darksight (p. 206), while a botch results in the mystic permanently gaining Darksight as a Flaw. A failure means the Cainite fails to comprehend the lesson and must try again another night.

Side effects: When a vampire uses Darksight obtained from this ritual, her pupils appear to grow in

an inky stain that envelops iris and white in pure black. Those who botch this ritual obtain blackened eyes for the rest of their unlife along with their warped perceptions. Drinking the Blood of Ahriman

Ritual level 3

By drawing the shadow essence of the Abyss into himself and fusing it with his blood, a mystic who knows this ritual may undergo a frightening transformation.

System: The mystic summons a Nocturne and cuts her palm with a knife that has never tasted blood. Chanting softly, the mystic flicks blood into the Nocturne, drawing its hunger into her wound. The shadow melds into the palm, traveling through the veins to suffuse the vampire’s entire form. This painful process takes half an hour. During this time the vampire is at –2 dice from the cold agony of the fusion. At the end of the ritual, the vampire’s player rolls Manipulation + Occult (difficulty 8 ). Failure means the fusion is unsuccessful and the shadow escapes to the Abyss. A botch means the shadow drinks one blood point per 1 rolled before departing. Success causes the vampire’s skin to darken noticeably and her eyes to become the impossibly inky black of the Abyss.

In this augmented state, all Physical Attributes lower than her Obtenebration rating rise to that level. All Obtenebration powers up to level three receive a –2 difficulty, and the blood cost to grow or expand an Arm of Ahriman is halved (rounded up). The void augmented vampire must spend a number of blood points upon awakening each night equal to her Obtenebration rating. Failure to pay this surcharge immediately revokes the transformation. In addition, the vampire’s shadowy form takes triple damage from sunlight and her Appearance drops by one dot while this ritual is in effect.

Side effects: Once a vampire spends more consecutive days in spectral form than her highest Virtue, the darkening of her skin becomes permanent. This resembles the darkening of an elder Assamite and grows more pronounced the more frequently the mystic casts and maintains this ritual. Vision of Shadow

Ritual Level 4

There are shadows everywhere, and with this power, the mystic can use them to observe her enemies without their notice. Using the Obtenebration power, the Cainite calls up a ball of shadows and uses it like a crystal ball to see what her enemies are up to several miles away.

System: The vampire makes a casting roll to call up a ball of shadow that she will use to scry on a target. If the caster fails the roll nothing happens, but a botch leaves her confused and disoriented, suffering –2 to all dice pools for the rest of the scene. The Cainite then concentrates on a person or location she has previously seen. As she does so, the shadow ball will become clear to reveal a vision of that place or person at that very moment, complete with sound. There must be shadows near the target, and the vision will come from the most optimal position in these shadows. The vision can be anywhere within a radius of the caster’s Obtenebration + Occult in miles, or 1.5 times that number in kilometers.

The vision lasts for a scene, or until the target leaves the area. If the target has the ability to sense such scrying (such as with Auspex or a similar power), he can attempt a Perception + Occult roll (difficulty to know he is being watched.

Side Effect: Looking too far into the distance makes the Cainite less aware of what is happening right under her nose. For the rest of the night after successfully casting this ritual, she suffers -2 to all Alertness checks to notice nearby events. Ward of the Ouroboros

Ritual level 5

The Abyss Mystic wards an area against intrusion and scrutiny.

The Mystic ties the shadows in the area to the Abyss but, instead of using them to peer into the Abyss, he reverses and folds them on themselves creating an infinite loop of shadows gazing into shadows.

Those trying to spy from a distance or even travel to the warded location are met with a vision of the Abyss, tracking means fail (mundane and arcane) and even technology is clouded by the impossible void of the Abyss. To all effect the location is in a bubble of reality inside a bubble of Abyss inside reality.

Those entering the warded area immediately feel an emotional numbness and detachment to the outside world, the shadows of the area are thicker and if stared at directly for too long they provoke a sense of vertigo.

System: The Mystic rolls manipulation+occult difficulty 7, spends a willpower point and one blood point: for each success he can ward an area within a radius of 5m.

The Mystic places smoked mirrors in key locations around the perimeter of the area and smears a few droplets of his vitae on each mirror while chanting a palindrome mantra. The warding lasts until the new moon (the Mystic can pay the cost multiple times to further increase the length of the ward up to the maximum blood points he can spend per turn).

Those trying to make direct contact with the warded area from distance (using Disciplines, sorcery or other supernatural means) find themselves making contact with a reflection of the Abyss and are forced to roll Courage difficulty 7 or succumb to rotschreck (difficulty 6 if they possess Obtenebration and 4 if they also possess the Occult specialty 'Abyss Mysticism') as they experience, unexpectedly, a glimpse of the impossible void. A botch on the courage roll imposes a derangement (Achluophobia) for a number of nights equal to 5 plus their Path/Humanity Rating (if they possess any path tied to the Abyss a botch doesn't impose any consequence).

Attempts to travel to the location through the shadows or through the Umbra or other dimensions fail has the initiator focuses his mind to the destination and is overwhelmed by the Abyssal reflection. Indirect means of contact also fail: technological devices simply fail to connect as the ending terminal is 'unreachable'.

The warding works only from the outside toward the inside: the shadows are folded in one direction, this means that those inside the warded area can reach out and even guide toward the area itself those on the outside.

Those inside the warded area can roll Perception+Occult difficulty 8 (adding Auspex) to realize that some kind of mystical force is isolating the area from the rest of the world, with 4 successes or more they can figure out the effects of the ward.

Side effects: The warded area is severed from the rest of the world not only on a metaphysical level but also on an emotional level: those inside the area find it difficult to focus on external matters for long, outside problems become distant and not pressing or even unimportant, furthermore it is difficult to focus on the emotions of others. While inside the area all alertness and empathy rolls suffer a -2 penalty, individuals will find difficult to react promptly to the external world and they will need to spend a willpower point to ignore the 'numbness' for a scene. Those sheltering their privacy in such drastic ways find themselves removed from the world and are drawn to further and further isolation.

= Rituals =

Not Revised magic accepted into play without change
Thaumaturgical path: Path of Mercury

Level one

Blood into Water

Brand

Communicate with Sire

Chime of Unseen Spirits

Decript Missive

Defense of Sacred Haven

Deflection of Wooden Doom

Devil's Touch

Luminous Vitae

Now Its Sight Is Ours

Protect the Tomb

Sigil of Authority

Tame the Maddening Flame

True Sight

The Carrion Fly Delayed

Wake with Evening's Freshness

Will'o the Wisp

Level two

Calling the Restless Spirit

Principle Focus of Vitae Infusion

Seal Egress

The Veils of Kirophet

Obscure the Malice

Preserve

Calling the Restless Spirit

Level three

Awakening the Verdant Thorn

Bladed Hands

Eyes of the Past

Incorporeal Passage

Moonlight Dancers

Pavis of Foul Presence

Sanguine Trail

Translocation of the Vessel

Wielding the Spear of Damnation

Bind the Familiar

Level four

Consecration of the Sanctum

Invisible Chains of Binding

Animated Weapon

Bone of Lies

Puissant Shield

Level five

Blood Contract

Dedicate The Haven

One Mind of the Covens

Suspension of Incantation

Unquenchable Flame of Mars

Ward versus Technology

Koldunic Sorcery
All rituals rom the Koldun Companion handbook are allowed in game. Light the Beacon

Koldun Ritual Level 3

Requirements: Auspex 2, Spirit Koldun 3, Viscessitude Knowledge 3

The Koldun, having studied vicissitude extensively understands it's connection to the deep umbra and it's alien nature on this plane of existence.

System: By lighting a point of infected blood on fire while Awareness of the Spirit is activated the Koldun can sense the infection on other entities within a 100 feet radius. The number of successes determines the number of hours that the ability can stay active. The ritual works on a system similar to spiritual echolocation, and while it allows the Koldun to sense the Soulless, other casters who can perceive the spirit world may roll alertness and perception with a difficulty of 8 to detect the Koldun. 1 success is needed for every 20 feet of distance between the Koldun and the spirit caster. Talisman of Life

Koldun Ritual Level 3

One of the first rituals many Koldun learn is Ritual of Life, allowing them to mirror a small aspect of mortal life for a night. Breathing without thought, eating food, getting drunk, and more are all possible with this ritual. More powerful Koldun can learn to create a talisman that replicates many of these effects at once.

System: The koldun must roll int+occult, difficulty 8. For each success, the talisman can allow a wearer to replicate one feature of life and to increase their masquerade dice pool by 1. Capture the Essence of Darkness

Koldun Ritual Level 3

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

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

Koldun Ritual Level 4

The Koldun uses the ancient magic if Dowsing to attune to the aura of their prey and seek them out. The caster must have an item either once possessed by the target or their true name.

System: The Koldun must soak a Y shaped Willow branch in a point if his blood and then attune it to the aura of his target with a Perception+Occult roll. The difficulty of attuning it depends on the length of time since they were last present/interacted with the object used to attune. 1 success will allow the rod to lead the Kokdun to within a mile of the target, two to within a half mile, 3 500 ft. 4 50 ft. And 5 will lead directly to them. Shroud Lenses

Koldun Ritual Level 4

Having mastered the ability to pierce the shroud and see into the Shadowlands the Koldun can now fashion a talisman capable of replicating this effect. The Koldun soaked a pair of glasses in a mix of their blood, water, and fresh grave soil while chanting over the broth. The glasses then need to sit for 10 hours, but once finished the wearer can see into the Shadowlands and communicate with those nearby.

System: The Koldun must spend 1 WP and 3 bp and soak the glasses in a mix of their blood, water, and fresh grave soil. The Koldun must then roll intelligence+occult difficulty 8. If successful, the wearer of the glasses can then see into the Shadowlands at will and communicate with it's residents. Chirp of the Watchful Cricket

Koldun Ritual Level 5

Dating from antiquity in China, peasants and noble alike took to keeping and raising crickets in small, elaborately carved cricket boxes. The crickets would click and sing according to the humidity and temperature, and their containers would be crafted into beautiful intricate designs made to enhance their song. Koldun have long used the spirits of nature and the land for their own purposes, but Uriel has found a way to adapt the his magic and this tradition for his own ends.

System: The Koldun must drown a cricket or grasshopper in 3 points of their blood and spend a point of willpower to invest the cricket corpse with a tiny sliver of it's spirit while burning a small amount of something infected with Vicissitude nearby. DC 8 to create a rudimentary cricket box. Once created, a Vampire may spend a point of willpower to activate and roll a Perception+Awareness DC 8 to detect Vicissitude infections nearby. Every success extends the ability to detect by 10 meters and the length of the effect by one hour. Cloak of the Spirit

Koldun Ritual Level 5

The Koldun have been hunted by the Tremere for centuries and a great many have met their end at the hands of the Chantry. One if the key weapons of the Thaumaturge against the Koldun has been the ability to track them with Scrying. The Koldun who have survived into the Modern Nights have had to learn to counter these abilities, and they have crafted a ritual with some success. To do this, they mold the essence of the spirit realm around an object and create a facsimile of a another spirit.

Then spiritual disguise is then able to defeat the Scrying or Clairvoyance of all but the most skilled practitioners.

System: The Koldun must soak an uncut diamond in their blood for four hours and spend four blood points. They Koldun must make a DC 8 Wits+Occult roll. Upon success, whenever someone tries to use a form if remote viewing of equal or lower level to this ritual on the wearer of the diamond pendent the Koldun must spend 1 twp and it triggers a contested Intelligence + Subterfuge roll vs. the stats used for the ritual/discipline. If the viewer fails to accrue more successes then the Koldun then their attempt to remotely view the wearer fails. Ascension of the Blade

Koldun Ritual Level 5

In dealing with Wraiths and Spirits many kindred find themselves at a distinct disadvantage. While far from universal, many if these beings are capable of striking through the Gauntlet and attacking any kindred who offends them, while many powerful vampire mages lack a means of defense. Ascension if the Blade was concocted to counter this imbalance. By bathing a weapon in a mix of the kindreds own blood, the ashes of the dead, tree sap, and ground quartz while performing an incantation the Koldun can attune a weapon and allow it to strike through the Gauntlet into the astral plane, the Shadowlands, and the Spirit Wilds.

System: The Koldun must bathe a weapon in 5 points if their own blood, tree sap, ground quartz, and the ashes of the dead while performing an incantation. The ritual takes 8 hours to perform, and requires a DC 8 Int+Occult success. Upon success, the wielder of the weapon can now spend a twp to allow the weapon to strike across the gauntlet into their choice if the astral plane, the spirit wilds, of the Shadowlands. The weapon is capable of attacking all 3 but shifting from one to another would require another twp expenditure. While primed to strike in another plane the weapon can do no damage in the material world, though the weapon may be returned to it's innate material state at anytime. Note, much like warding, projectiles like bullets and arrows would need to be enchanted individually, merely enchanting a bow or a pistol will not allow everything they fire to damage something in another plane.

Akhu
Set's Brand

Akhu Ritual Level 1

Those enterprising Setites who wished to venerate Set in a more permanent form sought a way to make tattoos and other body modifications stay on their unchanging forms. After much research (and possibly conversing with some Tremere converts), they managed to craft their own version of such a thing. To perform this ritual, the Akhu Sorcerer must create a slurry from the combination of water, vitae, and natron used in ancient mummification rituals.

System: The Sorcerer spends five points of blood and coats the new tattoo in the mixture at least an hour before their daily torpor. The following night, the tattoo will still be present on their skin, now a permanent part of the vampire's nightly rebirth.

The Temptation of Min

Akhu Ritual Level 1

Setites are master tempters, and like the best manipulator, they know that to break someone down fully you need to start small. Because of this, some Setites have devised a way to make food palatable to kindred, a small vice to tempt them further. System: To enact this ritual, the Setite must pour a point of her blood over the food to be enchanted and chant a prayer to Min, the Ancient Egyptian god of the harvest. At the conclusion of the ritual, the blood is absorbed into the food and becomes both inert for the purposes of ghouling and blood bonding as well as tasteless. @everyone

The Binding of Sekhmet

Set's devout have long since learned to master their Beast through the use of drugs, sex, vice and indulgence. However, there are times, when a Follower is young or weak in their faith that they might need a little extra help in containing the Beast. Thus, the elder Followers have devised a way to remove the Beasts of particularly unruly or difficult to control initiates. System: The caster must carve or engrave the appropriate words of power into an object. Then, they must soak the object in a point of the blood of the person to whom she wishes to attune the object, as well as a packet of herbs. The object must remain submerged in the slurry overnight. The next night, the object will have absorbed the mixture and taken on a vaguely red tint. From there on, all the caster need to is smear a bit of their own blood onto the object to pull the attuned kindred's Beast from their body for a number of nights equal to the number of successes the caster scores on a Manipulation + Empathy roll (difficulty 10 minus the subject's Humanity, but never less than 2). During that time, the subject becomes separated from their Beast and may not frenzy, suffering effects similar to the Animalism 3 power Quell the Beast. The caster may not use this on himself.

Devour the Rat

Akhu Ritual Level 3

Description: The ability to simulate various features of the living is frankly a necessity for many Setites, however, the nature of the Path they follow makes a mere expenditure of blood impractical if not impossible. So long ago the Serpents developed another method. The Priest must ritually bathe a rat while chanting an invocation to Anubis. When the bath and invocation are complete, the rat is left in a catatonic dream state from which it might never again awaken. The Setite then swallows the rat whole and then drink a pre-prepared potion. The rat continues to live for some time inside the Priest, with the magical solution slowly sucking the life out of it and transferring it to the Setite. Powerful priests are said to be capable of sustaining the illusion of life off of the body of a single rat for a month, while more than one neonate has unfortunately botched the ritual and suddenly had a panicked rat crawling around inside its stomach.

System: The Priest must spend 3 blood points and create a special bath of water, blood, and oil for the rat. The Priest then baths the rat while chanting an invocation to Anubis. When the ritual is done, the Priest swallows the rat whole. For a single night, the ritual grants +3 to masquerade and restores several functions of life, color in the skin, sexual function, warmth, and unconscious breathing.

Sadhana
Typhon's Tea

Sadhana Ritual Level 1

Building upon the knowledge of brewing alcoholic beverages that are infused with Vitae, the Rakta-Sadhu has learned to also imbue non-alcoholic beverages such as coffee or tea with vitae. This beverage sustains ghouls as if it were true vampiric vitae. Vampires can drink it, too. By itself, Typhon's Tea has no other properties. It cannot be used to embrace a mortal, nor to blood bond the imbiber: The brewing process negates this aspect of vitae.

System: Brewing the Typhon's tea takes a full month, beginning and ending at the dark of the moon. For every gallon brewed, the alchemist includes one blood point's worth of his own vitae. The brewing process multiplies the vitae, so that a ghoul can gain one blood point per quart of the magic beverage. Vampires, however, gain only one blood point per gallon consumed -- the same rate as in brewing the beer. For vampires, the beer's magic is limited to the fact that they can drink it at all without heaving it up seconds later. They can even get the effects of caffeine should the beverage contain it. Ganapati's Shared Blessing

Sadhana Ritual Level 4

The Rakta-Sadhu must mix a trait of their blood with the intended recipient of the prism. After the blood is mixed together it is burned in a fire with a prism that has been dipped in quicksilver. Chanting over the fire the Rakta-Sadhu beseeches Ganapti to share his blessing with the intended person.

System: This ritual takes 2 traits of blood from the caster and the recipient of the prism. With a successful Willpower roll Difficulty 8 the prism is imbued with a link to the caster. When both parties are touching the caster of this ritual is able to use either Path of Praapti or Path of Mercury to teleport both people. The caster can only teleport a number of people that are touching them equal to their traits in Occult. Each person that is being teleported outside of the caster of this ritual must have their own prism. The prism breaks after being used one time. Ganapati's Denial

Sadhana Ritual level 5

The Rakta-Sadhu meditates for an hour on their ability to instantaneously travel. After they have fully meditated on the ability, the ritual caster must open their wrist into a ritual flame offering some of their own vitae as sacrifice, while they sprinkle an offerring of soma into the fire. Chanting out to Ganapati, the Sadhu beseeches him to deny his blessing of travel in the given area. If successful the area is warded from the use of the Path of Praapti or the Path of Mercury.

System: This takes 1 hour of meditation. At the end of the hour one blood trait is spent and offered with soma as the payment for this ritual. The caster must succeed on a willpower roll difficutly 7 with only a single success needed. A warding circle is erected that will cause three points of aggrivated damage to anyone crossing the boundries of the ward with either the Path of Praapti or the Path of Mercury. By using their own blood the ritual caster is excluded from the damage of the ward. Others may be keyed into the ward by burning one trait of their blood and soma in a ritual fire to attune them to the ward. Dhanvantari's Restoration

Sadhana Ritual Level 6

Drawing on the knowledge of the warded womb ritual the Ratka-Sadhu is able to use willingly donated organs from a kine. By beseeching Dhanvantari, the Hindu god of healing, the Ratka-Sadhu can restore damaged bodily function to an intended target.

System: The caster of this ritual must obtain an organ that matches the bodily function they are trying to restore (ears for hearing, eyes for sight, etc.) The organ must be no older than three days since it was donated from the original host.

The recipient of the organ must voluntarily enter a state of torpor with full knowledge of the casting of this ritual.

With the donated organ in hand, the Ratka Sadhu must light a ritualistic fire and offer a bit of milk and soma to Dhanvantari. Once the fire is lit the Sadhu first adds a trait of the recipient's blood to the fire and then burns the donated organs.

Once the fire has completely burnt out the Sadhu takes the ashes and spreads them over the location to be restored.

This ritual takes 6 hours to complete.

Necromancy
Death's Communion

Necromancy Ritual level 1

The Giovanni have spent centuries going through the motions, making sure that nobody can question their public devotion to the Catholic Church. In private, however, the family often practices their own warped Black Mass, showing devotion to Dis Pater and drawing power from the darkness. This ritual acts as a grim parody of the traditional communion, ingesting literal blood (perhaps even of the father) and dedicating the subject to the Endless Night. This ritual is not performed at every family black mass. An expedited, powerless version may be observed, but the full ritual is more involved.

System: The caster of this ritual is usually not the beneficiary. If the caster and the subject are the same, the caster suffers a +1 difficulty to her casting roll. Death's Communion takes one hour to complete. The subject of the ritual gains a bonus of +2 dice to all Necromancy rolls for one night. Three Volleys For The Dead

Necromancy Ritual level 3

With this ritual, the Necromancer may create rounds of ammunition to pierce the Shroud and hit wraiths. Using his own vitae and a combination of special ingredients (ranging from crushed mandrake root to hemlock) mixed into the gunpowder, the Necromancer can turn any standard round into something capable of shooting a ghost. Wraiths, in turn, are able to see that the Necromancer is packing spectral shells (if they are visible), and will often go out of their way to avoid him.

Of course, the Necromancer must possess the skills necessary to craft the physical ammunition, as well.

System: The Necromancer must craft the rounds (see Crafting Rolls), imbuing one blood point per three shells he wishes to affect with the ritual. The Necromancer then rolls Int + Occult at a difficulty of 7. Each success creates one such spectral shell.

The Necromancer must possess a rating of four or higher in the Ash Path of Necromancy in order to perform this ritual. Inscribe the Necronomicon

Necromancy Ritual level 3

With this ritual, the Necromancer creates a grimoire of necromantic rituals from the skin of cadavers, and binds the book with the tendons of the same bodies. To anyone other than the Necromancer, the necronomicon appears illegible, filled with the nonsensical writings of an insane author. If a drop of the Necromancer's vitae is placed on the pages, however, the text and nature of this vile tome becomes clear. Mortals are uncomfortable in the necronomicon's presence.

System: The Necromancer must first gather the materials needed to craft his dark book, and then successfully craft it (Dex + Crafts, 15 successes). He then inscribes each necromantic Ritual he knows into the book, using his own blood as the ink. The difficulty of any Ritual performed by the Necromancer using his necronomicon is reduced by 1. Ritual Name: Bone of Soulfeasting

Necromancy Ritual level 6

This ritual enchants a bone with mystical properties. The Necromancer must personally rob a grave of a human femurbone, which has to be at least 300 years old. After this, he must chant for seven consecutive nights while channelling his own power into the bone. At the end of these seven nights, the bone must be dipped in the Necromancer's Vitae until it absorbs it. Once this is done, the bone must be buried with the ashes of a heretic for a week. When it is dug up it will be as black as night and hold the power to feast on the souls of others.

System: If the ritual roll is successful, the caster must spend ten points of Blood, which the bone will absorb. The bone absorbs this Blood at a rate determined by the number of successes. Every success is two points of Blood absorbed per night. Once the ritual is complete, the caster may use the bone to drain someone of Willpower. He must touch the target with the bone and roll a contested Willpower against the target at DC 6. The number of successes on the roll indicates both how many points of Willpower are drained from the target, and how many BP are taken from the bone. Once all BP has been depleted, the bone crumbles. The Angel of Death

Necromancy Ritual Level 6

The Cainite has mastered the arts of stealing, enslaving, and harnessing the power of souls through fetishes. Nearing the pinnacle of her power as a Wraith Manipulator, those who die in proximity of the Necromancer are sure to become Wraiths, and flock to her like sheep would to a shepherd.

System: To activate this power the caster must spend a willpower point and make a willpower roll, difficulty 10. If they succeed, for the rest of the night any being who dies in the Necromancer's close vicinity is sure to become a Wraith despite of the circumstances of their death, shortly reforming as a pacified ghost near the caster, subjugated by their aura, upon which the caster may enslave them with their powers if they so wish. When this power is active, the caster's appearance drops to zero as they become clearly inhuman. Their eyes become empty, turning into a dark void, and their skin seems to become rotten and putrid, giving off a foul corpse like appearance and an even fouler stench.

Thaumaturgy
Stone of Morpheus

Ritual Level 1

The caster bathes an amethyst stone in 2 blood points of their blood before letting it absorb the moonlight for two hours while uttering an incantation.

System: Anyone who carries the stone will be free of any nightmares for a week. After the time is up, however, the stone loses its power and has to be recharged. Tridents Embrace

Ritual Level 1

The caster invokes the true name of water and the ritual's subject (which may also be the Caster) swallows 3 fish alive.

System: The rituals subject can now move through water with the same movement speed as on land for a number of hours equal to the successes scored on the ritual's casting roll. Sanguinary Confectionery[/color]

Ritual Level 1

The caster goes through the normal process of making food adding 3 points of her vitae to the process, the caster chants in order to imbue the other ingredients with properties vitae to make it edible by Kindred

System: Ritual Effects The foods made will be edible by kindred, and retain the taste of whatever kind of cakes are made in the ritual. The caster need only succeed on the intelligence + occult diff 4. Ward against Frenzy

Ritual Level 2

The caster makes a mixture of the calming herbs and 2 blood points of subject’s blood, then washes the object with the mixture.

System: As long as the subject carries the warded object with them, they receive two more dice on Self-control rolls. Warding circle against Frenzy

Ritual Level 2

The caster makes a mixture of the calming herbs and 2 blood points of her blood, then draws a circle the mixture.

System: As long as the subject remains in the warded area, they receive two more dice on Self-control rolls. Ward against Fear

Ritual Level 2

Drawing on the knowledge of the Armor of Diamond Serenity, the Rakta-Sadhu is able to weave the protection vs Rotschreck into an item to grant the wearer an easier time at resisting the all encompassing Red Fear.

System: With 2 BP from the intended wearer of the item, the person creating this item incantates over a mixture of their vitae and soma. When the ritual is completed the item grants the wearer 2 dice when rolling a courage check to resist Rotschreck. The effects do not stack given a series of Warding Circles vs Fear. If the user of the item botches the Rotschrek roll, the item is destroyed. Warding circle against Fear

Ritual Level 2

Drawing on the knowledge of the Armor of Diamond Serenity, the Rakta-Sadhu is able to weave the protection vs Rotschreck into an area granting the people inside an easier time at resisting the all encompassing Red Fear.

System: Drawing a mandala in the desired area the caster of this ritual must spend 2 BP and 1 TWP to protect the area. The ward adds two dice to any courage check made to resist Rotschreck inside the protected area. The effects do not stack given a series of Warding Circles vs Fear or Ward vs Fear over the same area. Bloody Beverage

Ritual Level 2

The Cults of Dyonisus believed that power could be found in intoxication, which led to the creation of the ritual Blood Mead, a mix of mead and vitae that resulted in mead that can be ingested by and intoxicates Kindred. Drawing upon the same principles of that ritual, The Thaumaturge manages to develop a spell to make any and all drinks friendly to Kindred.

System: The caster bleeds two blood points into an appropriate container and then takes a sample of the beverage they wish to prepare. That may be coffee, tea, wine, or any other drink they may fancy or need. They then mix the sample of the drink they want to prepare with the blood while incantating, and by the end of the ritual the blood will have been transmuted into the chosen drink. This new concoction loses all supernatural properties of the blood, meaning it cannot bond. It tastes exactly as the chosen drink would with only a slight hint of it’s bloody nature behind it, and when ingested by a Kindred it will have all special effects that the drink would otherwise have on a human (Possibly affecting gameplay and stats at the Storytellers’ discretion). This means a Kindred drinking coffee may become restless and more energetic, while a Kindred drinking alcoholic brews produced by this ritual will suffer all dexterity and intelligence penalties appropriate to how much alcohol they have ingested as they enter a drunken state. The effects from Bloody Beverage last a number of hours equal to the successes scored while preparing the drink. Cleansing of the Blood

Ritual Level 1

Through several grueling and seemingly endless hours of research and tests on various samples of Celestina's vitae, Diana and JJ have a breakthrough in the ritual—one of the samples comes back clean after the latest version of the magical process!

System: While at first the ritual would only cure Celestina, adapting it to other people was a simple matter. To do so, the Thaumaturge must have both a clean sample and an infected sample of the Kindred's vitae. The caster must spend an entire night working on the infected’s vitae, after which they will be able to come up with a potion that, when ingested by the infected, will rid them of the Vicissitude Soul-Eater, causing them to feel a burning sensation within their body. Note that this ritual will only cure Kindred, and will not cure those who have advanced to stage 2 or higher of the disease.

Media Consumer

Spirit Manipulation Ritual Level 3

To begin this ritual, the caster must craft a face mask of

rusted iron and take a photograph of it using the Shuttereye’s Camera fetish with a minimum of 2 Successes required from the device. Once developed the photograph of the mask is signed by the name of the wearer and then fed to a paper shredder to symbolise the act of consumption.

System: When required to roll for the ritual itself as normal, the caster holds the mask firmly in their grip and blood begins to erupt from their hands to anoint the rusted metal, every success rolled equates to one blood point spent; which must be spent. And if this results in frenzy or torpor due to a lack of vitae? So be it…

Each success denotes for how long the mask’s effect lasts; with each success equalling one night of duration. During this period the mask will begin to deteriorate and crumble to nothing more than oxidised iron slag, it is also possible for the mask to be physically broken via blunt force very easily and it should be treated as rather delicately. Should the mask become virtually unwearable and busted, the effect immediately ends.

While worn, any picture or video which would capture the wearer of the mask is hungrily feasted upon by nearby Weaver spirits who feel compelled to snack upon the data as if it were a sweet treat. Naturally if there is an abundant lack of Weaver spirits in a given area, nothing happens; but those who are present within the environment will be compelled into devouring the digital imagery rather hungrily, deleting it from the device’s memory.

Note that this only works on digital forms of media and thus classic forms of non-digital photography will still capture any image normally, as there is no digital data to snack upon. Purging the Unclean Flesh

Ritual Level 3

The caster is able to cleanse their body of all foreign material with this ritual. Very similar to the Purify the Flesh ritual, from which this more powerful version was derived, to perform it, the caster must meditate on bare earth or stone while surrounded by a circle of 13 sharp stones. Over the course of the ritual, the caster is slowly purged of all physical impurities: dirt, alcohol, drugs, poison, bullets lodged in the flesh and tattoo ink are all equally affected, slowly rising to the surface of the caster’s skin and flaking away as a gritty gray film that settles within the circle. Any jewelry, makeup or clothes that the caster is wearing are also dissolved. Unlike the Purity of the Flesh ritual the caster of Purging the Unclean Flesh can also cleanse the flesh of another person. To do this when the caster is performing this on another the subject must likewise meditate with the caster in the circle of stones, their wrists tied together with a red cord.

System: The player spends one blood point before rolling. Purge the‌‌ Unclean Flesh removes all physical items from the caster’s body, but does not remove enchantments, mind control, or diseases of the blood. If the caster performs this on another the subject must also spend one blood point Stone of Vicissitude Detection

Ritual Level 3

The caster soaks a Heliotrope stone in vicissitude infected blood for 15 minutes while chanting an incantation meant to create a sympathetic vibration in the stone when it encounters more infected Vitae.

System: The caster rolls intelligence and occult as a dice pool at difficulty 7 and 3 successes are needed to craft the stone successfully. Once created, the stone will vibrate slightly when in contact with blood contaminated by vicissitude. Blazing shaft

Ritual Level 3

A more potent version of the burning blade developed during the dark ages this ritual allows to enchant a projectile with the same magical green flame.

System: The caster must cut his palm using the weapon and expend 3 blood points. She suffers a level of unsoakable lethal damage that can be healed normally. If the ritual succeeds the projectile inflicts all its damage as aggravated for the first time its shot. Energy Split

Ritual Level: 3

Required Materials: A willing donor

One of the biggest struggles of being a magical practitioner is the balancing of resources. Casting magic takes a consistent supply of blood, which given the right herd becomes a non-issue, but there's also the consistent struggle of the mental fatigue involved with miraculous magical feats. Regardless of skill level, magic is simply a process that is mentally draining. However, a wise Thaumaturgist surrounds themselves with those who may serve to assist them - those who gather ingredients or assist with preparation may spend ample time for the sake of the magic but are not affected by the mental toll the magic itself takes. Thus, the Tremere developed this ritual as a means of extending the service of their servants to further augment their own magical endurance by sharing their mental fatigue.

System: After 15 minutes of chanting around the donor, the Thaumaturge spends a TWP on activation and the TWP between willing donor and caster are shared and distributed evenly, benefiting the caster. That would make this not spammable per se but would be useful in a clutch scenario, so to speak.

As an example, Tommy Tremere has 2 TWP remaining after doing a bunch of casting. Danny the Donor sees this and donates with his full 10wp stack. Tommy spends 1, reducing him to 1, then adds his and Danny's TWP together into a pool. Danny has 10 and Tommy has 1 making the pool a total of 11. 5 of those are returned to Danny, and Tommy Tremere is ready to cast again with a new total of 6 TWP. A Taste for Life.

Ritual Level: 4

In life the ability of a good meal to restore the weary soul is well known and often remarked upon. So it can be in death as well. The Koldun of the Carpathian basin have long used water and blood to replenish the soul, utilizing similar magical principles combined with alchemical insights the thaumaturge can replicate and enhance that power with food. Creating a kindred edible meal with spiritually restorative qualities.

System: The thaumaturge must spend 4 BP and succeed on an intelligence+occult DC 7 roll to successfully begin this ritual. Mixing his blood with the ingredients of the meal, the mage then must roll intelligence+craft DC 7 to prepare the meal. For each success on that roll a single kindred or mortal can have 1 point of willpowe restored by consuming the meal that night. Individuals may not restore more than a single willpower per night from this ritual, but it is possible for multiple people to each restore a willpower point from the same meal. Flaming bullet

Ritual Level 4

Developed in recent years as a variant of an older ritual, it was developed and spread mainly amongst Anarchs. Favoured by young kindred who have been embraced recently and with a thinner blood, it seeks to supplement what they lack in Thaumaturgical knowledge. Unless loaded into a clip, the bullets enchanted with this ritual glow with an aura like pale green fire (Don't have heat, ability to catch fire to anything or trigger rotchreck checks, similar to Burning blade and Blazing shaft effects)

System: This ritual only affects bullets, excluding explosives and grenades. The caster must cut the palm of her hand with a sharp stone and spend 3 blood points worth of vitae, coating the bullet in it. This process inflicts one level of unsoakable lethal damage that can be healed normally. If the ritual succeeds, the next shot made using the bullet will inflict aggravated damage on the target. The bullet retains its magic only for one shot, even if it somehow survives the process. Mirror Walk

Ritual Level 4

The vampire can step into any mirror large enough for him to crawl through, and use it as a supernatural portal and transport to any mirror large enough for him to exit the location of which is well known to her. If no mirror is present, the vampire exits through the sheet of glass. The vampire may use this ritual to transport from place to place, but it is especially useful during escapes. The mirror "liquefies" when the vampire Thaumaturgist steps through, forming ripples. Once the vampire has stepped through, it reverts to its original shape, but the vampir e cannot be seen.

System: The material component is a ring bearing an emerald,which glows when the ritual is in effect. The vampire may transport one additional person, pulling him through by the arm. If anyone tries to enter after the vampire has stepped through, but before the mirror stops rippling, the individual is cut in half. Half ends up in front of one mirror, while half ends up in front of the other. The Storyteller may wish to allow the individual a roll using Dexterity + Dodge (difficulty 7) to see if he makes it through without getting killed. Mystical Armor

Ritual Level 4

The caster bathes the object in 3 points of her blood, and incantes for three hours.

Effects: Those who carry the small object enchanted by this ritual will be granted four armor health levels in the form of a force field that materializes to protect the subject from any attacks. Mercury's Swiftness

Ritual Level 4

This lengthy but powerful ritual requires the caster to light Mercury incense and spend twelve hours invoking the name of the fleet-footed messenger of the gods, Hermes/Mercury, although the casting time can be decreased by thirty minutes for each success on the ritual's intelligence+Occult roll. This ritual can be quite dangerous, as scoring successes above the character's current available blood pool can reduce her to zero blood points.

System: Every success on the activation roll will give the caster one extra point of iniative for the next three nights as they are imbued with the power of the fastest of the gods and are able to react at truly superhuman speeds. Every point added requires the caster to spend one blood point. Bonds of Sympathetic Brotherhood

Ritual Level 5

Based on the concept of sympathetic magic this ritual is designed to allow the caster to affect a distant object with one in their own possession that shares a sympathetic link to the first. An example of a sympathetic link could be an effigy, drawing, or in the case of mass-produced objects a copy of the same book, etc. It can also be an object made by the same craftsman or artisan. The caster must have the sympathetic object or effigy in their possession and a reflective surface large enough to place it on such as a mirror. A bowl or pool of water or similar reflective liquid can be used so long as the material of the object will not deteriorate, unless the caster intends to destroy the target object in question. This power allows the caster to effect the target object depending on what they do to the one in their possession. This can allow them to protect the target object, destroy it, ward it, ward against it, scry for it, etc. This power cannot be used on living or supernatural creatures.

System: The caster takes the sympathetic object and chants over it a rhyme or riddle, usually a palindrome phrase or one that mirrors itself or repeats itself in a familiar pattern. They set the object on a reflective surface, with the understanding that what happens to the object before them … will also happen to the reflection of that object, the target. An Intelligence + Occult Roll is made [difficulty of the ritual level +3], and the number of successes will determine how well the target object is affected. For each success over the base 3, add -1 to the Difficulty of effects the caster would perform on the target object.' Deny The Observer

Ritual Level 5

The caster uses the knife to rip out both of her eyes, spending a temporary willpower point and a blood point to ignore the pain and incantate as she takes the appropriate damage levels, which may not be soaked but may be healed later, allowing the vampire to regenerate her eyes. After the ritual is complete, she either hides her eyes on the building she wants the ritual to affect or allows a subject, which may be herself, to carry the eyes on their person, in which case the ritual will affect only the one currently in possession of the eyes.

System: If the eyes are stored somewhere in a building, no one inside the building can be scryed on, as the ritual will protect the entire building regardless of the building's size. If one individual carries the eyes with them, they cannot be scryed on. If the ritual roll is botched, the caster will not be able to regenerate their eyes for sixteen days, although this penalty can be decreased by one day for each success rolled on a Stamina+Fortitude roll. This ritual prevents all scrying from any level 5 power or less. Armor of Niflheim

Ritual Level 5

The caster has throws frozen blood into a bowl along with 3 points of her vitae. After the ice melts she has to drink the cold blood.

System: Once after the ritual is performed, the caster’s skin takes on a blue-ish color, protecting them from a number of aggravated damage equal to the number of successes rolled when performing the ritual. Frostbite

Ritual Level 5

The caster takes a finger affected by frostburn (can be anyone’s finger, even the caster’s) and covers it in 2 points of their vitae.

System: The next enemy that touches or is touched by the caster takes one lethal damage per successes rolled on the caster’s willpower roll. Ice Haven

Ritual Level 5

The caster remains submerged in the freezing cold water for a day

System: The caster can create an ice dome a round herself and up to two other people Open the Mind

Ritual Level 5

The user incants and performs a sort of meditation and spends a blood point in order to make themselves or their willing target more suggestible.

System: Temporarily lowers permanent willpower for the purposes of resisting Dominate. For each success, targets permanent willpower is temporarily lowered by 1 point for the purposes of Dominate resistance for the remainder of the scene. Nectar of the Bitter Rose

Ritual Level 5

Casting this ritual requires a vampire drained of blood and in a state of torpor, a ritual knife which holds some personal significance for the caster, A brazier large enough to hold the vitae of the victim.

The Thaumaturge then carves out the victims heart in a ritualistic fashion while invoking powerful nomenclature. The heart is then shredded into the brazier of blood, along with various (herbs and spices) minor spell materials, including the flawless red rose from which the ritual takes its name. Shredding the heart in the correct fashion is the key to performing the ritual correctly and takes a full 24 hours requiring the caster to spends a TWP to perform her work in daylight.

The caster is able from the successfully completed mixture to bottle a number of potions which will lower the generation of any vampire who drinks one. An imbiber of the potions risks all the moral and super natural implications of diablerie in addition to the side-effects of failure or a botch on the roll.

Nectar of the bitter rose is one of the most closely held Tremere clan’s secrets.

System: A storyteller rolls intelligence and occult in secret for the character performing the ritual against a difficulty of 10, an appropriate secondary may apply; the number of successes determines the number of potions that can be created to a maximum of the casters Occult level +1 as well as their effectiveness and risk.

Botch: this ritual is both highly taboo and quite dangerous; a botched roll means final death for anyone who imbibes the potion.

1 Success: The character gains the benefit of potence, celerity and fortitude at level 2 until sunrise but gains no other effects.

2 Successes: The character’s generation is lowered by 1 until sunrise.

3 + Successes: The character’s generation is lowered by 1 permanently.

Note: If the victim of the ritual was a vampire of a higher generation than the potion’s imbiber treat the ritual as having only scored a single success, no other benefit is possible. Blood Hoard

Ritual Level 5

The ritual uses a small container of any sort, like a flask. By bathing it in her blood the caster imbues it with ability to safely store her blood for future use. It has saved many a kindred in dire circumstances. Objects so enchanted have a red tint to them.

System: The caster bathes the future object in 4 blood points worth of her blood. The number of successes scored on the ritual equals to the maximum number of blood points available to be stored in the container, that need to be spent in addition to the 4 above. The caster may choose to store less blood points than is maximum possible. Blood contained inside is inert until called upon or poured out by caster.

As a reflexive action, the caster may use the blood inside at the rate of one blood point per turn for use in anything fueled by vitae, such as boosting Physical Attributes or fueling Disciplines. This counts as a reflexive action and does not count toward the user’s blood point per turn expenditure limits.

Alternatively, the caster may poor out a single blood point in any location and hence forth, as long as the container holds at least a single point of vitae she may choose to spend a Temporary Willpower Point and destroy the container. After doing so, she will be mystically absorbed by the blood and transported to the location of the last point a where blood was poured out. Aura of an Innocent Heart

Ritual Level 5

It is difficult to be subtle when your fellow predators can sense your motivations. Innocence of the Child’s Heart masks the aura of the caster from the Auspex power of Aura Perception. Any who use that power on the caster will perceive a white aura, untainted by any signs of vampirism. This ritual requires a high price: the sacrifice of an innocent mortal.

System: Aura of an Innocent Heart requires the ritualistic sacrifice of an innocent mortal and the harvesting of their heart. The thaumaturge must dip a beloved item that once belonged to the mortal in the heart’s blood. The item will quickly absorb all of the blood until it appears to be clean again. As long as the caster carries the item, their aura will be pure white untainted by any signs of vampirism. This horrific ritual imposes an extreme cost on the caster’s Humanity. Bind the Umbral Spirit

Thaumaturgy Ritual Level 4

This ritual allows the caster to bind an Umbral Spirit to them. Once bound the spirit will assist the caster in most any deeds, but the caster still needs to prod them now and again either through cajoling and payment or through threats. Therefore a caster either control spirits up to their Dots in either Charisma or Intimidation; once this choice has been made all spirits the caster controls are controlled the same way unless they are all dismissed and summoned under the other Stat. A caster binds only one spirit per casting of this ritual, no matter the spirit’s power level.

An Umbral Spirit can appear in virtually shape, though many take the shape of normal animals, concepts, and constructs; there are many whose shape can be very freakish and frightening in deed.

System:‌ After finding the spirit that they wish to bind the caster spills 3 Blood Points in a bow filled with a material linking to the spirit in question; they then write the name of the spirit in the blood and roll Intelligence +‌ Occult. Lore:‌ Chiminage lowers this difficulty by 1:1. The number of successes determines the power level of the spirit bound. If the roll Fails the spirit flees and the components are wasted. If the roll botches the spirit attacks the caster.

The material used in this ritual is open to creative interpretation by the Storyteller. If it is a spirit of the Wyld it may be drawn to good rich soil, or a kaleidoscope with changing shapes; a spirit of the Wyrm might be drawn to poison, rotten flesh, or items of violence or suffering; a spirit of the Weaver may instead find a computer chip, a perfectly alphabetized system, or a spider’s perfectly made web appealing. Abstract-concept spirits such as of War could link to weapons, etc.

SS /‌ Spirit

Successes Power of Spirit

1 = Diminutive

2 = Minor

3 = Average

4 = Strong

5 = Powerful

A caster cannot bind a spirit higher in power than their Charisma or Intimidation score maximums.‌ The number of spirits they can control at any one time are also determined by these scores in the following ratio:

Level # Power of Spirits

1 = 1 Diminutive

2 = 2 Diminutive or 1 Minor

3 = 4 Diminutive or 2 Minor or 1 Average

4 = 6 Diminutive or 4 Minor or 2 Average or 1 Strong

5 = 8 Diminutive or 6 Minor or 4 Average or 2 Strong or 1 Powerful

6 = 10 Diminutive or 8 Minor or 6 Average or 4 Strong or 2 Powerful

7 = 12 Diminutive or 10 Minor or 8 Average or 6 Strong or 4 Powerful Mirror Walk

Ritual Level 4

The caster can step into any sheet of glass large enough for her to crawl through, and use it as a supernatural portal and transport to the any sheet of glass large enough for her to exit. The vampire may use this ritual to transport from place to place, but it is especially useful during escapes. The mirror "liquefies" when the caster steps through, forming ripples. Once the vampire has stepped through, it reverts to its original shape, but the vampire cannot be seen.

System: The caster must prepare ahead of time a green emerald, usually on a ring. The caster crushes the emerald and stirs it into a bowl contain four blood points and a handful of earth. She must stir it counter clockwise for 30 minutes while reciting the incantation. During the ritual the liquid turns white. At the end of the ritual, the emerald will reform itself at the bottom of the bowl. Anytime the caster wishes to go through a mirror, she needs it hold it in front of her as she approaches the mirror. She may take one object, up to the size of a person, including a person, through the mirror as long as she has contact with it in her other hand. If anyone tries to enter after the vampire has stepped through, but before the mirror stops rippling, the individual is cut in half. Half ends up in front of one mirror, while the other half ends up in front of the other. The Storyteller may wish to allow the individual a roll using Dexterity + Dodge (difficulty 7) to see if he makes it through without getting killed.

For the purposes of targeting the exit mirror, the caster must have seen it, in person or otherwise, and know its exact location. Blood Leaves

Ritual level 3

This ritual was developed in order to make tea produced by tea leaves consumable by Kindred, as opposed to just creating the drink outright. This makes it so that such leaves can be sold to Kindred in tea shops.

System: The caster arranges the leaves in a bowl, then cuts themselves in some way, allowing a blood point to drip down to the bowl while incantating. The leaves will absorb the vitae, though their color or texture will not change at all. Once the ritual is complete, it will be possible to use the leaves to create tea consumable by Kindred. This tea will be able to grant the Kindred whatever benefits it would otherwise grant to a mortal (Tea known to relax and relieve anxiety, for example, will do just that to a Kindred.) Seeing as vitae becomes neutral when used as a magical component, it is impossible to submit a Kindred to the blood bond through this ritual. Boomerang

Ritual level 3

This ritual is performed by carving a symbol in to the weapon and then branding the vampires hand with the same mark (causing one aggravated damage) The practitioner then channels their blood in to the weapon permanently linking them and the weapon until one or the other is destroyed.

System: The weapon can now hold Thaumaturgy level + ritual successes points of blood, recalling the object consumes 1 point of blood. Blood can be channeled in to the weapon when out of combat to refill. The recall range of a created weapon is 5 x Thaumaturgy level meters. This ritual can only be performed on a melee weapon. Recalling the weapon is considered an action. Eyes of Night

Ritual level 3

System: By anointing her eyes with blood of a night bird and chanting, the thaumaturge gains uncontrollable Night Sight for one night, without the ability to end the ritual before that time.

Mytherceric
Blade of Severance

Ritual Level 3

This ritual was initially developed by Marconius and has been used over the centuries by Kiasyd alchemists and brew masters alike. After enchanting a silver blade the caster uses this blade when letting blood to share with others. This blood carries with it the flavor and potence of its natural state, so that it may be successfully used in concoctions, but does not contain mystical connections back to the one who shed it and rendered it inert to supernatural manipulations. Marconius had a healthy distrust of giving anyone his unmodified vitae, and for good reason. Though not many blood mages attended Symposia, there were enough who did, and who had access to Kiasyd drinks that it would have been an unneeded, if unlikely, risk. System: The caster rolls a Perception + Occult roll at difficulty 8 while he bathes a silver blade in a mixture which contains one point of the caster’s blood, ashes of a corpse, and ground black tourmaline. This viscous paste, once applied gives the blade a hardness like steel rather than soft silver. The blade thereafter breaks the mystical bonds to the creator’s blood when used to shed vitae, but only the caster’s blood can be affected this way. Masking Aura of the Trickster

Ritual Level 4

The Kiasyd with this ability conceals their aura to those who seek to spy their inner emotions through the use of Aura Perception. The Weirdlings, well-known for enjoying their privacy, often to extremes, will use this ritual to not only deflect the rude observer but also inflict a bit of a punishment to those who have the audacity to dare spy on them.

System: Upon a successful roll of Manipulation + Occult at difficulty 8 the Kiasyd clothes their aura for one night in a mask that will prevent accurate use of Aura Perception upon them; this mask will dissipate upon the rising of the sun. Users of Aura Perception will find a randomly generated Aura on the Kiasyd that is beneficial towards the Kiasyd and potentially malignant to the viewer. This false aura is chosen by the Storyteller at the time of the reading and can vary with each viewer. Thus two persons using Aura Perception on the Kiasyd can have wildly differing results. Bind the Denizen

Level 5 Mytherceric Ritual

Kiasyds are vampires who owe their existence to the mystical fusion of the vitae of vampires and the ephemeral Fae kind, binding a bit of the Acadian spirit into undead vessels. Unlike most other Kindred the Nocturnae are fairly solitary in nature in regards to interaction with their own bloodline and often go for extended periods of time without contact with one another. Indeed it is not unusual for them to go up to fifty years at a time without laying eyes on another Kiasyd until they are drawn together for the next Great Symposium, where they meet as scholarly equals and share with one another the fruits of the studies they had engaged in during the long years since they had last met. Most of their blood will find the presence of another Nocturnae in their city intolerable, barring their own childer, finding the other to be a competitor and likely a danger to their research. In a ritual much like the one their Medieval Tremere cousins used to summon and bind familiars the older kiasyd developed a ritual to enclothe the Arcadian spirits of Denizens into living flesh, bringing the chimerical being into the world as a companion with a strong bond to the caster. The flesh and bone body of the host protects the Denizen from the banality of the world in much the same way that the flesh of a Changeling protects it, though those pulled through the realms in such a way tend to be darker and dangerous beings.

System: The caster paints a circle of blood on a large stone slab, inscribing its circumference with the sigils that comprise his True Name; the blood should be a mix of kiasyd own and human, without the chimerical blood of the fey in the kiasyd’s veins this ritual will not work. The vampire must be sure to finish the last symbol at the stroke of midnight. With the circle's power still fresh, the vampire takes the beast intended to host the denizen’s spirit and drains it almost entirely of blood. He places the dying animal within the circle and feeds it vitae in a parody of the Embrace. The caster then begins incantations over the beast, starting in a low whisper and growing in volume with each spell. When he can repeat the evocations no louder, he ends the ritual, waiting in still silence. If the ritual succeeds, the chimerical draw of blood summons a fey to the animal, where it is captured by the warding circle. The fey can struggle -and usually does if it is seelie- but the blood magic always prevails. Once the denizen succumbs, the ritual fuses it with the beast and restores the animal to full health. The new companion, if seelie, may inwardly resent its bondage at first, though it can be bribed with blood and mollified with good treatment. Unseelie fey tend to flock to these summonings for a chance to pass through to the mortal world and reduce the difficulty of the companion by 1.

The player spends five blood points and rolls Cha + Occult. The difficulty depends on the intended level of the companion + 4. Botching results in a truly horrific fate; the caster may be possessed by the spirit, or he may have created a savage gremlin. Failure carries no consequence apart from wasted effort. companions can be grouped in five ascending ranks of potency and intelligence by level.

Level-One companions are small, harmless creatures little more intelligent than their natural counterparts (e.g. toads, rats, sparrows).

Level-Two companions are notably more cunning than their form suggests, and warn of intruders - though they are powerless to stop anyone from entering their master's haven (e.g. cat, owl).

Level-Three companions may be larger and more dangerous, like a wolf; or a smaller companion that is as intelligent as a 10-year-old child. companions chosen for their intelligence can perform fairly complicated tasks and serve as messengers, although they cannot speak.

Level-Four companions may be dangerous animals with childlike intellects, or small creatures as intelligent as their master. Such a being can communicate telepathically with its master regardless of the distance separating them, and does its best to act as an assistant within the limits of its form.

Level-Five companions are extremely potent, possibly more intelligent than their masters, and certainly in possession of lore and secrets unknown to those who command them. They may speak and perhaps possess a few mystical tricks of their own (subject to Storyteller's discretion).

All companions are loyal as if bound by the blood oath. They must be fed a number of blood points of their master's vitae equal to their level each month, or take ill and die within a night. So long as they are properly fed (their normal diet as well as blood), companions never age and remain perfectly healthy.

The highest level companions can use the first one or two dots of Mytherceria [Darkling] of their master if they have been fed and extra point of their their master’s vitae per level of the power desired [ie. 1 blood point for Foderol, 2 blood points for Foderol and Darkling Trickery]. The Unknown Face Known

Ritual Level 6

This level six ritual is designed to render the kiasyd with another identity completely of their choosing. The identity is as detailed as the kiasyd wants it to be, centering on their blood memory, expanding out through what bonds their possess, to their aura, expanding out like the ripples of a pond to the outlying aspects of their sect identity and kine persona should they have one. Certificates and licenses appear to support what the kiasyd has chosen, legitimate and foolproof to investigations, as if they had been attained through all the correct channels. Internet and informational databases change to reflect what the kiasyd wants to be portrayed as.

System: The kiasyd spends 5 points of blood and two willpower points and rolls Perception + Occult difficulty 9. Each success makes a period of time that this new identity lasts for, as in depth as the kiasyd desires. These changes must be stated at the time of the ritual and discussed with the ST at the time it is enacted.

1 ss 1 Month

2 ss 2 Months

3 ss 3 Months

4 ss 4 Months

5+ ss Until the Kiasyd decides to end the effects

Dur-An-Ki
Green Tea

Ritual Level 2

Developed by the Assamite Sorcerer Kassandra this ritual requires 5 hours to complete. It's ingredients include the kalif, a type of alcohol and the blood of the caster. Through incantations and concentration the caster can create various types of liquids similar to Tremere Mead and Setite wine. The difference from those is that one of the liquid variations is "homemade" green blood in a sense, the second variation is the typical alcohol of one's choosing, and the third is coffee. This liquid will not bound to anyone to the caster and the source may last for 3 months before needing to make a new batch. The liquid also does not need to be returned from the drinker's stomach as it evaporates from inside the consumer's stomach thanks to the poison blood of the caster.