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One World By Night Tremere Arcane Compendium

2010 Edition


PreviouslyKnownastheOWBNGuidetoBloodMagic

Tremere Thaumaturgy and You: An Introduction


"Ifoundtheboxandpawedthroughituntil Ihadfoundavellumscrolltiedshutwitha whiteribbon.Iopeneditandpeereddown atthethehandwrittencalligraphy. ItstartedoffwiththewordInsomuch,and thesyntaxgotmoreopaquefromthere." JimButcher,DeathMasks

ThegoalofthisdocumentisnottoredefinehowTremereThaumaturgyworks,buthowitisregulatedin andoutofcharacter,howitistaughtandlearnedandtocovertheraritysysteminOWbN.Wewillalso exploremagicsthatareuniquetothevariousHouseswithinClanTremere,andtemplatestocreateyour ownpathsandrituals. TremereThaumaturgyisaslightlydifferentbeastthanPotence,Presence,Dominate,Auspexoranyother nonBloodMagicdiscipline.ItisadisciplinethatisinherenttothemembersoftheTremereclan,butthey cannotmanifestitsimplybytrying.ForinstanceifyouareaBrujah,youcanlearnmorePotencewithout havingateacheraround.YoujustworkonbeingstrongerInCharacter,thenspendtheOOCexperience points. Next thing you know, you are a strong player character, and have the bomb on ties. By their birthright,mostTremerecaneasilylearnthedifferentandvariouspathsandritualsofThaumaturgy,but theydorequireteaching. Thatbeingsaid,Thaumaturgydiffersgreatlyfromtheotherformsofkindredmagicaswell.Itisnotby faithorspiritualenlightenment,butformula,rotememorization,andpurewill.Becausethiscombination isavailabletoanyKindredwithdedication,thoseoutsideoftheclanhaveaslightlyeasiertimelearning Thaumaturgythaniftheywerepursuingotherformsofbloodmagic. The Pyramid will always provide a teacher as long as the clan wants you to learn whatever is it you're beingtaught.

Notes:
1) ThisispacketisdesignedtobeamorecompleteresourcetoreferencetheexistingThaumaturgy andotherBloodMagicprintedintheWhiteWolfsourcematerialandcreatedinOWbN chronicles. 2) ThemechanicssetforthinthispacketarearesourceforOWbNStorytellers,nothouserules. 3) Therarityrulespreviouslyusedinthispacketsforerunnersdonotapplytothispacket.Notethat rarityregulationsareanenforceablegenrestandardwithinOWbN. 4) AnyHermeticThaumaturgycreatedbyWhiteWolfandnotfoundinthisguideisconsidered Rarity4. 5) AnyHermeticThaumaturgycreatedbyOWbNandnotfoundinthisguideisconsideredRarity5.

Contents:

TremereThaumaturgyandYou:AnIntroduction ........................................................................................................... 2 TremereThaumaturgy ..................................................................................................................................................... 4 LearningThaumaturgyInClan ................................................................................................................................. 4 EarningYourKeep(orWhathaveyoudoneformelately?) .................................................................................. 5 LearningThaumaturgyOutofClan.......................................................................................................................... 6 ARoleplayingNotetoLearningThaumaturgytheOutofClanWay....................................................................... 6 PathandRitualClassification........................................................................................................................................... 7 RaritiesByLevel............................................................................................................................................................ 7 "Flavors"ofMagic ...................................................................................................................................................... 10 Paths............................................................................................................................................................................... 12 PathListingByRarity .................................................................................................................................................. 12 AlphabeticalPathListing ............................................................................................................................................ 13 Path&RitualCreation ................................................................................................................................................ 15 PathCreationRequirements.................................................................................................................................. 15 BeyondtheMechanics........................................................................................................................................... 16 RulesofThumbforAspiringMagicCreators.......................................................................................................... 16 ExLibrisOWBN:Additions,PlayerCreatedPaths&TabletopPathConversions ........................................................ 17 Alchemy...................................................................................................................................................................... 17 PathoftheBetterSelf ................................................................................................................................................ 17 BindingtheAbyss ....................................................................................................................................................... 18 Borealis....................................................................................................................................................................... 20 FauxPath .................................................................................................................................................................... 21 GiftofMorpheus ........................................................................................................................................................ 22 SouloftheSerpent..................................................................................................................................................... 23 SpiritManipulation..................................................................................................................................................... 24 SpiritThaumaturgy ..................................................................................................................................................... 24 WayofWarding.......................................................................................................................................................... 25 ElementalMastery ..................................................................................................................................................... 26 Rituals............................................................................................................................................................................. 27 RitualListingByRarity ................................................................................................................................................ 27 AlphabeticalRitualListing .......................................................................................................................................... 36 ATremereRitualCompanion:TabletopRitualConversionsandOWBNSpecificRituals ............................................ 37 NewThaumaturgy ...................................................................................................................................................... 37 TabletopConversionsandOWBNSpecificRituals ..................................................................................................... 37 Intermediate.......................................................................................................................................................... 43 Advanced ............................................................................................................................................................... 47 Elder....................................................................................................................................................................... 52 Master.................................................................................................................................................................... 53 Methuselah............................................................................................................................................................ 54 Ascendant .............................................................................................................................................................. 54 HouseSpecificMagic ..................................................................................................................................................... 55 Arcanum ..................................................................................................................................................................... 55 Hashem/Virtue/Wards&Measures ........................................................................................................................... 55 HighSaturday ............................................................................................................................................................. 56 HornedSociety ........................................................................................................................................................... 56 Principia/Wards&Measures...................................................................................................................................... 60 Trismegistus................................................................................................................................................................ 61 RogueTremere............................................................................................................................................................... 62 AnarchTremere.............................................................................................................................................................. 63 AnarchTremereRarities............................................................................................................................................. 63 CombinationDisciplines................................................................................................................................................. 65 CombinationDisciplineDescriptions .......................................................................................................................... 65 Appendix:ListingofRitualsbyLevel ............................................................................................................................. 70 Credits............................................................................................................................................................................. 78

Tremere Thaumaturgy
Note:AsthefoundationoftheTremere'sHermeticprinciples,thePathofBlood is the primary path for nearly all starting Tremere. Exceptions that will be consideredlegalbythePyramidarethosewherepermissiontobeginstudyonan alternative path by a Lord or higher. Other may occur where by the Pyramid is lessforgiving. Thaumaturgyisadiscipline,butitisnotsimplyadisciplineofthebloodlikemany other vampire powers. With rare exception, only members of House and Clan Tremere may learn Thaumaturgy with the same ease that other disciplines are learned.Thaumaturgyisnotlearnedfrombooks,scrolls,papers,tomes,textor anyothermedia.Thesemayalldescribetheprocess,thehandgestures,symbols and symbolism required, but they are simply unable to communicate that exactingnatureofHermeticThaumaturgy.Quitesimply,thatiswhyit'smagic.It escapesclumsywrittenordocumentedwordandrunsthroughandexistswithinthebloodwhichdrivesit.

Learning Thaumaturgy In-Clan


Player Characters learn their first path of Thaumaturgy from their first Regent or that Regent's duly appointed Apprentice. From this point on, the Regent decides or at least heavily influences which PathsandRitualsthePCwilllearn.Makenomistake:PCscanchoosewhichPathsandRitualstheywishto learn,howevertheapprovalprocessisbaseduponthePC'sabilitiestoimpresshis/hersuperiors.Iftheir contributions to House & Clan have been satisfactory and if their IC Regent is benevolent enough, however,thereislittlechanceforthePCtobedivertedfromtheirdesiredcourseofinstruction.Normal OOClearningtimesapply;seeyourSTforspecifics.

WhenaPCwantstolearnanewpath,ahigherlevelofapath,oraritual,theyneedtorequestitICly. Thismeans,asaPC,you'llneedtocommunicatewiththeRegentyoureporttoasanApprenticeortothe Lord if you are a Regent. Most times there is no reason to stop a PC from learning. However, IC interactions can prevent you from doing so. If your Lord or Regent feels your recent actions (such as blowingupElysium,failingtocompleteanassignment,etc.)werenotinthebestinterestoftheclan,you maynotlearnthatnextlevelofPathofFlames.IfyourecentlyorchestratedaPraxisseizurethatplaceda new puppet on the throne, or otherwise achieved a recent coup for House & Clan, you may well have earnedthatmagicyou'veseentheRegentwield. The actual IC learning process should happen during downtime reports. As long as all of the correct permissionsareobtainedandtheXPspent,therewillsomehow,someway,besomeonetoteachwhat you'retryingtolearn.Forexample:ifyoucanlearnMasteryoftheMortalShellbutnoonelocallyknows it,theClanwillprovide.Forthemostpart,thisisbestleftundefinedandmoreOOC.YourSTcanfillinthe actualICdetails. Now you can risk punishment by choosing not to obtain incharacter permission to learn a power, but you'llalwaysneedtomakesurethatyouobtainoutofcharacterpermission.AsaTremere,youcan'tbuy VicissitudeorAbombwejustbecauseyouwanttowithoutspeakingtoyourST;similarly,youcan'tbuyall theThaumaturgyyouwantwithoutspeakingtoyourST.Thisleadstorarities.

In most cases based on local Chronicle house rules Tremere tend to receive their primary path of Thaumaturgy at inclan costs. Two basic, two intermediate, and one advanced ritual are also typically learned for free one for each level ofyour primarypath as described in LotN. These rituals must be approved by your Storyteller and follow all rarity approval restrictions. Other paths (any path beyond their first) are usually learned at outofclan costs for a discipline, but this is the sole decision of the chroniclestorytellers.Makesureyouknowyourhomechronicle'shouserulesonThaumaturgy,asit'sa ratherlargeandexpansiveandoftencomplexresource. Anysecondarypathsmaybelearnedwiththefollowingrestrictions: 1) YoumusthaveaTremereteacher. 2) You cannot learn ANY secondary paths beyond the second basic until your primary path is advanced. If you have advanced in your primary path, you may learn up to advanced in secondarypaths. Yourindividualchroniclehouserulemileagemayvaryonritualcosts,howeverthefirstbasicritualany newTremerepurchasesoughttobeRiteofIntroduction.Many,moretraditionalmagi,willtakeumbrage at an Apprentice who bumbles into their area without first performing this rite. Subsequent rituals are chosenviatheapprovalprocessdescribedabove.Youmaynotlearnaritualofalevelhigherthanyour primarypathofThaumaturgy. PCsmaynotlearnanyritualbeyondtheadvancedlevel.Learningritualsrequiresthatyouhaveateacher foreachandeveryritualyouwishtolearn,andyoumustacquirepermissionfromyoursuperiorpriorto learningnewrituals. Earning Your Keep (orWhat have you done for me lately?) Very seldom will approvals for new Thaumaturgy come without the learning warlock having provided somethinginreturntotheclan.Giventheamazingbreadthofpowersavailabletoamagus(atpresent, 34Pathsandwellover200rituals),thereneedstobeacontrolfrom'onhigh'astowhogetswhatand howtheyreceiveit,lestthemortarwhichholdsthePyramidtogethercollapse.Theraritysystemthatwill followexplainswhysomethingsaremoredifficulttoearnthanothers. In many ways, garnering what is necessary to convince your superiors to allow you to learn the higher raritymagicsissimilarinmechanictotheMentorbackground.Ifyoushowyourselftobeacunningand resourcefulmagusthenthewheelsmightbegreasedabitmoreforyou.You'llalsofindthatit'seasierto earn more if you simply toe the party line. Being obstinate and pigheaded will often find the PC constantlyinthequeue,wonderingwhy'lessdeserving'(butbetterbehaved)magiaregettingnewand interestingmagics. Mostofthetime,onewillhavetopresenta'resume'ofsortsinordertogettheritualorpathonedesires. Beinginafieldofstudythatwillbecomplimentedbytherequestedmagicwillgoalongway.Inthese cases,workalreadydonewilloften'pay'fortheprivilegetoearnmore.Inrarecircumstances,amagus willbeapprovedformagicthathehasnotyet'earned',howevertheseTremerewillfindtheirnextpath orritualisdeterminedforthembytheirsuperior,andtheywillhavetolearnsomethingforthePyramid beforetheylearnsomethingforthemselvesagain. If,thatis,aTremerecaneverhonestlybesaidtolearnanythingsolelyforthemselves.

Learning Thaumaturgy Out-of-Clan


WhiletheHermeticmethodmaybetaughttononTremere,ittakesaminimumofthreemonthsforthose outsideofthebloodtolearntherudimentarylessons(Firstbasicoftheprimarypath). For the 'friend' of the Pyramid, the ritual Inherited Affinity will allow the student the ability to learn ThaumaturgyfromaTremereinsignificantlylesstime,fromaminimumtothreemonthstotwoweeks. OnlythemosttrustedTremerearetrustedwithsucharitualandsothestudentmustplaceherselfatthe whimoftheTremere,somethingwhichmostvigilantKindredwoulddefinitelynotdo. Inalmostallcases,aBloodContractisrequiredtocementtheparametersoftheinstructionagreement. There would have to be extenuating circumstances for such a Contract to not exist. The teaching of ThaumaturgybyaTremereisanextremelyrarething.Theteacherandthestudentarewatched,sothat theloyaltyofbothisassured. Ataminimum,thecontractshouldincludeaclausethatanyThaumaturgythestudentlearnswillnotbe usedagainstanymemberofHouseandClanTremere,andinalmostallcases,thestudentmustswearto theTremereoathbeforeanyinstructionhasbegun.Thesethingsmustbedone,aswellasapprovedby thehierarchyoftheTremere(CoordinatorNPCs),ortheteacherwillbeaccusedofbetrayingherclan. LearningTremereThaumaturgyOutofClanisalsosubjecttotheCharacterRegulationBylaws.Pleasesee theOWBNwebsitefortheexactdetails. Regardless of their method, due to restriction and scarcity, all paths and rituals are rarity 4 for those individualslearningHermeticThaumaturgyoutofclan.

A Roleplaying Note to Learning Thaumaturgy Out-of-Clan


LearningThaumaturgyisnoteasy.Youcan'tjustraidaTremereChantry,readabook,thenspendyourXP. Youcan'tjustkidnapaPCandDominatethemintoteachingyou.ICly,youhavetofindawillingteacher: someonewhohasThaumaturgyasoneoftheirInClanDisciplines.AsperLawsoftheNightandbecause ThaumaturgyisnotaCardinalEightDiscipline,yourPCwillalsoneedtodrinkatraitoftheirinstructor's bloodtoattuneyourPC'ssystemtothenewpowerset.Oncetheseactionsoccur,youcannowstartthe IClearningpart(learningthemotions,thevocalcomponentsandeverythingelse). There's also an OOC component as well. Learning Tremere/Heremetic Thaumaturgy as an Out of Clan discipline,pertheOWbNR&UBylaws,requiresTremereCoordinatorapproval.Doesthismeanthatyou canneverlearnit?Nope.ItsimplymeansthatyourSThastoasktheTremereCoordinatorforapproval.It alsogoesalongwaytohavearealPCofferingtheinstruction.HavingsomerandomNPCjustwantingto teach anyone out there is not only unlikely but also, from a genre standpoint, should just plain not be happening. The Tremere Clan hoards its Thaumaturgy with the with a jealousy bordering on (and occasionally crossingoverto)obsession.EvenestablishedrogueTremereshouldnotwishtogiveitawaywillynilly. It'soneoftheirfewadvantages;teachingThaumaturgycaneithermaketheirvaluelessenontheopen market or lead others to them a particularly dangerous possibility when one is hunted by a Clan designedtooperatelikeanexpensiveandelaborateSwissclock. The Pyramid would like everyone to believe that the combination of incentives and threats keep their secrets safe, but there are always those who think they're smarter than Big Brother. Most of these Tremere are caught long before they're able to trade any real secrets, killed by Tribunals or just disappearing,butonceinawhilesomeonereallydoesgetawaywithit.Thattime. For those who have successfully stolen Thaumatugical secrets, beware. That Primogen who taught you mayhavebeenyourfriendortoadyorevenlover,buteachnightthatpassesgivesthePyramidalittle moretimetodiscoveryourcrime.Beingsmartwillgetyoualongway:don'tuseyourpowersinpublic,

don'tbragaboutthemand,ifonedayyouarediscovered,don'tbesurprisedwhentheTremerecomefor you. Now it's also true that not everyone picks their Thaumaturgy up from random street dealers. Some successfullygotothesourceandmakelegitimatedealswithClanTremere. Andwhathappensifyougetallofyourapprovalslinedupinarowandyetyousomehowdidn'tmakeoff withadeal?Well,that'sallICfunandgames,isn'tit?

Path and Ritual Classification

Rarities By Level
RaritiesinOWbNareusedtodescribehowwidelyspreadand/orhowtightlytheThaumaturgicalpathor ritual is controlled by House & Clan or, in some cases, because the sect of origin (Camarilla, Sabbat or Anarch) limits the path or ritual's availability. Power levels are not always taken into account when determining the rarity of a specific Thaumaturgical path or ritual. Some quite powerful, destructive or incrediblyhelpfulpathsarelowerinrarityandthusmorewidelyavailabletotheaveragePC.Alternately, some pathsand rituals aremuch harder to learn because they arenolonger taught, have fallen out of favororbecausesofewarestillabletoteachit.Raritiesservethisdualpurposetodescribeallofthese characteristics.Itisn'tjustoneortheotherallthetime,it'softenallofthese. Rarities for members of the Tremere Clan in OWbN operate on a scale from 15. If you are not a loyal memberofthePyramid(reportingtoadulyassignedsuperior,suchasaRegentorLord)youwouldbe learningoutsidethesystem.ThiswouldrequireanICteacherandmuststillfollowtheOOCrequirements. TheraritylistingsarenotanICshoppinglist.Ifaplayerwantstolearnaspecificpathorritual,theyneed to know about it ICly. They can ask cantrymates, their Regent, or visiting Tremere even seeking out HousesorwildlyaskingontheTremerePyramidlistserv.Seekingoutknowledgeandpowerisaperfectly Tremereroleplayopportunity.PCsmaybeverysurprisedatwhattheycangetbyaskingtherightperson, attherighttimewiththerightquestion.Evenifoneofthoseiswrong,theanswermaystillbeworthit.

NoteforallrequestsforpathsandritualsofRarity3orhigher: Somerequestsforhigherraritypowerswillrequireslightlymorethoughtanddeliberationthanothers. Suchcasesarereallifeexamplesofabureaucracyatwork,soenjoythemomentofLifeimitatingGenre! Inallcases,though,pleaserememberthat,whilethesubcoordinatormayapprovetherequest,theST maystilldenytherequest.TheCoordinatorandsubcoordinatorscannotapprovewhatanSThasdenied. Allraritiesof3andhighermustbeloggedwiththeTremereCoordinator'sofficeortheyarenot consideredtobevalid.StorytellersandPlayersareencouragedtokeeplogsoftheapprovalincaseof improperregistration. If,atanypoint,youfeelasanSTthatasubcoordinatoriswronglydenyingarequestforICorOOCreason, theSTmaybringthemattertotheTremereCoordinatorforfinalresolution.Also,anyconcernsanSThas withasubcoordinatorapprovalofanR3power,itcanbebroughttotheTremereCoordinator.Playersare alsoabletobringtheirconcernsregardingapprovalordenialtoeitherthesubcoordinatororthe TremereCoordinator. Rarity1(R1) Thesearethemostcommonandeasilyaccessiblepathsandrituals.MostPCswhowanttolearnthese powersjustneedtheirRegent'spermissionincharacterandtheirST'spermissionoutofcharacter.These powers are known widely throughout the entire clan and by almost everyone. Characters having a R1 power barely get a second look. Some are quite powerful, again illustrating that rarity is not a power meter.It'sasignofhoweasyitistofind,getanduse.ARegentdoesn'tneedhisorherownpermission tolearnthis,nordotheyneedtheirLord's. Rarity2(R2) Paths and rituals of this rarity are second most common and accessible . These powers do require a secondlookfromtheapprovingRegent.Itisnotalicensetoholdbackteachingthelearner,butitmight require an additional bit of service to the Clan or the Regent to learn it. They may not be the most commonpowersintheworld,butmoststillknowsomethingaboutit,orknowsomeonewhohasit.This alsorequiresSTpermission.ARegentdoesn'tneedhisorherownpermissiontolearnthis,nordothey needtheirLord's. Rarity3(R3) Thislevelisessentiallythemiddlegroundintermsofpath/ritualrarity.Somepowershereareolderand onlyknowntothosewhohaveeitherbeenaroundlongenough,orproventotheirEldersintheClanthat theyareworthyofknowingit.Othershere,ifusedrecklessly,cancauseproblemsfortheClanandthe wielder.Fromanincharacterstandpoint,thesepowersareoverseenbytheLordswithinthePyramid. They determine if the Regent or the Apprentice is worthy of learning the requested Rarity 3 power. A Regent requesting a Rarity 3 power must ask their Lord for approval. An Apprentice who learns of and asksforanR3powerstartstherequestprocesswiththeirRegent,whointurndetermineswhetherornot they will ask the Lord. So take note, ambitious Apprentices: if an Apprentice has a habit of causing problems,annoyingtheRegentorotherwisebeingaproblem,theirrequestmaynevermakeitpastthe Regent! Fromanoutofcharacterstandpoint,theplayermustbringtherequesttotheirSTandtheirrespective subcoordinatoratminimum.TheymaycontacttheSTandsubcoordinatoratthesametimeortheycan havetheirSTdoitforthemwhicheverismoreconvenientforallpartiesinvolvedbuttheyshouldnever contact the subcoordinatorwithout consent of their Storytellers. The subcoordinator and ST will then discuss the matter. Once the subcoordinator has a decision, he or she should let the ST know the answer,andalsoprovideareasonableexplanationforthedecision.Thesubcoordinatormayalsobring the Tremere Coordinator into the matter for input, or the ST may also go directly to the Tremere Coordinatorwiththerequest.Again,theseoptionsarebaseduponwhatismostconvenientforallparties andupontheneedsoftheparticularrequest.

Rarity4(R4) Thaumaturgyatthislevelissomeofthehardesttoobtain.ManyofthesepowersareheldonlybyLords or above or very worthy Regents. Apprentices may learn these but it is highly unusual. Powers that originated from the Sabbat or the Anarch movements are also typically found here. Some have only recently been reclaimed by Vienna from the Antitribu or from modern day Anarchs. Because of this, thesepowersarecloselyguardedtoensurethattheydonotspreadtoeageryoungTremerelookingto escapeandaddittotheRebellion.Otherpowersaresimplyoldandhavefallenoutoffavorwithmostof theclan,practicedbyfewwhothenhoardtheirpowerlikegreedy,oldmisers. Incharacter, your PC must learn of the power through IC interaction to know of its existence. "White WolfLore"isnotanacceptableICsource.TheClanEldersaren'tgoingtotellyouofeverythingtheyknow orcandowithoutreason.AsanApprentice,youneedtorequestitthroughyourRegent.Therequestis thenpassedtotheLordandaboveforconsideration. Outofcharacter,theplayermustfirstbringtherequesttotheirST.TheSTmustthensendtherequestto theTremereCoordinatorand,ifdonebyemail,CCtheappropriatesubcoordinator.Thefinalapprovalof anyandallR4ThaumaturgyisdonebytheTremereCoordinator.STscannotapproveR4Thaumaturgyfor aplayertopurchasewithoutTremereCoordinatorapprovalaswell. STscan,however,denyordelay,theplayer'sabilitytopurchasetheTremereCoordinatorapprovedR4 Thaumaturgy,justlikewithsubcoordinatorapprovedR3Thaumaturgy. Subcoordinators cannot approve R4 Thaumaturgy, but they should be the first ones contacted. The subcoordinator may make recommendations or comments on the request and frequently will do so beforebringingittotheCoordinatorforfinalapproval. Note: AnyritualorpathfoundinaWhiteWolfsourcebookthatisdescribedasTremereorHermetic ThaumaturgybutnotcoveredinthispacketistobeconsideredRarityFour(R4)forpurposesof approval! Rarity5(R5) The few paths and rituals that constitute rarity five are those which have been created exclusively by OWBN PCs or NPCs. Learning these not only requires the approval of one's STs, but also the Tremere CoordinatorANDthepermissionofthemaguswhocreatedit.Sincethesepathsandritualsarecreated byotherplayersandunlesstheyarebeingtaughtduetoordersfromonhightheinstructormayextract whateverpaymenttheywish(withintheconfinesofthePyramid,ofcourse).Toevenhaveheardofthese rarest of magics, one will have had to have caught wind of it incharacter: not an easy task given that manyTremerewhohavethewherewithaltocreatetheirownmagictendtojealouslyhordeit. Thetablebelowhasbeenincludedforeasyreference: 1Common: AllTremere.

2Uncommon:RegentorwithRegentspermission.

3Rare:

LordorwithLordspermission.

4VeryRare: Sabbat paths, rituals or anything that PCs should NOT be allowed to have at all
without permission from the appropriate Coordinator controlled NPC. Getting these would require you breakinginto thechantry in Vienna, slipping in theSabbat HQ in MexicoCity,orgettingitfromthepersonwhomadeit.OnlyaPontifex,Councilor,or Tremerehimselfhavetheauthoritytoapproveinstructioninthesepaths/rituals.This also includes most magics that are unique to certain Houses within House and Clan

Tremere. Any magic that is specifically described as Tremere or Hermetic Thaumaturgybutnotcoveredinthispacketalsofallsunderthisraritylevel.

5Unique:

CreatedbyaPlayerCharacterorNPCwithinOWbN.Thesecanonlybeacquiredfrom the PC who created the magic or through someone who acquired the ritual/path through legitimate means from the one who created it. Approval for teaching or learningUniqueThaumaturgymuststillcomefromaPontifexorhigher.

"Flavors" of Magic
In addition to the general collection of Thaumaturgical paths and rituals, some paths and rituals stem from subsets of the larger field of Tremere Hermetic Thaumaturgy. These subsets, or flavors, are generallydividedintothecategoriesbelow: SabbatThaumaturgy: SabbatThaumaturgy:PathsorritualsmarkedasSabbatarethosewhichwere createdbytheTremereAntitribu.Theytaughtsomeofthisknowledgetoother membersoftheSabbatwhiletheywerealive,buttheTremereAntitribuareall dead now. For this reason, nobody in the Sabbat is capable of teaching what they know to others, except under extremely rare circumstances (OWbN by lawsstatethatonlyTremerecanteachHermeticThaumaturgy). Minds Eye Journal #1 lists the rituals that the Camarilla managed to reclaim fromtheTremereAntitribu.AllotherSabbatThaumaturgyiseitherlosttothe Tremere or archived and locked away by the upper echelons of the Pyramid. Thus,itisallclassifiedasbeingVeryRare(Rarity4). OWbN precedes the destruction of the Tremere Antitribu. Therefore, like the vampirestheyimitate,playerswitholderPCshavemanagedtogettheirhands on Sabbat Thaumaturgy and have passed it around. For the sake of genre maintenance,althoughitisrecognizedthatmanyPCscurrentlypossessSabbat Thaumaturgy, Pontifex or Councilor permission is still required for anyone to teachorlearnthesecloselyguardedsecrets. AnarchThaumaturgy: VeryfewTremerearecountedamongtheranksoftheAnarchs.TheseTremere losttheiraccesstothelibrariesandinstructionoftherestoftheirclan,andhad todevelopsomeoftheirownritualsinordertosurvive.Theritualslistedinthe MET Anarch Guide are available to Anarchs. Some Pyramid loyal Tremere operate in chantries within Anarch territories, but they are not true Anarchs (roguesoperatingoutsideofPyramidcontrol). ThesePyramidloyalTremerehavemanagedtogathersomeknowledgeofthe ritualsdesignedbytheirAnarchandrogueclanmatesbeforedestroyingthem, but the knowledge gained is kept locked away by the upper echelons of the Tremere. For this reason, Anarch rituals are classified as Rare (Rarity 3) for CamarillaTremere. DarkThaumaturgy: All Thaumaturgical paths and rituals relating to the manipulation of Infernal entities are classified as Dark Thaumaturgy, a paradigm separate and incompatible with standard Thaumaturgy. These magics are highly regulated andcontrolledbyHouse&Clan,andaretobeconsideredVeryRare(Rarity4) forthepurposesofthispacket.Theonlywayamagusmaylegallylearnsuch magics is by joining House Horned Society, and even then the magus must receive approval from the proper superiors before attempting to learn them. All other attempts to learn Dark Thaumaturgy are considered illegal by both

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House&ClanandtheCamarillaitself,andallPCswholearnDarkThaumaturgy illegallycanexpecttobehuntedandkilledasInfernalists. It should be understood that the rarities for all Dark Thaumaturgy apply only when the individual has used the Horned Society Ritual: Empowerment. All otherlearningofDarkThaumaturgy,evenifthepractitionerisTremere,goes throughtheDemonCoordinatorandissubjecttothecurrentInfernalistpacket. In addition, despite learning their Dark Thaumaturgy through specialized rituals,thosemembersofHornedSocietyarestillDiabolists.Whilethepointof view that would determine whether or not they are as bad as your standard thrallsispurelysubjective,HouseandClantakesthestancethattheiragendais certainlybetterthanthatofademon's. Someritualsandpaths,suchasHandsofDestruction,wereoncepathsofDark Thaumaturgy that the Tremere replicated using Hermetic principles. These paths and rituals, while producing the same outcomes as their Infernal predecessors,arenotInfernalnordotheyregisteronanyscaleassuch.

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Paths
Notes: Allpathslistedherehavetheirmostrecenttextreferenceinthechart below.AnyPathsnotlistedinaMETbookarelistedinthesection directlyfollowingthealphabeticallisting.AllMETDarkThaumaturgy PathsareRarity4andmaybereferencedinthecurrentInfernalist Packet. Path Listing By Rarity 1Common: 4 VeryRare: Blood GiftofMorpheus(S) Conjuring BloodsCurse TheGreenPath FathersVengeance(S) TheLureofFlames Mars(S) MovementoftheMind Mercury(HouseTrismegistusonly) WeatherControl SpiritThaumaturgy SouloftheSerpent 2Uncommon: ThaumatugicalCountermagic(Astorsonly) Alchemy WayoftheLevinbolt ElementalMastery WayofWarding TheHearthPath NeptunesMight 5Unique: Oneiromancy BetterSelf SpiritManipulation BindingtheAbyss Transmutation Borealis 3Rare: BioThaumaturgy Corruption Curses TheFauxPath TheFocusedMind HandsofDestruction MasteryoftheMortalShell ShadowCrafting Technomancy VineofDionysus *(S)=Sabbatpaths ThefollowingpathsareDeadPaths,andcannotbelearnedbyanyoneatthistime. Noconversionsaregivenforthemforthisreason: WayoftheWorldsBlood(OriginalSource:LibellusSanguinusII:KeepersoftheWord) WayoftheShadowWorld(OriginalSource:LibellusSanguinusII:KeepersoftheWord) WayofPassage(OriginalSource:DarkAgesCompendium) PreyontheSoulsFear(OriginalSource:DarkAgesCompendium)

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Alphabetical Path Listing


PathName Alchemy BetterSelf BindingtheAbyss BioThaumaturgy Blood Blood'sCurse Borealis Conjuring Corruption Curses ElementalMastery Father'sVengeance FauxPath TheFocusedMind GiftofMorpheus TheGreenPath HandsofDestrction TheHearthPath TheLureofFlames Mars MasteryoftheMortalShell Mercury MovementoftheMind Neptune'sMight Oneiromancy Shadowcrafting SouloftheSerpent SpiritManipulation Rarity 2 5 5 3 1 4 5 1 3 3 2 4 3 3 4 1 3 2 1 4 3 4 1 2 2 3 4 2 METRulesReference MET:StG,p.47 OWbNArcaneCompendium OWbNArcaneCompendium MET:StG,p.48 LotN:R,p.177 MET:StG,p.56 OWbNArcaneCompendium LotN:R,p.182 MET:CG,p.83 MET:StG,p.58 MET:CG,p.76 MET:SG,p.127 BM:SoT,p.84 MET:StG,p.50 LotNp.74 MET:CG,p.78 LotN:R,p.183 MET:StG,p.51 LotN:R,p.178 MET:SG,p.125 MET:StG,p.53 OWBNArcaneCompendium LotN:R,p.180 MET:CG,p.81 MET:StG,p.54 TremereCB,Rev.,p.51 CairobyNight,p.88 MET:CG,p.89

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PathName SpiritThaumaturgy Technomancy ThaumaturgicalCountermagic Transmutation VinesofDionysus WayofLevinbolt WayofWarding WeatherControl

Rarity 4 3 4 2 3 4 4 1

METRulesReference LoE,p.74 MET:CG,p.86 MET:CG,p.92 MET:StG,p.60 MET:StG,p.61 TremereCB,Rev.,p.51 DarkAgesCompanion MET:CG,p.93

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Path & Ritual Creation


ThissystemoverridesthatwhichispresentedinMETStorytellersGuide(Paths:pp.4446&Rituals:pp. 6364). Requirementstocreaterituals: Basic: Occultx2,mustknowsevenbasicrituals Intermediate: Occultx4,mustknowsevenintermediaterituals Advanced: Occultx5,mustknowsevenadvancedrituals Creatingaritualtakestwomonthsmultipliedbytheleveloftheritual: Basic: 2 Intermediate: 4 Advanced: 6 Path Creation Requirements Inordertocreateafullyfunctionalpaththefoundationprinciplesmustbeknownfirst,requiringatotalof ten paths to be fully mastered between the magi attempting the undertaking. In addition, each Magus participatingmusthavelearnedatleasttwofullpathstoadvancedandhavetheOccultAbilityatx5. While it is possible that a single Tremere who is gifted with an abnormal amount of Thaumaturgical knowledge to create a path on their own, those who work together find themselves making quicker project. For each full path of Thaumaturgy after ten, Tremere who work in a group may subtract one monthoffofthetwoyearcreationtime,toaminimumofoneyear.Thisdoesnotincludeanylearning timestopurchasefinishedproduct. Shouldamemberofthegroupwithdrawfromthecreation,therearelikelytobedelaysifnotacomplete halt.Iftheprojectstillmeetswiththeminimumrequirements,thentheextramonthsthatthecontributor removedfromthecompletedateareaddedbackon.Ifthewithdrawalofamemberactuallybringsthe knownpathsofThaumaturgybelowten,thentheprojectishalteduntiltheminimumrequirementsare once again met. The project still retains the work put in by the members, but will have to find more memberstocompletethework. Example: SeveralyoungApprenticeswishtomakethePathofHousekeeping,whichwillhelpthemtokeep thechantrycleanwithminimaleffort,allowingthemmoretimetostudy. Sally has3 advanced paths of Thaumaturgy, Billy has4 advanced paths of Thaumaturgy,Anne has2advancedpathsofThaumaturgy,Paulhas3advancedpathsofThaumaturgy,foratotalof 12 paths of Thaumaturgy between them. They have 2 paths over the requirement of 10, and thereforecancompletetheirpathin1yearand10months. IfJack,whohas3advancedpaths,wastojointhem,thetimewouldbeshortenedto1yearand7 months.Ifatanypoint,Jackwastoleavethegroup,thetimetocompletewouldreturnto1year and10months. If Paul was to leave the original group after 6 months (Sally, Billy, and Anne), they would only have 9 paths of Thaumaturgy between them, and their work would halt until they could find someone who met the minimum requirements to join them. Once they met the requirements again,theywouldstillhave6monthsofworkcompletedandwouldcontinueonfromthatpoint. SoifJillweretojoinwithhertwoadvancedpathsofThaumaturgy,theywouldhave11pathsof Thaumaturgy with 6 months of work completed, and would have to complete one year and 5 monthsofwork.

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Beyond the Mechanics


CreatingaritualorpathisnotmeanttobeforeveryTremerePlayerCharacterthatcomesintoplay.Itis meantforadvancedplayafterlongtermcharacterprogression.ApprenticesnotinHousePrincipiashould rarely be the creators of such magics, having need to still learn much of the basics. Regents are given morelatitudeandnotrequiredtoaskpermissionoftheirLord,buteventheymustconsiderthecostof theirtimeversusthebenefitsnewcreationswillprovidetotheclan. Role play should be as much of this process as possible. While we realize that it is impractical to play throughtheentiretimerequiredtomakeapath,effortonthestorytellersaswellastheplayersshouldbe madetoletthisprocesscomealiveandnotsimplywaitingitout.Wesuggestdowntimesandminiscenes thattakeplaceduringmidweekingameforthesesortsofcreativity. Whilenotrequired,playerswhowishfortheirmagicstobeaddedintotheofficialpacketshouldactively discussideaswiththeTremereCoordstafffromthepointofconception.Comingin'cold'withafullwrite upwithoutworkingthroughyourideaswithSTsandtheCoordsOfficemayleadtoplayerdisillusionment when their work is dissected. The Coords Office also has years of experience writing and revising homegrown paths and rituals, so please do take advantage of their expertise. Theyll be happy to help newcreatorsthroughtheprocess! Oncefinished,regardlessofpreviouslyinclusion,youmaysubmitittotheTremereCoordinator.Though no player (or storyteller) is required to do so, if it is not submitted to the Tremere Coordinator for approval, it may not be accepted into OWbN as a whole. Rituals and paths that are submitted and acceptedwillbereleasedinfurthersupplantscomprisedsolelyofplayermadematerial.

Rules of Thumb for Aspiring Magic Creators


Keepinmindthat,increationofnewmagic,we'reallgamershere.We'veplayedaLOTofgamesother thanVampire,andnothingismorediscouragingforstaffthanlookingata'new'spellideaandrealizing thattheirmagefromGreyhawkbackinmiddleschoolpossessedtheexactsamespell(s).Ifitexistsasan ideafromanothergameandtheTremerestaffcan:a)seethatatfirstglanceandb)findlittletono justificationtoallowsuchagenrecrossoverintotheOWBNWorldofDarkness,it'slikelythattheattempt willnotbeconsideredforinclusionwithinanyCouncilapprovedTremereThaumaturgypacket.Thisisnt tosaythatyoucantbaseyourideasoffothergenres,movies,oryourmuseofchoice,butyoushould makeanideameldintoourgenreandmakeityourown.

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Ex Libris OWBN:
Additions, Player-Created Paths & Tabletop Path Conversions

Alchemy
This path must be used in a controlled, laboratory setting. The amount of Mass/Volume that the caster can affect is based on the amount of additional mentaltraitsthatthecasterexpendswhenthepathisactivated.Nothinglarger thanaCarcanbeaffected. MentalsMass/Volume(examples): 2ACoin 4ABrick 6ATable 8ASafe 10ACar

Path of the Better Self


ThispathwascreatedasanattempttobringoutamoresocialaspectofThaumaturgy.Itwasdeveloped by Lord of the Fourth Circle C.L.U Vasa, House Hephaestus, as an aid in business settings and political dealings.Theaimofthepathistogiveanadvantagetothecasterinthesesettingsbymanipulatingthe mindandbodyofthetargettomimiccertainafflictionsatthemostinopportunetime. Nolevelsofthispatharestackablewithanotherlevelofthispath.

Basic
GentleWords Gentle Words is designed to make the caster appear more charismatic than he or she really is. It was designedtoaidinbusinessdealingwithsuperioradversaries.Uponusingthispower,thecasterspends one Blood trait and engages in a test versus 7 mental traits. On a success, the caster gains any combination of 2 (two) of the following Charisma related traits: Charismatic, Charming, Dignified, Eloquent,ExpressiveorGenial.Thesemaybeusedprimarilyinsocialchallengesdealingwitharguments, politics,otherconversationalpieceswheregettingyourpointacrossaboveallothersiskey.Itlastsforthe restofthesceneoronehour,whichevercomesfirst. BadForm BadFormisdesignedtoembarrassyouradversaryinabusinessmeeting.Mostexecutiveshavelearned fromtheirverybeginningsoftheirbusinessmeetingeducationthatshowingupintoxicatedinanyformis averybadthing.Thecastermustinitiateamentalv.mentalchallengeagainsthis/hertargetandspenda Blood trait. If the caster wins against a mortal, the target suffers from the effects of an all night binge drinkingfest,givingthemthenegativetraitsobliviousandclumsy.Kindredareaffectedasiftheydrank from an intoxicated mortal, giving the same negative traits as mentioned above, but the caster must expendatemporarywillpowertraitinaddition.

Intermediate
BabblingBrook targetcannolongermaintainasolidtrainofthoughtforthedurationofthesceneoronehour.Thetarget maystartasentenceorconversation,butitquicklyloosesitsfocusandwindsupameanderingspoken diatribeoneverythingbuttheoriginalfocusedpoint. This does notmean the target cant remember what they wanted tosay, but that they cannot finish it vocally.

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ThecasterspendsaBloodandengagesthetargetinamentaltest.Onawin,thetargetgainsthenegative traits Forgetful and Ignorant for the rest of the night. In order to affect Kindred, the caster must also expendatemporarywillpowertrait.Theeffectsofthispathshouldberoleplayedoutaccordingly. Incompetence Thispowerwasdevelopedtoshowonestruepoweroveranother.Withthis,thetargetbecomeslittle morethanasimpleton.Eventhemostmundanetasks(suchaswalking,talkingorwriting)becomenear impossible. The caster spends a temporary Willpower and a Blood trait and engages the target in a Willpower challenge.Ifsuccessful,anytimethetargetwishestotakeanyactions,thetargetmustfirstwinastatic challenge against his own traits of the appropriate category, which he may retest with appropriate retests.I.e.Ifthetargethas8physicaltraitsand6socialtraitsandwishestowalkorrun,thetargetmust firstwinaphysicalchallengeagainst8traitsandmayretestwithAthletics;similarly,hewouldhavetowin asocialchallengeagainst6traitsinordertotalk.Thispowerlasttherestofthenight.

Advanced
BringforththeInnerChild BringforththeInnerChildisthemostdevastatingpowerofthisPath.Withit,thecastertransformspart oftheverycoreofhisorhertarget,bringingouttheinnerchildinhimorhertotheforefront.Itchanges thetargetsNaturetoChild. Thecastermusthaveatraitofthetargetsblood.ThecastermustexpendapermanentWillpowertrait and a Blood trait and then engage the target in mentalchallenge. If the caster is successful in the challenge,thecasterthenmakesanextendedchallengewiththetarget,usingthepsychologyabilityasa retest.Thisdeterminesthedurationoftheeffect: NumberofSuccesses/Duration: 1RestoftheEvening 2OneDay 3OneWeek 4OneMonth 5OneYear 6Permanent

Binding the Abyss


Although the Tremere have long been enemies of the Tzimsce, a chantry of 17th century Portuguese Tremere once turned their talents to specialized means of combating the treacherous Lasombra of neighboring Spain. This resulted in the creationof the Path of Shadowcrafting. In the modern nights, however,TzimisceLasombratiesintheSabbathavebroughttheLordsofShadowtotheattentionofthe Tremereagain. WiththeCamarilla'srecentupturnintheirwarwiththeSabbat,theTremerehaveneededameansto blunt the Sabbat's edge, so the Path of Shadowcrafting was unearthed. It was, however, archaic and hardlysuitableforthetrailsofmodernnights. The path of Binding the Abyss, a remodeled Path of Shadowcrafting, was made to accomplish what Shadowcrafting could not. Those who remade the Path focused upon the workings of the Abyss, researchingthetruemastersoftheshadows,theLasombrathemselves. MastersofBindingtheAbysshavelearnedtodominatethesoullesscreaturesoftheshadows,butnotin thesamefashionastheLasombra.WhereasBindingtheAbysscontrolsthosethatdwellwithintheAbyss, and thus making the Abyssal creatures briefly bow to their twisted whims, the Lasombra have a much morerooteddominanceoftheAbyss'spowers,whicharethepurestuffofdarkness,channeledthrough theirblood.AsthesetwoClansdrawtheirpowerfromnearthesamesources,theBindingtheAbysshas

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becomeeerilysimilartoObtenebration'seffectsandpractices.TobeginlearningBindingtheAbyss,the Tremere must have at least three levels of Abyss Lore. However, all retests are made with the Occult Ability.

Basic
TenebriousBreath The first rule of Abyss: darkness devours all light. Eventually, every light gutters and fades into the darkness.AneophytethaumaturgecanexertthispropertyofAbyss,bringingdevouringdarknesstolights nearby. Spend one Blood Trait and you can snuff out a light source or multiple light sources that you can see, equalinguptoabonfire.Thelightswouldbesnuffedoutfortherestofthescene,atwhichpointthelight willebbbackinamostunsettlingmanner. HandofNight This wholly unnerving power allows a thaumaturge to take commandof a distant shadow. Through his understandingofthewaysoftheAbyss,heisabletolinkhisthoughtstotheshadowsandsummonan almost tangible quality to the darkness he controls. If the shadow belongs to a person, it follows the thaumaturge'smentalcommands.Inhumanshadowscontortasmuchaspossible,stretching,elongating andmovinginasemblanceofthecaster'sthoughts.Ashadowcontrolledinthisfashioncannotactually doharm,butthisunnervingshadowcantangleitssemiphysicalformaboutitssource.Thosewhohave feltthisshadow'sfleetingtouchhavesaidthatitwascompletelyunwholesomeandfeltascoldasice. You need only to indicate a distant shadow and spend a Blood Trait to invoke this power of 'Thaumaturgy.'Onceyou'veinvokedthepoweryoucancompletelycontroltheactionsofashadowthat youcanseeforsolongasyouconcentrateonit.Youshouldeitherindicateitsmovementstothesubject viewingit,orinformaNarratorwhocanrelaytheshadow'sunusualactions. Ifyoudecidetoaffectapersonwiththispower,theirshadowinflictstheNegativeTraitClumsyduetothe semitangibleelementsoftheshadowanddistractingnatureofitspower.

Intermediate
EnvelopingDarkness Howwouldshadowappearifithoveredintheair?Adiscoloration?Adimnessintheatmosphere?Ahole inspace?AcommandingTremerecanpeelbackrealityandspillforththeshadowsoftheAbyssandbend them into a floating globe that whips about the caster. This airborne shadow conceals the caster and creates a roiling sphere of confusion. The unnatural display manifests as an ephemeral globe that encompasses the caster at about an arm's length, though it contracts and expands rapidly while the shadowsflitaboutitssurface. Indicate"EnvelopingDarkness"bycrossingyourarmsatnecklevel,palmsoutwithyourfingersspread. Anyonlookercannotetheobviouslyunusualsight.Thisglobeofdarknessextendsafullthreefeetabout thecasterandthosewhowouldcomeintothedarknessareaffectedwiththeNegativePhysicalTraitof Clumsy while engulfed in the unnatural shade. Mortals with fewer then five Physical traits may be strangledtodeath,astheylooseonePhysicalTraitperturn,andthenloseHealthLevelperTurn. Inside the globe of shadow, all light sources other then fire are extinguished and sound is muffled. All victims of the globe (except yourself) suffer the penalties of total darkness: They loose two Traits in resolutionofchallengesandareforcedtomakeasingleretestonanysuccessfulchallengebecauseofthe darkness. Even those with Heightened Senses and Eyes of the Beast are affected: each removes one penaltyTraitfromtheeffectsoftheglobe(forcedretestisnotremoved). YougainonebonusTraittoresolutioninallchallengesofstealthandwhendefendingagainstanyphysical attack.AndyourGlobe,oncecreated,lastsfortheentiresceneorhour,oruntilyoudispelthedarknessto theAbyssalregionfromwhichitcame.

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SacramentoftheVoid Shadowsseemtodevourthelandscapehungrilyasnightfalls.Whereanyshadowlays,thepowerofnight remainsthroughthatsympatheticpowertheTremerecaninvokethestrengthofnightinanyplace. Mortals who have observed this bizarre power have left the experience "touched," talking of shadows impossibleinthecurrentlightandnonEuclideangeometrycastinghorridshades.Eventhesun'stouchis dulledbytheseshades. Bycasting'SacramentoftheVoid'youcancauseanareaofshadowtoexpandbeyondwhatwouldbeits natural length. The preexisting shadow is considered to extend an additional yard in each direction. So long as you remain within this shadow (this may include the caster's own shadow), the area counts as being under the influence of night. Due to the strengthening ties to the Abyss, the caster can actually lessenthesun'ssearinglight,ineffectlesseningthedamageofsunlightbyoneHealthLevel.Ifthecaster were to stand in direct sunlight with this power in effect, he would take two Health Levels of damage ratherthenthree.Thislastsfortherestofthesceneoranhour.

Advanced
AbyssalExorcism Mastery of this path allows a Tremere to imbue his shades with a cannibalistic hunger. At this level of expertise, the caster can loose a shade filled with terrible hunger for its own kind. This mastery of the AbyssgivestheTremereachancetocountertheObtenebrationDiscipline.WhentheTremeresummons forththiscreature,malevolentdarknessconsumesalltheshadowsinthearea,onlytoconsumeitselfat theapexofthefeast.TheShadowFiendleavestheplacesitpassestingedwithaharrowingfrost. Whenyoucastthispoweryouhaveachancetohaveyourshadeconsume'Obtenebration.'Byspending three Blood Traits, you make a Mental Challenge against the target in question, and if you win the 'Obtenebration'powerfails completelyandisconsumedbytheShadowFiendconsequently,allnatural shadowisconsumedaswell,temporarilyresultinginasurreal,frozenlocus.Ifyoulose,youtakealevelof lethaldamageastheShadefeastsuponthedarknesswithinyou.IneithercasetheShadequicklypasses onceitsmealhasbeenconsumedbackintoitsvoid.

Borealis
ThisPathwascreatedintheNightFalls(NVA)chroniclebyVincentKing.

Basic
RansTouch Byconcentrating,thethaumaturgecanfreezeasmallarea,renderingsimpledevicesuseless.Toactivate thispowerthetargetmustbetouchedandsinglebloodtraitmustbespent,thenthecasterengagesina Mentalvs.Physicalchallenge.AnadditionalBloodTraitmustbespentforacurrentlymovingtarget.This cannotbeemployedonalivingorundeadtarget. GraspofMagni A slightly larger area of space can now be frozen and the thaumaturge no longer needs to touch the target. By spending a Mental Trait the caster may create a small (up to a cubic foot) block of ice. If targetingapersonorsomethingthatapersonisgrasping,thecastermustengageinaMentalvs.Physical Challenge.TheIcecanhaltmovementofapersonormachine,andwilllastuntilmeltedorbroken(static Physicalvs.6traits).

Intermediate
ForsetisSilence WiththislevelofcontrolthethaumaturgecancreateawallofIce.Thewallisthreecubicfeetoficefor eachMentalTraitspenttocastit,hasasmanyEnduringPhysicalTraitsasMentalTraitspenttocastit,

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andhashealthlevelsequaltohalfoftheMentalTraitsspenttocastit,roundeddown.Thewallmustbe summonedinunoccupiedspacewithin50feetofthecaster. HelsKiss Thethaumaturgecanliterallyfreezethebloodofhischosentarget.ByspendingaWillpowerandwinning aMentalvs.Physicalchallengeagainstthetarget,upto3TraitsofBloodarefrozeninthetargetsveins.A MentalTraitmustbespentforeachBloodTraitfrozen.Formortalsthiswouldcausealethalwoundfor each blood frozen, and render that blood permanently useless fluid. For Kindred this would make the bloodunusablefor5Minutesortheendofascene.InbothcasesthetargetwouldbedownonePhysical traitforeachbloodtraitfrozen.

Advanced
TombofBuri ThispowercancompletelyincaseasingletargetinaTombofIce.TheThaumaturgemustconcentratefor afullturn,expendaWillpowerTraitandinitiateaMentalvs.PhysicalChallengeagainstthetarget.The TombhasasmanyEnduringPhysicalTraitsasMentalTraitspenttocastit,andhashealthlevelsequalto halfoftheMentalTraitsspenttocastit,roundeddown.IfaMortalistrappedintheBlockofIceheorshe willtakeoneLethalwoundeachrounduntilbrokenfree.Thevictimofthispowermayattempttobreak out,destroyingthehealthlevelsoftheice,byinitiatingaphysicalchallengefromwithinit.

Faux Path
AswithnearlyallThaumaturgy,theFauxPathrequirestheexpenditureofonebloodtraitandanentire turnofcastinginadditiontoanyotherrequirementsspecifiedinthepowerdescription.Thesymbolfor useoftheFauxpathiscrossedfingers,whereappropriate.

Basic
Hello,Goodbye The player makes a Static Mental challenge vs. six traits to invoke this power. The next sentence the thaumaturge utters will be perceived as a lie for the duration of the evening. At dawn, the affected charactersmayonceagainexercisetheirownjudgmentregardingtheveracityofthestatement. DisciplinaryIdentification The thaumaturge may identify a discipline he witnesses being used. In the case of disciplines such as DominateorDementation,anAwarenesschallengemayberequiredtonoticethatadisciplineisineffect. Powers belonging to other Supernatural creatures, with the exception of Hedge Magic, register as "Unquantified.TheeffectsofHedgeMagic,TrueFaith,DarkThaumaturgy,andallotherSorceries,will always register as "Thaumaturgy" at this level of mastery. The thaumaturge throws a Static Mental challenge vs. six traits to invoke this power. The thaumaturge must know at least cursory information aboutthedisciplinespowers.Notethatthispowermayneverbeusedincombat.

Intermediate
ThaumaturgicalIdentification ThethirdlevelofTheFauxPathallowsthethaumaturgetoidentifythespecificpathsofThaumaturgyand otherpathbaseddisciplines,providedheisatleastfamiliarwiththeeffectsofthepathunderscrutiny andhasfirstusedDisciplinaryIdentificationtoidentifytheDiscipline.Anyuseofthispowerwithoutfirst successfully using Disciplinary Identification will result in an incorrect result. The thaumaturge makes a StaticMentalchallengevs.eighttraitstoinvokethispower. RitualMadness By making a Static Mental challenge vs. eight traits, the thaumaturge can place the physical, somatic effects or extrapolations of the effects of any ritual he is familiar with on an object or person, but the ritualwillhavenoactualeffect.Inthecaseoffauxwards(Wardvs.Fools)orsimilareffects,acourage checkmaybeneededtotouchtheaffecteditem.Suchitemswillgetanysensorybasedtraitsincurredby theactualritual.Theseeffectslastuntilthenextsunset.

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Advanced
DisciplinaryAffectation The thaumaturge can duplicate the outward appearance of any Discipline or Path power up to the Advancedlevel,providedheisfamiliarwiththepowerinquestion.Thethaumaturgemaymimicanyand all outward effects of a Discipline with a Static mental challenge vs. ten traits, the expenditure of a Willpower trait, and by meeting the costs associated with the mimicked power as well. The burden of proofiswiththeCaster. PowerssuchasObfuscateandChimerstrywillappeartohavebeenused,butnotsuccessfully,againstthe viewer,i.e.,theobserverwillbelievethatthedisciplinewasused,butthatitfailedtodeceiveher.Bonus traitsandnegativetraitsconferredbythepowersmimickedarenotactuallyconferred,noraretheactual benefitsofthepowergenerated.

Gift of Morpheus
Thispathallowsyoutocontrolotherssleepanddreams.

Basic
CauseSleep BywinningaMentalChallengewiththevictim,youcancausehimtofallasleep.Thevictimwillnotfall overandsnoreonthefloor,buthewill,overaperiodoffiveminutes,graduallydriftintoasleepfrom whichloudnoiseorphysicalcontactcanwakehim.Whiletheritualisintendedprimarilyforuseagainst mortals,youcanspendaWillpowerTraittoaffectavampire(youmuststillwinaMentalChallenge). MassSlumber ByspendingaWillpowerTrait,youcancauseagroupofmortalstofallasleep.Toresist,mortalsmust spendaWillpowerTraitandtestagainstyouinaMentalChallenge.IfthereareghoulsorGaroupresent inthemortalcrowd,youmustengageinindividualMentalChallengeswitheachnonmortal.Thisritual isbestinvokedinpresenceofaStoryteller.

Intermediate
EnchantedSlumber Thisritualallowsyoutocauseapersonorcreaturetofallintoasleepfromwhichshecannotbewakened untilaspecificeventoccurs(likeakissfromPrinceCharming). Thiseventshouldbeachievable,thoughnotnecessarilyeasy.Thetargetwillrouseifshetakesanysortof damage,althoughshewillbedowntwoTraitsinallareasfortheremainderofthescene.Toinvokethis sleep,youmustspendaWillpowerTraitandinitiateaMentalChallenge. ThisisbestusedonaNarratorcharacter.Ifusedonaplayercharacter,youshouldrememberthatifthe conditionsareunachievableingame,theycouldcausetheplayertobeeffectivelycutoutofthegamefor attheleastthedurationoftheevening. Storytellersmaychoosenottoallowyoutosetimpossibleconditionssuchas,Shemaynotawakenuntil herbodyisphysicallytransportedtotheplanetMars. Dreamscape This allows the caster to enter the dreams of a sleeping target. The caster may not use any powers or harmthetargetinanyway,nordoesthispowergrantanycontroloverthedreamitself.TheTargetisnot awareofthepresenceofthecasterinherdream.Youmustpossessapersonalitemofthetargetorhave lineofsightandengageinaStaticMentalchallengewithadifficultyequaltothetotalpermanent(not temporary)willpowerofthetarget.

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Advanced
DreamMastery YoumayenterthemindofaspecificsleeperandinducenightmaresoruseDisciplinessuchasPresence, DominateorAuspexifyoupossessthem.Youeffectivelygaincontroloverthesleepersdreamsandcan doasyouwish.AnyDisciplineusedonthesleepermustincorporatetheusualnumberofchallengesand other Blood and Willpower expenditures. This requires you to win a Mental Challenge and spend one MentalTrait.Thesleepermaytakenormalactioninherdream.

Soul of the Serpent


ThispathwascreatedbyamemberofthesecretsocietyknownasTheEyeoftheSerpent.Thelevelsof thispatharenotstackablewithSerpentis,andquitefrequentlyfunctionasalesser(orvariant)version ofthepowersofthatDiscipline.

Basic
SerpentineSense Themostbasiclevelallowsthelectorpriesttoaccesstheconsiderableolfactoryprowessoftheserpent, grantingacutesensitivitytoallsmellsforthedurationofthescene.Thepossibleeffectsarevaried,from allowingthelectorpriesttoidentifypoisonsandpoisonedfoodsbysmell,toeffectivelylettinghersee inthedark. Functionally this power works like Tongue of the Asp for darkness penalties, and otherwise grants the user a 1 Trait bonus when comparing ties to smell something. Smells not normally detectable via non supernaturallyheightenedsensesbecomeapparenttotheuser.Notethatuseofthispowercausesthe ophidian characters hearing to suffer commensurately, imposing a 2 trait difficulty on all related challengesuntiltheSerpentineSenseisnolongeremployed. Scaleskin Whenthisapplicationofthepathisinvoked,theusersouterlayersofskinbecomesmoothandscalylike thoseofananacondaorotherriversnake,allowingforgreaterflexibilityonlandaswellasconsiderable freedomofmovementthroughwater.ThecharactergainsthePhysicalTraitDexterous,andshegainsthe ability to pass through any opening large enough for her head. In addition, swimming in this form is exceptionallyefficient,allowingtheusertotravelthroughwateratnormallandspeed.Whileuseofthis powerisobvious(tosaytheleast)itdoesallowforsomenickoftimeescapesfromhandcuffsandother difficultsituations.

Intermediate
VenomCurse Thelectorpriestcantransformherownvitaeintoadeadlypoisoncapableofblindingtheeyesofnearby opponents,likethatofaspittingcobra.Thecharactercoughsapointofvitaeintohermouth,whereit transformsmysticallyintoadeadlybloodvenom.Thevampirethenspitsthevenomatanyoneopponent within range (equal to three feet per Strength related trait + level of Potence (i.e. Basic, Intermediate, Advanced)).Theplayerengagesthetargetinaphysicalchallenge(biddingtwotraitsduetothedifficulty tohittheeyes). Iftheattacksucceeds,thetargetmustimmediatelymakeastaticPhysicalChallenge(biddingaStamina relatedTrait)tosoakthetoxin.IftheStaminaChallengefailsthevictimremainsblinduntilthevenomhas runitscourse.Theblindnesslastsforasceneoranhour.Supernaturaltargetscanconceivablyshorten thistime.Vampiresmayspendthreebloodpointstoeliminatetheproblem.Lupineswillregeneratethe blindness in short order, reducing the duration to 1 minute. The bloodvenom is extremely toxic to mortals,however,whoareblindedforlifeunlesstheyreceiveimmediatemedicalattention(withinthe hour).Thankfully,thissupernaturalvenomisquitethin,anditspotencycannotbemaintainedoutsideof thelectorpriestsbody.

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TouchofTyphon Thelectorpriestcannowmetamorphoseherentireforearmandhandintoadeadlyasp,completewitha writhing, venomous snakehead. Effective range is only five feet, but the bite of the serpent arm is deadly,doinganadditionallevelofaggravateddamagetoanyonestruckincombat.Mortalsbittenthus mustimmediatelysucceedinaStaticPhysicalchallenge(vs.7traits,biddingaStaminarelatedTrait)or diewithin(totalnumberofStaminarelatedtraitspossessed+5)minutesfromthesnakeheadsvirulent toxin. Ifamortaliskilledinthisway,thevenombeginstoseepoutofthecorpseswoundshortlythereafter, carrying the unfortunate mortals essence along with it. The bloodvenom pools nearby, slowly coagulating to form a small supernatural asp under the control of the lectorpriest. From then on that mortals soul knows no peace until such time as its new boy is killed, thus freeing the tortured spirit within.

Advanced
FormoftheHydra Thispowerfulincantationtheultimateplateauofachievementforonestudyingthispathallowsthe lectorpriest to transform instantly into a writhing mass of vipers, her body erupting in a spectacular showerofblack,red,green,andgold. Theplayermustspendtwobloodpointstoeffectthechange,whichtakesthreeturnstocomplete.During thistime,thecharactermaytakenootheraction,andnotransitionofanykindisapparentinherform.At the end of the turn, her body simply bursts into a number of vipers equal to the maximum number of blood points the character can hold. (For example, an 8th generation Setite using this power would explodeinto15separatesnakes.)Alternatively,theplayermayopttotransforminstantaneously,butshe does so at a cost of five blood points rather than two. Individuals assuming the Form of the Hydra are nearlyimpossibletodestroy. Every last viper must first be located, as the lectorpriest may reform later if even a single serpent remains. This transformation lasts until the Warlock wills herself to assume normal form once again, whichtakesanotherthreeturns.

Spirit Manipulation
Itshouldbenotedthatwithrareexception,onlyWyrmandWeaverspiritsarelikelytomakedealswith Kindred, especially those ones who are inhumane. Those spirits of the Wyld and Gaian will almost certainlyneedtobeforcedintothefetishnomatterwhatsortofdealisofferedtothem. Spiritsthatarebarteredwithmay,STdiscretion,choosenottoattackyouifthefetishbreaks.Spiritsthat are forced into binding will always attack you; either upon being freed or coming back with a plan, dependingonthespiritandgraceoftheST. Forgamebalance,itisrecommendedthatfetishescreatedthroughtheuseofEntrapEphemeradonot exceedtheequivalentpowerlevelofasecondintermediatediscipline.

Spirit Thaumaturgy
FailuresinSpiritThaumaturgyarenotrecommended;thespiritofabotchedsummoningmayturnoutto beaSpecterormaydecidetofollowthevampirearoundforawhiletoharassthevampireorworse.

Basic
EvilEye YoucansummonawraithtoharassavictimforadurationoftimedeterminedbyanumberofMental Traits expended into the challenge. You must defeat the victim in a mental Challenge. If you are successful, the victim must bid two extra Traits in any challenges for 10 minutes. You may extend the durationofharassmentatthecostofoneMentalTraitperfiveminutes.

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SpiritEyes Youmayattempttoseeandcommunicatewithwraithsinthearea.AsuccessfulMentalChallengeversus thewraithisrequiredbeforeyouareabletoseeorcommunicatewithit.Youmaycommunicatewiththe ghostforfiveminutesforeveryMentalTraityouexpend.

Intermediate
SpiritSlave This power allows you to master a summoned wraith. To use this power, you must win a Mental Challengeagainstthewraith.Ifyouwinthetest,thewraithisboundtoremainandansweranyquestions you like, or perform any one task you require. If unwilling, the wraith might opt to perform the task poorly.Anadditionaluseofthispowercanforcearecentlydeadwraithintopermanentlyhauntingthe present location. This effect requires a successful Mental Challenge against the target. However, this effectcan(attheStorytellersdiscretion)eventuallywearoff. Journey ThispowerissimilartotheAuspexpowerofPsychicProjection,butyourspiritremainswithinthephysical realm.Yourbodyremainsinoneplacewhilethespirittravelsaround.Youcanbetrappedinsidefetishes wheninthisstate,andcanpotentiallybecontrolledbyanyspiritpower. MentalDisciplinesthatdonotrequiretouchareavailableforusewhileinthisstate,withtheexceptionof Necromancy or any otherSpirit Thaumaturgy.Any power requiringphysical contact or manipulatesthe physicalbodyisunavailable.YourspiritisvisibletothosearoundyouunlessObfuscateisbeingused.To activate this power requires the expenditure of one Willpower Trait. While in this form, your spirit is immunetophysicalharmbutisaffectedbysunlightandwardsasnormal.

Advanced
Fetishes Youcancausespiritstoinhabitobjects,orfetishes,whichyoumaythencarryaroundwithyou.Oncethe spiritisimprisoned,thefetishwillallowyouaccesstooneandonlyonepowerthatthespiritpossesses. ThepowerthatbecomesavailableisdeterminedbytheStoryteller.AsuccessfulMentalChallengeagainst thevictimisallthatisrequiredtobindthespirittothefetish.Thespiritistrappedinthefetishuntilthe fetishisbroken.Beforeyoumayaccessanypowerofthefetish,youmustpermanentlyexpendaMental Traittoattunetheitemtoyourself. Forgamebalance,itisrecommendedthatfetishescreatedthroughtheuseofFetishesdonotexceedthe powerlevelofanadvanceddiscipline.

Way of Warding
GeneralNotes:Eachlevelofthispathrequiresthemagustopaintaglyphonanobjectwiththeirown blood(spendingabloodtrait),andsucceedinasimpletest.Contactwithfireorsunlightwilldestroyall wardscreatedbythispath.

Basic
BartheCommonPassage This will reinforce the physical stature of any object. After activated (see above) the affected object doubles its traits to resist breaking/battering. This may allow it to overbid in challenges against it if applicable.Traitsofitemsaffectedaresubjecttothestorytellersdiscretion.Anyobjectaffectedbythis power will receive a free retest against any use of Thaumaturgy to destroy it or alter its state (Path of Flames,Alchemy,etc). GlyphofScrying Themaguscanseetheareaaroundthewardasifshewasthere.Thiscanbeplacedonportableobjects toactasremotesensors.Sensoryamplification(heightenedsenses,spiriteyes,EyesoftheBeast)canbe

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used through the ward. While looking through this glyph, the magus has no awareness of her current physicalsurroundingssaveforifdamageisdealttoher(mustbedamage,atouchwillnotbenoticed).

Intermediate
RunesofPower Thisprotectivewardwilldolethaldamageequaltothenumberofmentaltraitsthemaguspermanently expendsatthetimeofuse.Thewardcannotbemovedmorethanitsnormalrangeofmotion(adoorcan swing on its hinges, but a sword would loose the effect as soon as it was picked up) after this rune is inscribedonit. Furthermore,anysentientcreaturewillfeelthepoweremanatingfromtherune,andwillnotbeableto willinglytouchitunlesstheyexpendawillpowertrait(cannotbedominatedintotouchingit). GlyphofEnlightenment Thecastermaycreateglyphsthatcanbothactasglyphofscrying,andallowfor2waycommunication. Thaumaturgicaleffectsthatyoucanmeettherestrictionsoncanbeusedthroughthisconduit(Generally, no touch. Theft of Vitae will steal the blood and find the most direct route to you if there is one). All restrictionsofthesecondbasicofthispathstillapply.

Advanced
SecuretheSacredDomain Thispowerfulincantationallowsthemagustoprotectanentirebuilding.Shedrawsaglyphattheexact centerofthebuilding(requiringtheexpenditureofawillpowertraitandastaticmentaltestvs.10traits). Ifsuccessful,allwindows,portals,anddoorsshutandbecomemagicallysealed(Cannotbeopenedbut canbedestroyed.Currentbreachesintheoriginalstructurearecoveredwithamagicalwallofforcethat cannotbedestroyed,butcanbecircumvented(byknockingdownadifferentwall).Multipleusesofthis powerwillnothaveanyeffectotherthansealingnewbreachesinwalls.

Elemental Mastery
GeneralNotes:Thispathfunctionsaswritten.However,asanoptionalruleandatSTdiscretiononly,an advanced summoner may be able to summon an elemental, using the Advanced level, as described in LawsoftheWild,p.251. To exert control would require a Static Mental Challenge as described in the Camarilla Guide, p.78. To command this advanced elemental, the summoner would need to spend two mental traits, or the elementalwouldwanttobargain,again,asdescribed. Forcing an advanced elemental to perform a task that would endanger its existence requires the summonertoenteraMentalChallengerequiring2mentaltraits.

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Rituals
Notes:AllRitualslistedherehavetheirmostrecenttextreferenceinthechart below. Any Rituals not listed in a MET book are listed in the section directly following the Ritual Chart. All MET Dark Thaumaturgy Rituals that are not Tremere Specific are Rarity 4 and may be referenced in the current Infernalist Packet.

(A)=AnarchRituals (D)=DarkThaumaturgicalRituals (H)=HouseSpecificRituals (S)=SabbatRituals

Ritual Listing By Rarity


1Common: BindingtheBeast BloodMastery BloodMead(VineofDionysus) BloodWalk BoneofLies BrandoftheParamour BureaucraticCondemnation BurningBlade CallingtheRestlessSpirit CommunicatewithKindredSire CraftBloodstone DefenseofSacredHaven DeflectionofWoodenDoom DonningMaskofShadows EnchantTalisman EncryptMissive EngagingtheVesselofTransference ExpedientPaperwork Extinguish GentleMind IllusionofPeacefulDeath ImpassableTrail ImpressiveVisage IncantationoftheShepherd LearningtheMindEnslumbered MourningLifeCurse OpenPassage,the PavisoftheFoulPresence PrincipleFocusofVitaeInfusion PurifyBlood PurityoftheFlesh RebirthofMortalVanity RiteofIntroduction RitualsRecognition SanguineousPhial ScentoftheLupinesPassing Scribe,the SerenadingtheKami 1Common(cont.): StolenKisses StoneSlumber Telecommunication Trima(VineofDionysus) WakewithEveningsFreshness Wardvs.Ghouls WardingCirclevs.Kindred Watcher,the WhispersoftheGhost 2Uncommon: AbandontheFettersofBlood BindtheAccusingTongue BladedHands BloodContract BloodIntoWater CleansingoftheFlesh Confess CraftDreamCatcher(Oneiromancy) CrimsonSentinel CurseBelated,the CurseofClytaemnestra DevilsTouch EnhancingtheCurse EyesofthePast GhostintheSystem HeartofStone ImpsAffliction,the IncorporealPassage InfirmInert Inscription Jinx LuminousVitae MajorCreation(PathofConjuring) MarkofAmaranth ObscuretheMalice OneMindoftheCovens PowerofthePyramid

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2Uncommon(cont.): ProteanCurse PurgetheInnerDemon RendtheMind RendingSweetEarth ReturntheHeart RutorsHands SanguineAssistant Scry SculptingthePerfectServant SensetheMystical SeveredHand SouloftheHomunculi SplinterServant TracktheTransgressor TransubstantiationoftheSeven UmbraWalk UnseenChange,the UnweaveRitual Wardvs.Demons Wardvs.Fae Wardvs.Ghosts Wardvs.Kindred Wardvs.Lupine Wardvs.Spirit WardingCirclevs.Ghosts WardingCirclevs.Ghouls WardingCirclevs.Lupines WardingCirclevs.Spirits 3Rare: BanishBigBrother(A) BeaconoftheSelf BloodAllergy BloodCertamen ClingingoftheInsect CobrasFavor CourtoftheHallowedTruth DedicatetheChantry DetecttheHiddenObserver(A) DenytheIntruder EscapetoaTrueFriend Flatline(A) FleshoftheFieryTouch HarmonizeBuilding(H) HauntedHouse HellsCalling(A) InheritedAffinity InnocenceoftheChildsHeart IronBody(A) IronMind NightoftheRedHeart ShaftofBelatedQuiescence StepsoftheTerrified StoneoftheTrueForm TouchofNightshade,A

3Rare(cont.): TrueSight VerdantBlade,The ViresAcquiritEundo VistasoftheMind WardMagic(H) Wardvs.Cathayans Wardvs.Vitae(A) WardingCirclevs.Demons WritofProtectedPassage 4VeryRare: BindtheHost(H) BladeoftheForbiddenFlower BloodRush(S) BloodTest BoneofContention BoneofEternalThirst BoneoftheKindred BottledVoice(S) ChainingtheBeastofHell(D)(H) CreateCorpseMinion(H) CreateDemonBound(H) CreateGargoyle(H) CreateRazorBat(H) CreateStoneDog(H) ChainoftheBloodline ChilloftheWindsaber DivorcingtheSoul Dominion(S) DominoeofLife(S) DrawingupontheBond EldritchGlimmer(S) EyesoftheBeast(S) EyesoftheEverVigilant EyesoftheNightHawk(S) FireintheBlood(S) FireWalker(S) FriendoftheTrees(S) Gift,the Haunting,the(S) IlluminateTrailofPrey(S) ImpedetheGiftsofCaine InvisibleChainsofBinding(S) InvulnerableWeakness KeeningoftheBanshee(S) LionHeart(S) MachineBlitz(S) MindCrawler(S) MirroroftheSecondSight(S) MirrorWalk(S) NectaroftheBitterRose PaperFlesh(S) PoweroftheInvisibleFlame(S) PreserveBlood(S) RaisetheDead

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4VeryRare(cont.): RecuretheHomeland(S) RefinedDigestion RespectoftheAnimals(S) ReturntheHost(H) Rhumer'sAggregateArgot(H) RitualofDarkness RitualofHolding RottenWood(S) ShadowoftheWolf SpidersWeb SpiritofTorment(S) SummontheGuardianSpirit(S) SummonMischievousSpirit(S) TaketheEssenceofHell(H) ThirstUnquenchable(S) UtterDestructionofBonds Wardvs.Celestials(H) WardingCirclevs.Celestials(H) WeaponoftheKindredSoul WidowsSpite(S) WillotheWisp(S)

5Unique: AlterBlood(C:DR) AmuletofFalseAura(R.SinClair,Winona) BringForththeLightWithin(R.Magius,CU) ChairsofWater(R.SinClair,Winona) CraftSpiritBloodstone(S.Lazarion,Tuscola) DenytheSunsWeight(R.Johnson,M:NR) DiamondsDoom(C:DR) EmpatheticJar(R.SinClair,Winona) EpistulaPhasma(R.Bulacanti&S.Hesse,ACE) ExLibris(R.Magius,CU) ExtremeCare(C:DR) FatherofMine(R.Johnson,M:NR) ImportItem(C:DR) KnowledgeoftheChildesPeril(A.Blake,Tuscola) LightningRod(V.King,NVA) MirrorAttunement(S.Lazarion,Tuscola) RefreshtheWeariedMind(H.Roark,CiD) RiteoftheVanishingBlemish(HoB) SerenityoftheHeart'sBlood(R.Johnson,M:NR) ShapeoftheFamiliar(R.Bulacanti&S.Hesse,ACE) SightoftheDead(V.Daemos,CU) StepsofSilence(R.Johnson,M:NR) TeleporttoaSafeHaven(C:DR) TremeresBane(C:DR) WalkinsPurityoftheFlesh(P.Walkin,CU) WizardsGift(N.Tept,FIB) Wizard'sGold(N.Tept,FIB)

Alphabetical Ritual Listing


RitualName AbandontheFettersofBlood AlterBlood AmuletofFalseAura BanishBigBrother BeaconoftheSelf BindtheAccusingTongue BindingtheBeast BindtheHost BladeoftheForbiddenFlower BladedHands BloodAllergy BloodCertamen BloodContract BloodintoWater BloodMastery Rarity 2 5 5 3 3 2 1 4 4 2 3 3 2 2 1 Location TremereClanbook,p.65 OWBNArcaneCompendium OWBNArcaneCompendium METAnarchGuide,p.66 NYbyNight,p.38 CamarillaGuide,p.109 LawsofElysium,p.82 OWBNTremereHouses Packet,p.27 BloodMagic,p.99 LawsofElysium,p.82 METStorytellersGuide,p.69 TremereClanbook,p.61 LotN:R,p.187 NYbyNight,p.48 TremereClanbook,p.56 Level Advanced Basic Intermediate Basic Intermediate Basic Intermediate Intermediate Methuselah Intermediate Intermediate Intermediate Advanced Basic Basic

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RitualName BloodMead BloodRush BloodTest BloodWalk BoneofContention BoneofEternalThirst BoneofLies BoneoftheKindred BottledVoice BrandoftheParamour BringingForththeLightWithin BureaucraticCondemnation BurningBlade CallingtheRestlessSpirit ChainoftheBloodline ChainingtheBeastofHell ChairsofWater ChilloftheWindsaber CleansingoftheFlesh ClingingoftheInsect Cobra'sFavor Communicatew/KindredSire Confess CourtofHallowedTruth CraftBloodstone CraftDreamCatcher CraftSpiritBloodstone CreateCorpseMinion CreateDemonBound CreateGargoyle CreateRazorBat CreateStoneDog CrimsonSentinel CurseBelated,the CurseofClytaemnestra

Rarity 1 4 4 1 4 4 1 4 4 1 5 1 1 1 4 4 5 4 2 3 3 1 2 3 1 2 5 4 4 4 4 4 2 2 2

Location METStorytellersGuide,p.64 METSabbatGuide,p.130 OWBNArcaneCompendium LawsofElysium,p.80 TremereClanbook,p.66 BloodMagic,p.99 LotN:R,p.186 2nded.PlayersGuide,p.92 LawsofElysium,p.90 METStorytellersGuide,p.65 OWBNArcaneCompendium BloodMagic,p.91 CamarillaGuide,p.110 LawsofElysium,p.80 2nded.PlayersGuide,p.92 OWBNTremereHouses Packet,p.29 OWBNArcaneCompendium METJournal#1,p.44 METStorytellersGuide,p.69 METSabbatGuide,p.132 METStorytellersGuide,p.73 LotN:R,p.185 HuntersHunted,p.63 METStorytellersGuide,p.73 METStorytellersGuide,p.65 METStorytellersGuide,p.70 OWBNArcaneCompendium BloodMagic,p.46 BloodMagic,p.136 BloodMagic,p.137 BloodMagic,p.137 BloodMagic,p.138 LawsoftheNight,p.101 METStorytellersGuide,p.70 LawsofElysium,p.85

Level Basic Basic Basic Basic Elder Master Intermediate Elder Intermediate Basic Basic Basic Basic Basic Master Advanced Basic Elder Intermediate Intermediate Advanced Basic Basic Advanced Basic Intermediate Advanced Intermediate Advanced Master Advanced Advanced Basic Intermediate Advanced

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RitualName DedicatetheChantry DefenseofSacredHaven DeflectionofWoodenDoom DenytheIntruder DenytheSun'sWeight Devil'sTouch Diamond'sDoom DivorcingtheSoul Dominion DominoeofLife DonningtheMaskofShadows DrawingupontheBond EldritchGlimmer EmpatheticJar EnchantTalisman EncryptMissive EngagingtheVesselof Transference EnhancingtheCurse EscapetoaTrueFriend ExLibris(FireTrap) EpistulaPhasma ExpedientPaperwork Extinguish ExtremeCare EyesoftheBeast EyesoftheEverVigilant EyesoftheNighthawk EyesofthePast FatherofMine FireintheBlood Firewalker Flatline FleshoftheFieryTouch FriendoftheTrees GentleMind

Rarity 3 1 1 3 5 2 5 4 4 4 1 4 4 5 1 1 1 2 3 5 5 1 1 5 4 4 4 2 5 4 4 3 3 4 1

Location TremereClanbook,p.57 LotN:R,p.185 LotN:R,p.185 TremereClanbook,p.58 OWBNArcaneCompendium LotN:R,p.185 OWBNArcaneCompendium 2nded.PlayersGuide,p.92 LawsofElysium,p.92 METSabbatGuide,p.130 LawsofElysium,p.80 2nded.SabbatPG,p.119 LawsofElysium,p.90 OWBNArcaneCompendium CamarillaGuide,p.113 METStorytellersGuide,p.65 CamarillaGuide,p.110 METStorytellersGuide,p.65 CamarillaGuide,p.114 OWBNArcaneCompendium OWBNArcaneCompendium BloodMagic,p.87 METStorytellersGuide,p.66 OWBNArcaneCompendium LawsofElysium,p.92 METStorytellersGuide,p.75 METSabbatGuide,p.130 LawsofElysium,p.83 OWBNArcaneCompendium LawsoftheNight,p.105 METSabbatGuide,p.132 METAnarchGuide,p.66 LawsofElysium,p.83 LawsofElysium,p.90 LawsofElysium,p.83

Level Basic Basic Basic Basic Intermediate Basic Advanced Master Advanced Basic Basic Elder Intermediate Intermediate Advanced Basic Basic Basic Advanced Basic Basic Basic Basic Basic Advanced Ascendant Basic Intermediate Basic Intermediate Intermediate Basic Intermediate Intermediate Intermediate

31

RitualName GhostintheSystem Gift,the HarmonizeBuilding HauntedHouse Haunting,the HeartofStone Hell'sCalling IlluminateTrailofPrey IllusionofPeacefulDeath Imp'sAffliction,the ImpassibleTrail ImpedetheGiftsofCaine ImportItem ImpressiveVisage IncantationoftheShepherd IncorporealPassage InfirmInert InheritedAffinity InnocenceoftheChild'sHeart Inscription InvisibleChainsofBinding InvulnerableWeakness IronBody IronMind Jinx KeeningoftheBanshee KnowledgeoftheChilde'sPeril LearningtheMindEnslumbered LightningRod LionHeart LuminousVitae MachineBlitz MajorCreation MarkofAmaranth Mindcrawler

Rarity 2 4 3 3 4 3 3 4 1 2 1 4 5 1 1 2 2 3 3 2 4 4 3 3 2 4 5 1 5 4 2 4 2 2 4

Location BloodMagic,p.97 METJournal#1,p.45 WorldofDarkness1,p.100 LawsofElysium,p.83 LawsofElysium,p.90 LawsofElysium,p.83 METAnarchGuide,p.68 METSabbatGuide,p.131 LawsofElysium,p.84 METStorytellersGuide,p.66 METStorytellersGuide,p.66 Archons&Templars,p.146 OWBNArcaneCompendium METStorytellersGuide,p.66 CamarillaGuide,p.110 LotN:R,p.186 METStorytellersGuide,p.70 TremereClanbook,p.59 LawsofElysium,p.84 TremereClanbook,p.58 LotN:R,p.106 2nded.PlayersGuide,p.93 METAnarchGuide,p.67 METJournal#1,p.46 METStorytellersGuide,p.66 LawsofElysium,p.91 OWBNArcaneCompendium METStorytellersGuide,p.67 OWBNArcaneCompendium LawsofElysium,p.92 NYbyNight,p.48 METSabbatGuide,p.131 METStorytellersGuide,p.71 TremereClanbook,p.63 LawsofElysium,p.92

Level Advanced Master Advanced Intermediate Intermediate Intermediate Intermediate Basic Intermediate Basic Basic Master Advanced Basic Basic Intermediate Intermediate Intermediate Intermediate Basic Advanced Ascendant Basic Intermediate Basic Intermediate Intermediate Basic Intermediate Advanced Basic Basic Intermediate Intermediate Advanced

32

RitualName MagicMirror MirrorAttunement MirroroftheSecondSight MirrorWalk MourningLifeCurse NectaroftheBitterRose NightoftheRedHeart ObscuretheMalice OneMindoftheCovens OpenPassage,the PaperFlesh PavisoftheFoulPresence PoweroftheInvisibleFlame PowerofthePyramid PreserveBlood PrincipleFocusofVitaeInfusion ProteanCurse PurgetheInnerDemon PurifyBlood PurityoftheFlesh RaisetheDead RebirthofMortalVanity RecuretheHomeland RefinedDigestion RefreshtheWeariedMind RendtheMind RendingSweetEarth RespectoftheAnimals ReturntheHeart ReturntheHost Rhumer'sAggregateArgot RiteofIntroduction RiteofVanishingBlemish RitualofDarkness RitualofHolding

Rarity 4 5 4 4 1 4 3 2 2 1 4 1 4 2 4 1 2 2 1 1 4 1 4 4 5 2 2 4 2 4 4 1 5 4 4

Location OWBNArcaneCompendium OWBNArcaneCompendium METSabbatGuide,p.133 LawsofElysium,p.91 METStorytellersGuide,p.67 LotN:R,p.187 TremereClanbook,p.65 NYbyNight,p.48 2nded.PlayersGuide,p.91 LotN:R,p.185 METSabbatGuide,p.133 LotN:R,p.187 LawsofElysium,p.89 TremereClanbook,p.60 LawsofElysium,p.89 LotN:R,p.186 LawsofElysium,p.84 METStorytellersGuide,p.67 TremereClanbook,p.57 CamarillaGuide,p.110 METJournal#1,p.41 METStorytellersGuide,p.67 METSabbatGuide,p.131 METStorytellersGuide,p.74 OWBNArcaneCompendium BloodMagic,p.96 LawsofElysium,p.84 LawsofElysium,p.91 METStorytellersGuide,p.71 OWBNTremereHouses Packet,p.27 OWBNArcaneCompendium METStorytellersGuide,p.68 OWBNArcaneCompendium OWBNArcaneCompendium METJournal#1,p.42

Level Advanced Advanced Intermediate Intermediate Basic Advanced Advanced Basic Advanced Basic Advanced Intermediate Basic Intermediate Basic Basic Intermediate Basic Basic Basic Master Basic Basic Master Intermediate Intermediate Intermediate Intermediate Intermediate Advanced Intermediate Basic Basic Intermediate Master

33

RitualName Ritual'sRecognition RottenWood Rutor'sHands SanguineAssistant SanguineousPhial ScentoftheLupine'sPassing Scribe,the Scry SculptingthePerfectSerpent SensetheMystical SerenadingtheKami SerenityoftheHeart'sBlood SeveredHand ShadowoftheWolf ShaftofBelatedQuiescence ShapeoftheFamiliar SightoftheDead SouloftheHomonculi Spider'sWeb SpiritofTorment SplinterServant StepsofSilence StepsoftheTerrified StolenKisses StoneoftheTrueForm StoneSlumber SummontheGuardianSpirit SummonMischievousSpirit TaketheEssenceofHell Telecommunciation TeleporttoaSafeHaven ThirstUnquenchable TouchofNightShade,A TracktheTransgressor TransubstantiationoftheSeven

Rarity 1 4 2 2 1 1 1 2 2 2 1 5 2 4 3 5 5 2 4 4 2 5 3 1 3 1 4 4 4 1 5 4 3 2 2

Location TremereClanbook,p.59 LawsoftheNight,p.105 LotN:R,p.187 CamarillaGuide,p.111 METStorytellersGuide,p.68 LotN:R,p.186 METStorytellersGuide,p.68 METStorytellersGuide,p.71 BloodMagic,p.97 METStorytellersGuide,p.68 BloodMagic,p.91 OWBNArcaneCompendium METStorytellersGuide,p.73 METJournal#1,p.47 CamarillaGuide,p.112 OWBNArcaneCompendium OWBNArcaneCompendium LotN:R,p.187 METJournal#1,p.49 LawsofElysium,p.93 CamarillaGuide,p.113 OWBNArcaneCompendium BloodMagic,p.93 METStorytellersGuide,p.71 METStorytellersGuide,p.74 METStorytellersGuide,p.74 LawsofElysium,p.89 2nded.SabbatPG,p.118 OWBNTremereHouses Packet,p.28 METStorytellersGuide,p.72 OWBNArcaneCompendium LotN:R,p.106 METStorytellersGuide,p.72 METStorytellersGuide,p.72 TremereClanbook,p.61

Level Basic Basic Intermediate Basic Basic Basic Basic Intermediate Advanced Basic Basic Intermediate Advanced Master Intermediate Basic Intermediate Intermediate Master Advanced Intermediate Intermediate Basic Intermediate Advanced Advanced Basic Intermediate Advanced Intermediate Advanced Advanced Intermediate Intermediate Intermediate

34

RitualName Tremere'sBane Trima TrueSight UmbraWalk UnseenChange UnweaveRitual UtterDestructionofBonds VerdantBlade,the ViresAcquiritEundo VistasoftheMind WakewithEveningsFreshness Walkin'sPurityoftheFlesh WardMagic Wardv.Cathayans Wardv.Celestial Wardv.Demons Wardv.Fae Wardv.Ghosts Wardv.Ghouls Wardv.Kindred Wardv.Lupines Wardv.Spirits Wardv.Vitae WardingCirclev.Celestials WardingCirclev.Demons WardingCirclev.Ghosts WardingCirclev.Ghouls WardingCirclev.Kindred WardingCirclev.Lupines WardingCirclev.Spirits Watcher,the WeaponoftheKindredSoul WhispersoftheGhost Widow'sSpite Willo'theWisp

Rarity 5 1 3 2 2 2 4 3 3 3 1 5 3 3 4 2 2 2 1 2 2 2 3 4 3 2 2 1 2 2 1 4 1 3 4

Location OWBNArcaneCompendium METStorytellersGuide,p.69 DiablerieBritain,p9 LotN:R,p.188 LawsofElysium,p.85 TremereClanbook,p.64 METJournal#1,p.43 Archons&Templars,p.146 BloodMagic,p.98 StorytellersHandbook,p.118 LotN:R,p.186 OWBNArcaneCompendium WorldofDarkness1,p.100 SFbyNight,p.130 OWBNArcaneCompendium CamarillaGuide,p.114 METStorytellersGuide,p.73 CamarillaGuide,p.114 LotN:R,p.186 CamarillaGuide,p.113 CamarillaGuide,p.113 CamarillaGuide,p.114 METAnarchGuide,p.68 OWBNArcaneCompendium CamarillaGuide,p.111 CamarillaGuide,p.111 CamarillaGuide,p.111 CamarillaGuide,p.111 CamarillaGuide,p.111 CamarillaGuide,p.1111 LawsofElysium,p.85 2nded.PlayersGuide,p.92 METStorytellersGuide,p.69 METSabbatGuide,p.132 LawsofElysium,p.89

Level Advanced Basic Basic Advanced Intermediate Intermediate Master Advanced Advanced Basic Basic Basic Intermediate Intermediate Intermediate Advanced Intermediate Advanced Basic Intermediate Intermediate Advanced Intermediate Advanced Advanced Advanced Basic Advanced Intermediate Advanced Intermediate Methuselah Basic Basic Basic

35

RitualName Wizard'sGift Wizard'sGold WritofProtectedPassage

Rarity 5 5 3

Location OWBNArcaneCompendium OWBNArcaneCompendium SFbyNight,p.130

Level Advanced Intermediate Intermediate

36

A Tremere Ritual Companion:


Tabletop Ritual Conversions and OWBN-Specific Rituals
SomeoftheritualslistedbelowwerecreatedbyplayersinOWBN,andwillnot befoundinanyWhiteWolfpublication.Theyareincludedhereforplayersand STs to appreciate the devotion that these players have had to their characters andtheTremere.TheyhavebeenapprovedbytheTremereCoordinator(please takenoteoftheirrarityrestrictionsinthelistingsabove),andmaybeincludedin yourgameonlywithSTpermission.TherestcomefromamyriadofWhiteWolf sourcebooks,andhadneverbeenconvertedforMETusepriortothecreationof thisguide.

New Thaumaturgy
Itshouldbenoted,thatanyThaumaturgy,betheypath,ritual,orcombopowerthatdoesnotappearin thisguide,beitbyoversightordeliberateedit,istobeconsideredRarity4(Coordinatorapproval). Tabletop Conversions and OWBN-Specific Rituals AlterBlood Thisritualwilltemporarilymask,butnotchangeorproducefalsereadings,whenPathofBloodsTasteof VitaeisusedupontheensorcelledThaumaturgeoraTraitofBloodthatshehaslikewiseenchanted. System: WiththeexpenditureofaMentalTraitbytheThaumaturge,thisritualwilltemporarily alter the readings of Taste of Vitae if used on the Thaumaturges blood. The only informationthatisobtainableistherelativegenerationoftheKindred,comparedtothe inquisitor,i.e.higherorlowergenerationonly. Note: ThisritualonlyeffectsTasteofVitae;itwillnotfoolotherritualssuchasBloodWalk, etc.fromdiscerninginformationfromtheBlood.Theeffectsofthisritual,ifcastonthe Thaumaturge, will last until the following sunrise. The Thaumaturge during this time mayonlyuseherbloodtohealwounds,asitbecomessomewhatalientoher.Thisritual mayalsobeusedtoenchantaBloodTraitinavessel.Thisenchantmentwillhavethe sameeffectbutwillpermanentlyaltertheBloodTrait. BloodIntoWater All spilled blood within this rituals reach transmutes to water. This is most frequently used to remove bloodstains, whether as a result of foulplay or rites thatinvolve bloodto mark or otherwise designate effects.Thethaumaturgepoursacupofpurifiedwaterthroughthefingersofhisoutstretchedhandwhile castingthisritual. System: The ritual requires a five minute casting time and affects a ten foot radius, but will cleansetheareaofbloodthoroughly.Bloodincontainersandlivingthingswillnotbe affected,onlyspiltblood.Notethatcertainritualsandpowersrequirebloodmarkings orrequirebloodtobeappliedtoanobject(suchasWardvs.GhoulsorImpassibleTrail). Thispowerhasnoeffectonbloodusedtocreateactiveordormantdisciplineeffectsit couldnotbeusedtoremoveaWardvs.Ghouls,thoughitcouldbeusedtocleanupa bloodcircledrawnonthegroundusedtobindademon,solongasthatbindingisdone andoverwith. BloodTest WhenthisRitualisused,ifthereisenoughKindredVitaeinthetestedsampletocauseastepinablood bondorviniculum,theKindredVitaewillmoveinavisiblespiralwithinthebloodsample.Themovement

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is visibly apparent to all present. The more Kindred Vitae present in the sample, the larger and more spectacularthemovement. System: CastingBloodTestrequirestheexpenditureofoneWillpower,oneMentaltrait,andan extendedstaticMentalchallenge.Thenumberofsuccessesorties,againstadifficultyof fivetraits,equalsthenumberofbloodpointsthatcanbetestedduringaonehourtime frame.Thecastershandsacquireaslightbluishtingewhiletheritualisineffect. BringForththeLightWithin ThisRitualmaybecastonanonmagicalobjectinoneoftwoways.Itmaybecasttemporarilywhereit will work for one evening, or it may be cast permanently where it will last forever. Upon speaking the powerword(setduringcasting)theobjecttheritualiscastuponwillbegintoglowwithasoft,dullwhite light.Afterthispointasecondpowerword(alsosetduringcasting)maybespokenfortheobjecttostop glowing. System: As a Basic Ritual this takes a casting time of 15 min., It requires the temporary expenditureofonementaltraitforaonenighteffect,andonepermanentmentaltrait forthepermanenteffect. BindtheAccusingTongue Bind the accusing tongue lays a compulsion upon the target that prevents her from speaking ill of the caster,allowingthethaumaturgetocommitliterallyunspeakableactswithoutfearofreprisal. System: The caster must have a picture or image of the target, a lock of her hair and a black silkencord.Thecastertiesthecordaroundthehairwhilechanting.Anytimethetarget wantstospeakillofthecaster,shemustdefeatthecasterinamentalchallenge(Occult retestsonbothsidesareapplicable). BureaucraticCondemnation ThisritualwascreatedtobetheoppositeofExpedientPaperwork. System: Oncecastoneinfluenceactionsofthetargetofthisritualtakethreetimesaslongas they normally would. At Storyteller discretion, a player with a significant amount of influencemaydecreasethistimepenalty,butthatisleftpurelyunderthejurisdictionof chronicleStorytellers. BurningBlade DevelopedduringClanTremerestroubledinception,BurningBladeallowsathaumaturgetotemporarily enchant a melee weapon to inflict unhealable wounds on supernatural creatures. While this ritual is in effect,theweaponflickerswithanunholygreenishflame.Thisritualcanonlybecastonmeleeweapons. System: Thecastermustcutthepalmofherweaponhandduringtheritualwiththeweaponif it is edged, otherwise with a sharp stone. This inflicts a single health level of lethal damagewhichcannotbesoakedbutmaybehealednormally.Theplayerspendsthree blood points which are absorbed by the weapon. Once the ritual is cast, the weapon inflicts aggravated damage on all supernatural creatures for the next few successful attacks,onepertemporarymentaltraitspentduringthecasting,uptoamaximumof three. Multiple castings of Burning Blade cannot be stacked for longer durations. Furthermore,thewielderoftheweaponcannotchoosetodonormaldamageandsave up aggravated strikes each successful attack uses one aggravated strike until there arenoneleft,atwhichpointtheweaponrevertstoinflictingnormaldamage. ChairsofWater This 15 minute ritual allows the caster to create more substantial and detailed chains of water when employingNeptune'sMight.Insteadofchainsofwaterusedtobindpersons,thecastercannowcreate

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objects with water. Chairs and tables are the most common uses for this power. Those who use these objectsmysteriouslydonotgetwetevenwhilelyingonacouchofwater.Theobjectscreatedcannotbe moved,andcannotbeusedtopreventpassagethroughanarea.Theycannotbeusedincombatatall. Theylastuntilthecreatorleavesthearea,oruntilhewillsthemaway. System: Theritualconsistsofthecasteranointinghimselfwithwaterwhilechantingforfifteen minutes.Thepowerlastsfortherestofthenight.Bloodexpendituresarestillrequired tocreatetheobjects.Herearesomesamplecostsforcommonobjects.Stoolorchair onebloodtrait;cardtabletwobloodtraits;largetableorsofathreebloodtraits. Confess Thisritualmustbecastinthepresenceofthesubject,whomustthenansweronequestionposedbythe casterfullyandtruthfully.Noresistancebeyondtheinitialcastingisrequiredorallowed. EpistulaPhasma("GhostLetter") Thisisasimpleritual,madeforsendingawrittenmessagetoanacquaintance. System: Asinglesheetofparchmentismagicallyprepreparedusingatraitofthecaster'sblood. It will not be possible by any means to determine who sent the letter, apart from recognizingthehandwriting,etc.Whenactivated,thenotewilltravelthroughtheether to its intended recipient where it will hover in front of them in an incorporeal form whichonlythey(orsomeonewithactiveThaumaturgicalSight)cansee.Thetargetwill know the letter is intended for them, and may choose to pluck it out of thin air. The notewillwaitforanopportunemomenttomanifest,ratherthanwhentherecipientis occupied, distracted, or traveling. Should they choose to not accept the note within a reasonableamountoftime(10minutes)oriftheymoveawayfromittheeffectwillend andthemessagewillbeforeverlostbetweenplanes. The castercan only sendnotes to people they are acquainted with, and have actually met in person. Encrypt missive can be used in conjunction with this casting, but any otherritualsaresubjecttoSTdiscretionastoiftheywillworkcombinedwithepistula phasma. This is designed as little more than a glorified cantrip, intended for passing notes. ExLibris(formerlyFireTrap) Thisritualissimplyawardcastandscribedontheinsidecoverofaboundbookwhere,aftercastingthe bookcannotbeopenedwithoutintoningthepowerphrase(setduringthecasting).Ifthecorrectphrase isnotutteredbeforeopeningthebook,itcombustsandburnstoashes(causingnodamagetotheperson holdingthebook). System: AsaBasicRitualthistakesacastingtimeof15min.,andonebloodtrait(usedastheink oftheward). ExpedientPaperwork This ritual allows a thaumaturge to avoid delays that are created in modern bureaucracies (church, government,financial,etc).Itrequiresthehairofadogthatisconsideredloyalandprotective(couldbe bound). System: Oncecast,thisdecreasestheamountoftimethatasingleinfluenceactionmighttake. The amount of time saved is up to the ST. It is suggested that the time required is reducedtoonethirdoftheoriginaltime.Theritualtakes8hourstocomplete. ExtremeCare This ritual allows for the creation of enchanted elixirs. These elixirs have the ability to miraculous heal mortalcreaturesofdiseaseandwounds.

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System:

Thisritual,usableonlyonmortallivingcreatures(humans,ghouls,Garou,etc.),requires thatonetraitofVampiricBloodbeinjected,oringested,intoasubject'sbody.Thishas the usual effects the subject moves a step closer to becoming blood bound to the vampirewhosebloodisused,andtemporarilybecomesaGhoul.Inaddition,themortal automatically heals one Wound Level of damage and the Thaumaturge, if in the presenceoftheuseoftheelixir,mayspendoneMedicalAbilitytocurethepatientof oneviralorbacterialillness(Notcancersorhereditarydiseases.AIDS,Ebola,andother such particularly nasty things should be immune to healing, but the life span of the infectedpersoncouldbeextended). Mortals drinking this elixir may be brought back from the threshold of death, without beingmadeintoavampire.Thebloodleavesnotraceinthepatient'ssystem,andallbut thepartialBloodBondfadescompletelywithin3days.OncetheThaumaturgesbloodis transformedintotheelixiritlosesmostofitsconnectionstotheThaumaturge.Thus,it maynotbeusedforDisciplineorritualsagainsttheThaumaturge.RitualssuchasBlood WalkorDisciplinessuchastasteofVitaemerelyrevealthatitisalteredKindredvitae andlittleelse.

Theelixirwillonlyretainitspotencyfor72hoursaftercasting. FatherofMine This ritual gives the thaumaturge a subliminal sense of direction and distance to people, places, and objectsofpersonalandmysticalimportancetothetarget. System: Whileintoningtheritualsvocalcomponent,thecasterspinsinaslowcirclewithaglass objectofsomesortheldtooneofhiseyeswhilespillingatraitofhisownvitaeontoa sketch of his sire. At the end of the ritual the vitae soaked sketch is burned and the ashessprinkledoverapersonalitemofhissire.Thepersonalitemisthenkeptwiththe casterandhegainsasubliminalsenseofdirectionanddistancetopeople,places,and objectsthathadpersonalandmysticalsignificancetohisSirefortheremainderofthe night. Once this ritual has located an item, place, or person, it ceases to be detected withfutureuses. Themaximumrangeisequalto10milesperGenerationbackgroundoftheCaster,or fivemilesifhehasnopointsintheBackground.IfattemptedonthecastersSirewhen hesstillalive,theritualautomaticallyfailsandtheSirerealizeshischildehastriedto scryonhim.Theritualonlyworkstolocatepeople,places,andobjectsofthecasters SireandonlyifthecastersSirehasmetFinalDeath.Thisrituallaststheremainderof thenight,untilnextsunrise. AnSTmustbepresenttoadjudicatetheuseofthispower. IncantationoftheShepherd This15MinuteRitualallowstheusertolocate,inapproximateDirectionandDistance,allmembersofthe Caster'sHerd. System: To properly cast this ritual, the Thaumaurgist, while intoning the names of her Herd, must hold two small glass objects to her eyes and spin in a slow circle. . If the Caster does not have the Herd Background, she will detect the closest three mortals from whomshehasfedatleastthreetimes.ThisRitualhasaMaximumrangeof10timesthe Caster'sHerdBackground,or5milesifshedoesnothaveanyHerdbackground. LuminousVitae Thisritualduplicatestheeffectsofalternatelightsourcesonvitae,causingbloodtoglowinthecasters sight.Thisismostoftenusedtomakesureanareahasbeencleanedsufficientlyinachantrylaboratory,

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butithasanumberofusefulapplicationsoutsidethechantryaswell.Thecasterlooksthroughtheeyeof aneedlewhenusingthisritual. System: Toenactthisritualthecastermustengageinastaticmentalchallengevs.sixtraitswhile pouring water through his fingers. The power of this tenminute ritual lasts for one sceneoronehour,duringwhichbloodonasurfacenomatterhowsmallanareaorhow faintglowsaniridescentpurple.Fromtheoldestbloodyfingerprintonadeskdrawerto apoolofbloodgatheringbeneathamurdervictimscorpse,itallbecomesvisible. The power has no effect on blood inside a person or container. If the thaumaturge opensavesselcontainingblood,hewillseethevitaeintheusualpurplecolor,butthis ritualdoesnotallowhimtoseethoughotherobjects. ObscuretheMalice Inthisritual,thecasterpoursherownvitaeintoacorpseswound.Thebloodscabsoverandthewound healsduringthecourseoftheritual.Thisritualcannotbeusedtohealthelivingorundead,thoughit canconcealevidenceoffeedingorotherphysicalviolenceonacorpse. System: Toactivatethisritualthecastermustengageinanextendedstaticmentalchallengevs. sixtraits,theeffectoftheritualisdeterminedbytheamountofsuccesses.Onesuccess indicates a very visible wound (that nonetheless must have healed before the victim suffered whatever trauma killed him) while five successes heal the wound flawlessly postmortem. This ritual works only for wounds poisons, drowning, etc. will still be evident with a full autopsy, though such results may prove misleading without other telltalemarks. RitualofDarkness CreatesaverypowerfuldarknessintheusersHaven.Thisdarknesscannotbeseenthroughbyintruders, butthecasterofthespellcanseeeasily. System: The caster must rub soot from a coal fire on the windows, and the ritual takes a full hour.Thedarknesslastsuntilsunlighthitsit(ifthehavenisundergroundthiscouldbe forever). RiteoftheVanishingBlemish Thisritual'soaks'bloodandotherstains,leavingnotrace. System: With a small amount of raw cotton or wool and the casters incantation, even large stainsareabsorbedintonothingness.Thematerialmustbeheldoverthestainwhilethe incantation is said, after which it is mystically "soaked" in and the cotton/wool is useless.Thisworksevenifthestainhasdried. SerenadingtheKami Bybindingspiritstoherphysicalformthethaumaturgecangainatemporaryboostinstrength. System: This ritual grants the caster 2 additional traits in her next physical action. This action couldbeassimpleasdiggingaditchorhittingsomeone.Ittakes30minutestocastthis ritual. ShapeoftheFamiliar System: Through the casting of this ritual, the caster mixes equal measures of cat blood, their ownvitae,andfreshcatnipfromthegroundtoformapersonalpotionthatcanlaterbe ingestedtotransformintoafelineshape,alongwithalltheircarriedsmallpossessions andgarments.Theritualwillfailifthebloodwasnotcollectedhumanely,orifthedonor catiskilledintheprocess.UnlikeitscousinProteanCurse,thischangeinformcannot be shared or inflicted upon others, and it takes about one minute for the potion to

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becomeeffectiveonceimbibed.Thecastercanendtheeffectatwill(attheendofthe turn), regaining their normal appearance with but a thought and an expenditure of a Willpowertrait.Otherwise,theeffectendsatsunrise. Onlysmallcatformsaboutthesizeofadomesticatedhousecatcanbetakenon,and the appearance of said form will look similar in coloration and breed to that of the subject the blood sample came from. The loss of human speech makes Thaumaturgy impossible,thoughritualsalreadycast(PavisFoulPresence,DeflectionoftheWooden Doom,etc.)maystillbeused.Noadditionalpowersorliabilitiesaregainedwhenincat formandthecaster'snormaltraitmaximumsareunchanged. TrueSight System:

TrueSightonlyhelpstodetectdeliberate,willfullies.Iftheotherpartybelievessheis tellingthetruth,thenwhatshesayswillappeartobetrue.Theritualdetectsthestate of nervousness, not whether the truth was spoken. In effect, the Thaumaturge has a single extra investigation ability and five extra mental traits, for the duration of the ritual, for the purposes of Auspex challenges that they initiate as well as ability challengesrelatingtothediscoveryoftruth. These traits may not be bid, but are added to the caster's total for purposes of comparisonoroverbid.TheydonotaidinAuspexchallengesinitiatedagainstthecaster because the ritual does nothing to alter the Thaumaturges ability to hide their own reactions,northeotherperson'sabilitytoperceivetheThaumaturges.Toindicatethat thisritualisineffect,theplayershouldgetacarddenotingtheextratraitsandthetime castfromastoryteller.Thisritualtakesfiveminutestocastandlastsonehour.

VistasoftheMind Thisritualcausesanincreaseinmemoryandintelligence,allowingasingleretestonceintheeveningon theuseofanyprimarilyMentalAbility. WalkinsPurityoftheFlesh ThisRitualisfunctionallythesameastheRitualPurityoftheFleshwithafewminorchanges.Itdoes requirethesamecastingtime,andadditionally13quartzCrystals,thatarepoppedlikeflashbulbsupon theRitualscompletion. System: ThesystemforthisRitualisIdenticaltoPurityoftheFleshwiththeadditionthatthe subjectoftheRitualisalsofreedofanyTechnologicalenhancements(i.e.:Technocracy Nanitesandthelike). WardingCircleversusGhouls(andothers) Createdasaprotectiveward,itcreatesacircleofprotectionagainstmanydifferentcreaturetypes.Each creaturetypeisaseparateritual. System: Theseritualsrequirethreetraitsofbloodoftheappropriatecreaturetype(handfulof sea salt for spirits, ground marble from a tombstone for ghosts, or holy water for demons).Thecasterdeterminesthesizeofthewardingcircleinthefollowingmanner. Itstartsatabaseof10radius(20diameter).Thecastermayspendonementaltrait andonebloodtraitstoincreasetheradiusby10. Anyappropriatecreaturethatapproachesthecirclewillfeelthepowerofthecircle.In order to cross the ward, she must win a static test against the mental traits of the caster, bidding her current number of willpower traits (no traits are risked by either side). If she fails she takes three lethal damage, and is denied entry. If she wins the challengeshemaycross,butstilltakesthethreelethaldamage.Attemptstoleavethe circlearenotblocked.Wardscanbelaidinsideofeachother,butmusthaveatlest20 diametersmallerthantheonetheyareinsideof,andmustbeofdifferenttypes.

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Intermediate
AmuletofFalseAura Thishourlongsritualcreatesanitemthattemporarilymasksthecreaturetypeofthewearerasfarasthe auraisconcerned.Itwillnothidediablerieveinsoremotionalstate,justcreaturetype. System: Toperformtheritual,theitemmustbeplacedinatraitofbloodofaspecificcreature type.Duringtheritual,thebloodisabsorbedintheitem,andisnolongerusableforany types of magic. The item must be worn around the neck. For the next week, anyone auraperceivingtheweareroftheitemforcreaturetypeseesthewearer'sauraasbeing thatofthecreaturetypeofthebloodusedduringtheritual. BeaconoftheSelf WhileCalebrosascribesagreatdealofpowertothisritual,itisnotsopotentashebelievesittobe.In fact, the ritual itself is quite rare, owing to many Tremere elders harboring some degree of paranoia. WhiletheritualdoesindeedlocateKindredwithease,fewofthoseelderswantthemselvessoeffortlessly found,andguardthesecretsofitsperformance.ThisritualrevealsthelocationofaspecificKindredto thecaster,solongassheiswithinanightstravelofthecasterscurrentlocation.Thecasterreceivesa dreamlike but identifiable mental image of the subjects current location. This ritual requires some portionofthesubjectsbody,howeversmall:ahair,aseveredfinger,afang,orathumbnail. System: Thethaumaturgeperformsthis20minuteritualasnormal,whichdestroysthesubjects leftbehind matter in a whiff of yellow smoke. The caster inhales the smoke, which createsthevisioninhermind.Thecasterthenengagesinastaticmentalchallengevs. six traits. If the ritual fails, or if the subject is out of range (within a nights travel seemstobeanarcanemeasurement,equaltothedistancethecastercouldtravelon footinonenight),itprovidesnoimageatall,thoughitdoesdestroythetissuesample. DenytheSun'sWeight Thecastergainstheabilitytoexistonlessrestthanotherkindred,tendingtoriseatleastonehourbefore sunrise.Forthedurationoftheritual,hewillalwaysseemtobethefirsttoriseandthelasttogotobed, evenifhe'sbeenoutuntildawn.Whileotherkindredmaystillbegroggy,heisawakeandaware. System: The caster may awaken early and remain awake late during the first and last hour of light,withnoneedtoexpendWillpowertostayawake.ThisRitualtakes20minutesto castanditsdurationis24hours.ThisritualdoesnotgranttheabilitytobidmoreTraits thanyourMoralitywouldnormallyallowduringtheday.AnothermeanssuchasLight SleeperortheritualWakewithEvening'sFreshnesswouldbeneededtobidmoreTraits than your Morality would normally allow during the day. The primary Components to castisAmoonstonegem,whichmustbewiththecasterforthedurationoftheritual, andisoftenwornasaringorpendant. EmpatheticJar Thisritualcreatesabottlethatcollectsandcondensesemotions. System: Thethaumaturgemustfillthebottlewithatraitofhisblood,whichmustbedrawnbya knifethathasbeenusedinamurder.Aweddingringisplacedinwaxandusedtoseal thebottle.Oncesealed,thebottlebeginstoabsorbemotionsfromtheimmediatearea. Theemotionabsorbedwillbewhateveremotionisstrongestinthearea.Thebloodin the bottle becomes transparent as emotion is absorbed. Once the liquid is clear, the bottle is full of emotion. The liquid will have a slight color to it, which represents the emotioncontainedinside. The time required to fill the bottle depends on the strength of emotions in the immediatearea.Abottleleftinasupermarketwouldtakeayear,whileoneinachurch

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might take a few weeks. A bottle left at the scene of a recent or currently occurring murdermighttakeafewhours.Ifthewaxisremovedbeforethebloodisclear,orifthe bottle ever breaks, the ritual ends and the emotion dissipates. As soon as the wax is placedonthebottle,thebloodinthebottlebecomesforallpurposesinert,andcannot be used again for anything. Once the liquid is clear, the wax can be removed and the emotioncanbeused,bypouringtheliquidontoaperson,placeoritem.Iftheliquidis pouredonanitem,theitemthenradiatesthatemotionpermanently.Thiscoversany otheremotionsontheobject,unlesstheywereverystrongtobeginwith. WhenusingTheSpiritsTouch,orsimilarpowers,aseparatetestmustbewonversus12 traits to notice anything except the emotion. If the liquid is poured over an area, the arearadiatestheemotion.Thiswillcausesmallchangesinbehaviorforanyoneinthe area.Storytellersshouldinformplayersofthe"feelings"theygetinacertainarea.This effect lasts for the rest of the night. If the liquid is poured on a living (or undead) creature,requiringaphysicalchallenge,theindividualisovercomewiththatemotion. Theindividualreceivestwonegativetraitsappropriatefortheemotion,andshouldrole playouttheemotion.Thiseffectlastsfortherestofthenight.Iftheliquidisingested, the individual receives the negative traits, and a derangement appropriate for the emotion.Thisalsolastsfortherestofthenight. Oncethewaxsealhasbeenbroken,theliquidmustbeusedwithinfiveminutes,orthe effect is lost. One bottle can only be used for one object, place or person. All of the contentmustbeusedforittobeeffective. KnowledgeoftheChildesPeril WithatraitofBloodfromaghoul(thecastersornot),thecasterofthisRitualmaybecomeattunedto saidghoulforanightallowingtheuseoftheghoulssenses. System: This Ritual takes 30 min. to cast and lasts all night. One trait of the casters blood is mixedwithonetraitoftheghoulsblood,andtheritualisperformed.Thebloodboils downtoonetraitandthenImbibedbythecaster,thusattuningtheghoultothecaster. After the Ritual is complete any time throughout the night the caster may spend a Mental Trait to gain use one of the Ghouls senses for a period of 1 hour, though the caster may choose to turn off the effect of the Ritual. (see though the ghouls eyes, hearthroughtheghoulsears,etc.)Thecasterssensestakeabackseattothoseofthe ghoulssotheyareeffectivelyblindordeaforwithoutwhateversensetheyaretaking fromtheghoul.Theghoulisunawarethattheritualhasbeencastorenacted,however thecastermayNOTinteractwithanythingwithintheareaoftheaffectedghoul.When thehourisupthecastermayexpendanothertraittogaintheeffectsoftheRitualagain, howeverattheendofthenighttheRitualisoverandtheghoulmustbereattunedto usetheRitualagain. LightingRod WiththisRitualaMasterofthePathofWeathermayutilizeaBoltofLightningforlateruse. System: An appropriate item must be preprepared to accept the bolt. A Staff or Sword is appropriate(thoughifaswordtheLightningBoltcannotbereleasedaspartofastrike of the Weapon). This takes a week, with a series of challenges (one static mental challenge each nightdifficulty of 10). If any fail the item is destroyedand the process must start over again. On the last night a Permanent Mental Trait must be spent to attunetheitemtothecaster. OnlythecastermayreleaseherownLightning.OncetheitemiscreateditmayholdOne (1)LightningStrike,foreachofthePermanentWillpowerthatthecasterhas.Following therulesofLightningStrike(AdvancedWeather)thecastermustsummonLightningto theRod.Heorshewilltake3LethalWoundsdoingso,buttheLightningisalsostored.

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IftheRodisbrokentheLightningwillharmanyoneholdingit.ToreleasetheLightning Strike the caster must again follow all rules of Lightning Strike, save the weather requirement,sincethelightningalreadyexists. RefreshtheWeariedMind System: Inasmall,unventilatedroom,burnfivecandlesmadeofBeeswax,GinkgoBilobaoil,and Rosemary oil, arranged in a traditional star pattern with a runic circle drawn in the middle.Thethaumaturgemeditatesduringthecastingoftheritual,repeatingachantin Latin, which causes the candles to burn quickly and completely (so new candles are requiredforeverycasting).Thethaumaturgemustthendrawthesmokedeeplyintoher lungs, which completes the casting. Upon successful completion, the Thaumaturge replenishesallhermentaltraits. Theritualcanonlybecastoncepernight.Itdoesnottaketheplaceofusingwillpower toreplenishtraits;aWillpowertraitmaybeusedasnormal.Thecastermusthaveand expend(forthenight)alevelofthemeditationabilitytocastthisritual. RendtheMind MostoftheTremerearenotphysicallypowerful.ThisritualcombinesthelethalpowersofThaumaturgy andAuspexintoapowerfultool. System: Thisritualallowsthecastertomakeonetelepathicattackbeforethenextsunrise.Ifshe winsamentalchallengeagainsthertargetshewillcauseanumberofbashingwounds equal to herpermanent willpower. This ritual takes onehour to cast.Also thecasters PrimaryPathmustbeatthesecondintermediateandhaveTelepathy. SanguineAssistant Tremereoftenneedlabassistantsthattheycantrustimplicitly.Thisritualallowsathaumaturgetocreate atemporaryservantthatwasutterlyloyal. System: Thecasterspends5bloodandmakesastatictestagainst10traits.Theresultingservant isaboutafoottall,androughlyhumanoidshapeandisformedoutofrandomobjectsin the room (but oddly enough it will never take anything that you will be using). The servantwilllastforanumberofdaysequaltothecastersmentaltraits.Theservantwill followtheordersofthecaster,andwilltakeonthepersonalityandmannerismsofthe caster.Whentheritualexpires,itwillreturntothebowlitwassummonedin,andfall apart.Thecastermayresummonthesameservantanditwillretainitspersonalityand memories. SerenityoftheHeart'sBlood The caster gains +2 traits in tests to resist Frenzy and Rtschreck, for the duration of this ritual. The thaumaturgemayonlyusethepoweronhimself. System: Nophysicalcomponentisnecessarytoempowerthisritual,however,duringthecasting the thaumaturge must meditate and achieve a trancelike state. The ritual gains its powerfrominherency.ThecastercannotexpendvitaetoincreasePhysicalTraitswhile theritualisineffect(thusnotallowinghisheart'sbloodtobestirred),isabletogaina degreeofmasteryoverhisbeast.Thisritualrequires20MinutestocastanditsDuration is24hours. ShaftofBelatedQuiescence Thisritualturnsaregularstakeofrowanwoodintoaparticularlyviciousweapon.Whenthetiptouches kindred,itbreaksoffandburrowsforthevictimsheart.

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System:

Thestakemustbeofrowanwood,coatedinthreetraitsofthecastersbloodandbaked overanoakwoodfire.Whenthestakeisusedincombat,itactsnormallyasaweapon. If a successful strike hits, the tip of the stake breaks off and begins burrowing at the heart of the victim (even if you have the Misplaced Heart merit). Every hour, the affected player must make a static physical challenge against the mental traits of the casterortakeonelethaldamage. Once5lethaldamagehasbeendoneinthisfashion,thecharacterisstaked.Removing the tip via surgery requires the medicine ability. The surgeon enters an extended challengeagainstanumberoftraitsequaltothecreatorofthestakesmentaltraits.She mustaccumulate5successestoremovethetip.Eachchallengemadewilldo1pointof lethaldamagewin,looseortie.Healingthewoundsclosestheincisionsandthesurgeon muststartover. Ifastakeenchantedwiththisritualisusedonsomeonethathasherheartremovedby HeartofDarkness(advancedSerpents),thestakewilldonormalcombatdamageonthe initialhit,butthetipwillnotbreakoff,andtheritualisnotexpended.

SightoftheDead Allowsthecastertoseeandhearwraithsforxhourswherexisthenumberofbloodtraitsspentupon casting. System: Thecastermustobtaindirtfromafreshlyduggrave.Whilemixinginxbloodtraits,the ThaumaturgemustreadbackwardsfromtheBible(AshestoAshes).Hethenmust smearthedirt/bloodmixturebehindhisears,andonhiseyelids. SplinterServant Another ritual designed to enchant a stake, Splinter Servant is a progressive development of Shaft of Belated Quiescence, and the two rituals are mutually exclusive (They cannot be placed on the same stake).Thestakeitselfbecomesaminionbentonstakingitstarget. System: Thestakemustbemadefromatreethathasbeennourishedbythedead(atreefroma graveyard would be a good choice) and wrapped in sheath made of nightshade twine andwax.Whenthebindingistornoff,thesplinterservantspringstolife,rippinglittle legsoutofitself,andattackingthepersonthatitiscommandedtooattack(bypointing itatthetargetasthesheathisrippedoff). ThesplinterservanthasanumberofPhysicalTraitsequaltohalftheMentalTraitsof the caster, a number of melee equal to the casters occult rating, and is immune to mentalandsocialchallenges.Ithasthreehealthlevels,andignoreswoundpenalties.It canmoveupto30(9paces)perturn.Itwillremainactiveandattackinguntilitstakes its victim, it is destroyed by damage, or 5 combat rounds have passed. It loses traits normally, and must succeed in the normal staking challenges. It is up three traits to avoidattacksduetosmallsize. Anydamageincreasingeffects(ScorpionsTouch,Wards,etc.)willruintheritual. StepsofSilence Theritualenchantsanitem(typicallyanamuletorshoes)sothatwhileworn,thewearerisconsideredup +2 traits in stealth related tests. The caster of the ritual instinctively knows where the item is at, at all times.Whilethisdoesnotgrantpreciseknowledgeofitslocation,itdoesgivethecasterastrongsenseof distance and direction. The caster must know the rituals Craft Bloodstone and Donning the Mask of Shadowsinordertosuccessfullylearnandcastthisritual. System: Completionofthisritualtakes10minutespernight,forthreenights,plusonetraitof Assamiteblood.Theeffectsoftherituallastuntiltheenchanteditemisdestroyed.

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SummonMischievousSpirit TheVampirewiththisRitualisabletosummonapoltergeist.Thepoltergeistwillcausearuckus,messing withappliances,furniture,plumbing,electronicdevices,andanyotherinanimateobjects.TheSpiritmay causealmostanyobjecttomovearound,butitwillseldomdirectlyharmaperson.However,itwillreadily cause indirect injury, such as dropping a chair on someones head, or causing a knife to fly across the room.ItisimportanttorememberthattheSpiritdoesntwanttoharmthevictimitjustwantstoannoy thehelloutofhim. System: TheeffectofthespiritisuptoSTdiscretion.Thelengthoftimethespiritstaysisbased on a simple challenge that is thrown and repeated until a loss occurs. The amount of success,arethenumberofhoursthespiritwillstay. WardVs."CreatureType" The use of this ritual does not create a personal item for either the caster or anyone who's' blood has beenusedtonullifythewardtowardsthem.Theobjectmaystillbeapersonalitemtosomeoneforother reasons. Wizard'sGold Createdinanefforttoreducetheamountofrareandrestrictedritualsandpathsthatarebeingtaughtby membersofHouseandClanthatshouldnotbeteachingsuchthings,thisRitualiscastwheneveraritual orpaththatisnormallyrestrictedtoRegentsoraboveistaughttoanApprentice. System: AGoldcoinofthehighestqualitymustbeused.Stampedononesideistheshieldof House and Clan Tremere. On the other are the names of the teacherand the student andthenameoftheritualorpaththatisbeingtaught. TheteacherplacesthecoininaSilverchalicewithatraitofhervitaeaswellasablood traitofthestudent.Duringthecastingoftheritualthecoinabsorbsthebloodandtakes onaslightlyredhue.AnothertraitofVitaemustbeusedtofueltheritualitself.Once completedthestudentisunabletoteachtheritualorpath.Shecanspeakofthepath and its effects, but she is unable to impart enough knowledge to effectively instruct anotherpersononitsintricacies(i.e.,toallowthemtopurchasetheritual).

Advanced
CraftSpiritBloodstone Thisisasmallperfectlysphericalstonecraftedfromanopal(tourmalatedopal). System: Theopalisleftinacrystalbowlofvitae(threepointsofyourownblood),whichtakes three evenings to absorb. This can only be cast during the full moon, and must be exposed to the moonlight during the evening. This bloodstone may then be tracked acrosstotheumbra,andtheshadowlands.Furtherthecastermaytrackitfromthree planesinterchangeably:theastralplane,theumbra,andtheshadowlands. Diamond'sDoom This ritual is the trademark of John Diamond, Jonestown's sire. It enchants a wooden object into a powerfulantiKindredweapon.Theobjectcanbeaslargeasawoodenstakeoracane,orassmallasa letteropener;inanycase,itmustberoughlyshapedlikeastabbingweapon. System: ADiamondsDoomstakegainsanadditionaltraitforuseincombatchallenges.Likeany common stake, it can be used to impale the heart of and immobilize a vampire. The attacker makes three simple tests, not two, and if any two of them succeed, the defender is staked. Once the enchanted weapon is in a vampire's heart, it takes root, and cannot be removed without ripping out the heart and putting the vampire into torpora disaster for lowgeneration Kindred. Furthermore, if weapon and heart are

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removeda task involving considerable strength or crude butcherythe vampire remainsstaked,similartotheresultsofstakingaremovedheartasinHeartofDarkness. Iftheheartisburnedorexposedtothesun,thevampireisdestroyed.Furthermore,if the heart is outside of the body of the kindred for more than one hour, it begins to decay, and will lead to the death of the kindred whos heart it is (this ritual is not a cheap alternative to Heart of Darkness, and does not provide the protections of the heartthattheAdvancedSerpentisdoes). Aegismaybeblowntoavoiddeathbyheartdeterioration.Theheartwillreforminthe body when Aegis is blown. The weapon will release its grip and slide out easily if the truenameoftheonewhowieldeditisspokenasitispulled.Anyonemayremoveitby this method. Other methods of removal would be by the use of Vicissitude (up to Bonecraftisrequired),theritualRottenWoodwilldestroythestake,Decay(FirstBasic Hands of Destruction) will destroy the stake (the Second Basic Gnarl Wood will not work).Othermethodssuchasburningthestakeoutwithablowtorchwillonlyresultin thedeathofthepersonsostaked.TheritualPurityofFleshwillalsoexpelthestake. Thosewhocanseeauraswillnoticeashimmeringcloudofmenaceandhatearoundthe weaponiftheythinktocheck.AnyonewhotriestouseSpirit'sTouchoritsequivalent will be overwhelmed by visions of pain and violence from the malevolent intelligence that inhabits the weapon if they attempt to "read" it. Whether they win or lose, they willgainnousefulinformationfromtheSpirit'sTouch.Thisritualcanbynomeansbe combinedwithShaftofBelatedQuiescenceorSplinterServant. EnchantTalisman Enchant Talisman allows the Thaumaturge to enchant a personal magical item (i.e., the fabled wizard's staff)toactasanamplifierforherThaumaturgicalmight.Manysuchtalismansarecoveredwithmagical writingandrunes(likeeverywardthecasterknows).Theobjectmustberigidandaboutayardinlength (swords and walking staffs are the mostcommon,but some may enchant shotguns, pool cues or other moreexoticobjects). System: Priortotheritual,thecastermustdeclarewhichpathhertalismanwillbelinkedto.This linkcannotbechangedandremainsuntiltheitemisdispelled.Castingtakes6hoursper night for a complete lunar cycle, beginning and ending with a new moon. The caster enters one extended challenge per week. The challenge is 10 static mental challenges against16traits.Thecastermustwinortie(besuretocomparetraitsonatieonthe RPS)20timesoverthecourseofthe4setsofchallenges.Failuremeansthattheeffort hasbeenwasted,andthethaumaturgemuststartover. Ifsuccessful,thecasternowhasapotentweaponandtool.Withthefollowingbenefits (aslongastheTalismanisinthehandsofthecaster): 1. Thecasterisconsidered1traituponanyMagicalattackmadeagainsther. 2. Thecasterisconsidered2traitsuponanychallengewithherchosenpath. 3. Thecasterisconsidered1traitupwhencastingherrituals. 4. Iftheitemisusedasaweapon,ithasnonegativetraits. 5. If object is not a weapon the caster is considered 1 additional trait up with her chosen path, and when casting rituals. For the purposes of this ritual, a staff/cane/walking stick does not count as a weapon so long as is not used or modified with combat applications in mind. For example: making the staff out of ironandputtingagiantballonthetoptoincreaseitscombativequalitiesmeansits aweapon,notmerelyastaff/cane/walkingstick. Ifanotherpersonevertakesthisitem,beingthatitisinscribedwiththetruenameofitscreator(andif youareaproductofwesternsociety,yourbirthnameISyourtruename),theyareconsideredthreetraits upinanyMagicalattackagainstyou.Youalwayshaveaninnatementalconnectionwithyourtalisman,

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and you can track it if moving at a normal walking pace. You can always tell general direction and distance.Youknowifitisdestroyed.YoucanonlyhaveOneTalismaninexistenceatatime. EscapetoaTrueFriend Oneofthefewritualsthatprovideaformofteleportation,thisritualtakesthecastertothegeneralarea ofthepersonthattheytrustthemost. System: Taking3hourseachnightfor3nightsengravingamagiccircleonbarestone.Eachnight requires three blood traits as well that are poured into the circle, and the caster permanently expends a mental trait each night. Once the circle is complete, the transportmayhappenatanytime.Notethatthecasteristheonlyonethatmayutilize thecircle.Thecasterstepsintothecircleandspeaksthenameofherfriend.Oncethe castingiscompletetheMagusthenappearsashort(5min)walkawayfromherfriend. Subsequent uses of the circle may be done if the casting was done on a permanent structurethatremainsundisturbed.Thisritualwillonlyfunctionifthecasternamesone whoshebelievestobeherfriend. GhostintheSystem Modern false identities can be created with this ritual. The identity is created with great detail, Citizenship,driverslicense,SSNnumber,etc. System: The caster must make 7 challenges (they must be won), one for each night that this ritualtakestocomplete(IEoneweek).Ifshefails4ormoreofthechallengestheritual is a complete failure and a certain government agency might start looking into the changes.Ifallofthechallengesarenotwonthereisanextendeddelayinthecreation ofthenewidentity.TheamountoftimeisuptotheST.Whileinthisproblemtimethe KindredwillhaveasmuchofahardtimecompletingmortalactivitiesasanSTwishes. Thisritualispowerfulwithrealnegativedrawbacksiffailed. ImportItem This ritual allows the Thaumaturge to call forth an enchanted item into their presence, avoiding all physicalbarriersinitspath. System: UnlikethisritualsInfernalpredecessor,AportObject,itdoesnotuseexternalforces suchasdemonsandtheirilktoaccomplishitstask.Withouttheseforcestomakethe ritualpossibletheTremerelookedtootherrituals,suchasEscapetoaTrueFriend,to rederive their means of translocation. The Shadowlands, while not as secure as an Umbral Pocket realm, was deemed to be the most achievable means by which this translocation could be accomplished. Although this was the decided upon means it does take a considerable trained Thaumaturge to master its utilization. Unlike its Infernal cousin that even a neonate can master or is that its masters will utilize them? To enchant an item, so its capable of such a journey, the Thaumaturge needs soak the item in three of her Blood Traits, for the ninetyminute ritual, and expend a WillpowerTrait. ItemsattunedinthismannermaybenolargerthantheThaumaturgecanholdinboth hands or be more than twice her mass. Items, which are so attuned, must have this indicatedontheirrespectiveitemcardsorrecordedontheThaumaturgescharacter sheetfortheSTreview.TosummonanobjectsoensorcelledthroughtheShadowlands, theThaumaturgemustwilltheobjectintoherpresence,thusexpendingaMentalTrait (takingonefullcombatturn). Ifhowevershedoesnothaveeitherhandfree,theitemwillappearwhereshewishes butnomorethanfivefeetfromher.Note:theitemwillnotimbeditselfwithinanything oranyone.Alsonotingthemediumbywhichtheensorcelleditemtravels,Wardversus Spiritpreventstheuseofthisritual.UponreachingtheThaumaturge,itemssummoned

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inthismannerlosetheirenchantment.ThisisimportantbecauseaThaumaturgemay only have one enchantment of this type at any given time. Hypothetically two Thaumaturgesmayeachhaveanitemenchantedbythisritual. However be warned: if both Thaumaturges summon the same item at the exact same instance (same action)theobjectgoestoneither.InfactArcades,thecreatorofthisritual,postulatesthatitemslostin thismanneraredisplacedintothedepthsoftheShadowlandsbutasofnowthisisonlyahypothesis. MagicMirror "ThisritualwasdesignedbymembersofHousePrincipiaandonlylearnedexclusivebythosemembersof Wards&MeasureswhoinstallthemirrorswithinchantriesorhavenssothatmembersofclanTremere maycommunicate." System: Theritualiscastuponamirrorusingabitoftheuser'sbloodwhichformsthelinktothe networkofmirrorsthattheyareauthorizedtocommunicatethrough.Anyattemptsto record the messages on the mirrors will be blank. All attempts to cast magic upon it, movements,ordisruptionswillresultinthemirrortoceasefunctioningandrequirethe Warlocktoexplainwhyanotherneedstobeinstalled. Theblooditselfisinfusedintothenetwork,notthemirroritself,andsoaRegentwould beabletouseanApprentice'smirrorandstillhavecontacttotheirLord.Duetothis,the mirrordoesnotcountasapersonalitemunlessitisforanotherreason.Akindredwho's bloodisnotinfusedintothenetworkcannotactivatethemirror. MirrorAttunement System: This ritual requires a glass mirror. The caster must etch (properly and with good craftsmanship,ashieroglyphicsarenotonlyalanguagebutasetofmagicalsymbolsas well) into the glass, a border of text. That text being a very lengthy and poetic descriptionofasoulpassingthroughitsownreflection.Thenthe"mate"ofthismirror musthavethe*exact*mirroredsetofhieroglyphsetchedinbythecaster,includingany flaws or extended artistic whim. The caster then paints in, with her vitae, the etched hieroglyphs (the mirror image reflection on its mate, identically) and brings them 'to life'.Thebloodthenmustbelefttodry,inthewaxinghalfmoonmoonlight. Afterthispreparationthesetwomirrorsnomatterwhatlocation,distance,oranglecanbeenteredby someoneusingtheritual"MirrorWalk",andexitoutthe'mate'ofthemirrorentered. OneMindoftheCovens "ThisisaveryexclusiveritualusedbytheRegentofagivenchantryduringasimultaneouscommunication withherequivalentsacrosstheworld." System: This ritual is one of the main reasons that the Tremere clan is so controlled and organizeditallowstheelderstodemandcurrentinformationconcerningtheprogress of all its members' schemes." Another more common utilization of this ritual, allows thosewiththesamevariantrituals,afterengaginginanhourlongchant,tostareintoa silvermirrorandtelepathicallyspeaktotheircounterparts,evenacrosstheworld. Thismeansofcommunicationcanbemaintainedallnightandcanswitchfromperson to person throughout the casting. It can even contact several (or all) of them simultaneously, with each Tremere getting a signal, much like that sent bytheRite of Introduction, alerting her to the fact that there is another that seeks her attention. Many Tremere carry pocket mirrors in compacts or cigarette cases for just such an event. OWBNhascreatedanonlineemailgroupforRegentswiththisritual.PleaseinquirewiththeTremere CoordinatorteamifyourPChaspurchasedthisritualandwishestobeaddedtothelist.

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SculptingthePerfectServant Thisritualtrulyhasnorealpossiblegameeffect.ToseeanyrealdevelopmentfromaPCperspectivea character would have to be alive for more than a decade. This ritual should be used by the STs as backgroundinformationforpossiblePCsorstoryline.InthehandsofaPCithasnopurpose. TeleporttoaSafeHaven ViatheutilizationofamaterialfocusandanattunedsummoningcircletheThaumaturgistiscapableof teleportingfromanywheretotheir"SafeHaven." System: Duringtheninetyminuteritualaonemetercircleisinscribedandenchantedwiththe properarcanesigilsandthecasterpermanentlyexpendsamentaltrait.Thisisdonein conjunction with enchanting a material focus. These two in tandem make the ritual capableoftransportingandreceivingtheThaumaturgist'sphysicalform(truebodyonly, thisritualwillfailifcastonapossessionsuit),intothesummoningcircle.Notethatthe caster is retrieved naked, and all items are left behind. The material focus can be createdoutofanymaterialbutiscommonlymadeofceramicsorsomethingelsethatis easily broken when the need presents itself. After the amulet had been physically fashioned it is then imbued, during the casting of the ritual,with a Blood Trait of the Thaumaturgist'sphysicalformandwillremainsoenchanteduntilbrokenoronemonth (30days)passes.Whenthematerialfocusisbroken(requiringastaticphysicaltestvs.5 traitsincombat),thephysicalformthatisattunedtothecircleisdrawntoitattheend ofthecombatround.Thusly,teleportingtheattunedbodyintothecenterofthecircle. Onlyonesuchattunementmaybeplaceduponanyphysicalformatanyonetime. TremeresBane Thisverypotentritualtakesfivepeopletocast,thoughonlyonepersonneedstohavetheritual. System: AllfivecastersmustsucceedinaStaticChallenge(Diff12).Thisisatwohourlongritual where the five mages chant while the blood of a recently (same night of ritual) embracedandwilling(notcoercedwithdisciplines)virgin(maleorfemale)issacrificially drainedintoachalicewithaceremonialdagger.Afivepointedstarisdrawnonthefloor (facingnorth),eachmagesitsatoneofthepoints,thevirginisplacedinthecenter.The mage at the north point takes the dagger and chance, places the chance next to the virgin,andthenholdsupthedaggerandeveryonebeginstochant. After the chanting has reached its rhythm the dagger is plunged into the heart of the virgin.Thebloodthenbeginstodrainintothechalice.Thebloodinthechalicedoesnot stayitmysticallyevaporates.Thisprocesstakesthewholetwohours.Thevirginwillfeel nopainduringtheritualandshewillnotbekilled,justherbloodwillbedrained. If this ritual has been successfully cast, anyone who is not of Tremere blood will experienceadifficulttimeemployinganyofthePathsofThaumaturgy,notritualsjust Paths. The system for this is as follows; when any discipline is used the cost for that disciplineisdoubledandifitdoesn'talreadyhaveatestthenitwillrequireasimpletest to use. If the tests are failed then the opposite effect of the discipline will occur. The RituallastsforOneyearandaffectsasinglebuilding. Herearetwoexamples: An11thgenerationBrujahtriestolowerhergenerationto8thwithPotencyofthe blood.Normallyitwouldcosther6MentaltraitsandoneBlood,butwithTremeres Bane being present it will cost 12 Mental traits, 2 Blood and a simple Test. If she fails the test then instead of lowering her generation she raises her generation to 13th.

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If a Malkavian tries to Forcebolt another vampire, it will cost her 2 blood traits insteadofone.IfshelosesthechallengeshesufferstheeffectsofForceboltherself.

VerdantBlade,The Kindred sometimes have to be taken in for judgment or (more likely) for questioning. Carrying a heavy woodenstakeisfairlyconspicuous,though,anditletsyourtargetknowthatyoudontwanthimdead. Several Quaesitors developed the Verdant Blade in the 1800s. Its use is limited largely to that group, thoughafewotherArchonshavelearnedit.Theritualtemporarilyenchantsanysharpobjectaswordor largeknife,abone,apiton,ortentspiketoparalyzeKindredstakedwithitasthoughitwerewooden. Theweaponoritemmustbeplacedinavatortubalongwithafreshlycuttreebranch,severalouncesof sap,andagallonofwater.Whentheritualiscomplete,theweaponwillparalyzeavampirewhendriven intoitsheart.Thiseffectworksonlyonce;oncetheweaponisremoved,itmustbeenchantedagainifthe casterwishestouseittostakeanotherKindred. System: Thecastermustexpendabloodtraitandmakeastaticmentalchallengevs.tenmental traits,andmustspillasecondbloodtraitintothevatwiththeitemsdescribedabove. Thechantingthatfollowstakes25minutes.Ifthestaticmentalisfailed,theweaponis not enchanted and will shatter on impact. The item or weapon must still be large enoughtouseasastake(alargeknifeorswordwillwork,butapinwillnot).Theritual does not make the actual staking process any easier, and the weapon cannot be enchantedinanyotherrespect. ViresAcquiritEundo Thisritual,whencastintandemwithanotherritual,canincreasesomeeffectsofthatritual. System: The effects that are extended are completely up to the ST. The player can suggest possibilities as to what effects are changed, but the ST has the final say so. It is suggestedthattheplayercarryanindexcardsignedbyanSTandsayingthatthechange inquestionislegitimate.ItisstronglyadvisedtoSTsthattheyusecommonsensebefore approvingsomeextendedrequests. Wizard'sGift This ritual was created as the opposite of Wizard's Gold. Once an Apprentice attains the position of RegentshemustbeabletoeducateApprenticesunderherchainofcommand. System: Duringthecastingoftheritual,thecoin(orcoins,asthiscanbecastonanycoinsthat havethepersonsnameonit)mustbeinthepresenceofthepersontheyareintended toaffect.IfsuccessfultheThaumaturgeisnowfreetoteachtheritualsandpathsthat werepreviouslyclosedviaWizardsGold.

Elder
BoneofEternalThirst This three night Ritual creates an ensorcelled weapon made of bone and ivory. TheThaumaturgemust carvetheweaponhimselfandthenbatheitinthelifebloodofayearoldfledglingeachnight.Allofthe bloodisabsorbedintotheweaponandcannotbeusedforanyotherpurposes.Thethirdcontributor mustbethecastersownChilde.Theenchantedweaponbecomesapowerfultool,abletoseverfleshand even bone with ease, draining the strength of those it injures. It is nearly impossible to destroy this weapon. System: All damage done by this boneweapon is aggravated. In addition, for each level of damage it does the weapondrinks a trait of the victims blood. The weapon can be destroyedonlyifitabsorbs20traitsofbloodfromasinglevictim.Ifthishappensitis immediately incinerated Any weapon that can be carved from ivory or bone may be usedinthisritual,anddoesdamageperthatweapontype.

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BoneoftheKindred This twonight ritual creates an enchanted weapon made of bone or ivory. The ritual requires the lifebloodofaKindred.Thisbloodisabsorbedintotheweaponandcannotbeusedforanyotherpurpose. Theenchantedweaponinflictsaggravatedwounds.Wheninuse,theweaponseemsto"drink"anyblood thatisonit. System: WheninthehandsoftheonetowhomtheWeaponisattuned,alldamagedealtbythe weapon(includingextradamagefromPotenceandwardsisaggravated,anditstealsa BloodTraiteverytimeitstrikesatarget.TheBloodTraitthatisstolenisabsorbedinto the blade to empower itself, and cannot be extracted by any means, including the destructionoftheweapon. DrawingupontheBond ThisRitualallowsthecastertodrawuponthepowerofherthralls. System: Thecastermayutilizeanydisciplinesthatanyofherthrallspossess.Allchallengesusing thatdisciplineusesthecasterstraits,willpowerandblood.ThisRitual,asit'sanElder levelritual,isNPCaccessonlyasitcanbeveryunbalancing..

Master
ChainoftheBloodLine This Ritual grants the Warlock power over another vampires extended brood. This Ritual takes three nightsandmustendonthenightofanewmoonwiththedeathoftheKindredwhosebroodthecaster wishestocontrol.TheWarlockmustkilltheKindredbysuccessfullycommittingDiablerieuponher.When theRitualiscompletedbytheDiablerie,theWarlockthenlearnsthebroodofthevictim,andinturntheir brood,andsoon.WhenthecasterencountersanyoftheseKindred,hemaycommandtheminanyway, impellingthemtoobey. System: ThosecommandedinthismannermayresistbymakingaStaticSelfControlchallenge againstthenumberofpermanentwillpowertraitsofthecaster.Ifthecasterwins,the victim must wait an hour before attempting to challenge again, and conversely if the casterloseshemustwaitanhourbeforeattemptingtocommandthevictimagainvia this ritual. While successfully under the effects of this ritual the victim is rendered incapableofattackingtheWarlock. DivorcingtheSoul ThisisadevastatingRitualthatseparatesonesspiritfromitsphysicalelement,althoughthespiritiskept imprisonedinthebody.DuringthecastingofthisRitual,theThaumaturgedropsdeadpomegranateseeds inaringaroundthetarget,sayingashort,enigmaticchantwitheachone.Thetargetcouldbeasingle person,ahouse,anofficebuilding,acityblock,orevenanentirecity.Thecastermustbewalking(one seedperpace),soaftertheinitialsevenhourincantation,theritualcantakeanywherefrom10minutes toseveralyearstocomplete. System: Theaffectedindividual(s)cannotuseorregainwillpower,allofherabilitiesandvirtues dropto(andcannotriseabove)onetrait,andshebecomesalmostincapableofcreative thought. TheVictim(s) hasno motivation, little emotion and can onlybid half traitsin Dominate or Presence challenges. She gains the Negative Physical Traits of Lethargic, andSlow,ANDtheNegativeMentalTraitsofCareless,andDepressed.Theenchantment staysineffectuntiloneoftheseedsisdisplaced(buryingthemisagoodidea). ImpedetheGiftsofCaine DevelopedforusebyQuaesitorsfacingsuperiornumbersofKindred,ImpedetheGiftsofCaineallowsthe thaumaturgetotemporarilydampentheuseofDisciplinesinherimmediatearea.Thefocusoftheritual canbeanyitembetweenthesizeofabaseballandthatofasmallsuitcase,thoughitmustbeofrelatively

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sturdy construction. The item must be bathed in six traits of vitae that must come from at least two differentthaumaturges(thoughonlyoneneedknowtheritual).Disciplineuseinthisareaissubstantially moredifficult.Theeffectlastsforaslongasthedeviceisactive. System: To cast this ritual the thaumaturge must expend a blood trait in addition to those in whichthefocusmustbesubmerged,engageinastaticmentalchallengevs.tentraits, andrequiresafullhourofcasting.Uponcompletionoftheritual,successfulornot,the focusoftheritualissetbrieflyaflame(iftheritualsucceeds,thedamagedonetothe item fades), and must be extinguished by the bare hand of the thaumaturge (causing one level of aggravated damage, as well as a Courage test to avoid Rotschreck).Once activated,thedevicecreatesanareaofpoweronehundredfeetindiameter,centered onitself. Onceactive,anyoneattemptingtoinvokeorusedisciplinesintheareamustfirstentera staticmentalchallengevs.adifficultyoftentraits.Kindredofalowergenerationthan the caster remain unaffected, but the caster herself is affected if she steps inside the area. The item functions until turned off or until dawn. In either case, once deactivated,itbecomesnonmagicalandcannotbereused.

Methuselah
WeaponoftheKindredSoul/BladeoftheForbiddenFlower This ritual creates an enchanted weapon much like the "Bone of the Kindred"weapon from the above ritual. System: The ritual requires the lifeblood of a Kindred who is also an expert in the use of the weapontobeenchanted.Asabove,thisbloodisabsorbedandmaynotbeusedinany otherway."TheweaponcreatedbythisritualbecomesthevesselfortheslainKindred's soulandWillpower.TheThaumaturgistconductingthisritualhasagreatdealofcontrol overtheweapon'snewpersonalityandgoals,andcommonlyimbuestheweaponwith anoverridingdesiretoprotecttheThaumaturgist. TheweaponmaintainsalloftheAbilities,Disciplines,etc.oftheKindredslaintocreate it, but all of its memories seem distant and unimportant. The weapon is given a new nameduringtheritual,andcancommunicatewithitsusertelepathically.Ineffect,the weapon is a freethinking being with its own goals, Abilities and mystical Disciplines. Note that you cannot actually use the disciplines or abilities of the weapon, but the weaponcanusethem(tothelimitationsofitsform)tofollowitsowngoalsanddesires.

Ascendant
InvulnerableWeakness ThisisajealouslyguardedRitual,allegedlyknownonlytoTremerehimself.TheRitualtakesanentireyear tocastandamassivenumberofcomplexcomponentstocomplete.Themostimportantcomponentisa largediamondbathedinthesunsraysforanentire,cloudlessdayandengravedwiththesymbolsoflife anddeath. ThegemisthenconsumedonthefinalnightoftheRitual.ItwillstayinsidetheWarlocksbodyuntilit slowlyandmysticallydecomposesoveraperiodofyears.Duringthattimethecasterisimmunetofire, heatandsunlight.Furthermore,thekindredmaystayawakeduringtheday.Duringthedurationofthe Ritualsaffectthosewhodrinkthebloodofthecasterwillgainallthesamebenefitsforanhourpertrait. System: An extended physical challenge (stamina based) is entered into with Occult as the appropriateretest.Thenumberofsuccessesisequaltothenumberofyearsthisritual willremainactive.

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House-Specific Magic
Housesdotheirownresearchintomagictobenefittheirownfieldsofstudyand interest. Due to the specific house restrictions, they are considered Rarity 4 rituals or paths, except when being learned by members of the House in question, when they become Rarity 3 (Approval by appropriate House SubCoord).Unlessotherwisestated,theseritualsareEXCLUSIVEtotheHouse(s) in question. As these magics are developed by players and approved by the TremereCoordinator'sofficetheywillbereleasedinsubsequentThaumaturgical companionstobeapprovedbyCouncil.

Arcanum
Rhumer'sAggregateArgot IntermediateRitual ThevastamountofresearchthatClanTremereperformsoftenrequiresthetranslationoftomeswritten in ancient and forgotten languages of which few have knowledge. To ease collaborative research, and occasionally to borrow the linguistic capabilities of a lower ranking Apprentice, members of House ArcanumundertheguidanceofthelateDavidRhumercreatedtheritualAggregateArgot. System: Byenactinganhourlongritualthecastercreatesamysticallinkbetweentheindividuals withinasingleroom.Todothis,atthecompletionoftheritualthecasterpiercesthe left ear and tongue of each individual with a golden bar upon which Thaumaturgical symbols have been engraved. So long as each enchanted individual wears these bars and does not leave the room, every individual in the room may speak and read the languagesknownbyanyoftheindividualspresentatthecastingofthisritual. Ifforanyreasononeormoreoftheindividualsuponwhichthisritualwascasteither removeoneofthegoldenbarsorleavestheroomtheritualendsimmediately.Atthe conclusion of the ritual, no one has any greater understanding of any language than theyhadatitscasting,butanyknowledgetheygainedthroughthesharedtranslationis retained. ThisritualwasdevelopedbythelateDavidRhumerforHouseArcanum.

Hashem/Virtue/Wards & Measures

Wardv.Celestials IntermediateRitual DevelopedbyEstraLyraofHouseHashem,thiswardsthemagusfromthepowersofcreaturesfromthe higher planes. The success in this was long in coming, and highly sought after by many. Once it was established, it was traded for future considerations to House Virtue, and for Chantry defense appropriatedbyWards&Measures.StudiesconductedbymembersoftheseHouseshaveshownthatitis notalwayseffectiveinitstask.SomemembersofHouseVirtuehavetheorizedthatthismayhavetodo withwhetherthecelestialisactingupontheauthorityofahigherpower.Thishasstirredadebateamong someofthereligiouswithinthePyramid. Anyobjectbetweenthesizeofadaggerandadoormayhaveonewardagainstcelestialsplaceduponit. Tocreatetheward,theritualphrasemustbesaidfor30minwhileitisinscribedintotheobjectyouare warding. The night after the ritual is cast, the object may be used for protection from beings such as angels. HouseHornedSocietyhasputinseveralrequeststobegivenaccesstothisritual,butthusfartheefforts ofHashemandVirtuehavepreventedthisfromoccurringoutsideoftheoriginaldevelopment.

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System:

Asperotherstandardwards,Wardvs.Celestialsallowsforoneadditionalleveloflethal damage to be dealt to any celestial being which comes into contact with the warded object.AlldamageanddeterrenceworksatdiscretionofStoryteller.

WardingCirclev.Celestials Pertheregularward,howeverprotectsanareaof10'. High Saturday CreateCorpseMinion IntermediateRitual Required:SpiritThaumaturgy BloodMagicp.46,136 Corpse minions are animated corpses made via a ritual similar to that which creates zombies amongst necromancers.Thesoulofthedepartedisforcedtoanimateit'snowdeadcorpse,oftenforcenturies. Unswervinglyloyal,eventuallythefleshdoesbreakdown,butnotforanextraordinarilylongtime,and evenaftertheboneremains.Theyaremostlyusedforbusyworkastheydon'tpossessthecombative skillstobeadequateguardsorthestrengthandfinemanipulationskillsformoreimportantduties. Like many other forms of zombies, they are immune to Presence, Dominate, and Animalism. The have onlyfivePhysicalTraitsandnoWillpower.

Horned Society
HowtoGetAheadandHowtoGetDead: AguidetoDiabolism,andnotsellingyoursoul. As previously stated actually investing in a demon, by any means, is not only frowned upon, but technicallyillegal.Oncedone,aTremere'sloyaltytoHouseandClanisdeeplydivided,andexceedingly suspect.Assuch,membersoftheHornedSocietyuseritualsexclusivetotheirhouse.Theseritualsallow themtoSummon,Bind,Contain,andevenstealtheveryessenceofthepowerofhellitself.Thisisfar moredangerousthensimplysummoningaDemonandbarteringwithit,forthismethodnotonlycauses mostkindredtodistrustyouandevenseekyourdeath,butalsoyoumakeanenemyfortherestofyour unlifewithademon,anddemonsplayforkeeps. LimitstoMadness Rankhasitsprivilege. The Horned Society limits its own dealings with the inferno for its own good and to prevent being declaredarecklessHouseandbanetoClanTremere.Notonlyaretheirsummoningsregulated,buttheir investmentsanddealingsinDarkThaumaturgyaswell. A Thrall may only summon Demons of a class one category, and they are only allowed to do so under propersupervision.Theyarenotallowedtosummonanydemonswithoutdirectsupervision,norarethey allowedtopossessDarkThaumaturgy. ServitorsarepermittedtosummoncategorytwodemonswiththesupervisionofaPrinceorhigherrank withintheHouse.TheyarepermittedtorequestpermissiontouseStealingtheEssenceofHelltoforcea bounddemontoteachthemthePathofPhobos. Fiends, finally being considered to resemble something of an autonomous Kindred, are allowed to summonuptoCategorythreedemonswithoutsupervision.Theyarepermittedtorequestpermissionto gainaccesstothefollowingDarkThaumaturgyPathsthroughuseofStealingtheEssenceofHell:Pathof Pestilence,PathoftheDefiler,andPathofPleasure.

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Princes,havingrisenthroughtheranksofcrueltyandcunning,areaffordedgreatleewayintheirefforts tosearchthroughtheInfernal.Theyareallowedtosummondemonsofrankfourandbelow.Theymay requestpermissiontouseStealingtheEssenceofHelltolearntheDarkThaumaturgyPaths:Pathofthe Unspoken,andTakingoftheSpirit. Dukesandabovemaysummonwhoeveritisthattheywishattheirownperil.Generally,itisassumed that by this point a Tremere has become well acquainted with his or her own weaknesses. Of course, therearealwaysthosewhodonot. RitualsofContainment,BanishmentandEmpowerment AllritualslistedbelowareclassifiedasRarity4(VeryRare),andrequireTremereCoordinatorpermission tolearn. ContainmentRitual(IntermediateRitual) Name:BindtheHost UsuallyusedinconjunctionwithaSummoningorBanishingritual,BindtheHostcontainsaDemonwithin a space 10 ft in diameter. The Demon can move into the space but not out of it, and the containment effectslastforuptoonehour. System: Thecastermustmixtogetheronepoundeachofsulfur,brimstone,andthebloodofan innocent(Humanity4orbetter).TheMagusthenusesthemixturetooutlineaperfect circlea10ftindiameterandsitsinitscenter,chantingtheritualwhichmustincludethe Demon's true name. The ritual takes one hour to cast. Upon completion the circle of dustisexpendedanddissipates,thusleavingthecircleundetectabletothenakedeye andmakingthecircleunbreakablebycasualphysicalcontact.Oncecast,itwillremainin waiting only until the next sunrise. Once the target has entered the circle, the Magus must pass a contested willpower challenge against the Demon. This ritual can be augmentedwiththeritualPowerofthePyramid,increasingthewillpoweravailablefor use. ThisritualisonlyusableonthespecificDemonforwhichitiscast,andwillnotactivate shouldanyotherbodyenterthecircle.Notethatitisalsoineffectiveagainstanyother creature type, including Infernalists. The exception to this would be any that have "ascended"intoDemons. BanishmentRitual(AdvancedRitual) Name:ReturntheHost ThisritualisusedtoBanishaDemonthathasbeentrappedwithintheeffectsofBindtheHost. System: Using the true name of the Demon, the Magus recites the words of this ritual while making a contested willpower challenge against the target Demon's permanent willpower.FailuremeansthattheMaguslosestwotemporaryWillpowertraits,andthe Demonbecomesenragedandmaymakeanattempttobreakfreeofthebindingcircle withacontestedwillpowerchallengeagainstthecaster.Successmeansthatthedemon is banished one month for each temporary willpower spent. This period may be increasedbyspendingpermanentwillpowerinstead,banishingtheDemonoraperiod of one year per permanent willpower spent. As with Bind the Host, this ritual can be augmentedwiththeritualPowerofthePyramid,notonlyforthecontestedwillpower challenge,butalsoforthepurposesofspendingwillpowertodeterminetheperiodof banishment.

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EmpowermentRitual(AdvancedRitual) Name:TaketheEssenceofHell CreatedbymembersoftheHornedSociety,thisritualisusedtodrawpowerfromademonwithoutthe necessityofenteringintocontractsthatmaycompromisethemagus.ImbuedwiththetaintofHell,the casterisabletothenlearnthesecretsofDarkThaumaturgy.ADemonwillnormallyresistthistransfer, thoughdealshavebeenknowntobemade...andatpricesbetterleftunspoken. System: After binding a demon to his will, the caster enters in to an extended willpower challenge against the demon. Success allows the Magus to 'steal' away the Demon's essence in the form of willpower at a rate of one per success. A failure results in a willpower being returned to the demon. The magus must drain a total amount of willpowerequaltothepowerhewishestolearn,whichmaybemoreorlessthenwhat the demon the Magus summons possesses. After the successful completion of this ritual,theMagusmaylearntheparticularDarkThaumaturgytheywereperformingthe ritualforatthestandardcostforoutofclandisciplines.Storytellersareencouragedto rememberthatthebasetraitslistedinSabbatMETGuideareunderpowered,muchlike everyNPClistedincanon,comparedtotherelativelevelofOWbNcharactersandadjust accordingly. WhileaTremerewhousesthismethodisnotInfernalinthestandardsenseastheydo notbarterevildeedsortheirsoul,theydobearthescarofthepowerthatflowsinto them.ThisisaconstantthreattothemagusandsomethingthatnomemberofHorned Societytakeslightly.ShouldtheMagusloseallofhiswillpowertothedemon,thenshe has failed the ritual and allowed the demon to become the dominant party in the mentalexchange.Storytellersareencouragedtobecreativeandnastywhenitcomesto the consequences for the failure of this ritual and depending on the power of the demon,thiscouldincludepossession,abduction,orevendeath. If the magus survives the loss of willpower to the demon, then they receive the flaw InfernalAura(3ptp.80,PathofScreams)whichregistersthemagus'salignmenttohell tothosewhoareabletodetectInfernalresiduethroughavarietyofmeanssuchasAura Perception. Members of Horned Society without this taint do not register as Infernal. Upontherealizationoftheirpredicament,amagusisencouragedtoreportthemselves immediatelyforthesafetyofHouseandClan.Thosewhodoso,buthavenotbetrayed their oaths, are given leniency and simply transfered to a remote region where CamarillacitizensoutsideofclanTremerewillnotinteractwiththem.Thosewhowould hide this risk, acquire it through recklessness or betrayal, will find themselves very quicklyTribunaled. Due to this possibility, a subculture has developed within the members of Horned Society. As a precursor to any House business, members will often Aura Perceive the one another. During these interactions the use of Innocence of the Child's Heart or otherauraaffectingpowersisconsideredgroundsforimmediateinvestigation. AMagusmaychoosetosummonaseriesoflesserdemonstogatherthepower,orattempttogainitall fromasinglesubject.However,theMagustemptsfateeitherway....lesserdemonsareservantsofgreater powers, who may object to their tools being turned into powerless husks. More powerful entities may limitthisexposure,butarethemselvesmoredangerous.Referencestothisandotherrelatedtopicsmay befoundintheSabbatguideandInfernalpacket.

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PowerLearned PathofPhobos BasicPathofPhobos IntermediatePathofPhobos AdvancedPathofPhobos ChainsofPleasure BasicChainsofPleasure IntermediateChainsofPleasure AdvancedChainsofPleasure PathofPain BasicPathofPain IntermediatePathofPain AdvancedPathofPain PathofPestilence BasicPathofPestilence IntermediatePathofPestilence AdvancedPathofPestilence TakingtheSpirit BasicTakingtheSpirit IntermediateTakingtheSpirit AdvancedTakingtheSpirit PathoftheUnspoken BasicUnspoken IntermediateUnspoken AdvancedUnspoken

'Essence'RequiredPerLevel 2 4 6(MustbefromRank2orbetter) 4 7(MustbefromRank2orbetter) 10(MustbefromRank3orbetter) 4 7(MustbefromRank2orbetter) 10(MustbefromRank3orbetter) 4 7(MustbefromRank2orbetter) 10(MustbefromRank3orbetter) 6(MustbefromRank2orbetter) 12(MustbefromRank3orbetter) 20(MustbefromRank4orbetter) 6(MustbefromRank2orbetter) 12(MustbefromRank3orbetter) 20(MustbefromRank4orbetter)

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DarkThaumaturgy The following rituals are Dark Thaumaturgy rituals and therefore require your PC to have enough Dark Thaumaturgytolearntheritual. EnslavementRitual(AdvancedRitual) Name:ChainingtheBeastofHell ThisritualenslavesalesserDemonsuchasanImporFiendintoservitudeforayearandaday. System: The magus must engage a class one demon in a contested willpower challenge. If successful the Demon is bound to the caster a month for each temporary willpower spent (up to 12). Or, they may chose to make a single challenge at the cost of a permanentwillpowerspent.Failuremeansthelossofatwopermanentmentaltraits. Thisritualmayonlybeusedonceperyearandaday,assuchifitiscastandfailedit cannotbeattemptedagainforayear.Duringthistime,theMagusmayonlyeverhave oneDemoninhisservicethroughuseofthisritual. Thereareotherlevelsofthisritual,buttheyareelderlevelandabove.

Principia/Wards & Measures


ThefollowingwerecreatedbyHousePrincipia,butquicklyappropriatedbyWards&Measurestoaddto theirrepertoireofdefensesforchantries.Assuch,bothhouseshavetheseritualsavailable,butaremore likelytobeapprovedforusebymembersofHouseWards&Measures. CreateRazorBat(ChiropteranGrotesque) AdvancedRitual BloodMagic,p.137138 Thisritualcreatesthelessergargoylecreaturesknowncolloquiallyasthe'razorbats'.Bytakingalivebat and subjecting it to rituals similar to that which originally created the Gargoyle line, the animal is transmutedfromfleshandbonetoanimatestone.ThesecreaturespredatethecreationoftheGargoyle servants, and were the successful progenitors to said vampires. Later experiments based upon these ritualsmadethefirstGargoyles,butthoselatterritualshavesincebeentakenoutofthehandsoftherank andfileTremere.Thecreationoftheselessercreaturesisstillallowedasminorchantryguards. RazorBatshave6physicaltraits,4healthlevels,asinglebloodpoint,twowillpower.Itsbitedoesone aggravateddamage.Theycanflyaspergargoyleflight,level4. CreateStoneDog(CanisGrotesque) AdvancedRitual BloodMagic,p.137138 Thisritualcreatesthelessergargoylecreaturesknowncolloquiallyas'stonedogs'.Bytakingalivedog, and subjecting it to rituals similar to that which originally created the Gargoyle line, the animal is transmutedfromfleshandbonetoanimatestone.ThesecreaturespredatethecreationoftheGargoyle servants, and were the successful progenitors to said vampires. Later experiments based upon these ritualsmadethefirstGargoyles,butthoselatterritualshavesincebeentakenoutofthehandsoftherank andfileTremere.Thecreationoftheselessercreaturesisstillallowedasminorchantryguards. Stonedogspossess11physicaltraits,7healthlevels,threebloodtraits,threewillpower.Itcanbitefor three aggravated damage or claw for one. Some few stone dogs have wings and have flight per the Gargoyledisciplinelevel2.

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GargoyleCreationRituals MasterRitual BloodMagicp.138 Theseritualshavebeentakenoutofcirculation,andareonlystoredonfileinViennaandDallas.Peredict of the Justicariate (and Inner Circle) the Tremere do not use these magics anymoreand to be honest, sinceGargoylesbreedtrueasavampiricbloodline,theydon'tneedtousethem.Theknowledgeofthese magicshavepassedfromtheannalsofknowledgeofmostTremere,andfewhaveevenheardofwhatis necessarytocreatethestoneslaves,saveforembrace. Trismegistus PathofMercury ConvertedfromBloodSacrifice,p.64 ThePathofMercuryisonlyavailabletoTremerewhoareinthehighestechelonsofHouseTrismegistus, andhaveproventhemselvestotheirsuperiorswithinthatHouse.ItisconsideredRarity4.Asthehigher levelsofthePathallowforstunninglevelsof'teleportation',itishighlyrecommendedthatitbelimitedto theboundsofachroniclesborders. Eachleveldoesnothavea'name',butinsteadmerelyshowsthehigherrangeofteleportationavailable. System: The thaumaturge must make a test against his own permanent mental traits to rememberpreciselywherehewishestoteleportto,usinghiscurrenttemporarymental traits versus his permanent level. Should the thaumaturge attempt a 'blind' teleport intoanareathatheisunfamiliarwith,headdsthreetothedifficultyofthetest. Basic: Upto10yards(9meters) Upto50yards(45meters) Intermediate: Upto500yards(457meters) Upto5miles(8kilometers) Advanced: Upto50miles(80kilometers)

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Rogue Tremere
You're on the run. You've left the sheltering aegis of the Pyramid behind, forsakingyourBrothersandSistersandyourOath.Youareacriminal.Anenemy toyourentireClan.Andforthefirsttimeinforever,youarealone. Your continued existence is constantly in question. You move from place to place,prayingthatyou'restillonestepaheadofyourpursuers.Youneverknow if...or, more aptly, when...House and Clan will find you. The end is almost assured:onenightyouwillcomefacetofacewiththosesenttohuntyoudown. And when that night comes and Fortune truly smiles upon you, you will die quickly.Cleanly.Decisively. In the meantime, the neverending nightmare of the alternatives to death lend speed your feet and cautiontoyourmovements...

Learning on the Run


Rogue Tremere have forsaken all of their ties to House and Clan, including access to the Tremere Clan Advantage.AllRitualsandPathsaretobeconsideredRarityLevel4(R4)forrogueTremere. Note: This learning restriction applies to any rogue Tremere who do not join the Anarch Movement. TremerewholeavethePyramidandfindsomedegreeofsanctuarywithintheAnarchsfallunder separateparameters. Formoreinformationthevariousformsandbenefits/detrimentsRogueTremere,pleaseseetheOWBN TremerePlayersPacketandpp.3940oftheRevisedTremereClanbook.

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Anarch Tremere
DespiteHouse&Clan'sbestefforts,therearethoseTremerewhohaveslipped awayfromthePyramid,andarelivinginthegutterswiththeAnarchMovement. WithoutthesupportofRegents,Lords&theChantry,nonPyramidLoyalAnarch TremerehaveamuchmoretruncatedlistingofPathsandritualsthattheymay choose from. The following lists show the rarities of what magic they have accesstolearn.ThislistshowswhatnonpyramidloyalTremerehaveaccessto; thisisnotalistofwhatroguethaumaturgesofotherclanshaveaccesstolearn.

Anarch Tremere Rarities


Paths: 1Common: Blood LureofFlames GreenPath Neptune'sMight ElementalMastery 2Uncommon: Blood'sCurse MovementoftheMind WeatherControl TheHearthPath 3Rare: AnyotherTremerepathofThaumaturgynormallylistedasR1orR2notlistedabove. 4VeryRare: AnyotherTremerepathofThaumaturgynormallylistedasR3orR4notlistedabove. 5Unique: N/A Rituals: The rarity ofAnarch rituals is determined less by theirpower level, and moreby their usefulnessto an AnarchThaumaturge.Anarchspellcasterstendtofocusonspellsthathavedirect,practicalusage.They don'tgenerallyhavetheluxuryofutilitarianspells,astheyareabitmorefrivolousconsideringthemagus' secretive and underground nature. Pure offense, pure defense and stealth are what most Anarch Tremereareinterestedinlearning.ThefulllistofritualsgenerallyavailabletoPyramidloyalTremereis countedatover200.AnarchTremere,incomparison,haveaccesstolessthan75. 1Common: BindingtheBeast BloodMastery BurningBlade CallingtheRestlessSpirit CraftBloodstone DefenseofSacredHaven DeflectionofWoodenDoom DonningMaskofShadows EnchantTalisman EncryptMissive

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1Common(cont.): ImpassableTrail OpenPassage,the PavisoftheFoulPresence PrincipleFocusofVitaeInfusion ScentoftheLupinesPassing WakewithEveningsFreshness Wardvs.Ghouls WardingCirclevs.Kindred 2Uncommon: AbandontheFettersofBlood BanishBigBrother(A) BladedHands BloodContract BloodIntoWater CrimsonSentinel DetecttheHiddenObserver(A) Flatline(A) HeartofStone HellsCalling(A) IncorporealPassage Inscription IronBody(A) ProteanCurse PurgetheInnerDemon UmbraWalk Wardvs.Demons Wardvs.Fae Wardvs.Ghosts Wardvs.Kindred Wardvs.Lupine Wardvs.Spirit Wardvs.Vitae(A) WardingCirclevs.Ghosts WardingCirclevs.Ghouls WardingCirclevs.Lupines WardingCirclevs.Spirits 3Rare: AnyotherTremereritualnormallylistedasR1orR2notlistedabove. 4VeryRare: AnarchCurses(fordetails,seep.78oftheAnarchCookbookandalsotheOWbNAnarchPacket) AnyotherTremereritualnormallylistedasR3orR4notlistedabove. 5Unique: This is saved for 'player created rituals'. At present there are none, but this space will be used as a 'holding'placeincasetheyaremade.Theseritualsarerareintheextremeand,foraPCtolearnone, theywouldhavetomakecontactwithandlearnfromthecreator. There are also the Anarch 'curses' from the The Anarch Cookbook. Since this is one of White Wolf's earliest Vampire: The Masquerade supplements, however, STs should take special care to ensure that METconversionsfallwithinparameterssetbyLawsoftheNight:Revised.

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Combination Disciplines
The Tremere have spent many centuries of fastidious (and often highly compartmentalized) research on all things arcane. In addition to paths and rituals,HouseandClanhasalsoplacedafairamountofdedicatedfocusuponthe constructionofnewCombinationDisciplines. These Combination Disciplines are strictly cataloged and, in many cases, even more strictly regulated. Rarity rules apply as listed below, however some descriptionsprovideadditionallearningrestrictions: 1Common: ThaumaturgicalSight 2Uncommon: MoodShift MeasuretheWill 3Rare: NametheFallen SanguinaryExpulsion StunningAwe 4VeryRare: DrinktheMind ScentofCaine SpectralPuppeteer 5Unique: N/A Although there are not currently any homegrown Tremere Combination Disciplines, future Tremere CombinationDisciplineswill,bytheirnature,fallwithintheparametersofRarity5Thaumaturgy.

Combination Discipline Descriptions

DrinktheMind Auspex4,Thaumaturgy:PathofBlood5 PlayersGuidetotheLowClans,p.160 DevelopedduringtheDarkAgesindependentlybyboththeAssamitesandTremere,thoughaccordingto vastlydifferentprinciplesofmagic,thisDisciplineheightensthepoweroftheAmaranthtostealmemories andknowledge.ThepragmaticbloodmagiciansoftheTremereduringthiserasimplyvieweddiablerieof mindasanotherusefultoolofpower.Inmodernnights,thispowerisstillknownbytheeldersoftheclan, howeverthepyramidwouldrathernothavetoexplaintheexistenceofthiscombinationdiscipline.This powerisonlytaughttoatrustedfewnotonlyfortheirloyalty,butfortheirabilitynottobecaught.In order to protect their secret, any legal instruction of this power includes a donation of blood from the pupil.ThisbloodisheldbythelocalPontifex(TremereCoordinator'sOffice)andstoredforthose'whatif' scenarios. System: This power may be used whenever a character successfully commits diablerie. The player makesa test,using his permanentWillpower points versus the victims current mental traits. The victim may add plus one trait for every derangement he had. A successfultestgarnersthediablorist4bonuspointthatmustbespenttopurchaseor increasethediableristsAbilities(thiscomesinlieuofthenormal2xpfordiablorie,and

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cannotgoabovethe8xppermonthruleinplaceforOWbN).Thesepointscannotraise anAbilityabovethevictimsrating,however.TheretestforthispowerwouldbeSelf ControlorInstinct. This power also allows the diablerist to recall the victims strong memories, although suchrecollectionsarelefttotheStorytellertoadjudicate.Stolenmemoriesunfoldhazily as from a dream, and should offer cryptic hints rather than plotbreaking insights. Vampireswhoseplayerslosethistestpickupthederangementxxx,asthecharacteris overwhelmed by an onslaught of disconnected images and hate from the victims devouredsoul.Thispowercanonlybeusedonceperdiablerie.Inanycase,winorlose, allofthenegativedrawbacksofdiablorieapply. ExperienceCost:17 Rarity:4 MeasuretheWill Auspex2,Dominate2 PlayersGuidetotheHighClans,p.168 Avampirewiththispowermaygaugethestrengthofatarget'swillandidentity,oftenasanexploratory preludetoshatteringandreshapingthatmind. System: MakeaMentalChallengeversusthetarget.Youneednothaveeyecontact,aslongas the target is within line of sight. If the challenge is successful, the vampire learns the character'spermanentortemporaryWillpowerTraits,oroneVirtueTraitofhischoice. Thetargetisunawareofuseofthispower,whetheritissuccessfulornot.Itcannotbe usedonatargetoflowerGenerationthanthevampire. ExperienceCost:6 Rarity:2 MoodShift Auspex2,Dominate4 CounselofPrimogen,p.103 AWarlockusingMoodShiftviewstheauraofhertargettodeterminetheirinitialmood.Throughaseries ofsubtlecues(asmileandlaughtertoinvokelevity,asneerandacausticwordtobringaboutafeelingof hostilityordefensiveness),thetarget'smoodcanbenudgedinaparticulardirection. System: ThisrequireseyecontactandthetargetmustbeinteractingwiththeTremeretopickup on the visual cues that he's modeling. Once they have been interacting for a few minutes,theTremeremaymakeaMentaltestagainsthertarget(retestIntimidation)to changetheirmood.Thiseffectlastsforasceneoranhour. ExperienceCost:9 Rarity:2 NametheFallen Auspex3,Thaumaturgy:PathofBlood1 Archons&Templars,p.140 System: ByspendingaBloodTraitandmakingaMentalchallenge(seedifficultychartbelow)a Thaumaturgemayidentifyadeceasedperson,kindredorkine.TheThaumaturgemust haveapartofthephysicalremains,suchasabone,fingerorotherbodypart,apileof ash is also sufficient. If the test is not successful, the body part being used cannot be usedagaintoidentifythedeceased;anewpartmustbeusedonanewattempt.

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Only the identity of the person is given. The user does not get any information about clan, method of death, generation, powers or abilities. This must be determined by alternatemeansorpowers. Timesincedeath Lessthan24Hours 17Days 1Monthorless 6Monthsorless 1Yearorless 10Yearsorless 1Centuryorless Morethan1Century Difficulty:Kindred 9 9 10 11 12 14 18 NA Difficulty:Kine 7 7 8 9 10 12 16 18

This power is reserved for Archons from House and Clan (i.e., Tremere Archons; nonTremere Archons whohappentoworkfortheTremereJusticarmaynotlearnthiscombinationdiscipline),andmaynotbe learnedwithoutholdingthetitleofArchon. ExperienceCost:4 Rarity:3 SanguinaryExpulsion Fortitude2,Thaumaturgy:PathofBlood3 Archons&Templars,p.142 System: Byactivatingthispower,onemayingestbloodwithoutformingBloodBondsorVinculi, orbeaffectedbypoisonorotherabnormalbloodbasedpropertiesofthebloodbeing consumed. The blood may later be regurgitated. However, no new blood may be consumeduntilthen.Also,nobloodmaybespentuntilthebloodthatwasconsumed originallyisgone.Spendingbloodinanymannerwillcausetheconsumedbloodtobe absorbed. When the blood is expelled, 1 extra trait is also expelled. This power costs nothingtoactivate. Whenactivatingthispowerthecastermustmakeaphysicaltestof9plustheamountof blood traits consumed. For example: if the caster activates Sanguinary Expulsion and consumes5traitsofblood,thetestwouldbeagainst14traits. This version of the power is reserved for Archons from House and Clan and for members of House Amethyst,andmayonlybelearnedbyKindredwhofitatleastoneofthoserestrictions. ExperienceCost:8 Rarity:4

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ScentofCaine Auspex2,Thaumaturgy:PathofBlood1 PlayersGuidetotheLowClans,p.164 Vigilanttothepointofparanoia,theTremerewiselyfearedthereprisalsofotherclansintheearliestdays of their existence. To ward against ambush from undead enemies or their ghoul slaves, thaumaturges developedthispowertoscentthemysticalresonanceofCainesCurse.Anycreaturethatbearsvitaeinits veinsmaytriggerthevampirespreternaturalsenses.ThispowerwasdevelopedintheDarkAges,andis rarelyfoundinmodernnights.OnemustbeaRegenttorequesttolearnthispower,aswellashaving TremereLorex4tohaveheardofitbefore. System: Whenever a vitaebearing creature physically approaches within range of the charactersnormal senses, the player may make a static Mental Challenge againstthe approaching creature's Mental Traits (retests use the Occult Ability). If the challenge succeeds, the vampire becomes aware of the vitaebearing presence and its general vicinity,althoughhecannotautomaticallyseetheapproachingcreatureifotherpowers ofstealth/obfuscationarebeingemployed.Forewarnedisforearmed,however,andthe useristobeconsidered2traitsupinallattemptstobreachthestealthaction(s)ofan approachingcreatureafterthehesuccessfullywinsaScentofCainechallenge. Once learned, this power is always considered active. Over time, characters may grow to identify particular vampires by their mystical scent alone, though only after many encounters. The Assamites knowaversionofthispowerthatdependsontheirbloodsorceryratherthanhermeticThaumaturgy.This powerotherwiseduplicatesitsTremerecounterpart. ExperienceCost:7 Rarity:4 SpectralPuppeteer Auspex5,Dominate5 PlayersGuidetotheLowClans,p.166. Only a few Tremere ever mastered this art early in the clan's existence, which enables them to seize controlofamortalwiththeirspiritualform.Asitsveryexistenceisacloselyguardedsecretoftheclan, this power is chiefly used to discredit or frame rivals while establishing a perfect alibi for the vampire. OnlythoseTremereofarankofRegentorhigheraretaughtthispower. System: Inordertousethispower,avampiremusthavesentherconsciousnessintotheastral plane with the Auspex 5 power Astral Projection. Normally, an astral vampire cannot directlymakeusetheDominatepowerof'Possession'.However,Tremerewhoknow this Discipline technique may use Dominate x5 in astral form. No lesser powers of DominateoranyotherDisciplinescanbeused,andthevampiresplayermuststillmake theusualtestandexpendituresforcontrolofthemortal. If the vampire succeeds in the test, her astral body flows into the hosts mouth and assumes control. If the vampire leaves the host voluntarily, her astral form reforms outsidethemortalsbodyandmaycontinuemovingandactingaccordingtotherules forAstralProjection.Anysympatheticdamagesustainedbyapossessingvampireusing this power is applied to the vampires astral form rather than her physical body (represented by loss of willpower). The sudden death of the host instantly evicts the vampire and damages her silver cord, causing an automatic loss of 1 willpower. ExperienceCost:17 Rarity:4

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StunningAwe Dominate2,Presence2 PlayersGuidetotheHighClans,p.169 Thispowerallowsavampiretoslowhisvictimwithamixofterrorandmagicalcompulsion.Heneedonly lockgazeswiththetargetandunleashhismonstrouswilltostunher. System: The vampire must make a Social Challenge against his target and spend one to three Social Traits. The victim then suffers a trait penalty on all challenges equal to the numberoftraitsthevampirespent.Thepenaltylastsforanumberofturnsequaltothe user'swillpower.Ifthetargetsuffersanypain,shemaymakeaWillpowerchallengevs. the user's own Willpower to break free. This resistance may be attempted once per combatroundperstimulus.ThispowerdoesnotaffectKindredoflowerGeneration. ExperienceCost:12 Rarity:3 ThaumaturgicalSight Auspex2,Thaumaturgy1 ClanbookTremere,p.47 PoweredexactlyaswrittenintheTremereClanbook. ExperienceCost:3xp Rarity:1

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Appendix: Listing of Rituals by Level


RitualName AlterBlood BanishBigBrother BindtheAccusingTongue BloodIntoWater BloodMastery BloodMead BloodRush BloodTest BloodWalk BrandoftheParamour BringForththeLightWithin BureaucraticCondemnation BurningBlade CallingtheRestlessSpirit ChairsofWater CommunicatewithKindred Sire Confess CraftBloodstone CrimsonSentinel DedicatetheChantry DefenseofSacredHaven DeflectionofWoodenDoom DenytheIntruder DevilsTouch DominoeofLife DonningtheMaskofShadows EncryptMissive Rarity 5 3 2 2 1 1 4 5 1 1 5 1 1 1 5 1 2 1 2 3 1 1 3 2 4 1 1 Location OWBNArcaneCompendium METAnarchGuide,p.66 CamarillaGuide,p.109 NewYorkbyNight,p.48 TremereClanBook,p.56 METStorytellersGuide,p.64 METSabbatGuide,p.130 OWBNArcaneCompendium LawsofElysium,p.80 METStorytellersGuide,p.65 OWBNArcaneCompendium BloodMagic,p.91 CamarillaGuide,p.110 LawsofElysium,p.80 OWBNArcaneCompendium LotNRevised,p.185 HuntersHunted,p.63 METStorytellersGuide,p.65 LawsoftheNight,p.101 TremereClanBook,p.57 LotNRevised,p.185 LotNRevised,p.185 TremereClanBook,p.58 LotNRevised,p.185 METSabbatGuide,p.130 LawsofElysium,p.80 METStorytellersGuide,p.65 Level Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic

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RitualName EngagingtheVesselof Transference EnhancingtheCurse EpistulaPhasma ExLibris(FireTrap) ExpedientPaperwork Extinguish ExtremeCare EyesoftheNighthawk FatherofMine Flatline IlluminateTrailofPrey ImpsAffliction ImpassableTrail ImpressiveVisage IncantationoftheShepherd Inscription IronBody Jinx LearningtheMind Enslumbered LuminousVitae MachineBlitz MourningLifeCurse ObscuretheMalice OpenPassage PowerofInvisibleFlame PreserveBlood PrincipleFocusofVitae Infusion PurgetheInnerDemon

Rarity 1 2 5 5 1 1 5 4 5 3 4 2 1 1 1 2 3 2 1 2 4 1 2 1 4 4 1 2

Location CamarillaGuide,p.110 METStorytellersGuide,p.65 OWBNArcaneCompendium OWBNArcaneCompendium BloodMagic,p.87 METStorytellersGuide,p.66 OWBNArcaneCompendium METSabbatGuide,p.130 OWBNArcaneCompendium METAnarchGuide,p.66 METSabbatGuide,p.131 METStorytellersGuide,p.66 METStorytellersGuide,p.66 METStorytellersGuide,p.66 CamarillaGuide,p.110 TremereClanBook,p.58 METAnarchGuide,p.67 METStorytellersGuide,p.66 METStorytellersGuide,p.67 NewYorkbyNight,p.48 METSabbatGuide,p.131 METStorytellersGuide,p.67 NewYorkbyNight,p.48 LotNRevised,p.185 LawsofElysium,p.89 LawsofElysium,p.89 LotNRevised,p.186 METStorytellersGuide,p.67

Level Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic

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RitualName PurifyBlood PurityoftheFlesh RebirthofMortalVanity RecuretheHomeland RiteofIntroduction RiteoftheVanishingBlemish RitualsRecognition RottenWood SanguineAssistant SanguineousPhial ScentoftheLupinesPassing Scribe SensetheMystical SerenadingtheKami ShapeoftheFamiliar StepsoftheTerrified SummontheGuardianSpirit Trima TrueSight VistasoftheMind WakewithEvenings Freshness WalkinsPurityoftheFlesh Wardvs.Ghouls WardingCirclevs.Ghouls WhispersoftheGhost WidowsSpite WillotheWisp AmuletofFalseAura BeaconoftheSelf

Rarity 1 1 1 4 1 5 1 4 2 1 1 1 2 1 5 3 4 1 3 3 1 5 1 2 1 3 4 5 3

Location TremereClanBook,p.57 CamarillaGuide,p.110 METStorytellersGuide,p.67 METSabbatGuide,p.131 METStorytellersGuide,p.68 OWBNArcaneCompendium TremereClanBook,p.59 LawsoftheNight,p.105 CamarillaGuide,p.111 METStorytellersGuide,p.68 LotNRevised,p.186 METStorytellersGuide,p.68 METStorytellersGuide,p.68 BloodMagic,p.91 OWBNArcaneCompendium BloodMagic,p.93 LawsofElysium,p.89 METStorytellersGuide,p.69 DiablerieBritain StorytellersHandbook,p.118 LotNRevised,p.186 OWBNArcaneCompendium LotNRevised,p.186 CamarillaGuide,p.111 METStorytellersGuide,p.69 METSabbatGuide,p.132 LawsofElysium,p.89 OWBNArcaneCompendium NewYorkbyNight,p.38

Level Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Basic Intermediate Intermediate

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RitualName BindtheHost BindingtheBeast BladedHands BloodAllergy BloodCertamen BoneofLies BottledVoice CleansingoftheFlesh ClingingoftheInsect CraftDreamCatcher CreateCorpseMinion CurseBelated DenytheSunsWeight DetecttheHiddenObserver EldritchGlimmer EmpatheticJar EyesofthePast FireintheBlood Firewalker FleshoftheFieryTouch FriendoftheTrees GentleMind HauntedHouse Haunting HeartofStone HellsCalling IllusionofPeacefulDeath IncorporealPassage InfirmInert

Rarity 4 1 2 3 3 1 4 2 3 2 4 2 5 3 4 5 2 4 4 3 4 1 3 4 2 3 1 2 2

Location OWBNArcaneCompendium LawsofElysium,p.82 LawsofElysium,p.82 METStorytellersGuide,p.69 TremereClanBook,p.61 LotNRevised,p.186 LawsofElysium,p.90 METStorytellersGuide,p.69 METSabbatGuide,p.132 METStorytellersGuide,p.70 BloodMagic,p.46 METStorytellersGuide,p.70 OWBNArcaneCompendium METAnarchGuide,p.67 LawsofElysium,p.90 OWBNArcaneCompendium LawsofElysium,p.83 LawsoftheNight,p.105 METSabbatGuide,p.132 LawsofElysium,p.83 LawsofElysium,p.90 LawsofElysium,p.83 LawsofElysium,p.83 LawsofElysium,p.90 LawsofElysium,p.83 METAnarchGuide,p.68 LawsofElysium,p.84 LotNRevised,p.186 METStorytellersGuide,p.70

Level Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate

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RitualName InheritedAffinity InnocenceoftheChildsHeart IronMind KeeningoftheBanshee KnowledgeoftheChildes Peril LightningRod MajorCreation MarkofAmaranth MirroroftheSecondSight MirrorWalk PavisoftheFoulPresence PowerofthePyramid ProteanCurse Rhumer'sAggregateArgot RefreshtheWeariedMind RendtheMind RendingSweetEarth RespectoftheAnimals ReturntheHeart RitualofDarkness RutorsHands Scry SerenityoftheHeart'sBlood ShaftofBelatedQuiescence SightoftheDead SouloftheHomunculi SplinterServant StepsofSilence StolenKisses

Rarity 3 3 3 4 5 5 2 2 4 4 1 2 2 4 5 2 2 4 2 4 2 2 5 3 5 2 2 5 1

Location TremereClanBook,p.59 LawsofElysium,p.84 METJournal#1,p.46 LawsofElysium,p.91 OWBNArcaneCompendium OWBNArcaneCompendium METStorytellersGuide,p.71 TremereClanBook,p.63 METSabbatGuide,p.133 LawsofElysium,p.91 LotNRevised,p.187 TremereClanBook,p.60 LawsofElysium,p.84 OWBNTremere ArcaneCompendium OWBNArcaneCompendium BloodMagic,p.96 LawsofElysium,p.84 LawsofElysium,p.91 METStorytellersGuide,p.71 MilwaukeebyNight,p.53 LotNRevised,p.187 METStorytellersGuide,p.71 OWBNArcaneCompendium CamarillaGuide,p.112 OWBNArcaneCompendium LotNRevised,p.187 CamarillaGuide,p.113 OWBNArcaneCompendium METStorytellersGuide,p.71

Level Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate

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RitualName SummonMischievousSpirit Telecommunication TouchofNightShade TracktheTransgressor Transubstantiationofthe Seven UnseenChange UnweaveRitual WardMagic Wardvs.Cathayans Wardvs.Celestials Wardvs.Fae Wardvs.Kindred Wardvs.Lupines Wardvs.Vitae WardingCirclevs.Lupines Watcher WizardsGold WritofProtectedPassage AbandontheFettersofBlood BloodContract CobrasFavor CourtofHallowedTruth CraftSpiritBloodstone CreateDemonBound CreateRazorBat CreateStoneDog CurseofClytaemnestra DiamondsDoom Dominion

Rarity 4 1 3 2 2 2 2 3 3 4 2 2 2 3 2 1 5 3 2 2 3 3 5 4 4 4 2 5 4

Location 2ndEd.SabbatPlayersGuide,p.118 METStorytellersGuide,p.72 METStorytellersGuide,p.72 METStorytellersGuide,p.72 TremereClanBook,p.61 LawsofElysium,p.85 TremereClanBook,p.64 WorldofDarkness1,p.100 SanFranciscobyNight,p.130 OWBNArcaneCompendium METStorytellersGuide,p.73 CamarillaGuide,p.113 CamarillaGuide,p.113 METAnarchGuide,p.68 CamarillaGuide,p.111 LawsofElysium,p.85 OWBNArcaneCompendium SanFranciscobyNight,p.130 TremereClanBook,p.65 LotNRevised,p.187 METStorytellersGuide,p.73 METStorytellersGuide,p.73 OWBNArcaneCompendium BloodMagic,p.136 BloodMagic,p.137 BloodMagic,p.138 LawsofElysium,p.85 OWBNArcaneCompendium LawsofElysium,p.92

Level Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced

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RitualName EnchantTalisman EscapetoaTrueFriend EyesoftheBeast GhostintheSystem HarmonizeBuilding ImportItem InvisibleChainsofBinding LionHeart Mindcrawler MagicMirror MirrorAttunement NectaroftheBitterRose NightoftheRedHeart OneMindoftheCovens PaperFlesh ReturntheHost SculptingthePerfectServant SeveredHand SpiritofTorment StoneoftheTrueForm StoneSlumber TaketheEssenceofHell TeleporttoaSafeHaven ThirstUnquenchable TremeresBane UmbraWalk VerdantBlade ViresAcquiritEundo Wardvs.Demons

Rarity 1 3 4 2 3 5 4 4 4 4 5 4 3 2 4 4 2 2 4 3 1 4 5 4 5 2 3 3 2

Location CamarillaGuide,p.113 CamarillaGuide,p.114 LawsofElysium,p.92 BloodMagic,p.97 WorldofDarkness1,p.100 OWBNArcaneCompendium LawsoftheNight,p.106 LawsofElysium,p.92 LawsofElysium,p.92 OWBNArcaneCompendium OWBNArcaneCompendium LotNRevised,p.187 TremereClanBook,p.65 2ndEdPlayersGuide,p.91 METSabbatGuide,p.133 OWBNArcaneCompendium BloodMagic,p.97 METStorytellersGuide,p.73 LawsofElysium,p.93 METStorytellersGuide,p.74 METStorytellersGuide,p.74 OWBNArcaneCompendium OWBNArcaneCompendiumm LawsoftheNight,p.106 OWBNArcaneCompendium LotNRevised,p.188 ArchonsandTemplars,p.146 BloodMagic,p.98 CamarillaGuide,p.114

Level Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced

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RitualName Wardvs.Ghosts Wardvs.Spirits WardingCirclevs.Celestials WardingCirclevs.Demons WardingCirclevs.Ghosts WardingCirclevs.Kindred WardingCirclevs.Spirits Wizard'sGift BoneofContention BoneoftheKindred ChilloftheWindsaber DrawingupontheBond BoneofEternalThirst ChainoftheBloodline CreateGargoyle DivorcingtheSoul Gift ImpedetheGiftsofCaine RaisetheDead RefinedDigestion RitualofHolding ShadowoftheWolf SpidersWeb UtterDestructionofBonds BladeoftheForbiddenFlower WeaponoftheKindredSoul InvulnerableWeakness

Rarity 2 2 4 3 2 1 2 5 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

Location CamarillaGuide,p.114 CamarillaGuide,p.114 OWBNArcaneCompendium CamarillaGuide,p.111 CamarillaGuide,p.111 CamarillaGuide,p.111 CamarillaGuide,p.111 OWBNArcaneCompendium TremereClanBook,p.66 2ndEd.PlayersGuide,p.92 METJournal#1,p.44 2ndEd.SabbatPlayersGuide,p.119 BloodMagic,p.99 2ndEd.PlayersGuide,p.92 BloodMagic,p.137 2ndEd.PlayersGuide,p.92 METJournal#1,p.45 ArchonsandTemplars,p.146 METJournal#1,p.41 METStorytellersGuide,p.74 METJournal#1,p.42 METJournal#1,p.47 METJournal#1,p.49 METJournal#1,p.43 BloodMagic,p.99 2ndEd.PlayersGuide,p.92 2ndEd.PlayersGuide,p.93

Level Advanced Advanced Advanced Advanced Advanced Advanced Advanced Advanced Elder Elder Elder Elder Master Master Master Master Master Master Master Master Master Master Master Master Methuselah Methuselah Ascendant

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Credits
Thispackethasbeenanongoingpieceofworkforseveralyears,intheexperimentation,refinement,and documentationofagreatmanywonderfulpeople,buttwostandout,fortheirhardworkanddedication tothisprojection.GeoffCombs,MegMcCrady,thankyou.Thiswouldhavebeentrulyinsanewithoutyou. JoeLong TremereCoordinator2010 Assistedby: StacyBaker PeterBohlman GeoffreyCombs BrunoCorrea MikeyLehmann IainMacNair MeganMcCrady JimSimons

AdditionalThanks
Thefollowingpeoplehavealsoassistedwiththecreationofthispacketand/orpreviousincarnationsof thispacket.Withoutthem,thisresourcecouldnotexist: RossAndersonJennBahrsBryanCardKenCumminsChrisFosterAdamGibsonP.DavidGill BrianGoudieDanHerbstreithIanJamesJasonJahrMarcusKimJesseLarpenterLanceLarsen DaveLeibermanScottLittleAdamMadlingerDylanParkerMinaPedersenRobertoRivera MarkRoemerHeatherSantoroDennisSharpeKimShultzJoeShusterLouisStavrides AaronWiseman

ArtisticCredits
AlltarotcardimagesarefromtheRiderWaiteTarotDeckandarePublicDomainintheU.S. SigilofAmeth(CoverImage)isalsoPublicDomain. Wehopewehaventmissedanyone
This document is an entirely unofficial use of the Vampire: The Masquerade and A World of Darkness gaming materialspublishedbyWhiteWolfGameStudiosandnotintendedasanofficialorprofitmakingventureinanyway, shape or form. Although the use of these concepts, rules, etc., is unauthorized, no infringement is intended. The creatorofthisdocumentisnotaffiliatedwithWhiteWolfGamesStudiosinanyway..

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