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Cainites

The Basics: The Race of Cain functions just as Kindred do on the purely physical level.
The following are changed.
Predators Taint: Cainites do not suffer the Predators Taint.
Blood Potency: The Vampires blood potency varies depending on the vampires age and
how many generations he is removed from Cain. Only generations 15-4 are quantifiable.
Trait Maximums, Vitae Maximums, and Vitae expenditures are unchanged. Feeding
requirements are variable.
Vampires begin at a Blood Potency depending on their generation, and can increase to a
maximum Blood Potency dependent on generation.
Here is the chart.
Generation: 4
Beginning Blood Potency: 7
After 25 years active: 8
After 50 years active: 9
After 100 years active: 10

Minimum Humanity to Feed on


Animals
Humans
8
3
9
4
10
4
5

Generation: 5
Beginning Blood Potency: 6
After 25 years active: 7
After 50 years active: 8
After 100 years active: 9
After 500 years active: 10

Minimum Humanity to Feed on


Animals
Humans
7
0
8
4
9
4
10
5
5

Generation: 6
Beginning Blood Potency: 5
After 25 years active: 6
After 50 years active: 7
After 100 years active: 8
After 500 years active: 9
After 1,000 years active: 10

Minimum Humanity to Feed on


Animals
Humans
7
0
8
0
9
4
10
4
5
6

Generation: 7
Beginning Blood Potency: 4
After 25 years active: 5
After 50 years active: 6
After 100 years active: 7
After 200 years active: 8
After 500 years active: 9
After 1,000 years active: 10

Minimum Humanity to Feed on


Animals
Humans
7
0
8
0
9
0
10
4
4
5
6

Generation: 8
Beginning Blood Potency: 3
After 25 years active: 4
After 50 years active: 5
After 150 years active: 6
After 300 years active: 7
After 500 years active: 8
After 1,000 years active: 9

Minimum Humanity to Feed on


Animals
Humans
7
0
8
0
9
0
10
0
4
4
5

Generation: 9
Beginning Blood Potency: 2
After 25 years active: 3
After 50 years active: 4
After 100 years active: 5
After 200 years active: 6
After 500 years active: 7
After 1,000 years active: 8

Minimum Humanity to Feed on


Animals
Humans
0
0
6
0
7
0
8
0
9
0
10
4
5

Generation: 10
Beginning Blood Potency: 1
After 25 years active: 2
After 50 years active: 3
After 100 years active: 4
After 200 years active: 5
After 500 years active: 6
After 1,000 years active: 7

Minimum Humanity to Feed on


Animals
Humans
0
0
0
0
5
0
6
0
7
0
8
0
9
4

Generation: 11
Beginning Blood Potency: 1
After 25 years active: 2
After 50 years active: 3
After 200 years active: 4
After 500 years active: 5
After 1,000 years active: 6

Minimum Humanity to Feed on


Animals
Humans
0
0
0
0
4
0
5
0
6
0
7
3

Generation: 12
Beginning Blood Potency: 1
After 25 years active: 2
After 100 years active: 3
After 500 years active: 4
After 1,000 years active: 5

Minimum Humanity to Feed on


Animals
Humans
0
0
0
0
3
0
4
0
5
2

Generation: 13
Beginning Blood Potency: 0
After 5 years active: 1
After 100 years active: 2
After 500 years active: 3
After 1,000 years active: 4

Minimum Humanity to Feed on


Animals
Humans
0
0
0
0
0
0
2
0
3
1

Generation: 14
Beginning Blood Potency: -1
After 5 years active: 0
After 100 years active: 1
After 500 years active: 2
After 1,000 years active: 3

Minimum Humanity to Feed on


Animals
Humans
0
0
0
0
0
0
0
0
2
1

Generation: 15
Beginning Blood Potency: -2
After 5 years active: -1
After 100 years active: 0
After 500 years active: 1
After 1,000 years active: 2

Minimum Humanity to Feed on


Animals
Humans
0
0
0
0
0
0
0
0
2
1

Torpor works in the reverse of age category. Torpor can put a vampire below blood
potency minimums for their generation at the rate of 1,000 years per point of blood
potency. Vampires below 13nth generation can go no lower than blood potency one.
13nth generation vampires and younger fall to their starting point.

Diablerie (which otherwise is as explained in VtR) lowers the diablerists generation at


the following rate. The vampires blood potency goes up by one, if the consumed
vampire had a blood potency higher than the diablerits, or to the minimum for the new
generation. The diablerist can have problems. The consumed vampire rolls
Presence+Blood Potency opposed by the diablerists Resolve+Blood Potency. If the
consumed vampire gains more successes than the diablerist, then the diablerist gains a
form of Sanguinary Animism involving the victim that has a chance of manifesting each
time the vampire awakens. If the victim gets five or more successes than the diablerist
and the diablerist gets no successes, then the victim is essentially in control of the
attacker, but suffers Sanguinary Animism from the attacker with the same stipulations.
# of Generations raised by diablerie, only applies if the victim is of lower generation than
the attacker.
Difference between 1 and 3: 1
Difference between 4 and 6: 2
Difference between 7 and 9: 3
Difference between 10 and 12 (ridiculously, theoretically possible): 4.

Sects
Autarkis
No benifet or hindrance. The Autarkis covenants do not have any gaol unifying each of
them, they dont have any unifying benefits, but they also suffer no common penalty.
Benu al-Haqim
While known for their skill as warriors, the home branch of this clan has much
skill with sorcery. As such Blood Sorcery can be purchased as an out of clan discipline.
Half XP costs are paid for Kung Fu, Two Weapon, and Fencing fighting style merits.
Benu al-Haqim
Discliplines for the clan are Auspex, Celerity, and Obfuscate. Their clan weakness is the
fact that each and every one of them has a form of the Fixation derangement that is tied to
one particular field of endeavor. At character creation the player decides if the field is in
the Physical, Mental, or Social realm. The derangement kicks in if t he character fails at
a skill check in their particular specialty.
The choice of attributes is Dexterity or Resolve. Unlike other vampires, they darken
with age.
Warriors
This bloodline gains Quietus as an in-clan discipline. They lose two dice to resist
vitae addiction.
Baali
The Baali are known for their dark mysticism. All members of the covenant have access
to Dark Thaumaturgy as an in-clan discipline. -1 on XP costs for Occult.
Any
Mystics
Disciplines are Auspex, Dominate, and Resilience. Their weakness is the fact that
those attempting to use supernatural senses on them gain a +2 bonus to do so. Their
attribute choices are Intelligence and Wits.
Baali Bloodline
Baali bloodlines replace Dominate with Presence and gain Daimoineon. Their
weakness is that they lose one die on all rolls to keep from losing Humanity.
Giovanni
The Giovanni gain access to Necromancy as an in clan discipline. Resources and
Retainers can be purchased for XP cost.
Necromancers
Necromancers gain Auspex, Resilience, and Thanatosis. Their clan weakness is
unearthly palor, they look pale and waxy. They are unable to spend blood to mimic life.
Their attributes of choice are Intelligence and Composure
Giovanni Bloodline
The Giovanni bloodline loses access to Thanatosis, but gains Dominate and
Potence. Their additional clan weakness is the fact that they do one additional point of
damage per point of Vitae drained from mortals, and their bite does not have the Kiss as a

result, in fact, it is more painful than the wound would ordinarily, causing any mortal to
try to resist.
Inconnu
The Inconnu have access to the Coils of the Dragon. They can purchase Mentor and
Meditative Mind for half xp costs.
Any
Settites
The Settites can purchase Allies and Resources at xp costs. They gain access to
Settite Sorcery as an out of clan discipline.
Followers of Set
The in clan disciplines are Obfuscate, Presence, and Serpentis. Their clan Weakness is
the same as the Mekhet clans. Their attributes of choice are Manipulation and Wits.
Warriors
Settite Warriors gain Potence, and lose 1 die to resist frenzy.
True Hand
The True Hand gain Resources and Retainers at XP costs. They can purchase
Necromancy as an Out of Clan discipline.
Benu al Haqim
Discliplines for the clan are Auspex, Celerity, and Obfuscate. Their clan weakness is the
fact that each and every one of them has a form of the Fixation derangement that is tied to
one particular field of endeavor. At character creation the player decides if the field is in
the Physical, Mental, or Social realm. The derangement kicks in if t he character fails at
a skill check in their particular specialty.
The choice of attributes is Dexterity or Resolve. Unlike other vampires, they darken
with age.
Gangrel
Disciplines for this clan are Animalism, Resilience, and Protean. Their weakness is that
they are disadvantaged on Mental rolls other than Perception. Their attributes of choice
are Resolve and Stamina.
Malkavian
Malkavians gain Auspex, Mind Web, and Obfuscate. Their weakness is that they all
start with a Major derangement that they cannot ever be rid of. Their attributes of choice
are Presence and Wits.
Mystics
Disciplines are Auspex, Dominate, and Resilience. Their weakness is the fact that
those attempting to use supernatural senses on them gain a +2 bonus to do so. Their
attribute choices are Intelligence and Wits.
Necromancers
Necromancers gain Auspex, Resilience, and Thanatosis. Their clan weakness is
unearthly palor, they look pale and waxy. They are unable to spend blood to mimic life.
Their attributes of choice are Intelligence and Composure
Nosferatu
As V:tR

Ravnos
Ravnos disciplines are Animalism, Chimerstry, and Resilience. Weakness is as Daeva.
Attributes of choice are Wits and Manipulation
True Bruja
True Brujah clan disciplines are Potence, Presence, and Temporis. Their
weakness is the loss of one die to resist Humanity degeneration. Further, they lose two
dice to all Empathy based rolls. Their attributes of choice are Intelligence and Resolve.
Ventrue
Ventrue clan disciplines are Dominate, Resilience, and Presence. Their weakness
is that all Ventrue suffer from a feeding restriction. Each Ventrue can only feed from one
type of vessel, unless in frenzy. Attributes of choice are Presence and Resolve.

Camarilla
Anarchs
Any
Tremere
Gargoyles
Mystics
Tremere

Liabon
Akunanse
Disciplines are Abombwe, Animalism, and Resilience. Their Weakness is that their
maximum Social dice when dealing with mortals is reduced by one each time they fail a
degeneration roll, as each time they fail such a roll they gain one bestial feature related to
a mystically significant animal of their homeland. Attributes of choice are Stamina and
Wits.
Guruhi
Disciplines are Animalism, Majesty, and Vigor. Their weakness is as that of the V:tR
Ventrue. Attributes of choice are Strength and Presence.
Slayers
Slayer Guruhi lose Majesty, and gain Auspex and Obfuscate. They are warped and
corpse-like, and thus suffer the Nosforatu weakness of V:tR.
Ishtarri
Disciplines are Celerity, Majesty, and Resilience. Their weakness is that they are at -1
dice to resist wassail from hunger. They must either succeed on a Resolve+Composure
roll or spend one Willpower point to resist indulging in their Vice. Attributes of Choice
are Stamina and Manipulation.
Kinyonye
Disciplines are Animalism, Chimerstry, and Resilience. The clan weakness of the
Kinyonye is that they cannot rest in the same place two days in a row. If they try, they
wake up one point shy in Willpower. If they do this on their last Willpower point, they
enter Torpor. Attributes of choice are Stamina and Wits.
Nagloper
Disciplines are Animalism, Auspex, and Vicisitude. The clan weakness is that they must
rest buried in the earth each day. Failure to do so results in the loss of one point of
Willpower upon awakening. Loss of the last Willpower point results in Torpor.
Attributes of choice are Dexterity and Wits.
Osebo
Disciplines are Auspex, Celerity, and Vigor. Their weakness is the same as the Gangrel
of V:tR. Their favored attributes are Strength and Wits.
Shango
Disciplines are Celerity, Dur-An-Ki, and Obfuscate. Clan weakness is -2 dice to resist
Vitae addiction. Favored attributes are Presence and Intelligence.
Xi Dundu
Disciplines are Dominate, Obtenebration, and Vigor. Clan weakness is that they cast no
shadow, and that if they rest touching the earth, they lose two points of Willpower.
Favored attributes are Strength and Intelligence.

Sabbat
Black Hand
Assamites
Warriors

Brujah
Gangrel
City Gangrel
Lasombra
Malkavian
Mystics
Warriors
Nosferatu
Ravnos
Tzimisce
Kuldon
Assamites
Mystics
Necromancers
Settites
Tzimisce

Lillim
Brujah
Caitiff
Gangrel
City Gangrel
Lasombra
Mystics
Tremere
Warriors
Necromancers
Samedi
Nosferatu
Ravnos
Tzimisce

Ventrue
Tremere Antitribu
Mystics
Tremere
The Clans
Brujah
Attributes: Strength Presence
Disciplines: Celerity, Majesty, Vigor
Weakness: -2 dice on all rolls to resist Wassail
Benu al-Haqim
Attributes: Dexterity/Resolve
Disciplines: Auspex, Celerity, Quietus
Weakness: Fixation derangement
Bloodline: Warriors
Disciplines: Auspex, Celerity, Obfuscate, Quietus
Weekness: -2 dice to resist Vitae addiction
Caitiff
Attributes: None
Weakness: All disciplines are at New Dots x6 Cost
Followers of Set
Attributes: Manipulation/Wits
Disciplines: Majesty, Obfuscate, Serpentis
Weakness: +1 damage from fire and sunlight.
Bloodline: Path of the Warrior
Disciplines: Majesty, Obfuscate, Serpentis, Vigor
Weakness: -2 dice to resist frenzy
Gangrel
Attributes: As VtR
Disciplines: Animalism, Protean, Resilience
Weakness: As VtR
Bloodline: Nomad Gangrel
Disciplines: Animalism, Protean, Resilience, Vigor
Weakness: Beastial Features (1 beast trait per wassail)
Bloodline: City Gangrel
Disciplines: Animalism, Celerity, Protean, Obfuscate
Weakness: Territoriality
Lasombra
Attributes: Strength/Presence

Disciplines: Dominate, Obtenobration, Vigor


Weakness: +2 damage from sunlight
Bloodline: Kyasid
Disciplines: Auspex, Mythercaria, Obtenobration, Vigor
Weekness: Cold Iron deals aggravated damage
Malkavian
Attributes: Minipulation/Wits
Disciplines: Auspex, Dementation, Obfuscate
Weakness: Begin with 1 Mild derangement
Bloodline: Camarilla Malkavians
Disciplines: Auspex, Dominate, Obfuscate, Resilience
Weakness: -2 on rolls to resist further derangement
Mystics
Attributes: Composure/Intelligence
Disciplines: Auspex, Dominate, Reslience
Weakness: +2 dice on any mystical ability to sense unnaturalness.
Bloodline: Baali
Disciplines: Daimoinian, Dominate, Majesty, Resilience
Bloodline: Tremere
Disciplines: Auspex, Dominate, Resilience, Thaumaturgy
Weakness: -2 to Resist compulsion type disciplines from one of higher Clan Status
Bloodline Healer
Disciplines: Auspex, Obeah, Obfuscate, Resilience
Weakness: 3 die violation if vitae is ever taken against the will of the subject
Bloodline: Warrior
Disciplines: Auspex, Resilience, Valaren, Vigor
Weakness: Only nourishment from vitae not taken while indulging vice.
Necromancers
Attributes: Intelligence/Wits
Disciplines: Auspex, Resilience, Thanatosis
Weakness: Cannot use vitae to mimic life functions
Bloodline: Giovanni
Disciplines: Dominate, Resilience, Thanatosis, Vigor
Weakness: +1 point of damage per vitae drained from a mortal, who feels no pleasure
from the kiss.
Bloodline: Samedi
Disciplines: Auspex, Resilience, Obfuscate, Thanatosis
Weakness: As Nosferatu
Nosferatu
Attributes: As VtR
Disciplines: Animalism, Obfuscate, Vigor

Weakness: As VtR
Bloodline: Nictuku
Disciplines: Animalism, Nightmare, Obfuscate, Vigor
Weakness: -2 to resist Wassail
Ravnos
Attributes: Manipulation/Wits
Disciplines: Animalism, Chimerstry, Resilience
Weakness: -1 Willpower upon failure to ingulge in vice.
Bloodline: Phuri Dae
Disciplines: Animalism, Auspex, Chimerstry, Resilience
Weakness: Cannot refuse prophecy
Bloodline: Warriors
Disciplines: Animalism, Chimerstry, Resilience, Vigor
Weakness: -2 to resist Wassail
Toreador
Attributes: Presence/Intelligence
Disciplines: Auspex, Celerity, Majesty
Weakness: Must roll Composure+Resolve not to become enthralled by beautiful things
at Humanity 6+ or awful things at humanity 5-.
Bloodline:
Weekness:

Tzimisce
Attributes: Composure/Intelligence
Disciplines: Animalism, Auspex, Vicisitude
Weakness: Must rest in two handfuls of native soil
Bloodline: Bratovitch
Disciplines: Animalism, Auspex, Vigor, Viscisitude
Weakness: -2 dice to resist wassail

Ventrue
Attributes: Presence/Resolve
Disciplines: Dominate, Presence, Resilience
Weakness: Feeding Preference
Bloodline:
Weekness:

Disciplines
Abombwe (Akunanse)
Predators Communion (1)
Description: This discipline allows the character to sense the presence of other beasts.
For purposes of this discipline, vampires, kuei-jin, shape changers, predatory animals,
and mortals (including modified ones) qualify as beasts. This power lasts 1 scene.
Cost: 1 Vitae
Dice Pool: Wits+Survival+Abombwe
Action: Instant
Roll Results
Dramatic Failure: False or misleading information.
Failure: The presence or absence of beasts is noted, but no other information is gained.
Success: Direction and distance are noted.
Exceptional Success: The strength of the beast in question is noted. Generally higher
power stats, or lower morality will indicate stronger beasts.
Suggested Modifiers
Modifier
Situation
+1
For every point of power stat.
+1
For every point of Morality under 5.
-1
For every point of Morality above 6.
-1
Target lacks a power stat.
-1
Target is not supernatural.
Invoking the Beast (2)
Description: The character can gain any one power of the natural world for one scene.
The available powers are as follows:
Armor: Scales or Chiten grant 1 point of armor.
Claws: +1L damage in unarmed combat and +1 dice to climb.
Night Eyes: No darkness penalties until pitch darkness.
Superior Senses: +2 dice to Perception rolls.
Wings: Negate falling damage, glide twice falling distance.
Cost: 1 Vitae/modifiaction
Dice Pool: Action: Instant

Unseen Hibernation (3)


Description: The vampire can meld into any unworked material of roughly her same
mass and rest there during the day. The vampire is undetectable by mortal means.
Damage or destruction of the resting place deals 1 level of aggravated damage to the
vampire and drives them out of the object in question. The vampire learns the ability to
merge into 1 type of material when this power is taken, and each additional costs 3 XP to
learn. The materials are wood, stone, earth, or still water.
Cost: 2 Vitae.
Dice Pool:Action: Instant
Devil Channel (4)
Description: The vampire brings his beast close to the surface, this imposes a -2 penalty
to avoid wassail, but grants a benefit depending on the part of the body the beast is
channeled to. One location is granted when this discipline is first learned, and each
additional one costs 3 XP.
Back: The vampire sprouts four spider-like legs from the back granting an
additional action that can be used for climbing or grappling.
Hands: The vampire does Aggravated damage in unarmed combat.
Head: The vampire can see in perfect darkness, and can spit poison at a range of
2/4/6 at a potency equal to the vampires Abombwe that deals Bashing
damage to any target, living or undead that it comes into contact with.
Legs: The vampire can jump an additional 10 per point of Abombwe and gains
an additional die per point to avoid damage from falling.
Cost: 2 Vitae
Dice Pool:Action: Instant
Predators Transformation (5)
Description: The vampire must anoint herself with the blood of a predatory creature in a
ritual binding the form to her. From then on she may take the form of that animal. The
creature must be size 2 at least. All natural abilities of the critter in question are taken.
One form is learned at the achievement of this discipline. Each form learned thereafter
costs 3 XP.
Cost: 3 Vitae
Dice Pool: Action: Instant

Chimerstry (Ravnos, Kinyonye)


Ignus Fatuus (1)
Description: The vampire can create a static illusion that fools one sense. It lasts so
longs as the vampire is present.
Cost: 1 Willpower
Dice Pool: Wits+Expression+Chimerstry
Action: Instant
Roll Results
Dramatic Failure: While the vampire believes her mirage is in place, it is not.
Failure: No result
Success: The illusion works as normal.
Exceptional Success: The willpower cost is rescinded.
Suggested Modifiers
Modifier
Situation
-2
The vampire is trying to create an illusion like nothing she has
experienced.
Fata Morgana (2)
Description: The vampires illusion appeals to whatever senses he chooses, though it still
cannot move. Examination may prove an object false. The illusion lasts so long as the
vampire is present. The more successes the more detailed and realistic the illusion.
Cost: 1 Willpower
Dice Pool: Wits+Expression+Chimerstry vrs Wits
Action: Extended (each roll indicates 1 round).
Roll Results
Dramatic Failure: The vampire believes the illusion is in place, though it is not.
Failure: No result.
Success: Progress is made on the illusion.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
-2
The vampire is trying to create an illusion like nothing he has
experienced.

Apparition (3)
Description: The vampire can add this power to Fata Morgana, allowing movement.
Cost: One cycle of movement costs 1 blood point. For example, a fire flickering would
cost one, or a guard dog circling would cost one. Making the fire appear to spread, or
causing the dog to start lunging and barking costs another.
Dice Pool:Action: Reflexive
Permanency (4)
Description: This adds on to any lower level Chimerstry power, it makes the illusion last
until the vampire cancels it.
Cost: 1 Willpower, 1 Vitae
Dice Pool:Action: Reflexive
Horrid Reality (5)
Description: This inflicts horrifying hallucinations on a target, causing them to believe
they are being burned alive, or shredded, or something. This deals 1 point of Bashing
damage per success.
Cost: 1 Willpower, 1 Vitae
Dice Pool: Wits+Intimidation+Chimerstry-targets Composure
Action: Instant
Roll Results
Dramatic Failure: The illusion rebounds on the vampire, she takes 1 level of Bashing
damage.
Failure: No result.
Success: The target believes they are being harmed, and cons himself into taking damage.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
+1
The vampire knows a specific fear of the targets.

Daimoinon (Baali)
Sense the Sin (1)
Description: The character can, after brief conversation, learn the answer to any one
question about the target per success. The possibilities are:
What is the targets Vice? What is one Derangement of the subject? Is the subjects
Morality less than 5? What is one Flaw the character possesses? What group of
Attributes is the subject weakest in? What group of Skills is the target weakest in? What
is the subjects weakest attribute? What is one supernatural weakness of the target?
Cost: 1 Willpower
Dice Pool: Wits+Empathy+Daimoinon- Composure
Action: Instant
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result.
Success: Things work as planned.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
+1
The vampire has the targets True Name.
-1
For every dot of humanity the target possesses above 7.
-1 to -3
The character is rushed or distracted, such as by evoking a power
in combat or while trapped in a burning building. This
penalty is
cumulative with multiple distractions (such as by casting a ritual in
combat during a hurricane). Successes gained on a meditation roll
for the night offset interruption penalties on a one for one
basis.

Fear of the Void Below (2)


Description: The character must have used Sense the Sin on the target previously. It fills
the targets mind with fear borne of their own particular weakness, and of oblivion
following failure. Each success removes 1 die from the subjects dice pools for the scene
due to terror.
Cost: 1 Willpower
Dice Pool: Manipulation+Empathy+Daimoinon vrs Composure
Action: Instant, resistance is Reflexive.
Roll Results
Dramatic Failure: The power is turned back on the Cainite/Mortals take the vampires
successes as Bashing damage due to overwhelming panic, Cainites enter torpor.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The subject must flee in gibbering fear/The power cannot work on
that character unless the vampire successfully uses Sense the Sin on them again.
Psychomachia
Description: The vampire must have used Sense the Sin on the target previously. Once
this is done, the character may call forth a nightmare from the subjects own psyche that
they must contend with. The creature has the following traits:
Power: Subjects Intelligence -5, Finesse: Subjects Manipulation -5,
Resilience: Subjects Resolve -5, Size: Subjects Presence -5
Speed: Subjects Composure -5+10.
The creature attacks the subject and the subject only, and is only visible to the subject.
The subject must make a Resolve+Composure roll to do anything other than attack or flee
from the creature. While ranged weapons appear to hurt the creature (because the subject
believes they should), they pass right through it, and will hit anyone in the line of fire.
Injuries are always in Bashing damage, and if they wipe out the subjects health levels,
they always fall unconscious or enter Torpor. The creature remains until destroyed and it
always looks like the embodiment of the subjects worst nightmare.
Cost: 1 Willpower, 1 Vitae
Dice Pool: Manipulation+Empathy+Daimoinon vrs Composure
Action: Instant, resistance is Reflexive.
Roll Results
Dramatic Failure: A psychomachia is created. It uses the caster as a target.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The casters Daimoinon is an extra Attribute pool for the creature.

Conflagration (4)
Description: The vampire can summon forth bursts of pure oblivion against physical
targets. This can appear as a rent in reality, black flames, or with any number of
unpleasant effects (which often appear differently to different viewers). Each success
deals 1 level of Aggravated damage. The range uses the vampires Daimoinonx3 as a
base.
Cost: Willpower, 1 Vitae
Dice Pool: Wits+Firearms+Daimoinon
Action: Instant
Roll Results
Dramatic Failure: The vampire suffers a level of aggravated damage.
Failure: A miss.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
Standard ranged weapon modifiers.
Concordance (5)
Description: The vampire may take on certain demonic traits, each costing 3 XP. These
gifts physically alter the vampire in some way and take the form of either particular
demonic powers, or physical features of a demons form. All not-so-subtly warp the
vampires form. They cannot negate the need for blood, or grant resistance to sunlight.
Cost: Variable
Dice Pool: Wits+Survival+Daimoinon (if any)
Action: Typically Instant, if any.

Dementation (Malkavian Antitribu)


Passion (1)
Description: The vampire can choose to sharpen or blunt the emotions of one target.
When this power is first learned, the Cainite chooses which power they have. Learning
the other costs 3 XP. Either effect lasts for one hour per success.
A target with blunted emotions suffers a -1 on social rolls per point of
Dementation the attacking vampire has. They cannot spend Willpower, or regain it from
either their Virtue or their Vice. They gain their normal penalty as a bonus to resist
Majesty powers.
A target with enhanced emotions suffers the same penalty on social rolls as one
with blunted emotions. They suffer the same penalty to mental rolls, and have a -1 die
penalty to resist wassail and Rotshreck. They gain their usual penalty as a bonus to resist
Dominate powers.
Cost: 1 Willpower
Dice Pool: Wits+Expression+Dementation vrs Composure
Action: Instant, resistance is Reflexive.
Roll Results
Dramatic Failure: The power rebounds upon the vampire.
Failure: The power fails.
Success: Things work as normal.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
+2
The subject has a major derangement
+1
The subject has a minor derangement
+1
For every point of Morality below 5.
-1
For every point of Morality above 6.

The Haunting (2)


Description: The vampire can cause the subject to suffer random disruptions of one sense
for one sunrise per success. The vampire chooses the sense, but the disruptions occur
generally when the subject is alone, or under stress. Attempting to focus on the
hallucination tends to cause it to go away. Usually they take the form of repressed
emotions, guilty memories, or anything else unpleasant and dramatically appropriate.
The vampire must make eye contact to inflict this ability. Mechanically, the subject must
make a Resolve+Composure each sleep cycle to regain Willpower, and loses 1 die to
resist gaining a Derangement.
Cost: 1 Willpower
Dice Pool: Manipulation+Expression+Dementation vrs Composure
Action: Instant, resistance is Reflexive
Roll Results
Dramatic Failure: Backfire.
Failure: No result
Success: Things go as planned.
Exceptional Success: Every 5th success extends things for a full week.
Suggested Modifiers
Modifier
Situation
+2
The target already has the minor version of the derangement given.
+1
The target already has a derangement
+1
The target is well known to the vampire.
-1
The target is a stranger to the vampire.

Eyes of Chaos (3)


Description: The vampire can do one of two things with this ability. The first is learned
when this discipline is first learned, the second can be learned with 3 XP.
Read the Soul: The vampire can attempt to glean information about an individual.
One use can gain the vampire any one fact about the target: Name, Virtue, Vice, Morality
type, morality level, species, highest mental or social attribute, or lowest mental or
social attribute.
Omens and Portents: The vampire may seek anything with a pattern to it, and try
to answer one question based on that pattern.
Cost: 1 Willpower
Dice Pool: Wits+Empathy+Dementation vrs Composure for the first,
Wits+Occult+Dementation for the second.
Action: The first is Instant (resistance is Reflexive), the second is Extended, requires 5
successes, with 10 minutes per roll.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result.
Success: Things work as expected or progress is made.
Exceptional Success: An additional fact is gained, an additional clue tied to the question
asked is learned.
Suggested Modifiers
Modifier
Situation
+2
Pattern sought in subject of the question itself, such as trying to
crack a code.
+1
Attempted reading of someone well known. Pattern sought in
something related.
-1
Attempted reading of a stranger. Pattern sought in something
completely unrelated.

Voice of Madness (4)


Description: The vampire must make eye contact with another creature capable of
Frenzy or Rotshreck and attempts to induce that state in the victim. Using this power
forces the vampire to roll to resist the same condition he attempted to inflict.
Cost: 1 Willpower, 1 Blood Point
Dice Pool: Manipulation+Empathy+Dementation vs Composure
Action: Instant, resistance is Reflexive
Roll Results
Dramatic Failure: The target is unaffected, the Cainite must make his own check at -2.
Failure: No result.
Success: Things work as planned.
Exceptional Success: The vampire gains a +2 to resist his own check.
Suggested Modifiers
Modifier
Situation
-1
Attempting to use this on a non-vampire.
Total Insanity (5)
Description: The Cainite can, by speaking to an individual, give them one major
derangement for one night per success.
Cost: 1 Willpower, 1 Vitae
Dice Pool: Manipulation+Empathy+Dementation vrs Composure
Action: Instant, resistance is Reflexive
Roll Results
Dramatic Failure: The power backfires on the vampire.
Failure: No result.
Success: The target is driven mad.
Exceptional Success: The effect lasts for one year.
Suggested Modifiers
Modifier
Situation
+2
The target already has the minor version of the derangement given.
+1
The target already has a derangement
+1
The target is well known to the vampire.
-1
The target is a stranger to the vampire.

Dragon Eye (Salubri)


Day Watch
Description: The eye opens when the vampire sleeps, keeping watch for danger. This
grants the Cainite a bonus equal to their Dragon Tears level to awaken during the day.
Cost:Dice Pool:Action: Once learned, this power is permanent.
Dragon Sight
Description: This level of mastery grants the Cainite three abilities, the Sense Magic
ability is always learned first. The See Corruption powers must be learned separately for
3 XP.
Sense Magic: The vampire can see any supernatural ability in action as it manipulates
ambient Chi. Creatures with an internal store of Chi can picked out as
well as the relative strength of their Power Stat. Fetishes reveal their spirit
resident, other magical items reveal the fact that they have power in them,
and the bands of Renown on shapeshifters glow to this sight. Rolls are
likely required to interperate what is seen or to pick out something
specific.
See Corruption: The Hungry Dead can see if the Chi in her vicinity is defiled or not, and
can sense defilement on other creatures. Rolls are likely needed to
interpret what is seen or to find something specific.
Cost: 1 Vitae
Dice Pool: Wits+Occult+Dragon Eye
Action: Reflexive
Roll Results
Dramatic Failure: False or misleading information
Failure: Nothing is seen
Success: Things work as planned.
Exceptional Success: +2 to Perception dice to interperate what is seen.
Suggested Modifiers
Modifier
Situation
1 to -3
The character is rushed or distracted, such as by combat or while
being harried by persuers. This penalty is cumulative with
multiple distractions. Successes gained on a Meditation roll for the
night offset interruption penalties on a one-for-one basis.

Dragon Ward
Description: The vampires third eye opens with blazing fire, creating a ward that makes
approaching with Cainite a grueling psychic challenge. Any and all trying to approach
the vampire must engage in this. The ward lasts for one scene.
Cost: Vitae
Dice Pool: Presence+Intimidation+Dragon Eye, resisted with Composure
Action: Extended/Resistance is Extended (both last one turn, on a turn of successful
Resistance the only action that may be taken is to approach the Cainite)
Roll Results
Dramatic Failure: The ward shatters, all comers may approach at will/The would be
aggressor finds himself paralyzed for the scene.
Failure: The aggressor may approach/The aggressor may not approach.
Success: The aggressor is stood off/The aggressor may approach this round
Exceptional Success: The aggressor is paralyzed for the scene/The ward is shattered, all
comers may approach.
Suggested Modifiers
Modifier
Situation
1 to -3
The character is rushed or distracted, such as by combat or while
being harried by persuers. This penalty is cumulative with
multiple distractions. Successes gained on a Meditation roll for the
night offset interruption penalties on a one-for-one basis.

Purification
Description: This power has multiple applications, the first one (Cleansing) is learned
first. The rest must be purchased for 3 XP each.
Cleansing: The Cainite can cleanse a being of spiritual impurity, correcting the results of
being in tainted areas, or certain magical/discipline related abilities. If used
on a Cainite this quiets the Beast of a target, making them immune to
Frenzy
(fear or hunger) but unable to regain Willpower. This can cure a target of any
derangements as well, though this takes exceptional success. Undergoing this
treatment is justification for spending XP to raise morality if backed up with
good roleplaying.
Cleanse the Land: The Cainite can cleanse an area of spiritual corruption.
Exorcism: The Cainite can see, and attempt to banish any spirit Urging or Riding a
target. It is possible to banish a Claiming spirit as well, though the spirits
opposing roll will do Aggravated damage to the victim on a one for one
basis. This will require a Resolve+Composure roll to avoid derangement
even if the subject survives.
Taint: The Cainite must bite the target, and the third eye channels the poison of the Beast
into the target. The target must spend a Willpower point to resist succumbing to
any clear opportunity to indulge in their vice. Further, the Cainite gains +1 per
success on the roll to use social skills to get the victim to follow any course of
action the vampire may suggest, particularly ones that are destructive, or
relate to the subjects vice. If this is done to a Cainite the vampire automatically
enters Wassail.
Cost: 2 Vitae
Dice Pool: Intelligence+Medicine+Dragon Eye/Power+Resistance (Exorcism)
-Resolve (Taint)
Action: Extended for Cleansing or Cleanse the Land
(2 Successes for point of Taint, 1 minute/roll)
Resisted (Resistance is Reflexive) for Exorcism
Instant for Taint
Roll Results
Dramatic Failure: There is a backlash of spiritual corruption into the vampire which
deals 3 levels of Aggravated damage to the vampire and forces a roll for Frenzy.
Failure: No result
Success: Things go as planned.
Exceptional Success: Additional success are their own reward.
Suggested Modifiers
Modifier
Situation
1 to -3
The character is rushed or distracted, such as by combat or while
being harried by persuers. This penalty is cumulative with
multiple distractions. Successes gained on a Meditation roll for the

night offset interruption penalties on a one-for-one basis.


Soul Joining
Description: The Cainites eye absorbs the soul of an individual and takes it into the
vampires own where one of two applications are possible. While soulless, the body will
take no action, but can be lead about by the vampire, acting without volition. It can be
told to do simple things, like walk, eat, sit, things like that. The character chooses which
one when this level of the discipline is first taken and the second can be picked up with 3
XP.
Replenish the Soul: The Cainite can attempt one of a few feats to heal a soul.
1 point of lost Morality (up till 7) per success. Each point costs one point of
Willpower on the part of the vampire.
One derangement may be cured, 1 success can cure a minor derangement, 5 can
cure a major derangement, and 10 can cure an extreme derangement.
Torment the Soul: The Cainite can suck a soul into the eye and give it to her Po. The
Po can than either torment it, or eat it. Tormenting a soul can inflict a
derangement at the rate of 1 success for a Minor derangement, 5 for a Major
derangement, and 10 for an extreme derangement. If the Po eats the soul, then
the body instantly dies and the character gains certain pieces of knowledge from
the victim. If the victim was Cainite, than a dot in any discipline, or any skill
that the victim had higher than the Cainite can be gained. From any other being,
only a skill can be taken. This automatically costs a Morality dot, with a check
for another. This requires 1 success per Willpower dot.
Cost: 2 Chi, 1 Willpower
Dice Pool: Presence+Empathy+Dragon Eye/Resolve
Action: Extended
(variable number of successes needed, each roll takes 1 hour)
Resistance is Reflexive.
Roll Results
Dramatic Failure: The victims soul cannot be extracted for one lunar cycle or flies
screaming back into the body if it is already withdrawn/the soul
cannot resist anything else done to it.
Failure: No result at this time.
Success: The soul is extracted or headway is made.
Exceptional Success: Additional successes are their own reward/The soul escapes
screaming back into its body.
Suggested Modifiers
Modifier
Situation
1 to -3
The character is rushed or distracted, such as by combat or while
being harried by persuers. This penalty is cumulative with
multiple distractions. Successes gained on a Meditation roll for the
night offset interruption penalties on a one-for-one basis.

Melpominee (Daughters of Cacophany)


The Missing Voice (1)
Description: A vampire with this power may throw her voice anywhere within her line of
sight. This does not disallow the vampire from using her natural voice. Trying to do
anything other than speaking or singing while using two voices imposes a -2 die penalty
to whatever she is doing. This power lasts until the vampire wills it otherwise.
Cost: 1 Willpower
Action: Reflexive
Phantom Speaker (2)
Description: The vampire may speak to any individual she knows, regardless of their
location. The sounds are inaudible to anyone but the speaker, or one with currently active
supernaturally keen senses (treat as a Test of Wills). Communication is one way only,
and it must be night wherever the listener is.
Cost: 1 Vitae
Dice Pool: Wits+Expression+Melpominee
Action: Instant.
Roll Results
Dramatic Failure: While the vampire believes the communication took place, it did not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can talk to the target for a scene.
Suggested Modifiers
Modifier
Situation
+2
The vampire knows the True Name of the target.
+1
The vampire has fed from the target (or been fed on by them)
within a lunar cycle.
-1
The vampire has seen the target, and knows their use name, but has
never spoken to them.
-2
The vampire has seen the target, but does not have a name for
them.

Madrigal (3)
Description: The vampire can force others to act according to either their Virtue or their
Vice. Alternately the vampire can impose either her own Virtue or Vice on the target.
The vampire learns one of the two options first, the other costs 3xp to pick up at a later
date.
The first does just what it says. The vampire can choose to sing to inspire either
the higher nature of the target, or call out to the beast in others. For the rest of the night,
any character given the opportunity to engage their Virtue will do so (for higher nature
songs) or their Vice (for lower nature songs).
The second imposes a second Virtue or Vice on the target supplanting his usual
ratings. This would be either the Virtue or Vice of the Vampire performing the song.
Cost: 1 Willpower
Dice Pool: Manipulation+Expression+Melpominee vrs Targets Composure
Action: Extended (each roll takes 1 minute). Resistance is Reflexive.
Roll Results
Dramatic Failure: All successes are lost. The target realizes that someone was trying to
manipulate them.
Failure: No result.
Success: Things work as planned.
Exceptional Success: Every 5th success extends the duration by another night.
Suggested Modifiers
Modifier
Situation
+1 (for resisting)
The audience member is aware that there will likely be an attempt
to supernaturally manipulate them.

Sirens Beckoning (4)


Description: The vampire can impose a Minor Derangement on one subject, or change a
Minor Derangement into a severe one by singing. This lasts 1 night under ordinary
circumstances.
Cost: 1 Willpower
Dice Pool: Manipulation+Expression+Melpominee vrs Composure
Action: Extended, each roll requires 1 minute. Resistance is Reflexive.
Roll Results
Dramatic Failure: All successes are lot, things backfire onto the vampire.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success draws things out for another night.
Suggested Modifiers
Modifier
Situation
+1
The subject has a minor derangement.
+1
The subject has had to make a Degeneration roll within the same
night.
+1
The vampire is aware of any of the following, Virtue, Vice, or
Minor Derangements the subject has.
-1
The subject already has a Major Derangement.
-1
For every point of Morality the subject has over 7.
Virtuosa (5)
Description: The vampire may add to the number of targets single target only powers of
Melpominee may effect.
Cost: 1 Vitae per target after the first.
Action: Reflexive

Mind Web (Malkavians)


Mind Web
Description: The vampire activating this gains +1 to Wits for the scene per point of Mind
Web the character possesses. Activating this is a Reflexive action.
Cost: 1 Willpower
Dice Pool:-

Mytherceria (Kyasid)
Folderol (1)
Description: The vampire can sense when they are being lied to. They gain +1 dice to
sense deception per dot of Mytherceria they possess. Once learned this ability is innate.
Cost:Dice Pool:Action: Fae Sight (2)
Description: The vampire can see Glamour, including entrances into the Hedge, latent
Contracts, and can sense that there is something odd about Changelings, True Fae, and
Fetches. This is automatic. The vampire can see exactly what is up on a successful roll.
Cost:Dice Pool: Wits+Occult+Mythercaria-subjects Composure
Action: Instant
Roll Results
Dramatic Failure: False or Misleading information
Failure: No result.
Success: Things go as planned.
Exceptional Success: No especial result.
Suggested Modifiers
Modifier
Situation
-1
Fetch, Changeling with a Wyrd of 3 or less. Changeling with a
Clarity of 8 or more.
+1
Wyrd of 8 or more. Clarity of 4 or less.

Aura Absorption (3)


Description: This power works in all ways as Auspex 3 save that the object is wiped
psychically clean, leaving no impression for any other power to gather and the cost is
different.
Cost: 1 Willpower, 1 Vitae
Chanjelin Ward (4)
Description: The vampire is able to mark an object or area. Anyone seeing the mark or
touching the object becomes disoriented, losing the vampires Mytherceria score against
any Mental or Physical based rolls due to the inability to make anything out clearly
without serious focus. The ward does not effect the vampire that made it, and lasts until
the next sunset.
Cost: 1 Willpower, 1 Vitae
Dice Pool: Manipulation+Larceny+Mytherceria
Action: Instant.
Roll Results
Dramatic Failure: The ward only works on its creator.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The ward works until the sunrise after next.
Riddle Phantastique
Description: The vampire tells one target an inscrutable riddle. The target can then do
nothing but try and solve it, failure deals the difference in successes in Lethal damage
each round.
Cost: 1 Willpower, 1 Vitae
Dice Pool: Manipulation+Subterfuge+Mytherceria vrs Intelligence
Action: Instant, resistance is Instant.
Roll Results
Dramatic Failure: The vampire is trapped by his own riddle, briefly.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.

Obeah (Salubri Healers Bloodline)


Sense Vitality
Description: The vampire may learn the answer to any one of the following questions per
success:
How many Health Levels does the target still have? How much damage of what
type has the target suffered? Is the subject a mortal, ghoul, vampire, other undead, or
something else? How much Vitae is in the subject? Is the subject poisoned? What sort
of poison (drugs count)? Is the subject infected with any diseases? If so, what diseases?
What caused these injuries (information will be limited to a large blunt instrument, or the
claws of a large animal, as opposed to an angry gangster with a Louisville Slugger or a
pissed off Lupine)?
This power requires physical contact.
Cost: 1 Willpower
Dice Pool: Intelligence+Medicine+Obeah
Action: Instant
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Anesthetic Touch
Description: The vampire at this level develops the characteristic 3rd eye of this
discipline (if they do not already have it). This power requires physical touch, and each
success on the roll is one point of Bashing damage and manifests itself as a -1 penalty to
any dice rolls. The target feels no pain (Wound Penalties disappear, and pain based
powers may vanish as well with a Test of Wills) but is slowed down considerably. A
character who runs out of Health Levels due to this power automatically falls
unconscious. Health levels and dice pool penalties are recovered by 1 per hour.
Cost: 1 Vitae
Dice Pool: Presence+Medicine+Obeah
Action: Instant
Roll Results
Dramatic Failure: The target is immune to this power for one Lunar Cycle.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.

Corpore Sano (3)


Description: The vampire must touch a subjects wounds and the third eye opens. The
vampire can heal 2 Bashing, 1 Lethal, or .5 Aggravated damage for each blood point
spent. The vampire must touch the target for the duration of the healing and can spend as
much blood per turn for purposes of this power as she can for any other reason.
Cost: 1 Vitae or more per turn.
Dice Pool: Intelligence+Medicine+Obeah.
Action: Instant
Roll Results
Dramatic Failure: The vampire takes 1 level of Lethal damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The last blood point spent on the turn is as effective as two.
Mens Sana (4)
Description: The vampire can cure a target of a derangement. This requires some time,
and conversation with the subject with the eye open and shining. Malkavians cannot be
cured of their core derangement.
Cost: 1 Willpower
Dice Pool: Intelligence+Empathy+Obeah
Action: Extended (each roll takes 10 minutes, one success is needed per point of
Morality under 10. Minor derangements must be cured after Major derangements.)
Roll Results
Dramatic Failure: The subjects derangements activate, and backlash onto the vampire.
Failure: No result.
Success: Headway is made.
Exceptional Success: Major headway is made.

Renewed Vigor (5)


Description: The character can heal a target of all Bashing damage, turn all Lethal
damage to Bashing damage, or all Aggravated Damage to Lethal. An additional power
can be learned for 3 XP. With the additional power, all diseases or toxins can be purged
from the subject as well.
Cost: 1 Willpower, 2 Vitae
Dice Pool: Intelligence+Medicine+Obeah.
Action: Instant
Roll Results
Dramatic Failure: The vampire takes 1 point of aggravated damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Two steps are covered, Lethal is healed completely, and
Aggravated damage becomes Bashing.
Suggested Modifiers
Modifier
Situation
-1 to -3
The character is rushed or distracted, such as by evoking a power
in combat or while trapped in a burning building. This
penalty is
cumulative with multiple distractions (such as by casting a ritual in
combat during a hurricane). Successes gained on a meditation roll
for the night offset interruption penalties on a one for one
basis.

Obtenebration (Lasombra, Xi Dundu)


Shadow Play (1)
Description: The vampire can stretch, compress, or move ambient shadows in the area to
do one of three effects. All practitioners initially learn to use shadows to hide more
effectively, granting them a +1 to Stealth rolls per point of Obtenobration the vampire
possesses. For 3 XP the vampire can control the shadows more finely, often to make
themselves appear more fearsome, granting a +1 to Intimidation pools per point of
Obtenobration the vampire has. Lastly, the shadows can be used to hinder and frustrate
attackers, adding Obtenobration to the vampires Defense, this applies even against
firearms attacks. Numbers can still eat away at this form of protection, though. In either
case, control of the shadows lasts for the scene.
Cost: 1 Vitae
Dice Pool: Presence+Occult+Intimidation
Action: Reflexive
Roll Results
Dramatic Failure: An additional point of Vitae is drawn from the vampire, but to no
effect.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire manages to make the shadows semi-solid. For the
first application of this power, this adds an additional die to Stealth applications per 5
successes. For the others, it allows the vampire to actually use the shadows to attack,
using Obtenobration as a die pool. The shadows can only attempt to grapple to hinder a
target. If they can grapple, they can attempt to suffocate their target.
Suggested Modifiers
Modifier
Situation
+1
Flickering or uneven light sources.
-1
Well lit area.
-2
Intense lighting, such as from a spot light.
-3
Daylight.

Shroud of Night (2)


Description: The vampire can summon a cloud of darkness within line of sight up to 5
across per success. This darkness is total, and unnaturally intense. Even forms of
perception that can ordinarily handle total darkness suffer a -2 penalty to Perception rolls
using them. Smell, touch, and hearing qualify as the blob of darkness seems to warp
sound, mute scents, and make everything feel either hot and cloying or icy as well as
oddly greasy. The vampire may move the cloud as an Instant action up to five feet per
point of Wits she has. Light is extinguished in this cloud, save for sunlight and fire.
Cost: 1 Vitae.
Dice Pool: Manipulation+Occult+Obtenobration
Action: Instant
Roll Results
Dramatic Failure: The vampire loses an additional point of Vitae, but nothing happens.
Failure: No result.
Success: Things work as planned.
Exceptional Success: The darkness is semi-solid. This means that those inside have their
speed reduced by 1 per point of Obtenobration the vampire has. Creatures that need to
breath must make a Stamina check each round, or find they cannot so long as they are in
the darkness.
Suggested Modifiers
Modifier
Situation
+1
Flickering or uneven light sources.
-1
Well lit area.
-2
Intense lighting, such as from a spot light.
-3
Daylight.

Arms of the Abyss (3)


Description: The vampire conjures up inky black tentacles of darkness from nearby
shadows. On each use of this power, the vampire can summon up to his Obtenobration
score in tentacles per point of Vitae spent. Each success summons one tentacle up to that
limit. The tentacles will generally do the last thing they were asked to do until and unless
their summoner causes them to do something else. The tentacles statistics are as follows:
Power: Vampires Obtenobration. Finesse: Vampires Wits,
Resilience: Vampires Resolve.
Size: 3 (6 long).
The tentacles have 2/2 armor, but take aggravated damage from fire and sunlight.
Any attribute can be increased by spending Vitae on a 1 for 1 basis. Increasing Size adds
2 to the tentacle per point.
Cost: 1 Vitae (or more)
Dice Pool: Manipulation+Occult+Obtenobration
Action: Instant
Roll Results
Dramatic Failure: A tentacle appears, and attacks the summoner.
Failure: No result.
Success: The tentacles appear, and act as ordered.
Exceptional Success: Every 5th success increases one tentacle attribute by 1 point.
Suggested Modifiers
Modifier
Situation
+1
Flickering or uneven light sources.
-1
Well lit area.
-2
Intense lighting, such as from a spot light.
-3
Daylight.
Black Metamorphosis (4)
Description: The vampires body is infused with shifting patterns of darkness with odd
tendrils writhing off her extremities, and four tentacles the vampires own height in
length sprouting form her lower abdomen and shoulders. This form grants the vampire
the following abilities.
Armor equal to the vampires Obtenobration score.
The ability to act two additional times per round with the tentacle pairs. The
vampire may feed directly through the tentacles.
+1 to Stealth for each point of Obtenobration the vampire has.
+1 to Intimidate for each point of Obtenobration the vampire has.

Darkness cannot hinder the vampires perceptions at all.


Cost: 2 Vitae
Dice Pool:Action: Instant
Tenebrous Form (5)
Description: The vampire can become an amorphous pool of shadow. This is
functionally the same as the Protean power of Body of Spirit, save that the Tenebrous
form allows for perfect perception in darkness, and the vampire can still take aggravated
damage from fire.
Cost: 3 Vitae
Dice Pool:Action: Instant

Protean (Gangrel)
Eyes of the Beast (1)
Description: The vampire can see in pitch darkness at no penalty, but may be dazzled by
sudden bright light. The eyes glow with a feral red light, and the Beast is reflected in the
vampires gaze, granting a +1 die to Intimidate for each point of Protean the vampire has.
Cost: 1 Vitae.
Dice Pool:Action: Reflexive

Quietus (Benu Al Haqim Warriors)


Silence of Death (1)
Description: The vampire can negate all sound within 5 per point of Quietus the
practitioner possesses. This lasts 1 scene.
Cost: 1 Vitae
Dice Pool:Action: Reflexive
Scorpions Touch (2)
Description: The vampire may convert as much Vitae as they can spend in a round into a
toxin with a Potency equal to the practitioners Quietus level. The poisoned Vitae deals
1L per point. It must be ingested or introduced into the targets blood stream to be
effective. It works on both living and vampiric targets, but cannot harm things like
zombies or Revenants unless they are created through vampiric blood sorcery of some
sort. The vampire may not use the poisoned Vitae for any normal Vitae related purpose
once it is transformed.
Cost: 1 Willpower
Dice Pool:Action: Instant

Dagons Call (3)


Description: After touching a target, the vampire has until the next sunrise to fill the
subjects lungs with blood, even beyond capacity, drowning and constricting the target
from the inside out. Each success does one point of Bashing damage to the target. After
5, successes, mortals begin to drown.
Cost: 1 Willpower, 1 Vitae
Dice Pool: Presence+Medicine+Quietus vrs Stamina
Action: Extended, Resistance is Reflexive.
Roll Results
Dramatic Failure: The vampire loses her grip on the target, and cannot make another
attempt to use this discipline against the target until the moon rises next.
Failure: No result.
Success: Things go as planned.
Exceptional Success: A point of Lethal damage is done, vampiric targets lose a point of
Vitae.
Suggested Modifiers
Modifier
Situation
+1
The vampire has a picture or item from the victim when they
attempt to use the damaging aspect of this power.
+2
The vampire is actually in the victims presence when they activate
the power.
Baals Caress (4)
Description: The vampire must suffer 1 level of Lethal damage to cut themselves, and
smear vitae on their weapon. This causes the damage of the weapon in question to
become aggravated for the scene.
Cost: 1 Vitae, 1 Willpower
Dice Pool: Action: Instant
Taste of Death (5)
Description: The vampire can spit a caustic stream of acid at a target dealing 1 level of
aggravated damage per success. The range increment is the vampires Strength+Blood
Potency.
Cost: 1 Vitae
Dice Pool: Dexterity+Athletics+Quietus
Action: Instant
Suggested Modifiers
Modifier
Situation

Modifiers and roll results are as firearms.

Sanguinus (Blood Brothers)


Brothers Blood (1)
Description: The vampire can spend Vitae to heal anyone in his circle up to the
maximum that they can spend in a given round. This can be banked to up to 5 Vitae to
heal an aggravated wound.
Cost:Dice Pool:Action: Reflexive
Octopod (2)
Description: The vampire can share limbs or organs with other members of their circle.
These must be external organs. Eyes can grant bonuses to Perception rolls, or prevent
ambush. Every other extra arm grants an extra action. Extra legs gain a bonus to remain
upright. Note that these limbs are lost by those that loan them for the duration of this
power (1 scene). The recipient must be a practitioner of Sanguinus, but need not have
this level of proficiency.
Cost: 1 Vitae.
Dice Pool:Action: Instant
Gestalt (3)
Description: All vampires in the circle must pay the cost for this power, but gain the
following benefits.
1) Mind effecting disciplines use the highest resistance pool/trait of the group
members. Anyone falling victim to a mind effecting ability drops out of the
loop.
2) Perception rolls use the highest die pool total of the group.
3) A vampire may loan any other member of the group any skill they possess as
an Instant action.
4) All vampires in the group may telepathically communicate with each other, no
mind reading is allowed, however.
Cost: 1 Vitae
Dice Pool:Action: Instant.
Walk of Caine (4)
Description: The vampire must first be in Gestalt with their circle. If any vampires are
willing to temporarily give up a dot of Blood Potency for the scene, for the same amount
of time the user of this discipline may gain a dot. Each vampire in the circle can donate
up to one dot of Blood Potency. This has no effect on any childer sired in such a state,
and any diablerists gain only the normal benefit for diablerizing the vampire.

Cost: 1 Willpower
Dice Pool:Action: Instant
Coagulated Entity (5)
Description: All members of the circle spend 3 Vitae, and once this is accomplished, they
meld into one entity. The guiding mind is (and mental and social attributes resulting are
from) the vampire with the highest Blood Potency, though the thing as an effective Blood
Potency equal to the lowest. Otherwise, the attributes are as follows:
Strength: Highest vampire +1 per additional, Stamina: Highest vampire +1 per
additional vampire, Dexterity: Lowest vampire, Size: Highest +1 per additional vampire.
Shared Disciplines work at the highest level of any member of the circle (up to current
generational limits). The mess cannot be staked, gets a +1 to Perception rolls for each
vampire present, and gains 1 action per 2 vampires involved. All social rolls other than
Intimidate automatically fail.
Cost: 3 Vitae
Dice Pool:Action: Instant

Serpentis (Followers of Set)


Eyes of the Serpent (1)
Description: The vampires eyes become gold with slit pupils. Anyone meeting the
vampires gaze becomes fascinated and frozen in place until either they break free, are
harmed (the Kiss doesnt count) or the vampire looks away. This power only works in
person.
Cost: 1 Willpower
Dice Pool: Presence+Persuasion+Serpentis vrs Composure.
Action: Instant, Resistance is Instant.
Roll Results
Dramatic Failure: The target is repelled, and is immune to this power from this vampire
for one lunar cycle.
Failure: The subject is not trapped.
Success: Things work as planned.
Exceptional Success: The subject cannot roll to resist any longer.
Tongue of the Asp (2)
Description: The vampires tongue becomes three feet long, narrow, forked, and sharp at
the points. The tongue can be fed through, as with the Kiss (same effects and all), or can
be used as a weapon doing +1L. Additionally, the tongue can feel vibrations in the air,
halving all penalties for operating in darkness.
Cost: 1 Vitae
Dice Pool:Action: Reflexive

Skin of the Adder (3)


Description: The vampires skin grows supple scales. This grants the vampire +1 Armor
per point of Serpentis the vampire has, this armor protects against sources of Aggravated
damage other than fire and sunlight. Additionally, the vampire becomes far more supple,
adding 1 point of Dexterity per 2 points of Serpentis the vampire possesses (round down).
Lastly, the undeads mouth widens and the teeth sharpen, causing the vampires bite to
deal +2L, and not require a grapple. The Kiss is impossible when this power is in use,
unless the Tongue of the Asp is active, and then only via that power.
Cost: 1 Vitae, 1 Willpower
Dice Pool:Action: Instant
Form of the Cobra (4)
Description: The vampire becomes a huge black cobra, as thick as a small womans
thigh, and roughly twice the length of the vampires humanoid height. The
modifications for this form are as follows:
Dexterity: +3, Manipulation: -5, Size -1, Speed: -2,
Perception: +2, -2 for sound based rolls, Armor: 1/1, Bite +1L.
This form is poisonous, with a venom potency of 5 that does aggravated damage.
All disciplines that do not require speech or hands are available in this form.
Cost: 3 Vitae
Dice Pool:Action: Instant

Heart of Darkness (5)


Description: The vampire can remove her own heart from her chest, and keep it
elsewhere. The heart can be destroyed by casting it into a fire or sunlight, or pierced with
a wooden stake. Staking the heart paralyzes the vampire as normal, and exposing it to
fire or sunlight is instant death for the vampire in question.
The vampire separated from her heart is in an interesting condition. She cannot be
staked through the normal procedure. She gains +2 dice to resist Frenzy, and all emotion
effecting powers.
For the cost of 3XP, the vampire may learn how to perform this feat upon another. This
requires that the subject of this ability be immobilized, and the roll becomes an Extended
action requiring 5 successes, modified by the recipients Stamina. Possessing a vampires
heart grants excellent blackmail potential, and +2 dice to use any other supernatural
power on the vampire whos heart is held. In either variant, this can only be done on the
night of the New Moon.
Cost: 2 Willpower, 1 Vitae.
Dice Pool: Intelligence+Occult+Serpentis-Stamina
Action: Extended, 5 successes required. Each roll takes 1 minute.
Roll Results
Dramatic Failure: Any successes thus far are converted to Lethal damage upon the
target. A roll to resist Rotshreck is required.
Failure: No result.
Success: Progress is made.
Exceptional Success: The thing is done.
Suggested Modifiers
Modifier
Situation
1 to -3
The character is rushed or distracted, such as by evoking a spell in
combat or while trapped in a burning building. This penalty is
cumulative with multiple distractions (such as by casting a ritual in
combat during a hurricane). Successes gained on a meditation roll
for the night offset interruption penalties on a one for one
basis.

Temporis: No character may learn both Temporis and Celerity. (True


Brujah)
Time Attunement (1)
Description: The vampire automatically knows precisely how much time is left until
sunrise, and how much time has passed since they performed any given event.
Cost:Dice Pool:Action:Internal Recursion (2)
Description: The vampire puts the subject into a sort of mental time loop where they
relive the same moment over and over until something snaps them out of it. The loop
must be of mundane events, and must be something from within the last few minutes
unless the vampire has access to the subjects memories. The subject will repeat actions
taken during the memories (such as walking a patrol) but will be oblivious to outside
stimulous. Physical contact enough to force movement from the subject will undo the
effect. The vampire must be able to observe the subject to begin this power.
Cost: 1 Vitae
Dice Pool: Manipulation+Empathy+Temporis vrs Composure
Action: Instant, resistance is Reflexive
Roll Results
Dramatic Failure: The vampire takes 1 level of Bashing damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The subject does not move, and the recursion is entirely mental.
Actual damage is required to shake them out of it.
Suggested Modifiers
Modifier
Situation
+1
The subject is doing something boring or repetitive.
-1
The vampire has not been able to observe the target for at least one
minute.
-2
The target is in combat, running, or otherwise doing something
chaotic or strenuous.

Lapse (3)
Description: The vampire makes time slow around one target, who sees everything
around them speeding up. The subject loses the vampires Temporis from all dice pools .
from initiative, and from Defense for one turn per success on the vampires roll. Celerity
can either be used to negate this penalty on a one for one basis, or all benefits can be
sacrificed to end the effect entirely. The vampire must be able to see her target.
Cost: 1 Willpower, 1 Vitae.
Dice Pool: Intelligence+Occult+Temporis vrs Composure
Action: Instant, resistance is Reflexive.
Roll Results
Dramatic Failure: 2 Bashing damage
Failure: No result
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Subjective Suspension (4)
Description: The vampire may stop an object in time until it is touched. Once touched, it
returns to precisely the state it was in when the power was used. Thrown weapons stop in
mid air, burning objects stop, and time stops decaying old parchment. The object must be
visible to the vampire, and it may be no larger than size 5.
Cost: 1 Willpower, 2 Vitae
Dice Pool: Intelligence+Crafts+Temporis
Action: Instant
Roll Results
Dramatic Failure: 1 Lethal damage
Failure: No result
Success: Things go as planned.
Exceptional Success: The timeless quality grants the item an additional 1 durability for
one week after being retriggered.
Suggested Modifiers
Modifier
Situation
-1
The object is moving
-2
The object is moving very rapidly (such as a projectile)

Clothos Gift
Description: As Celerity 5, but the vampire may use extended action powers as Instant if
they require 5 or less successes. This causes 1 level of aggravated damage to the vampire
using this power. This lasts for 1 turn per 2 dots of Temporis (round down). Disciplines
that require speech are heard normally by the target.
Cost: 2 Willpower, 2 Vitae
Dice Pool: Wits+Occult+Temporis
Action: Reflexive.
Roll Results
Dramatic Failure: 2 Lethal damage
Failure: No result.
Success: Things go as planned.
Exceptional Success: An additional turn of speed is granted for every 5 successes.

Thanatosis (Necromancers)
Destroy the Husk (1)
Description: The vampire can destroy one dead (not undead) body, reducing it to ash,
about 5 pounds per dot of size.
Cost: 1 Vitae
Dice Pool: Intelligence+Medicine+Thanatosis
Action: Instant
Rigor Mortis (2)
Description: The vampire is able to hobble foes by causing their muscles to rigidify and
tighten as in a corpse. So long as the target is within 3 per point of Willpower and the
vampire can see them, this power can be attempted. Each success saps one point of
Dexterity until all are gone. The targets muscles return to normal in one scene.
Cost: 1 Vitae
Dice Pool: Intelligence+Medicine+Thanatosis vrs Stamina
Action: Instant, resistance is Reflexive.
Roll Results
Dramatic Failure: Backlash, the vampire suffers the loss of one point of Dexterity
themselves.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Each success after the 5th results in a level of Bashing damage.

Wither (3)
Description: The vampire is able to greatly weaken mortal flesh, causing it to decay quite
rapidly. This power requires a touch, and each success does 1 level of fairly hideous
aggravated damage to mortals. Against vampires and other undead, the damage is lethal.
Cost: 1 Vitae
Dice Pool: Intelligence+Medicine+Thanatosis vrs Stamina
Action: Instant
Roll Results
Dramatic Failure: The vampire takes a level of aggravated damage themselves.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Corrupt the Undead Flesh
Description: The vampire is able to infect other undead with an unpleasant disease. The
disease has a Potency equal to the vampires mastery of Thanatosis, and deals 1 Bashing
per point of Potency until it is thrown off (the number of successes equal to the activation
roll must be beaten). The subject must be within 3 per point of Willpower the vampire
has. In addition to the Bashing damage, the subject loses 1 point in physical attributes
equal to the amount of Bashing damage suffered that day (minimum 1), an additional
point of Vitae must be spent to rise each evening (vampire victims only), and a
Stamina+Resolve roll must be made upon feeding, or it will all be vomited up. Mortals
in the presence of an afflicted vampire must make a Resist Disease roll or catch it if they
come into the presence of the vampire. Other vampires must make the check if they
consume any of the afflicteds blood.
Cost: 1 Willpower, 1 Vitae
Dice Pool: Intelligence+Medicine+Thanatosis vrs Stamina
Action: Instant, resistance is Reflexive
Roll Results
Dramatic Failure: Backlash, the vampire has afflicted herself.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward,

Dissolve Flesh
Description: The vampire converts flesh into rotting foulness that simply sloughs off the
bone, and non-living material is reduced to dust. With a touch the vampire deals 1 point
of Aggravated damage per success.
Cost: 1 Vitae, 1 Willpower
Dice Pool: Intelligence+Medicine+Thanatosis
Action: Reflexive
Roll Results
Dramatic Failure: Backlash, 1 level of aggravated damage is suffered by the vampire
himself.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.

Valeren (Salubri Warrior Bloodline)


Read the Foe (1)
Description: The vampire may learn the answer to any one of the following questions per
success:
How many Health Levels does the target still have? How much damage of what
type has the target suffered? Is the subject a mortal, ghoul, vampire, other undead, or
something else? How much Vitae is in the subject? What is the targets highest combat
dice pool?
Cost: 1 Willpower
Dice Pool: Intelligence+Medicine+Valeren
Action: Instant
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Strength of Will (2)
Description: The vampire gains one dot to put in a physical attribute for the scene per
point of Valeren they have.
Cost: 1 Willpower
Dice Pool: Action: Instant
Fervor Strike (3)

Description: The vampires third eye opens, and they can add Valeren to any Brawl or
Weaponry attack made that round.
Cost: 1 Vitae
Dice Pool: Action: Reflexive
Grant Death (4)
Description: The vampire can attempt to kill any creature that has suffered Aggravated
damage with a touch. Vampires, instead, enter torpor. The death is painless. This
requires the vampires 3rd eye be open.
Cost: 1 Willpower, 1 Vitae
Dice Pool: Presence+Medicine+Valeren vrs Stamina
Action: Instant
Roll Results
Dramatic Failure: The vampire suffers 1 lethal damage themselves.
Failure: No result.
Success: The subject is slain.
Exceptional Success: Major headway is made.
Vengeance of Samiel (5)
Description: The character lashes out with a Weaponry or Brawl attack which
automatically hits for full successes. Defense does not lower this. Disciplines which
may add to Defense provoke a Test of Wills to see if they remain in effect. The vampires
eye must be open.
Cost: 1 Willpower, 2 Vitae
Dice Pool: Wits+Weaponry+Valeren vrs Wits
Action: Instant
Roll Results
Dramatic Failure: The vampire loses defense for the rest of the round.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Damage is staged up, Bashing becomes Lethal, and Lethal
becomes Aggravated.

Vicissitude (Tzimisce, Nagloper)


Malleable Visage (1)
Description: The vampire may add Vicissitude to any Disguise roll on themselves or
another. They cannot change a persons height or weight, but may possibly alter the
impression by a little bit. Skin and hair tone can be changed. This requires the vampire
to physically sculpt the subject.
Cost: 1 Vitae
Dice Pool: Action: Reflexive (note that the act of altering someones appearance is still an
application of Stealth and an extended action in and of itself).
Fleshcraft (2)
Description: The vampire can do any of five abilities with this power. Disfigure is
always learned first. The rest may be purchased separately at 3 XP each. All require the
vampire to physically sculpt the subject. Vampires can negate successes with Vitae
expenditures, other critters that can heal via supernatural means can do the same thing.
Mortals are generally stuck with the results without reconstructive surgery.
Disfigure: The vampire simply melts some of the subjects features. This denies
them the 10 and again benefit on social rolls, and tends to make them memorable. This
can also be used to blind, deafen, or close the mouth of a target. This takes but one
success, but requires either a Called Shot, a grapple, or a restrained target to pull off.
Gird for Battle: The vampire may rearrange the physical attributes of a target.
Each use switches one point for point.
Fleshtrap: The vampire seeks to trap the target in their own flesh. This can either
be the binding of limbs in an inappropriate way, or detaching of muscles from each other
or their tendons. Each success strips one dot of Dexterity or Strength form the target.
This requires either a Called Shot or an immobilized target.
Sculpt: The vampire can grant himself or another the Striking Looks merit at the
rate of 1 dot per success. Nosferatu, Samedi or other cursed to look appalling vampires
find that their curse immediately reasserts itself after this.
Wound: The target simply rips flesh open, adding their Vicissitude score as a
Lethal damage bonus to unarmed attacks.
Cost: 1 Vitae.
Dice Pool: Dexterity+Craft+Vicissitude vrs Stamina
Action: Instant, resistance is Reflexive.
Roll Results
Dramatic Failure: The vampire does something unexpected, such as trapping herself, or
becoming stuck in an unfavorable position in a grapple.
Failure: No result.

Success: Things go as planned.


Exceptional Success: Additional successes are, as a rule, their own reward. Where they
are not, every 5th success allows another 1 dot modifier.

Bonecraft (3)
Description: The vampire can shift bones about as if they were copper wire. There are
several applications of this art, though Wound is always learned first. The others cost 3
XP each. The damage from this is considered aggravated.
Wound: The vampire simply grabs a bone and pulls it out of place into some way
it was never meant to go. This does 1 point of Aggravated damage per success.
Torment: The vampire fuses shut the nose, ears, mouth, or eye sockets and leaves
the victim to deal with the result, or otherwise shifts things about into an inappropriate
manner to cause constant pain. This requires a preliminary grapple, called shot, or
helpless target.
Armor: The vampire may grant another up to 1 point of bony armor per point of
Vicissitude the vampire has (1 per success). This generally does nothing good for the
appearance of the subject, costing them the benefits of the 10 again roll on social dice.
Weapons: The vampire may create bone talons or spurs granting up to a +2L
bonus for the target in unarmed combat. Alternately, the target can be given quills adding
the damage to grapples, or damaging those that would strike the target in unarmed
combat (Quills requires the Armor application).
Cost: 2 Vitae
Dice Pool: Dexterity+Crafts+Vicissitude vrs Stamina
Action: Instant
Roll Results
Dramatic Failure: Things go badly awry.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Horrid Form (4)
Description: The vampire gains his Vicissitude in points to divide among attributes, and
a +1 to Size. In addition, the vampire gains her Vicissitude in armor, and +2L to unarmed
combat due to spikes and blades and other things. Biting no longer requires a grapple.
Cost: 3 Vitae
Dice Pool: Action: Instant
Bloodform (5)
Description: As Spirit Body, but the vampire is floor bound, and can now sense anything
with blood within 30. If a grapple can be achieved, it is possible to drown a mortal. The
vampire suffers aggravated damage in this form from fire and sunlight.
Cost: 3 Vitae.

Dice Pool:Action: Instant

Visceratika (Gargoyles)
Skin of the Chameleon (1)
Description: So long as the vampire moves only slowly, (1/2 speed or less), their color
changes to match their background. This grants the vampire +1 die per rank in
Visceratika to all stealth dice pools. This can be activated on and off at will.
Cost:Dice Pool:Action: Reflexive
Bond With the Mountain (2)
Description: As Earth Meld (level 2 Protean). Stone is the automatic first material of
attunement.
Scry the Hearthstone (3)
Description: The vampire can see and hear anything happening anywhere in an enclosed
structure they are in or on. If the subject is using some sort of concealing supernatural
ability, then a Test of Wills is initiated. Initial activation of this power allows a vague
sense of all beings within the structure. An additional roll is required to focus in on a
particular individual. Once activated, this power lasts till sunrise, or until the vampire
breaks contact with the structure in question.
Cost: 1 Willpower
Dice Pool: Wits+Survival+Visceratika
Action: Instant
Roll Results
Dramatic Failure: False or misleading information.
Failure: No results
Success: Things go as planned.
Exceptional Success: The vampire automatically focus on individuals without a second
roll.
Suggested Modifiers
Modifier
Situation
+2
The structure is one the vampire regularly uses as a haven.
+1
The structure is one the vampire frequents.
-1
This is the first time the vampire has been in this structure.
Armor of Terra (4)
Description: The vampire gains 1 level of armor, protective even against Aggravated
Damage per level of Visceratika. This power is innate once learned.
Cost:Dice Pool:-

Action:-

Flow Within The Mountain (5)


Description: The vampire can travel through any material they have first bonded with
as it were thick liquid (1/2 speed).
Cost: 2 Vitae.
Dice Pool:Action: Reflexive

Dark Thaumaturgy (Infernalists)


Description: This is vampiric blood magic as taught by diabolical entities. Each time a
level of Dark Thaumaturgy is learned an additional spell is learned as well. A practitioner
can have a Humanity no higher than their Dark Thaumaturgy level -8. They also lose 1
from any resistance traits/rolls against Demonic powers.
Cost: 1 Willpower, 1 Vitae
Dice Pool: Intelligence+Occult+Thaumaturgy
Action: Extended (1 action per level of spell)
Suggested Modifiers
Modifier
Situation
-1 to -3
The character is rushed or distracted, such as by evoking a spell in
combat or while trapped in a burning building. This penalty is
cumulative with multiple distractions (such as by casting a ritual in
combat during a hurricane). Successes gained on a meditation roll
for the night offset interruption penalties on a one for one
basis.
Level 1
Bind the Accusing Tongue
Description: The vampire can prevent the subject from speaking ill of him until they can
successfully overcome the spell (make a Resistance roll). This ritual requires a hair from
the head of the target, an image or effigy of the target, and a black silken cord which is
wound round the image and hair. The whole thing crumbles to dust once the effect is
ended.
Action: Extended (each role requires 1 minute)/Resisted (resistance is reflexive).
Roll Results
Dramatic Failure: The components crumble to inert dust.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Call the Weakness
Description: The character can, after brief conversation, learn the answer to any one
question about the target per success. The possibilities are:
What is the targets Vice? What is one Derangement of the subject? Is the subjects
Morality less than 5? What is one Flaw the character possesses? What group of
Attributes is the subject weakest in? What group of Skills is the target weakest in? What
is the subjects weakest attribute? What is one supernatural weakness of the target?

After using this ritual on the subject, the vampire will become obsessive about them, in a
decidedly unhealthy way. They are going to want to bring the subject down in a slow,
torturous death spiral, and must spend Willpower to do anything other than try and groom
that subject for destruction for a given night. Regardless of the amount of Willpower
spent, this will be the vampires new obsession until the subject is destroyed. Others
attempting to harm or draw close to the target seem like a threat to the caster, who must
check for Wassail if they witness someone else moving in on their target, for good or for
ill.
Action: Extended, each roll requires 5 minutes. Resistance is reflexive, and uses
Composure.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result.
Success: Things work as planned.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
+1
The vampire has the targets True Name.
-1
For every dot of humanity the target possesses above 7.
-1 to -3
The character is rushed or distracted, such as by evoking a power
in combat or while trapped in a burning building. This
penalty is
cumulative with multiple distractions (such as by casting a ritual in
combat during a hurricane). Successes gained on a meditation roll
for the night offset interruption penalties on a one for one
basis.
Curse of Oedipus
Description: The vampire blinds a target for one hour per success. This ritual requires
the vampire know the targets face and name. Incense must be burnt while the ritual is
incanted.
Action: Extended, each roll requires 10 minutes, Resistance is Reflexive and uses
Stamina.
Roll Results
Dramatic Failure: Backlash.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Deflection of Wooden Doom
Description: The vampire must meditate in a circle of wood while performing the ritual,
while keeping a splinter under the tongue. Once complete, the next wooden stake
actually used in an attempt to pierce the vampires heart crumbles to dust. The effects
last until the next sunset.

Action: Extended, each roll requires 1 hour.


Roll Results
Dramatic Failure: The vampire believes the ritual to have worked, but instead a +1
bonus is added to all staking attempts.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Another sun set or stake attempt is gained.
Devils Touch
Description: The mortal must be present for this ritual to work. It cannot be performed
on any creature with a supernatural power statistic (such as Blood Potency). A penny
must be placed somehow in the mortals possession. The effects last until the next
sunrise. It makes others see the mortal in question as a loathsome individual of some sort
(that guy sure looks like a kiddie toucher.). This deprives the mortal of the benefit of
the 10 and again rule on social dice.
Action: Extended, each roll requires 1 minute.
Roll Results
Dramatic Failure: Things rebound on to the vampire.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The mortal loses the vampires Thaumaturgy in social dice as well.
Ecstasy
Description: The vampire must touch the target, who immediately feels the sensation of
whatever their greatest pleasure is. The sensation lasts as long as the physical contact
does. Once contact stops, the victims sensations wind down within a round. The subject
must make a separate Resistance roll to avoid gaining the Addiction flaw related to this
power. For the rest of the night, the vampire suffers a -1 die penalty to resist Frenzy .
Action: Extended, each roll requires an Instant action, resistance uses Composure, and is
Instant. Resistance rolls can be made each round to break free.
Roll Results
Dramatic Failure: Backlash for one round.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
+1
The target is willing.
Encrypt Missive
Description: The vampire can make a document or other writing illegible to any but
themselves and the intended reader. Other readers get nothing but gibberish. Anyone
with this ritual can attempt to decode writing protected this way with an opposed roll.
Action: Extended, each roll takes 10 minutes.
Roll Results

Dramatic Failure: The writer, and intended reader cant make heads or tails of this, but
others can.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Flatline
Description: A mortal under the effects of this ritual enters a coma until the next sunrise
and appears to have none of the secondary characteristics of being alive. This will fool
medical professionals most of the time (-successes to Medicine checks to find vitals) and
will automatically fool mechanical or electronic devices. This ritual requires a small
dead insect or animal be placed in the subjects actual home. It can only be used once per
month on any given target.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: The vampire thinks it works, it doesnt.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Hermetic Sight
Description: The vampire can see objects in Twilight as overlays on the physical world
for one scene.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The vampire can sporadically see into the Spirit Wilds, but doing so
completely interrupts seeing in the physical world.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can see into the Spirit Wilds with an additional
Willpower point spent, without interrupting material vision.
Suggested Modifiers
Modifier
Situation
+2
In the vicinity of a powerful Nexus
+1
In the vicinity of a weak Nexus
-1
Small town, village, or other built up countryside area.
-2
City suburb or town.
-3
Dense urban area.
Illuminate the Trail of Prey
Description: The vampire can see the tracks of a target as pale glowing footprints on the
ground. This only works if the target was on foot. The vampire must have a piece of the
target or an item belonging to them. This ritual is mostly practiced by the Sabbat.
Action: Extended, each roll takes 1 minute. This is resisted with Composure, resistance
is Reflexive.

Roll Results
Dramatic Failure: False or misleading information.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can track vehicles the target uses so long as the target
was driving.
Induce Fear
Description: The vampire must touch the subject, who then is subject to fealings of fear
and paranoia. Non-physical actions are at -2. Checks against Rotshreck are at -2. This
lasts for one night per success. Any vampire who knows this ritual must take a Phobia as
a minor derangement.
Action: Extended, each roll requires 1 Instant action. Resisted with Composure,
resistance is Reflexive.
Roll Results
Dramatic Failure: Backlash.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Summon Simple Form
Description: The vampire conjures an inanimate object. The object cannot have any
moving parts, and it must all be made from one type of material. Each turn the vampire
wishes to keep the object, another point of Willpower must be spent. Each success grants
an object with one point of Structure.
Action: Extended, each roll takes 1 Instant action.
Roll Results
Dramatic Failure: The vampire manages to agitate the local spirit world.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The object is permanent.
The Numbing
Description: The vampire can negate all wound penalties for the scene. The vampire
also loses one level of Defense for the duration.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The vampire loses the Defense level, until they get hit next and
realize that the ritual did not work.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire does not lose the level of Defense.
Level 2
Anguish

Description: The ritualist must inflict a level of Bashing damage upon themselves, and
then can inflict intense agony on a subject with a touch. Each success deals 1 level of
Bashing damage with doubled wound penalties.
Cost: 1 level of Bashing damage, and one additional Willpower
Action: Extended, each success. Resisted with Stamina, resistance is Reflexive.
Roll Results
Dramatic Failure: 2 Bashing is inflicted on the caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Burning Blade
Description: The vampire must cut herself with a bladed weapon (1 lethal), while
performing the proper chant. Once completed the weapon does Aggravated damage
against any creature with a mystical power stat while glowing with a flickering green
light. Unlike the usual course with aggravated damage, this item does not ignore armor.
It lasts for one attack per success. This ritual cannot be drawn out for additional
successes.
Cost: +2 additional Vitae.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The weapon itself takes a level of aggravated damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Burnout
Description: The vampire can attempt to fry any electronic device she can see with her
own eyes that is within 10 yards times Willpower. Each success deals 1 level of
Aggravated damage to the device.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The vampire suffers 1 Bashing damage.
Failure: No result.
Success: Things go as planned
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
-1
The device has a surge protector.
Gremlins
Description: The vampire must touch one object to discharge the spell. Once this is
done, the object takes 1 point of Lethal damage per success. Durability subtracts from
this damage, which appears as signs of age and corrosion.
Action: Extended, each roll requires 1 Instant action.

Roll Results
Dramatic Failure: Some random object on the vampires person suffers damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
-1
Object is made from purely natural materials.
-2
Object to totally unworked.
Intrusion
Description: As Ecstasy, but eye contact is required, it lasts for one scene.
Action: Extended, each roll requires an Instant action. Resisted with Composure,
resistance is Reflexive.
Roll Results
Dramatic Failure: Backlash.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Palm of Flame
Description: The vampire may call up a baseball sized ball of fire to her hand. It will not
burn so long as the vampire holds it. The fire can be thrown to a range increment equal
to the vampires Thaumaturgy+Wits. Once released, the fire acts normally. Initial
contact deals 2 levels of damage, as the fire is considered to be the size and heat of a
torch.
Cost: 1 additional Willpower.
Action: Extended, each roll takes 1 Instant action.
Roll Results
Dramatic Failure: The vampire catches herself on fire, taking 1 level of Aggravated
damage and is forced to roll for Rotshreck.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success increases the Heat increment of the fire by one,
and therefore its damage level.
Spirit Speech
Description: The vampire is able to speak with any spirits he can see for one scene and
understand their attempts at communication for the same duration.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The spirit will automatically be hostile.
Failure: No result.
Success: Things go as planned.

Exceptional Success: The vampire gains an additional +1 per 5 successes on social rolls
with spirits for the scene.
Spite of the Harridan
Description: The vampire may terminate any pregnancy if the pregnant individual is
within the Cainites sight. This ritual requires crushing a snakes egg. The termination of
the pregnancy is messy and painful to the would be mother.
Action: Extended, each roll requires 30 seconds. This is resisted with Composure with a
Reflexive action.
Roll Results
Dramatic Failure: The vampire loses an additional Vitae.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The target suffers 1 level of Bashing damage per success.
Steps of the Terrified
Description: The target of this ritual, who must either be in the vampires sight (or the
vampire may have a piece of the target), finds their Speed reduced by the vampires
successes. The vampire must throw a handful of poplar buds at the target, and then douse
her hands in oil. Once done, the vampire must wring the oil from her hands while
following the target.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The vampire finds her own speed reduced.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Subvert
Description: The vampire must have some piece of the target, or close personal item.
The vampire can use this to cause a subject to be consumed by their Vice for one hour per
success. What this means is that the target must act on their vice when confronted with it
or lose 1 point of Willpower. This power is resisted with Composure.
Action: Extended, each roll requires 10 minutes, resistance is Reflexive.
Roll Results
Dramatic Failure: The power backfires onto the caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
+1
The subjects Vice is known.
+1
The subjects Morality is 4 or less.
-1
The subjects Morality is 7 or more.

Taint
Description: The vampire may cause a target to doubt their ability in the area of their
highest Trait (skill or attribute). The subject will go out of their way to avoid using this,
and loses the 10 and again rule when they do. 1s subtract from successes, and can cause
a Dramatic Failure, so convinced is the target that failure is the only worthy outcome.
This ritual requires the use of Call the Weakness on the target first, and lasts for one night
per success.
Action: Extended, each roll takes 1 Instant action, resisted via Composure as a Reflexive.
Roll Results
Dramatic Failure: Backlash, related to Dark Thaumaturgy, for one week.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Video Nefas
Description: The vampire can commune with their infernal patron and ask a question.
The question will be answered to the letter, but not for free. Typically their will be
wrangling of service for information. Demons are not, as a rule, omniscient, and they
may not know the answer to the question.
Action: Extended, each roll takes 1 hour.
Roll Results
Dramatic Failure: The caster loses a Humanity dot, as the demon collects a portion of
their degraded soul.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire gains +1 die in negotiations with the demon in
question over information.
Warding Circle Versus Ghouls.
Description: The vampire creates a circle of a 10x10 radius. Any ghoul hitting the edge
of this feels resistance and a puff of wind. Persistence in the face of this deals 3 bashing
damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest
of the night, but it can be made permanent. This ritual involves drawing a rune at the
center in a pigment made from mortal blood.
Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the
permanent. Resistance is Instant and uses Resolve.
Roll Results
Dramatic Failure: While the ward appears to work, it actually does not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5 successes doubles the radius.
Ward Versus Ghouls
Description: This ritual creates a glyph that causes pain to ghouls who touch it. The
glyph affects one solid part of an object. It could effect a car door, but not the whole
vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph.

Once created, the glyph is permanent unless defaced somehow. Any ghoul touching the
warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus if
used against ghouls.
Cost: 1 additional vitae
Action: Extended, 5 hours per roll.
Roll Results
Dramatic Failure: The ward appears, but will only work against ghouls with the vitae of
the thaumaturge in their veins.
Failure: No result.
Success: Things go as planned.
Exceptional Success: +1 damage.
Level 3
Acid Touch
Description: The vampires hands become coated in acid. This does not harm the
vampire or any gear on her person when the ritual was cast. Anyone the vampire attacks
in hand to hand suffers 1 level of Aggravated damage per point of Vitae invested in the
ritual (expenditure can happen once per roll). The acid lasts 1 scene.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: Backfire, the vampire suffers the damage instead.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Blood of Potency
The vampire may increase her blood potency for one hour. Each success grants one
additional hour of use or one additional level of blood potency. This has no effect on
those who diablerise the vampire in the meantime, or any childer she embraces in this
state. This may be done only once per night.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: Backfire, the vampires blood potency drops by one for one hour.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Chain
Description: As Intrusion, but those effected are contagious. Anyone they touch
succumbs to the same effect they do if they fail the same Resistance roll. The vampire in
question suffers -2 dice to resist Wassail.
Action: As Intrusion
Roll Results
Dramatic Failure: Backlash for one round onto the vampire only.
Failure: No result

Success: Things go as planned


Exceptional Success: Additional successes are their own reward.
Degradation
Description: The vampire causes the target to lose access to their Virtue as a source of
Willpower, and infects them with a new Vice in addition to their old one. This lasts for
one night per success, and requires Call the Weakness be used on the target first, and the
description of the new Vice is added to the conversation.
Action: Extended, each roll requires 1 minute. Resistance is with Composure and is
Reflexive.
Roll Results
Dramatic Failure: Backlash.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success allows the implantation of a derangement
related to the new Vice.
Felis Negrum
Description: The caster can turn a target into a perfectly normal black cat until the next
sunrise. If the target is a vampire, the cat has all the instincts and weaknesses of a
Cainite. In all cases, all traits become that of a cat, with a cats (more or less) normal
mentality. The infernalist may cast this ritual on themselves, and can adopt cat and
switch back again at will until the next sunrise. The ritualists traits are altered by the cat
form in the following way:
Str: -1, Dexterity: +2, Size: -3, Speed: +2, Perception Rolls: +4
Claws and Teeth do +1L, +2 to Stealth rolls against size 5 or larger
creatures. No penalties for darkness, effective sense of smell.
This ritual requires burning a true cats whiskers. If used on another, one of the victims
hairs must be burnt along with cats.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: Backlash, the caster becomes a cat, with the cats mentality until the
duration elapses.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The ritual lasts until the next sunset.
Flesh of the Fiery Touch
Description: The vampire swallows a burning ember, and thereafter anyone attacking the
target unarmed suffers 2 levels of Fire damage for the rest of the night, this does not
apply to the caster attacking someone else, for some reason. The casters skin takes on a
sun-browned hue which can add one beyond Humanity limits to the vampires dice pools.
Cost: 1 Aggravated damage level, 1 Willpower
Action: Extended, each roll requires 1 hour.

Roll Results
Dramatic Failure: The vampire takes 2 levels of aggravated damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can deal damage unarmed.
Hells Calling
Description: This ritual requires something that belongs to the subject, which is burned
at the climax of the ritual. When this happened, the subject feels flames, and emotionally
feels that flames are right in front of them. This essentially provokes a check against the
Red Fear in Cainites.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: Backfire, the caster is effected.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success forces another -1 penalty on the check to resist
Rotshreck.
Rhyme of Discord
Description: Once this ritual is performed, anyone in the vampires haven other than the
thaumaturge himself loses 1 point from all Mental and Physical rolls while on the
premises for each point of Thaumaturgy the ritualist possesses. The place seems to warp
and change, preventing observations and effective action. This lasts until the next sunset.
Action: Extended, each roll requires 10 minutes. This is resisted individual with Wits as
an Instant action. This clears perceptions up for one round per success.
Roll Results
Dramatic Failure: The ritual effects the caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success gains a sunset or adds to the penalties of
intruders.
Suggested Modifiers
Modifier
Situation
-1
Per room to be affected beyond the casters Thaumaturgy.
-1
Per 1,000 feet to be affected beyond the casters Thaumaturgy.
Shaft of Belated Quiescence
Description: This ritual requires that a shaft of rowan wood be soaked in 3 points worth
of Vitae, and blackened in an oak fire. The weapon then need only make contact for a
splinter of it to come loose in the target and begin working its way to the heart. At this
point, each round after penetration the stake splinter deals 1 level of Lethal damage per
minute as it makes its way to the targets heart. It does this once the initial attack
damage plus the damage per round equal 5 (+1 per point of active Resilience). Mortals at
this point, must roll Stamina+Resolve each round or take a point of Aggravated damage

until death. Vampires react as if the stake were driven directly into their heart. This
process can be averted by a surgeon going after the tip, which is an opposed
Intelligence+Medicine vrs Thaumaturgy roll. This doubles the amount of Lethal damage
done (if it doesnt happen in a hospital setting) in the turn, but once (if) the surgeon wins
the splinter is retrieved preventing further harm. Each shaft is good for one successful
attack.
Cost: 2 additional Vitae.
Action: Extended, each roll requires 3 hours.
Roll Results
Dramatic Failure: The shaft will not function, unless the wielder gets a Dramatic Failure
on an attack roll, and therefore gets a splinter
Failure: No result.
Success: Things go as planned.
Exceptional Success: The stake moves at a rate of 1L per round.
Shattering
Description: The caster must wound themselves, then make eye contact with the subject
who then suffers 1 level of Lethal damage per success as bones break and organs rupture.
Cost: 1 Lethal, 1 additional Willpower
Action: Extended, each roll requires an Instant action, resisted with Composure,
resistance is Reflexive.
Roll Results
Dramatic Failure: The caster takes an additional level of Lethal damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.

Taking the Spirit


Description: The vampire must lock eyes with the target while making the invocation.
Each success transfers one point of Willpower from the subject to the vampire. If all
willpower is drained from the target, they become as a zombie, not speaking, and staring
blankly forward (though they do not act mindlessly when on a task, the task must not
require communication in any but a dry, monotone voice). Willpower returns at the
normal rate.
Action: Extended, each roll requires an Instant action, resisted with Composure,
resistance is Reflexive.
Roll Results
Dramatic Failure: Roll again, this drains the vampires Willpower, if all is lost, he
temporarily gets to house a demon which will do what it wants with the vampires body.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.

Level 4
Deadening
Description: The vampire can strip a target (who he must have a piece of, or something
that belongs to them) of the ability to feel physical sensations entirely, and severely mutes
their emotions. This lasts for one sunrise per success. The victim loses 1 die from
physical actions, and two dice from Social rolls or Degeneration checks. Every 24 hours
the character must roll Resolve+Composure or gain a Minor derangement related to
seeking sensations. Two failures make it a Major derangement. On a positive note, the
target suffers no wound penalties.
Action: Extended, each roll requires 10 minutes. Resistance is reflexive and uses
Composure.
Roll Results
Dramatic Failure: Backlash.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Inferno
Description: The vampire calls up a fire roughly 5x5 anywhere within his line of sight.
This fire does 5 levels of damage to anyone it is placed upon. Once released it cannot be
controlled by the vampire.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: Bad luck, the fire appears on the caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success adds 1 to the heat of the flames, and therefore
the damage.
Plagues Secret Domain
Description: The vampire causes another to succumb to depression. Once the ritual is
cast, the target loses 1 point of Willpower per day, and cannot regain Willpower in any
normal way. Once all points of Willpower are expended, Willpower dots are taken. Once
all of these are gone, the victim enters torpor or commits suicide. This ritual requires 3
points of mortal blood (lethal health levels) or some other vampires Vitae be poored over
an open flame.
Action: Extended, each roll requires hour. Resistance is reflexive and uses
Composure.
Roll Results
Dramatic Failure: Backlash, and roll again.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.

Suggested Modifiers
Modifier
Situation
+1
The targets vice is Sloth.
+1
For every point of Morality the subject has under 4.
-1
The targets virtue is Hope or Fortitude.
-1
For every point of Morality the subject has above 8.
Poisoned Soul
Description: The vampire temporarily reduces a target to their Morality equivalent of 1
for one night per success. The subject will find themselves pulled to do base and horrible
things (related to their vice). Their Virtue grants them no advantages. Any vile actions
they undertake in this state automatically reduce their actual Morality by one. This ritual
requires the use of Call the Weakness on the target.
Action: Extended, each roll requires 1 minute, resistance is reflexive and uses
Composure.
Roll Results
Dramatic Failure: Backlash for one night.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success adds a derangement of a suitably depraved
nature.
Reverse Conjuration
Description: The character can banish any object or creature made or called via blood
sorcery. The caster must get more successes then the original caster. Note that while the
original flame of fire based blood magic might be banished, anything it spread or sparked
to is likely to stay in reality. Objects otherwise made permanent can still be banished
with this power.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The attempt fails, and cannot be tried again.
Failure: No result.
Success: Progress is made.
Exceptional Success: More progress is made.
Suggested Modifiers
Modifier
Situation
+1
An object belonging to the original caster is in hand.
Splinter Servant
Description: The vampire creates a creature made of animated wood. The wood must
come from a tree nourished by the dead, bound in wax, and sealed in nightshade twine.
When the binding is removed, the creature attacks whomever the wielder commands, or
the wielder if he does not designate a target within 1 round. The creatures statistics are
as follows:

Power: 2, Finesse: Thaumaturgy, Resistance: 3


Size: 2, Speed: Power+Finesse+5. The critter has +2 Defense over what it
should have due to small size and jerky movements. It can jump the same distance as a
man sized creature, and it will always try and strike the heart. Being made of wood, the
result is obvious. The creature can be targeted by whomever unwraps it, and it suffers 1
level of Lethal damage as it shakes itself apart.
Action: Extended, each roll requires 6 hours.
Roll Results
Dramatic Failure: The servant will always attack whomever unwraps it.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The critter suffers a level of Bashing damage each round.
Warding Circle Versus Cainites.
Description: The vampire creates a circle of a 10x10 radius. Any vampire (but not kuejin) hitting the edge of this feels resistance and a puff of wind. Persistence in the face of
this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual
normally lasts the rest of the night, but it can be made permanent. This ritual involves
drawing a rune at the center in a pigment made from spilled Vitae. The caster is immune
to her own ward.
Cost: 2 additional Vitae.
Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the
permanent. Resistance is Instant and uses Resolve.
Roll Results
Dramatic Failure: While the ward appears to work, it actually does not, against any
vampire other than the creator.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5 successes doubles the radius.
Ward Versus Cainites
Description: This ritual creates a glyph that causes pain to vampires who touch it (but
not kuei-jin). The glyph affects one solid part of an object. It could effect a car door, but
not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining
the glyph. Once created, the glyph is permanent unless defaced somehow. Any vampire
touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L as
a bonus if used against vampires. The caster is immune to her own ward.
Cost: 3 additional vitae
Action: Extended, 5 hours per roll.
Roll Results
Dramatic Failure: The ward appears, but will only work vampire that created it.
Failure: No result.
Success: Things go as planned.
Exceptional Success: +1 damage.

Level 5
100 Deaths
Description: The vampire must inflict a level of aggravated damage upon themselves
while burning a hair from the target. The target then suffers 1 level of Aggravated
damage per success. Wound penalties are as though the target went through all Bashing
and Lethal health levels first. The target must spend a Willpower point to do anything
other than writhe in agony (including heal). Each night, for one night per success, the
target takes 1 level of Aggravated damage per point of aggravated damage remaining
under the same conditions. Targets must make a Resolve+Composure roll to avoid
developing a derangement from this treatment.
Cost: 1 Aggravated health level, 2 additional Willpower
Action: Extended, each roll requires 1 minute. Resistance is with Composure, and is
Reflexive.
Roll Results
Dramatic Failure: The vampire takes another aggravated health level of damage.
Failure: No result
Success: Things go as planned
Exceptional Success: Additional successes are their own reward.
Blood Contract
Description: The vampire draws up a contract written in his own blood, and signed by
another being in its blood. Both sides of the contract must be upheld their end, and this
will be enforced by a literal demon if someone tries to do otherwise. This ritual requires
the use name of a Demon to work.
Cost: +2 additional Vitae.
Action: Extended, 10 minutes per roll.
Roll Results
Dramatic Failure: The thaumaturge must hold of their end, but the other is free in clear.
There will still be demonic enforcement.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire has a bit more wiggle room than the other party.
Suggested Modifiers
Modifier
Situation
+4
The True Name of the Demon is known.
+2
The Celestial Name of the Demon is known.
+1
The True Name of either party to the contract is known.
-1
Only a pseudonym of the other party is known.
Cauldron of Blood

The vampire must touch the target to activate this ability. The subject then suffers one
point of Aggravated damage per success as their blood boils in their veins. Vampires and
ghouls also lose one point of Vitae per success.
Action: Extended, each roll requires an Instant action. This is resisted with Stamina,
resistance is Reflexive.
Roll Results
Dramatic Failure: Backfire. The ritualist suffers all accumulated successes as
aggravated damage and loses a like number of Vitae.
Failure: No result
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
False Life
Description: The vampire may craft a body suitable for the use of a wraith or spirit to
inhabit and use. Each success adds 1 to a physical attribute (maximum 3). The spirit
may then manipulate the vessel as they claim it. It is best to forge a compact with the
spirit intended to inhabit the body before completing this rite.
Cost: 1 Vitae per size.
Action: Extended, each roll requires 1 hour.
Roll Results
Dramatic Failure: An unclean spirit enters, and wreaks havoc.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success grants a +1 to the creatures attributes.
Suggested Modifiers
Modifier
Situation
+1
Per success over 4 on the initial Intelligence+Crafts roll.

Dur An Ki
Description:This is a sort of blood magic that the Shango and Benu al Haqim use. A
character can only have spells equal to or less than his Dur An Ki level. Each time a level
of Dur An Ki is learned an additional spell is learned as well.
Cost: 1 Willpower, 1 Vitae
Dice Pool: Presence+Occult+Dur An Ki
Action: Extended (1 action per level of spell)
Suggested Modifiers
Modifier
Situation
-1 to -3
The character is rushed or distracted, such as by evoking a spell in
combat or while trapped in a burning building. This penalty is
cumulative with multiple distractions (such as by casting a ritual in
combat during a hurricane). Successes gained on a meditation roll

for the night offset interruption penalties on a one for one


basis.
Level 1 Spells
Confer with the Blade
Description: The vampire can gain the answer to one question regarding any bladed
weapon that they perform this ritual on per success. The information can be any of the
following: What is the precise length and weight? What is this weapons chemical
composition? How much of what kind of damage does this weapon do? When and
where was the blade forged? What is the name and face of the smith? What is one
significant event in this blades history? Does this weapon have any enchantments lade
on it? How strong are these enchantments? What are these enchantments? Who laid
these enchantments?
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Communicate with Kindred Sire
Description: The vampire can communicate with her sire until one or the other desires to
stop the conversation, or for 10 minutes per success. This requires an item once owned
by the sire. Communication is mind to mind, and this ritual alone does not allow for
mind reading.
Action: Extended, each roll requires hour.
Roll Results
Dramatic Failure: The vampire sends her message randomly through the ether,
something may or may not get it.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The sender gets an idea of her sires general location.
Suggested Modifiers
Modifier
Situation
-1
Sire and Child are of different bloodlines.
Corporal Reservoir
Description: This ritual is only usable by Black Hand practitioners. It allows the
vampire to store one point of Vitae in any Black Hand tattoo, which is undetectable until
the owner of the tattoo chooses to draw upon it. The ritualist must poor the blood onto
the tattoo while performing this ritual, the blood is instantly absorbed in a flash of red
light, and then remains inert until used.
Action: Each roll requires 1 minute.
Roll Results
Dramatic Failure: An additional point of Vitae is waisted.

Failure: No result.
Success: Things go as planned.
Exceptional Success: An additional point of Vitae can be stored.
Defense of the Sacred Haven
Description: This ritual prevents sunlight from entering an area within 20 of the rituals
casting. Glyphs and a warding circle drawn in blood are required for this ritual to work.
This ritual lasts until the next sunset.
Cost: 2 additional points of Vitae.
Action: Extended, each roll requires one hour.
Roll Results
Dramatic Failure: While the ritual appears to work, some flaw causes it to shatter upon
contact with sunlight.
Failure: No result.
Success: Things go as planned.
Exceptional Success: An additional sunset is achieved.
Suggested Modifiers
Modifier
Situation
+1
The ritual is performed in a place the vampire has habitually slept
in for one lunar cycle.
-1
The ritual is performed in what is effectively a public place, such
as a hotel room.
Eye of Humiliation
Description: The subject loses 1 die per success on all social rolls for 1 night per level of
Dur An Ki the caster knows.
Action: 1 round per roll.
Roll Results
Dramatic Failure: The curse backlashes onto the caster.
Failure: No result.
Success: The curse works as expected.
Exceptional Success: Every success after the 5th adds 1 day onto the duration of the
curse.
Suggested Modifiers
Modifier
Situation
+1
The subject has bested the character at something.
+1
The subject has insulted the caster.
+2
The subject provoked the caster into an anger wassail.
-1 or more
Subjects Composure
Fortify the Solid Form
Description: The vampire may add 1 durability to an object per point of Thaumaturgy he
possesses. This adds +1 to any damage it may be capable of inflicting. This lasts for one
night.

Action: Extended, each roll takes ten minutes.


Roll Results
Dramatic Failure: The reverse of what was intended is achieved.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success adds another to durability or +1 to damage
potential.
Illuminate the Trail of Prey
Description: The vampire can see the tracks of a target as pale glowing footprints on the
ground. This only works if the target was on foot. The vampire must have a piece of the
target or an item belonging to them. This ritual is mostly practiced by the Sabbat.
Action: Extended, each roll takes 1 minute. This is resisted with Composure, resistance
is Reflexive.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can track vehicles the target uses so long as the target
was driving.
Mantic Sight
Description: The vampire can see objects in Twilight as overlays on the physical world
for one scene.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The vampire can sporadically see into the Spirit Wilds, but doing so
completely interrupts seeing in the physical world.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can see into the Spirit Wilds with an additional
Willpower point spent, without interrupting material vision.
Suggested Modifiers
Modifier
Situation
+2
In the vicinity of a powerful Nexus
+1
In the vicinity of a weak Nexus
-1
Small town, village, or other built up countryside area.
Scent of Deception
Description: The character masks or alters his scent, each success penalizes any attempts
to track him by scent by 1. This lasts until sunrise.
Action: Each roll requires 1 action
Roll Results
Dramatic Failure: Those attempting to track the character by scent gain +1 to do so.
Failure: No result

Success: Things work as planned.


Exceptional Success: Additional successes are their own reward.
Taste for Blood
Description: The vampire must taste the blood of the subject. From that drop of blood,
the vampire can learn one of the following per success:
How much blood is in the target, how recently they have fed, Generation within 3, blood
potency within 3, if the subject is a vampire, mortal, or other supernatural, a mental
image of the target.
Action: Extended, each roll requires 1 minute.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result
Success: Things go as planned.
Exceptional Success: Every 5 successes can answer another one of the following
questions: What is the targets name, Have they committed diablerie, an image of their
sire, an image of any one of their childer, have they sired.
Suggested Modifiers
Modifier
Situation
+1
For every question that the character can already answer
accurately.
-1
For every hour old the blood is.
Threads of the Past
Description: The vampire can see important events in the targets past, each success
grants one brief snapshot of an event that made the target who they are at the time of the
reading. Such things would be events like the Embrace, adopted a path, events that cost
the target Morality, or other significant events. The vampire must have met the target, or
have an object belonging to the person, or a piece of the target.
Action: Extended, each roll requires 5 minutes. Resistance is Reflexive and uses
Composure.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Truth in Ink
Description: This power is only available to Black Hand practitioners. This allows the
character to know if any Crescent Moon tattoo that they can see or touch was genuinely
created by the Black Hand.
Action: Each roll requires 1 round.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result.

Success: Things work as planned.


Exceptional Success: The actual origin of the tattoo is revealed.

Level 2 Spells
Banish Spirit
Description: The vampire can force a spirit back into the Spirit Wilds. The spirit must
first be bound with the Bind Spirit rite or otherwise held in place for the duration to the
ritual. The ritualist must circle the spirit counterclockwise and sprinkle it with salt water
from each of the four cardinal directions five times, while speaking a banishing chant.
Action: Extended, each roll takes one minute. This is Contested with the Spirits
Resistance, which is Instant.
Roll Results
Dramatic Failure: All successes are lost, no attempt can be made to banish this spirit
until the next sunset.
Failure: No result.
Success: Progress is made.
Exceptional Success: More progress is made.
Blood Rage
The thaumaturge may force the subject to spend Vitae at a rate of one point per success
the ritualist gets. The subject must either be touched by the vampire, or the thaumaturgist
must have something belonging to the target.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The thaumaturgist loses an additional point of Vitae.
Failure: No result.
Success: Things go as planned
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
+1
The vampire has tasted the blood of the subject.
Blood Walk
Description: Each success grants the vampire the answer to one of the following
questions: Who is one person in Vinculum with the subject. Who is the subject in
Vinculum to? Each success may be used to trace the characters lineage back one
Generation granting either an image of the ancestors face or the ancestors True Name
per success. Each ancestor requires double the number of successes. This can go
forward in the same manner, seeking childer. This ritual requires a sample of Vitae from

the vampire to be traced. In some instances this may require a Test of Wills, if the
ancestor/childer/Vincullum holder has certain potent powers of concealment.
Action: Extended, each roll requires 3 hours.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No information is gained.
Success: Some questions are answered.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
+1
The subjects Clan is known by the ritualist.
-2
The subject is a Caitiff.
Burning Blade
Description: The vampire must cut herself with a bladed weapon (1 lethal), while
performing the proper chant. Once completed the weapon does Aggravated damage
against any creature with a mystical power stat while glowing with a flickering green
light. Unlike the usual course with aggravated damage, this item does not ignore armor.
It lasts for one attack per success. This ritual cannot be drawn out for additional
successes.
Cost: +2 additional Vitae.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The weapon itself takes a level of aggravated damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Call Gaffling
Description: The vampire can summon a lesser spirit, who is under no compulsion to do
anything other than appear in a prepared sacred circle. In the circle their must be a small
amount of some sort of material appropriate to the spirit to be summoned. Most spirits
do not like vampires very much, and they must be negotiated with to get them to actually
do anything.
Action: Extended, each roll requires one minute, Resisted with Resistance as a Reflexive
action.
Roll Results
Dramatic Failure: All successes are lost.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The spirit is apt to be receptive to what the vampire offers.
Suggested Modifiers
Modifier
Situation
+2
The material in the summoning circle is especially valuable to the

+1
-1

spirit.
The spirit is of a sort with some kinship with vampires, such as a
spirit of blood, death, rage, or murder. Or the material offered is of
particular value to the spirit.
The attempt is to summon a particular spirit.

Chameleon Skin
Description: The practitioners skin takes on the color and texture of surrounding
materials granting a bonus to Stealth rolls equal to the characters Dur An Ki score. This
lasts until the character moves.
Action: Each roll takes 1 action.
Roll Results
Dramatic Failure: The character becomes partially fused with whatever surface they are
touching and cannot move without suffering 1 level of lethal damage.
Failure: No result
Success: Things go as planned.
Exceptional Success: So long as the character moves at only half their speed, they can
gain the bonus of this spell.
Eye of Famine
Description: The character must make eye contact with the target and pronounce a curse
(eye contact is only needed to initiate, though the target must never leave the casters
sight). Each success strips 1 dot of Resources, Haven, or Herd from the subject due to
random accident over the course of the next seven nights. The ST decides what goes,
neither the victim nor the caster know.
Action: Each roll costs 1 action.
Roll Results
Dramatic Failure: The curse rebounds.
Failure: No result
Success: Things go as expected.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
-1 to -5
Subjects Composure
Grasp of the Mountain
Description: The vampire may enchant one weapon so that it will never leave their grasp
unless they will it so. This can link a weapon to a different individual, though that person
must contribute a point of Vitae to the ritual. Even if the weapon is put down for some
reason, if its designated owner can summon the weapon with a Presence+Resolve roll if
it is in their line of sight.
Action: Extended, each roll takes 1 hour.
Roll Results
Dramatic Failure: The weapon is now +1 to attack the enchanter.

Failure: No result
Success: Things go as planned.
Exceptional Success: +1 per 5 successes to the return to the hand roll.
Inscription
Description: The vampire may impart any 1st or 2nd level ritual into a written form for
anothers use. The caster must pay the cost, and perform the ritual, which is then
activated by any other, once. After the ritual is used, the ink turns into inert ash. The
instructions are annotated in the extreme, the inscribed ritual cannot be used to learn
Thaumaturgy. Activating the stored ritual requires an Intelligence+Occult roll.
Action: Extended, each roll takes 5 minutes
Roll Results
Dramatic Failure: The stored ritual will automatically have a Dramatic Failure, effecting
the initial caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success grants a +1 to the user activating the ritual.
Kiss of the Asp
Description: This ritual is only known to Black Hand and/or Benu Al-Haqim
practitioners. This ritual may be cast upon the practitioner herself, or any other vampire.
The recipient of the spell can at that point, at any time they desire (the desire portion is
important, mystical compulsion does not count) invoke the ritual. This requires steps of
sequential thought, and thus can be done even if the vampire is staked. Once completed,
the heart and all blood in the vampire boils away killing him instantly. If the heart has
somehow been safely removed after the Kiss of the Asp ritual, then the heart is still
destroyed.
Cost: 1 additional Willpower
Action: 10 minutes per roll.
Roll Results
Dramatic Failure: Things take off prematurely, the recipient takes 1 level of aggravated
damage.
Failure: No result
Success: Things work as planned.
Exceptional Success: The heat is intense enough that anything in contact with the
vampire takes 3 levels of lethal damage as if from fire.
Plague Breath
Description: The vampire must breath upon the target, exhaling disease up them. The
disease has a potency equal to that of the vampires Dur An Ki and deals Bashing
damage. A check must be made once per night until the disease is fought off.
Action: Extended, each roll requires an Instant action. Resistance is Reflexive and uses
Stamina.
Roll Results
Dramatic Failure: Backlash.
Failure: No result.

Success: Things go as planned.


Exceptional Success: Every 5th success grants +1 to the Potency of the disease.
Spirit Speech
Description: The vampire is able to speak with any spirits he can see for one scene and
understand their attempts at communication for the same duration.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The spirit will automatically be hostile.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire gains an additional +1 per 5 successes on social rolls
with spirits for the scene.
Steps of the Terrified
Description: The target of this ritual, who must either be in the vampires sight (or the
vampire may have a piece of the target), finds their Speed reduced by the vampires
successes. The vampire must throw a handful of poplar buds at the target, and then douse
her hands in oil. Once done, the vampire must wring the oil from her hands while
following the target.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The vampire finds her own speed reduced.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Strike True
Description: The vampire may add their Blood Potency and their Thaumaturgy to their
next roll to attack.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: Strike that, reverse it.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success can be added as a bonus as well.
Warding Circle Versus Ghouls.
Description: The vampire creates a circle of a 10x10 radius. Any ghoul hitting the edge
of this feels resistance and a puff of wind. Persistence in the face of this deals 3 bashing
damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest
of the night, but it can be made permanent. This ritual involves drawing a rune at the
center in a pigment made from mortal blood.
Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the
permanent. Resistance is Instant and uses Resolve.
Roll Results

Dramatic Failure: While the ward appears to work, it actually does not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5 successes doubles the radius.
Ward Versus Ghouls
Description: This ritual creates a glyph that causes pain to ghouls who touch it. The
glyph affects one solid part of an object. It could effect a car door, but not the whole
vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph.
Once created, the glyph is permanent unless defaced somehow. Any ghoul touching the
warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus if
used against ghouls.
Cost: 1 additional vitae
Action: Extended, 5 hours per roll.
Roll Results
Dramatic Failure: The ward appears, but will only work against ghouls with the vitae of
the thaumaturge in their veins.
Failure: No result.
Success: Things go as planned.
Exceptional Success: +1 damage.
Level 3 Spells
Acid Touch
Description: The vampires hands become coated in acid. This does not harm the
vampire or any gear on her person when the ritual was cast. Anyone the vampire attacks
in hand to hand suffers 1 level of Aggravated damage per point of Vitae invested in the
ritual (expenditure can happen once per roll). The acid lasts 1 scene.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: Backfire, the vampire suffers the damage instead.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Bind the Spirit
Description: This ritual can prevent a spirit from leaving a particular location in either
the physical world or the Spirit Wilds. Their must be a single condition allowing for
escape from the binding, which two others must be told (though neither need be the
spirit). The conditions must be possible (though they may be difficult). The ritual
requires a summoning circle be drawn on the floor or ground.
Action: Extended, each roll requires an Instant action,. Resisted with the spirits
Resistance as a Reflexive action.
Roll Results

Dramatic Failure: All successes are lost, and the spirit gains an additional point of
Resistance for the rest of the scene.
Failure: The circle develops a flaw, and the spirit escapes.
Success: Things go as planned.
Exceptional Success: The vampire may siphon a point of Essence from the spirit and
convert it to Vitae.
Blood of Potency
The vampire may increase her blood potency for one hour. Each success grants one
additional hour of use or one additional level of blood potency. This has no effect on
those who diablerise the vampire in the meantime, or any childer she embraces in this
state. This may be done only once per night.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: Backfire, the vampires blood potency drops by one for one hour.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Call Jaggling
Description: As call Gaffling, but this ritual is usable on more powerful spirits.
Curse of Peril
Description: The character must be able to see the target and threaten them with harm.
The next time the subject is in danger of taking physical damage, all dice pools are
reduced by 1 per success.
Action: Each roll requires 1 action.
Roll Results
Dramatic Failure: The curse rebounds on the caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
-1 to -5
Subjects Composure
Cleanse the Herd
Description: The vampire can, with a touch, drive infection from a target, whom they
must touch. This power will only work on bacterial, viral, or parasitic infections. Using
this ritual creates a disease spirit related to whatever the target had. The spirit cannot
attack the subject or the vampire for one week per success.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: The plague spirit manifests in Twilight, and attacks.
Failure: No result.

Success: Things go as planned.


Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
-1
The disease is ordinarily terminal.
-1
Per point of Potency the disease has.
Unassuming Pose
Description: For one scene after casting this spell, the practitioner seems to be part of
any crowd they are in to observers using their own senses. They will escape notice for
the scene, or unless they take violent action.
Action: 1 action per roll.
Roll Results
Dramatic Failure: The character draws the hostility of whatever crowd they enter.
Failure: No result
Success: The character appears one of the crowd.
Exceptional Success: The character appears one of the crowd even to electronic
surveillance.
Voice of Command
Description: The vampire can attempt to order about any spirit that she can see and can
communicate with. The spirit cannot be made to violate its ban, or do anything directly
against its nature (spirits of healing are not likely to make good assassins, for example).
The order must be a single task (though their can be multiple steps), and it must be
something that can be completed by the next sunset.
Action: Extended, each roll takes 1 Instant action, Spirits can resist Reflexively with
Resistance.
Roll Results
Dramatic Failure: The spirit cannot be affected by this ability for one lunar cycle, and is
apt to be angry.
Failure: No result, the spirit is probably pissed.
Success: Things go as planned.
Exceptional Success: The spirit will do anything that does not violate its ban.
Suggested Modifiers
Modifier
Situation
+2
The vampire knows the spirits True Name
+1
The vampire offers the spirit something appropriate to its type.
+1
The thaumaturgist knows the spirits ban.
Warding Circle Versus Lupines.
Description: The vampire creates a circle of a 10x10 radius. Any werewolf hitting the
edge of this feels resistance and a puff of wind. Persistence in the face of this deals 3
bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts

the rest of the night, but it can be made permanent. This ritual involves drawing a rune at
the center in a pigment made from powdered silver.
Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the
permanent. Resistance is Instant and uses Resolve.
Roll Results
Dramatic Failure: While the ward appears to work, it actually does not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5 successes doubles the radius.
Ward Versus Lupines/Fae
Description: This ritual creates a glyph that causes pain to werewolves who touch it.
The glyph affects one solid part of an object. It could effect a car door, but not the whole
vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph.
Once created, the glyph is permanent unless defaced somehow. Any werewolf touching
the warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus
if used against werewolves. This glyph must be etched with powdered silver. The ward
vrs Fae must be learned separately, works against Changelings as well, and uses iron
filings instead of silver.
Cost: 1 additional vitae
Action: Extended, 5 hours per roll.
Roll Results
Dramatic Failure: The ward appears, but will not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: +1 damage.
Wind Dance
Description: The vampire adds Thaumaturgy to their Defense for the scene. These levels
of Defense are not lost due to multiple attackers or numbers.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: Strike this power, reverse it.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Add Blood Potency as well.
Wrath of the Storm God
Description: The vampire can store 1 level of Bashing damage worth of electricity per
success. In addition, exposure to electricity simply adds successes to the ritual. Each
level of Bashing damage can be added as a bonus to a Strength+Brawl attack or a
Dexterity+Athletics attack at range (range increment equal to Thaumaturgy). The
vampire may use as much or as little of the electrical charge as they desire with each
attack (this works as a maximum, each success on the attack up to that maximum costs a
charge but deals a level of bashing damage). For the rest of the scene, each round the
vampire gathers another success worth of electrical damage. As the vampire gathers
charge, her hair starts to move with electricity, sparks will appear with movement, and at

a moderate charge (5 or more charges) the vampires hair will stand on end, at the high
end (8 or more), the vampire will actually glow. The electricity grounds out harmlessly as
the ritual ends at the end of the scene.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The vampire suffers a level of lethal damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.

Level 4 Spells
Entrap Ephemera
Description: This ritual creates a Fetish, as discussed in W:tF. The fetish must be
activated with a Manipulation+Occult roll, which does not benefit from the 10 and again
rule. It always costs 1 Willpower and 1 Vitae to activate. The fetish lasts until there are
no successes on an activation roll.
Action: Extended, each roll costs 1 minute. Resisted, resistance is Reflexive.
Roll Results
Dramatic Failure: The spirit is free to do what it wants to, this is likely to be nothing
good.
Failure: No result.
Success: Headway is made.
Exceptional Success: The 10 and again roll does apply toward activation.
Suggested Modifiers
Modifier
Situation
See fetish creation rules in W:tF
Razors Shield
Description: The vampire may use her Defense against solid projectile weapons for the
scene after this ritual is activated. This can include any addition to Defense that is
attached to the Weaponry skill. The effect automatically ends if the ritualist drops or puts
down her weapon. The weapon must be a melee weapon.
Action: Extended, each roll requires one Instant action.
Roll Results
Dramatic Failure: The vampire loses Defense against melee attacks.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success adds one to the vampires Defense against
projectiles.
Sire Impotent

Description: This ritual requires the caster have a fang or tongue of the vampire in
question, and be a blood ancestor of the target. The caster must drink blood from a vessel
under the influence of khalif. This makes the target unable to sire another vampire for a
year and a night or until the final death of the ritualist.
Action: Extended, each roll requires an hour. Resisted as a Reflexive action via
Composure.
Roll Results
Dramatic Failure: Backlash.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Final Death of the caster will not end the curse.
Warding Circle Versus Cainites.
Description: The vampire creates a circle of a 10x10 radius. Any vampire (but not kuejin) hitting the edge of this feels resistance and a puff of wind. Persistence in the face of
this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual
normally lasts the rest of the night, but it can be made permanent. This ritual involves
drawing a rune at the center in a pigment made from spilled Vitae. The caster is immune
to her own ward.
Cost: 2 additional Vitae.
Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the
permanent. Resistance is Instant and uses Resolve.
Roll Results
Dramatic Failure: While the ward appears to work, it actually does not, against any
vampire other than the creator.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5 successes doubles the radius.
Ward Versus Cainites
Description: This ritual creates a glyph that causes pain to vampires who touch it (but
not kuei-jin). The glyph affects one solid part of an object. It could effect a car door, but
not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining
the glyph. Once created, the glyph is permanent unless defaced somehow. Any vampire
touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L as
a bonus if used against vampires. The caster is immune to her own ward.
Cost: 3 additional vitae
Action: Extended, 5 hours per roll.
Roll Results
Dramatic Failure: The ward appears, but will only work vampire that created it.
Failure: No result.
Success: Things go as planned.
Exceptional Success: +1 damage.
Level 5 Spells

Duality
Description: The vampire can see creatures in Twilight and physically interact with them
for the rest of the scene. Creatures in Twilight may respond in kind.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The vampire is transported bodily to the Spirit Wilds and must find
her own way home.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can maintain this state for one hour per 5 successes or
until they decide to turn it off.
Eye of Doom
Description: The character must express fulsome praise, vicious insult, or utter
astonishment of the subject, and the subject must be visible to the subject. Immediately
afterword the subject takes 1 level of Aggravated damage per success.
Cost: 1 additional Vitae
Action: Each roll requires 1 action.
Roll Results
Dramatic Failure: The curse rebounds onto the caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success:
Suggested Modifiers
Modifier
Situation
-1 to -5
Subjects Composure
Ghost Body
Description: The vampire enters Twilight until she wills otherwise or the sun rises.
Cost: 2 extra Vitae
Action: Each roll takes 1 round.
Roll Results
Dramatic Failure: The vampire ends up trapped in the Shadow.
Failure: No result.
Success: The vampire ends up in Twilight.
Exceptional Success: The vampire can enter the Shadow and then leave it again once
each.
Suggested Modifiers
Modifier
Situation
+3
In a graveyard or battlefield
+2
In a church, hospital, or 100+ year old building
+1
In a building 50-100 years old, or a handmade structure.
-1
In a parking lot or modern commercial building.
-2
In a modern industrial building

-3

In a modern laboratory

Stone of the True Form


Description: This ritual creates a weapon in the form of a small pebble, roughly the size
and shape of a marble. The stone must be smeared with the users Vitae. From that point
on, if the stone comes into contact with a shape-shifted or disguised creature, it is forced
to make a resistance roll or return to its true form, and must remain that way for one turn
per success. Each marble is good for one strike.
Cost: 1 additional Vitae.
Action: Extended, each roll takes 10 minutes. Resisted with Composure as a Reflexive
action.
Roll Results
Dramatic Failure: The creature is immune to this ritual from this caster for one lunar
cycle.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Strike at the True Flesh
Description: The vampire can ignore any armor or defensive disciplines or enchantments
for one attack per success. No other offensive enchantment may be laid on the weapon in
question.
Action: Extended, each roll costs an Instant action.
Roll Results
Dramatic Failure: The vampire loses Defense against any attacks until hit.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Verdant Blade
Description: The vampire may cause any sharp object to act as a stake for one use. The
object must be long enough to penetrate the heart. The weapon must be immersed in a
mixture of tree sap and water along side a rowan branch.
Action: Each roll requires 5 minutes
Roll Results
Dramatic Failure: The weapon shatters the first time it is used.
Failure: No result
Success: The weapon works as expected.
Exceptional Success: The weapon may be used as normal without expending the
enchantment, only a successful staking attempt will trigger the effect.
Warding Circle Versus Ghosts, Spirits, or Demons.
Description: The vampire creates a circle of a 10x10 radius. Any creature of the
specific type hitting the edge of this feels resistance and a puff of wind regardless if it is
manifested in the physical plane, in Twilight, or in the Spirit Wilds. Persistence in the
face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The

ritual normally lasts the rest of the night, but it can be made permanent. This ritual
involves drawing a rune at the center in a pigment made from Vitae, and either Holy
Water (demons), sage ash (spirits), or ground up grave stone (ghosts). Each ward against
non-physical entities must be learned separately.
Cost: 1 additional Vitae.
Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the
permanent. Resistance is Instant and uses Resolve.
Roll Results
Dramatic Failure: While the ward appears to work, it actually does not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5 successes doubles the radius.
Ward Versus Demons, Ghosts, or Spirits.
Description: This ritual creates a glyph that causes pain to a specific non-physical entity
that comes into contact with it, whether in Twilight, or physically manifested somehow.
The glyph affects one solid part of an object. It could effect a car door, but not the whole
vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph.
Once created, the glyph is permanent unless defaced somehow. Any creature of the
appropriate type touching the warded object takes 3 levels of lethal damage. Warded
weapons gain +3L if used against the appropriate sort of critter. Such weapons can be
used against creatures in Twilight for only the +3L if the wielder can see thing thing.
Each sort of ward against non-physical entity must be learned separately. The glyph must
be inlayed with a pigment containing Holy Water (for demons), sage ash (for spirits), or
ground gravestone (for ghosts).
Cost: 1 additional vitae
Action: Extended, 5 hours per roll.
Roll Results
Dramatic Failure: The ward appears, but does not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: +1 damage.

Koldunic Sorcery
Description:This is a sort of blood magic originally developed by the Tzimisce. It has
decidedly dark overtones, and it often draws upon unclean forces, and sometimes
elemental spirits. It is a closely guarded secret of the Koldun covenant, which holds itself
to be the spiritual center of the Sabbat. A character can only have spells equal to or less
than his Koldunic Sorcery level. Each time a level of Koldunic Sorcery is learned an
additional spell is learned as well.
Cost: 1 Willpower, 1 Vitae
Dice Pool: Presence+Occult+Koldunic Sorcery
Action: Extended (1 action per level of spell)
Suggested Modifiers

Modifier
-1 to -3

Situation
The character is rushed or distracted, such as by evoking a spell in
combat or while trapped in a burning building. This penalty is
cumulative with multiple distractions (such as by casting a ritual in
combat during a hurricane). Successes gained on a meditation roll
for the night offset interruption penalties on a one for one

basis.
Level 1 Rituals
Brand of the Paramour
Description: The vampire must drink from both of a set of twins, and then feed her ghoul
before expending Vitae. The vampire will then will know when the ghoul is injured
(though not how badly or by what) so long as the ghoul lives and remains a ghoul.
Action: Extended, each roll takes 10 minutes.
Roll Results
Dramatic Failure: The vampire believes that the ritual works, but gets false or
misleading information.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire may gain a sense of the amount of damage the ghoul
has taken.
Suggested Modifiers
Modifier
Situation
+1
For every year the ghoul has been kept.
Communicate with Kindred Sire
Description: The vampire can communicate with her sire until one or the other desires to
stop the conversation, or for 10 minutes per success. This requires an item once owned
by the sire. Communication is mind to mind, and this ritual alone does not allow for
mind reading.
Action: Extended, each roll requires hour.
Roll Results
Dramatic Failure: The vampire sends her message randomly through the ether,
something may or may not get it.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The sender gets an idea of her sires general location.
Suggested Modifiers
Modifier
Situation
-1
Sire and Child are of different bloodlines.
Defense of the Sacred Haven

Description: This ritual prevents sunlight from entering an area within 20 of the rituals
casting. Glyphs and a warding circle drawn in blood are required for this ritual to work.
This ritual lasts until the next sunset.
Cost: 2 additional points of Vitae.
Action: Extended, each roll requires one hour.
Roll Results
Dramatic Failure: While the ritual appears to work, some flaw causes it to shatter upon
contact with sunlight.
Failure: No result.
Success: Things go as planned.
Exceptional Success: An additional sunset is achieved.
Suggested Modifiers
Modifier
Situation
+1
The ritual is performed in a place the vampire has habitually slept
in for one lunar cycle.
-1
The ritual is performed in what is effectively a public place, such
as a hotel room.
Deflection of Wooden Doom
Description: The vampire must meditate in a circle of wood while performing the ritual,
while keeping a splinter under the tongue. Once complete, the next wooden stake
actually used in an attempt to pierce the vampires heart crumbles to dust. The effects
last until the next sunset.
Action: Extended, each roll requires 1 hour.
Roll Results
Dramatic Failure: The vampire believes the ritual to have worked, but instead a +1
bonus is added to all staking attempts.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Another sun set or stake attempt is gained.
Elemental Strength
Description: The vampire gains 3 bonus dots to devide among Strength and Stamina for
the rest of the scene. The vampire must be in skin on surface contact with unworked
stone or the earth when this ritual is performed.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: 1 Lethal damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire gains an additional attribute dot for the duration.
Eyes of the Sea
Description: The vampire may peer into a body of still, standing water and view events
that have occurred on it up to one lunar cycle previous.

Action: Extended, each roll requires 10 minutes.


Roll Results
Dramatic Failure: Spirits of the water are irritated.
Failure: No result.
Success: Things go as planned.
Exceptional Success: An additional lunar cycle back in time can be viewed.
Fortify the Solid Form
Description: The vampire may add 1 durability to an object per point of Thaumaturgy he
possesses. This adds +1 to any damage it may be capable of inflicting. This lasts for one
night.
Action: Extended, each roll takes ten minutes.
Roll Results
Dramatic Failure: The reverse of what was intended is achieved.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success adds another to durability or +1 to damage
potential.
Mephistophelean Minx
Description: The player must feed a cat a drop of her vitae. It will then seek out an
infant and siphon a point of Willpower to the sorcerer to use as her own. The willpower
must be used that night. This sort of treatment three nights in a row kills the infant. As
many cats (and as many children) may be treated in this fashion as the vampire cares to
feed Vitae to.
Cost: 1 additional Vitae per cat.
Action: Extended, each roll takes 10 minutes.
Roll Results
Dramatic Failure: The cats attack the caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: No additional effect.
Pools of Illusion
Description: The vampire can create a fully mobile, video, and audio illusion on or under
the surface of any body of water. The illusion smells like the water, and cannot leave the
water it is cast on. The ritualist must either be in, around, or have a sample of the water
in question. The illusion requires the vampires concentration to move or speak.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The vampire loses an extra point of Vitae.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can see through the illusion as if standing in its
place.

Scent of the Lupines Passing


Description: The vampire must inhale the smoke from a burning bundle of specially
prepared herbs. For the rest of the night, the vampire can detect werewolves by scent.
This requires a separate Wits+Composure roll to smell if a place or object has recently
been handled/inhabited by a lupine, or to get a scent on a person more than about a yard
away. The scent of a lupine can be detected automatically (supernatural invervention
requires a Test of Wills) if the lupine is closer than a yard or so.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: The vampires nose grants false or misleading information.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success grants an additional +1 on the subsequent
perception rolls.
Shamans Vision
Description: The vampire can see objects in Twilight as overlays on the physical world
for one scene.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The vampire can sporadically see into the Spirit Wilds, but doing so
completely interrupts seeing in the physical world.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can see into the Spirit Wilds with an additional
Willpower point spent, without interrupting material vision.
Suggested Modifiers
Modifier
Situation
+2
In the vicinity of a powerful Nexus
+1
In the vicinity of a weak Nexus
-1
Small town, village, or other built up countryside area.
-2
City suburb or town.
-3
Dense urban area.
Soil Silhouette
Description: The target of this ritual must be standing on earth. If they are, the earth
crawls up the targets legs holding them with a strength equal to the number of successes
on the casting roll.
Action: Extended, each roll requires 1 instant action. This is resisted with Strength as an
Instant action.
Roll Results
Dramatic Failure: Resistance becomes reflexive.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.

Winds of Guilt
Description: The vampire may cause one subject to hear the wind whisper of their most
severe acts against the Koldun, and the likely consequences thereof. This causes them to
lose 2 Resistance dice against social rolls by the vampire in question. This requires the
vampire know the subjects face or name.
Action: Extended, each roll requires 1 minute. This is resisted as a Reflexive with
Composure.
Roll Results
Dramatic Failure: The target is emboldened against the vampire, gaining a +1 bonus to
social Resistance rolls.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th successes makes the penalty 1 die more severe.
Level 2 Rituals
Banish Spirit
Description: The vampire can force a spirit back into the Spirit Wilds. The spirit must
first be bound with the Bind Spirit rite or otherwise held in place for the duration to the
ritual. The ritualist must circle the spirit counterclockwise and sprinkle it with salt water
from each of the four cardinal directions five times, while speaking a banishing chant.
Action: Extended, each roll takes one minute. This is Contested with the Spirits
Resistance, which is Instant.
Roll Results
Dramatic Failure: All successes are lost, no attempt can be made to banish this spirit
until the next sunset.
Failure: No result.
Success: Progress is made.
Exceptional Success: More progress is made.
Biting Winds
Description: The vampire blasts a target with chill air, the wind has an effective strength
equal to the vampires Koldunic Sorcery, and deals 1 level of Bashing damage per
success to mortals due to cold.
Action: Extended, each roll is an Instant action.
Roll Results
Dramatic Failure: The wind backlashes onto the vampire.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
Standard Firearms modifiers.

Call Gaffling
Description: The vampire can summon a lesser spirit, who is under no compulsion to do
anything other than appear in a prepared sacred circle. In the circle their must be a small
amount of some sort of material appropriate to the spirit to be summoned. Most spirits
do not like vampires very much, and they must be negotiated with to get them to actually
do anything.
Action: Extended, each roll requires one minute, Resisted with Resistance as a Reflexive
action.
Roll Results
Dramatic Failure: All successes are lost.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The spirit is apt to be receptive to what the vampire offers.
Suggested Modifiers
Modifier
Situation
+2
The material in the summoning circle is especially valuable to the
spirit.
+1
The spirit is of a sort with some kinship with vampires, such as a
spirit of blood, death, rage, or murder. Or the material offered is of
particular value to the spirit.
-1
The attempt is to summon a particular spirit.
Craft Weirding Stone
Description: This ritual requires the use of a piece of quartz, onyx, or jade that must be
invested with the ritualists own blood and pointed at one end. Once accomplished, the
ritualist may invest the stone with one point of Willpower per success. This allows the
creator to always know the distance and general location of the stone. Also, the stone
may be given to another who may activate it by spending a Willpower point. This grants
the asking of one question that must be directional in nature. The stone spins to point in
the right direction. Alternately, the user may spend one of the stones invested Willpower
points to communicate telepathically with the creator.
Cost: +1 Vitae
Dice Pool:Action: Each roll takes 3 hours.
Roll Results
Dramatic Failure: The stone becomes a beacon for unfriendly and unclean spirits. Have
fun.
Failure: No result.
Success: The stone works as expected.
Exceptional Success: The creator can tell whenever the stone changes hands.
Crystallize the Liquid Form
Description: Any liquid within line of sight may be turned into a solid with the a
durability equal to the vampires Thaumaturgy. The liquid may not already be inside a

creature, but the blood seeping from a wound may be solidified. This lasts for the scene.
Up to one cubic foot of liquid can be transformed this way.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The power misfires in some random, bad for the caster, way.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The transformation lasts an hour.
Palm of Flame
Description: The vampire may call up a baseball sized ball of fire to her hand. It will not
burn so long as the vampire holds it. The fire can be thrown to a range increment equal
to the vampires Thaumaturgy+Wits. Once released, the fire acts normally. Initial
contact deals 2 levels of damage, as the fire is considered to be the size and heat of a
torch.
Cost: 1 additional Willpower.
Action: Extended, each roll takes 1 Instant action.
Roll Results
Dramatic Failure: The vampire catches herself on fire, taking 1 level of Aggravated
damage and is forced to roll for Rotshreck.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success increases the Heat increment of the fire by one,
and therefore its damage level.
Prison of Water
Description: The vampire can cause water (1/2 the targets size in gallons, round up.) to
grab and hold a target until sunrise or until the ritualist chooses to negate the power.
Even after the water has initially bound a target, the caster can add more successes for a
firmer hold, living creatures can even be drowned this way. This ritual is resisted with
Strength. The water can lash out its size away (again, rounded up).
Action: Extended, each roll requires an Instant action, resistance is also Instant.
Roll Results
Dramatic Failure: That particular body of water will not respond to the casters call
again for one lunar cycle.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Mortal targets can be drowned.
Rouse the Molten Rock
Description: The vampire can summon magma from deep in the earths crust. At first,
the molten rock is Torch size, but is as hot as a chemical fire, doing 4 damage. Each
round after the rock appears, it increases by one size category (hence +1 damage), until it
is inferno size. At this point it will cover an additional 5 in whatever direction the
Koldun desires each round. The lava can be moved at a speed of 1 each round. Once the
vampire stops concentrating, the heat level decreases (as does the damage bonus) until

the lava is only doing 3 levels of damage to anyone in the middle of it each turn. At this
point it is solid, if blazing hot. It cools by 1 level of damage each round until it does none
and is just an odd rock formation. This ritual must be performed outside or on ground
level.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The magma appears under the Koldun.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The size is one step greater per 5 successes upon completion.
Spirit Speech
Description: The vampire is able to speak with any spirits he can see for one scene and
understand their attempts at communication for the same duration.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The spirit will automatically be hostile.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire gains an additional +1 per 5 successes on social rolls
with spirits for the scene.
Spite of the Harridan
Description: The vampire may terminate any pregnancy if the pregnant individual is
within the Cainites sight. This ritual requires crushing a snakes egg. The termination of
the pregnancy is messy and painful to the would be mother.
Action: Extended, each roll requires 30 seconds. This is resisted with Composure with a
Reflexive action.
Roll Results
Dramatic Failure: The vampire loses an additional Vitae.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The target suffers 1 level of Bashing damage per success.
Watery Solace
Description: As the Protean Ability of Earth Meld, as applied to water.
Action: Extended, each roll requires 1 minute.
Roll Results
Dramatic Failure: The vampire is trapped in the water, vulnerable to the rays of the sun.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can perceive her surroundings.
Wooden Tongues
Description: The vampire can speak with the spirit of an inanimate object. Such spirits
tend to have rather intimate knowledge of a limited region of concerns (who uses them,

when, how are they cared for) and tend to have a number of related wants. Most dont
much care for vampires, and the ones that do tend to be objects of bloody violence or
malice. No spirit will offer information for free, and negotiation for such information as
it has tends to be an opposed Manipulation+Persuasion vrs the spirits Finesse+Rank
(usually about 4 dice, more for objects that are connected strongly with their owner or a
set of owners, or that have strong symbolic value.)/
Action: Extended, each roll takes 10 minutes
Roll Results
Dramatic Failure: The spirit is angry. The ritualist suffers a -1 penalty to any attempts
to use a similar object for one lunar cycle.
Failure: No result.
Success: Things go as planned.
Exceptional Success: +1 dice to negotiate with the spirit of the object.
Suggested Modifiers
Modifier
Situation
+2
The spirit of the object is already awakened somehow.
+1
The object has strong symbolic value.
-1
The object has never had any sort of regular owner.
Level 3 Rituals
Bind the Spirit
Description: This ritual can prevent a spirit from leaving a particular location in either
the physical world or the Spirit Wilds. Their must be a single condition allowing for
escape from the binding, which two others must be told (though neither need be the
spirit). The conditions must be possible (though they may be difficult). The ritual
requires a summoning circle be drawn on the floor or ground.
Action: Extended, each roll requires an Instant action,. Resisted with the spirits
Resistance as a Reflexive action.
Roll Results
Dramatic Failure: All successes are lost, and the spirit gains an additional point of
Resistance for the rest of the scene.
Failure: The circle develops a flaw, and the spirit escapes.
Success: Things go as planned.
Exceptional Success: The vampire may siphon a point of Essence from the spirit and
convert it to Vitae.
Blood to Water
Description: The vampire must touch his target, and some of that targets blood turns to
water. In mortals this manifests as one point of Lethal damage per success. In vampires,
one point of Vitae is destroyed per success, and a Stamina+Composure roll each round to
resist vomiting water, for one round till it is successfully resisted.
Action: Extended, each roll requires 1 Instant action, Resisted is Reflexive, using
Stamina.
Roll Results

Dramatic Failure: The vampire suffers the loss of an additional point of Vitae.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
+1
Within sight of at least a bathtubs worth of water.
Call Jaggling
Description: As call Gaffling, but this ritual is usable on more powerful spirits.
Cut the Cord
Description: The vampire may sever a spirits bond with a person or object, even if the
spirit is the spirit of that object. This is not pleasant for the spirit, who will likely have to
find a way back to the Spirit Wilds right quick. This will not work on Claimed as the
bond is far to strong, but it will work on Urged or Ridden.
Action: Extended, each roll requires an Instant action. This is resisted with the spirits
Resistance as a Reflexive action.
Roll Results
Dramatic Failure: This will not work on that spirit for a lunar cycle.
Failure: No result, the spirit knows something was tried.
Success: Things go as planned.
Exceptional Success: The spirit takes a level of Bashing damage per success.
Flesh of the Fiery Touch
Description: The vampire swallows a burning ember, and thereafter anyone attacking the
target unarmed suffers 2 levels of Fire damage for the rest of the night, this does not
apply to the caster attacking someone else, for some reason. The casters skin takes on a
sun-browned hue which can add one beyond Humanity limits to the vampires dice pools.
Cost: 1 Aggravated damage level, 1 Willpower
Action: Extended, each roll requires 1 hour.
Roll Results
Dramatic Failure: The vampire takes 2 levels of aggravated damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can deal damage unarmed.
Gates of Magma
Description: The vampire can ring anything they can see in a circle of magma 10 high
and up to 10 across per success. Touching the wall provokes 5 levels of fire damage.
Passing through indicates 7 levels per round, 1 per round as the lava cools and hardens on
your skin, which is unlikely to be pleasant to remove. The ring lasts so long as the
vampire concentrates on its maintenance.
Action: Extended, each roll requires an Instant action.

Roll Results
Dramatic Failure: Magma appears under the caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: No additional benefit.
Suggested Modifiers
Modifier
Situation
+1
The Koldun is trying to make the ring around themselves.
-1
The Koldun is trying to make a ring around a walking individual.
-2
The Koldun is trying to make the ring around a running target.
-3
The target is in an accelerating vehicle.
Sense the Land
Description: The Koldun can sense everything around her within 100 yards per
Willpower dot. This lasts for a scene, and by focusing on one individual, the Koldun can
inflict any other Koldunic ritual upon them of a level up to 3. This power invokes a Test
of Wills if anyone in the area is concealing themselves through supernatural means.
Action: Extended, each roll lasts 1 minute.
Roll Results
Dramatic Failure: The vampire is stricken blind for the scene.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success adds 100 yards or allows an additional level of
Koldunic Ritual to be applied through this medium.
Liquefy the Solid Form
Description: The vampire can deal one level of aggravated damage per success to solid
objects (not living or undead creatures). This manifests by the objects melting into a
puddle. The object must be within line of sight, and stays this way for a scene, before
regenerating 1 level of Structure per round until it is reconstituated.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: A misfire in some random way that is bad for the caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Shaft of Belated Quiescence
Description: This ritual requires that a shaft of rowan wood be soaked in 3 points worth
of Vitae, and blackened in an oak fire. The weapon then need only make contact for a
splinter of it to come loose in the target and begin working its way to the heart. At this
point, each round after penetration the stake splinter deals 1 level of Lethal damage per
minute as it makes its way to the targets heart. It does this once the initial attack
damage plus the damage per round equal 5 (+1 per point of active Resilience). Mortals at
this point, must roll Stamina+Resolve each round or take a point of Aggravated damage

until death. Vampires react as if the stake were driven directly into their heart. This
process can be averted by a surgeon going after the tip, which is an opposed
Intelligence+Medicine vrs Thaumaturgy roll. This doubles the amount of Lethal damage
done (if it doesnt happen in a hospital setting) in the turn, but once (if) the surgeon wins
the splinter is retrieved preventing further harm. Each shaft is good for one successful
attack.
Cost: 2 additional Vitae.
Action: Extended, each roll requires 3 hours.
Roll Results
Dramatic Failure: The shaft will not function, unless the wielder gets a Dramatic Failure
on an attack roll, and therefore gets a splinter
Failure: No result.
Success: Things go as planned.
Exceptional Success: The stake moves at a rate of 1L per round.
Soil of Death
Description: The earth swallows the target, potentially suffocating mortal targets (the
target must be standing on earth). Once buried, it is an Extended Strength roll to escape
at -5 dice. The victim must beat the Kuldons initial successes by 5 to be completely free
of the earth (but can breath if they beat them by 3).
Action: Extended, each roll requires an Instant action. This is resisted with Strength as
an Instant action.
Roll Results
Dramatic Failure: Resistance becomes Reflexive.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Voice of Command
Description: The vampire can attempt to order about any spirit that she can see and can
communicate with. The spirit cannot be made to violate its ban, or do anything directly
against its nature (spirits of healing are not likely to make good assassins, for example).
The order must be a single task (though their can be multiple steps), and it must be
something that can be completed by the next sunset.
Action: Extended, each roll takes 1 Instant action, Spirits can resist Reflexively with
Resistance.
Roll Results
Dramatic Failure: The spirit cannot be affected by this ability for one lunar cycle, and is
apt to be angry.
Failure: No result, the spirit is probably pissed.
Success: Things go as planned.
Exceptional Success: The spirit will do anything that does not violate its ban.
Suggested Modifiers
Modifier
Situation

+2
+1
+1

The vampire knows the spirits True Name


The vampire offers the spirit something appropriate to its type.
The thaumaturgist knows the spirits ban.

Water Walk
Description: The vampire can walk on the water as if it were solid earth for the scene.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The vampire believes they can walk on the water when they cannot.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire gains +1 speed on the water for the duration.
Level 4 Rituals
Beyond the Wall of Death
Description: The vampire can summon forth the spirit of a dead Koldun if they have the
body (or ash), and know what ritual or level of Koldunic sorcery they wish to learn. The
vampire must have the XP to learn the level or ritual in question.
Action: Extended, each roll takes 1 hour.
Roll Results
Dramatic Failure: Angry ghosts are coming for you.
Failure: No result.
Success: Things go as planned.
Exceptional Success: There is a cost for the particular thing you are trying to learn.
Curse Belated
Description: This ritual marks a ghoul of the casters with a sigil that activates if the
ghoul is slain, instantly transforming them into a vampire sired by the caster. Any Vitae
left in their system is usable, and they gain one additional point once the ritual activates.
Cost: 1 Willpower Dot.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: The ritual is believed to work, but does not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The newly minted vampire gains +1 Vitae.
Entrap Ephemera
Description: This ritual creates a Fetish, as discussed in W:tF. The fetish must be
activated with a Manipulation+Occult roll, which does not benefit from the 10 and again
rule. It always costs 1 Willpower and 1 Vitae to activate. The fetish lasts until there are
no successes on an activation roll.
Action: Extended, each roll costs 1 minute. Resisted, resistance is Reflexive.
Roll Results

Dramatic Failure: The spirit is free to do what it wants to, this is likely to be nothing
good.
Failure: No result.
Success: Headway is made.
Exceptional Success: The 10 and again roll does apply toward activation.
Suggested Modifiers
Modifier
Situation
See fetish creation rules in W:tF
Heart of Stone
Description: The vampire transmutes her heart to solid rock. She must lie naked on a
stone slab while performing this rite, while a candle burns down on her chest. Once this
is finished, the vampire gains her Thaumaturgy rating in armor against attacks aiming for
the heart, and is completely immune to the Shaft of Belated Quiescence. Also,
Thaumaturgy is added to any rolls to resist emotional manipulation (supernatural or
otherwise) and Wassail. On the downside, the vampire loses two dice to resist
Degeneration for Humanity, and three dice to all Social dice pools that arent about
Composure. This ritual lasts until the caster decides otherwise.
Cost: 1 Aggravated Damage
Action: Extended, each roll requires four hours.
Roll Results
Dramatic Failure: The negative effects occur, but not the positive.
Failure: No effect
Success: Things go as planned.
Exceptional Success: Every 5th success removes 1 die of penalty.
Inferno
Description: The vampire calls up a fire roughly 5x5 anywhere within his line of sight.
This fire does 5 levels of damage to anyone it is placed upon. Once released it cannot be
controlled by the vampire.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: Bad luck, the fire appears on the caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success adds 1 to the heat of the flames, and therefore
the damage.
Merging of Souls
Description: The vampire summons a spirit to join with one of his ghouls making a
Claimed in the process. The result is still a blood bound creature, and one that is
radically unpleasant and subject to strange drives, but likely more powerful than what
existed originally. This requires some negotiation with the spirit.
Action: Extended, 1 hour per roll.
Roll Results

Dramatic Failure: The creature is free willed, and apt to be a hostile blood addict.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The creature is unusually stable and devoted.
Roots of Vitality
Description: The subject must be buried by the Koldun. For every success on the
activation roll, 2 Bashing, 1 Lethal, or .5 Aggravated levels of damage are healed. The
target need only remain buried until the healing is complete (concerns about breathing are
handled by the magic of the spell).
Cost: 1 Vitae per roll.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The magic fails to provide for breathing.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Splinter Servant
Description: The vampire creates a creature made of animated wood. The wood must
come from a tree nourished by the dead, bound in wax, and sealed in nightshade twine.
When the binding is removed, the creature attacks whomever the wielder commands, or
the wielder if he does not designate a target within 1 round. The creatures statistics are
as follows:
Power: 2, Finesse: Thaumaturgy, Resistance: 3
Size: 2, Speed: Power+Finesse+5. The critter has +2 Defense over what it
should have due to small size and jerky movements. It can jump the same distance as a
man sized creature, and it will always try and strike the heart. Being made of wood, the
result is obvious. The creature can be targeted by whomever unwraps it, and it suffers 1
level of Lethal damage as it shakes itself apart.
Action: Extended, each roll requires 6 hours.
Roll Results
Dramatic Failure: The servant will always attack whomever unwraps it.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The critter suffers a level of Bashing damage each round.
Traveling with the Wind
Description: The vampire can head to any place they are familiar with as the wind,
effectively at 240 mph. The vampire must appear out of doors, but all intervening
obstacles will be avoided. Observers will at most get a brief glimps of a rapid moving,
ethereal and indistinct humanoid. The sorcerer must be outside when this power is
initiated.
Action: Extended, each roll takes 1 minute.
Roll Results

Dramatic Failure: The vampire takes 1 level of lethal damage.


Failure: No result.
Success: Things go as planned.
Exceptional Success: Double travel speed.
Suggested Modifiers
Modifier
Situation
+1
The vampire is intimately familiar with the location.
-1
The place has only been seen in photographs
-2
The place has only been described in detail.
Level 5 Rituals
Doom Tides
Description: The vampire may create a whirlpool 10 wide per success in any sufficiently
large body of water. This pool will deal 1 level of lethal damage per point of Koldunic
Sorcery the vampire possesses to any boats caught in it, and imposes a -2 penalty to all
Swim rolls on the same. Every success adds another level of damage and imposes a
further -1 penalty. The vampire must either be present, or have a sample of water from
the body they intend to influence.
Action: Extended, each roll requires 1 hour.
Roll Results
Dramatic Failure: The vampire loses an additional point of Vitae and Willpower.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Duality
Description: The vampire can see creatures in Twilight and physically interact with them
for the rest of the scene. Creatures in Twilight may respond in kind.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The vampire is transported bodily to the Spirit Wilds and must find
her own way home.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can maintain this state for one hour per 5 successes or
until they decide to turn it off.
Elemental Savior
Description: The vampire can grant any spirit physical form for an hour per success.
The creature has access to all its supernatural powers, and returns to Twilight once the
rituals effects end. The spirit had best already be part of a deal with the caster, as this
ritual grants no control.
Action: Extended, each roll requires 10 minutes.
Roll Results

Dramatic Failure: The spirit appears, but is made hostile for some reason.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Stone Slumber
Description: The vampire must cover herself in the blood of a 12 hour old corpse, and
then stand stock still facing east. Once the first rays of sunlight touch her, she will turn to
stone (durability 5) and take no damage from fire or sunlight. She will also be
completely dormant for 12 hours. Rotshrecking at the sight of the sun will ruin the spell.
Action: Extended, each roll takes hour.
Roll Results
Dramatic Failure: The vampire is frozen in place, but is burned by the sun as normal.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success adds one to the ritualists durability.
Warding Circle Versus Ghosts, Spirits, or Demons.
Description: The vampire creates a circle of a 10x10 radius. Any creature of the
specific type hitting the edge of this feels resistance and a puff of wind regardless if it is
manifested in the physical plane, in Twilight, or in the Spirit Wilds. Persistence in the
face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The
ritual normally lasts the rest of the night, but it can be made permanent. This ritual
involves drawing a rune at the center in a pigment made from Vitae, and either Holy
Water (demons), sage ash (spirits), or ground up grave stone (ghosts). Each ward against
non-physical entities must be learned separately.
Cost: 1 additional Vitae.
Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the
permanent. Resistance is Instant and uses Resolve.
Roll Results
Dramatic Failure: While the ward appears to work, it actually does not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5 successes doubles the radius.
Ward Versus Demons, Ghosts, or Spirits.
Description: This ritual creates a glyph that causes pain to a specific non-physical entity
that comes into contact with it, whether in Twilight, or physically manifested somehow.
The glyph affects one solid part of an object. It could effect a car door, but not the whole
vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph.
Once created, the glyph is permanent unless defaced somehow. Any creature of the
appropriate type touching the warded object takes 3 levels of lethal damage. Warded
weapons gain +3L if used against the appropriate sort of critter. Such weapons can be
used against creatures in Twilight for only the +3L if the wielder can see thing thing.
Each sort of ward against non-physical entity must be learned separately. The glyph must

be inlayed with a pigment containing Holy Water (for demons), sage ash (for spirits), or
ground gravestone (for ghosts).
Cost: 1 additional vitae
Action: Extended, 5 hours per roll.
Roll Results
Dramatic Failure: The ward appears, but does not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: +1 damage.

Necromancy
Description:This is a sort of blood magic that vampires can use to form a bridge between
the lands of the living and the lands of the dead. A character can only have spells equal to
or less than her Necromancy level. Each time a level of Necromancy is learned an
additional spell is learned as well.
Cost: 1 Willpower, 1 Vitae
Dice Pool: Intelligence+Occult+Necromancy
Action: Extended (1 action per level of spell)
Suggested Modifiers
Modifier
Situation
-1 to -3
The character is rushed or distracted, such as by evoking a spell in
combat or while trapped in a burning building. This penalty is
cumulative with multiple distractions (such as by casting a ritual in
combat during a hurricane). Successes gained on a meditation roll
for the night offset interruption penalties on a one for one
basis.
Level 1 Rituals
Call of the Hungry Dead
Description: The victim begins to hear snatches of sound from Twilight, both ghostly and
spiritual. This will be mostly unintelligible, and some of it may well be in the spirit
tongue. This can be disconcerting for anyone, particularly the unprepared. This ritual
requires a hair from the head of the target to be burnt in the flame of a black candle. This
lasts for one sunrise per success.
Action: Extended, ten minutes per roll.
Roll Results
Dramatic Failure: The ritual rebounds upon the caster.
Failure: No result.
Success: Things work as expected.
Exceptional Success: The subject draws the attention of those that he can hear.

Eldritch Beacon
Description: The vampire must melt a green candle and form it into a ball. The ball
glows in Twilight in the eyes of ghosts, and makes them +1 die to effect the bearer with
their abilities. The beacon lasts 1 hour per success. This ritual is most common among
the Sabbat.
Action: Extended, each roll requires 15 minutes.
Roll Results
Dramatic Failure: The caster becomes the beacon.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.

Insight
Description: The vampire looks into the eyes of a cadaver and see the last thing they saw.
The image appears in the cadavers eyes and is invisible to all but the necromancer.
Action: Each roll takes 1 action.
Roll Results
Dramatic Failure: False or misleading information is gained.
Failure: No result
Success: Things work as expected
Exceptional Success: The last thirty seconds or so of the corpse is revealed realtime.
Suggested Modifiers
Modifier
Situation
-1
For every time the sun has risen since the body died.
Reapers Shroud
Description: This vampire allows the caster, or a subject of her choice take on the
semblance of a corpse. Skin tightens over bones, and grows pale and sallow, and joints
dont want to move much. The subject loses the advantage of the 10 and again rule on
Social Rolls, and vampires cannot use the Blush of Life ability. All targets lose 1 point of
Dexterity. All targets gain +2 dice on any rolls involving the impersonation of a dead
body. This lasts until the next sunrise for mortals, and vampires can negate this earlier
than that by spending 2 Vitae. Performing this ritual on another requires a piece of the
target, or an item belonging to them. If cast on oneself, the vampire can end the effect at
any time. This power is most common among the Sabbat.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The vampire suffers 1 lethal damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The effect lasts until next sunset.

Shroudsight
Description: The vampire can see into Twilight for a scene.
Action: Extended, each roll takes 1 round.
Roll Results
Dramatic Failure: The vampire can see into the Underworld, and only the Underworld
for the scene.
Failure: No result.
Success: Things work as planned.
Exceptional Success: The necromancer can instantly differentiate between ghosts and
spirits.
Suggested Modifiers
Modifier
Situation
+3
Graveyard or Battlefield
+2
Church, Hospital, or building more than 100 years old
+1
Building between 50 and 100 years old or handmade structure.
-1
Parking lot or modern commercial building
-2
Modern industrial building
-3
Modern laboratory.
Touch of Death
Description: The vampire can sense whether a ghost has manipulated something in the
physical world.
Action: Each roll requires 1 action.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result
Success: Things work according to plan.
Exceptional Success: The vampire can gain a sense of what the ghost did to the object in
question.
Suggested Modifiers
Modifier
Situation
-1 or more
Per sunrise since the ghost acted.
Tremens
Description: This ritual allows the necromancer to cause a single corpse to shift once.
Eyes may open, the body may sit up, or an arm may suddenly lurch in a direction.
Action: Each roll takes 1 round.
Roll Results
Dramatic Failure: The necromancer offends a ghost tied to the body.
Failure: No result.
Success: Things work as expected.
Exceptional Success: The necromancer finds this body useful. +1 die to any further
attempts to alter it.

Level 2 Rituals
Apprentices Broom
Description: The necromancer can animate a single weak zombie. It has the following
statistics.
Power: 2, Finesse: 1, Resilience: 2, Health: 5, Initiative: 1
Physical Integrity: 10, Size: 5, Speed: 1
Aspects: Indestructible, Intensely Stupid
Cost: 1 additional Vitae.
Action: Extended, each roll takes 1 action.
Roll Results
Dramatic Failure: The zombie is upset with you, and attacks.
Failure: No result.
Success: The zombie is created.
Exceptional Success: An additional point of Power, Finesse, or Resilience can be added
to the zombie.
Suggested Modifiers
Modifier
Situation
+3
Graveyard or Battlefield
+2
The summoner has the ghosts fetter in possession.
+2
Church, Hospital, or building more than 100 years old
+1
Building between 50 and 100 years old or handmade structure.
-1
Parking lot or modern commercial building
-2
Modern industrial building
-3
Modern laboratory.
Eyes of the Grave
Description: The vampire inflicts random, intermittent images of her own death upon a
subject. This requires some item of the victims and a pinch of soil from a fresh grave.
These images come without warning, block out other vision, and last up to a minute at a
time. The victim must succeed a Resolve+Composure roll or be terrified into incapacity
for a few seconds. The Cainite does not know the nature of the visions. This happens
until the next sunrise.
Action: Extended, each roll takes 1 hour.
Roll Results
Dramatic Failure: The ritual backfires onto the vampire.
Failure: No result.
Success: Things go as planned.

Exceptional Success: The visions will always happen when the victim is shooting, or
driving, or doing something else important.
Lifeless Tongues
Description: This is an improved version of Shroud Sight. It allows the vampire to be
able to both see into Twilight, but also converse with anything that cares to communicate
on the other side. This lasts 1 scene.
Action: Extended, each roll takes 1 minute.
Roll Results
Dramatic Failure: The Cainite can only communicate with, see, or hear beings in the
actual underworld for the duration.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire may also communicate effortlessly with creatures in
Twilight that normally do not share a language with her, such as spirits, or the dead from
foreign lands, or God help her, ghosts from when the language was incomprehensibly
different.
Puppet
Description: The vampire smears a targets eyes, ears, and mouth with a mixture of ash
from burnt bone and grave soil. The target may be willing or unwilling, but it grants
ghosts +4 dice to attempt to possess the subject. Once performed, the ritual lasts for one
hour per success. This ritual is most common among the Sabbat.
Action: Extended, each roll requires 5 minutes, Resistance is Reflexive and uses
Composure.
Roll Results
Dramatic Failure: Backlash.
Failure: Things go as planned.
Success: Additional successes are their own reward.
Exceptional Success:
Summon Soul
Description: The Necromancer can call forth any existing ghost if they know its name,
or have a picture of it. It is required that they have part of the ghosts former body, or an
item belonging to it. The Cainite can keep the ghost for one minute per success, and can
see it for the duration.
Action: Each roll requires 1 minute.
Roll Results
Dramatic Failure: An unpleasant sort of spirit shows up and decides the character is its
to toy with.
Failure: No result
Success: The summoned ghost arrives.
Exceptional Success: The summoned ghost arrives, and is well disposed to the
summoner.
Suggested Modifiers

Modifier
+3
+2
+2
+1
-1
-2
-3

Situation
Graveyard or Battlefield
The summoner has the ghosts fetter in possession.
Church, Hospital, or building more than 100 years old
Building between 50 and 100 years old or handmade structure.
Parking lot or modern commercial building
Modern industrial building
Modern laboratory.

Level 3 Rituals
Compel Soul
Description: The vampire can force a ghost to answer questions or perform a task for one
hour per success, until completion, or until sunrise. Whichever comes first. The ghost is
free to subvert the spirit of the question or request for the letter, so the necromancer had
best be careful.
Dice: This ritual is resisted with Resistance.
Action: Extended, each roll takes 1 minute.
Roll Results
Dramatic Failure: The ghost is immediately free from the summoning and may act as it
chooses.
Failure: The ghost is not bound, but is not released from the summoning assuming time
still remains.
Success: The ghost is bound.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
+2
The summoner has the ghosts fetter in possession.
Dead Hand
Description: The necromancer can physically interact with things in Twilight and vice a
versa for one scene.
Action: Extended, each roll requires 1 instant action.
Dramatic Failure: Interaction is only one way. Things in Twilight may physically
interact with the necromancer, but she cannot physically touch them.
Failure: No result.
Success: Things work as planned.
Exceptional Success: The vampire can interact with things in Twilight, but thing trying
to return the favor lose one die trying to interact with the necromancer.
Suggested Modifiers
Modifier
Situation
+3
Graveyard or Battlefield

+2
+1
-1
-2
-3

Church, Hospital, or building more than 100 years old


Building between 50 and 100 years old or handmade structure.
Parking lot or modern commercial building
Modern industrial building
Modern laboratory.

Resume the Coil


Description: The vampire can force another out of torpor, they must be able to touch the
target.
Action: Extended, each roll requires 1 minute.
Roll Results
Dramatic Failure: The vampire loses 2 Vitae.
Failure: No result.
Success: Things go according to plan.
Exceptional Success: The vitae expenditure for the ritual enters the target, making them
somewhat less likely to frenzy on awakening.
Suggested Modifiers
Modifier
Situation
-1
For every half-century the vampire has remaining until they can
leave torpor.
Ritual of the Unearthed Fetter
Description: This ritual requires the vampire to have the finger bone of the ghost he is
interested in. When the ritual is performed, the finger bone becomes attuned to one of the
ghosts fetters. The name of the ghost is necessary as well, and is a chip from a
gravestone. Any gravestone will do. The finger bone acts as a sort of compass leading it
to the nearest fetter of the ghost in question. It points out the direction as the crow
flies. Each finger bone is good for one fetter search.
Action: Extended, each roll requires 1 hour.
Roll Results
Dramatic Failure: The ghost knows that someone tried to find out about it, and who the
individual is.
Failure: No result.
Success: The ritual works as planned.
Exceptional Success: The vampire gains a sense of distance, and one fact about the
fetters location per five successes.
Suggested Modifiers
Modifier
Situation
+2
One fetter is already in the vampires possession.
+1
The gravestone chip is the ghosts own.
Shambling Hordes

Description: The ritualist creates zombies up to one per point of Necromancy the
vampire possesses per batch. They have the following statistics
Power: 3, Finesse: 3, Resilience: 4, Initiative: 3
Physical Integrity: 10, Size: 5, Speed: 1
Positive Aspects: Autonomous Parts, Indestructible, Limited Intelligence, Pack
Instinct (1 applies to batches created together only).
Preservation 3,
Negative Aspects: Vulnerable to Fire
Cost: 1 additional Vitae per zombie created.
Action: Extended action, 1 roll per 10 minutes.
Roll Results
Dramatic Failure: The zombies animate uncontrolled, and hungry.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The zombies gain +1 in each attribute.
Suggested Modifiers
Modifier
Situation
+3
Graveyard or Battlefield
+2
The summoner has the ghosts fetter in possession.
+2
Church, Hospital, or building more than 100 years old
+1
Building between 50 and 100 years old or handmade structure.
-1
Parking lot or modern commercial building
-2
Modern industrial building
-3
Modern laboratory.
Tread Upon the Grave
Description: The vampire can sense if they are within a ghosts area of influence. This
can also tell if they are in a Hallow related to the underworld, or a place of ghostly
resonance. Which of these is not determined, nor is any information necessarily gleaned
about the ghostly resident.
Action: Each roll requires 1 action.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result
Success: The vampire can tell if they are in a ghosts area of influence, a Hallow related
to the underworld, or a place of ghostly resonance.
Exceptional Success: The relative strength of the ghost is known, what sort of place the
vampire is in is learned, and how strong it is.
Level 4 Rituals
Cadavers Touch

Description: This ritual causes a mortal to physically resemble a freshly dead version of
themselves. Vital signs, while present, are very weak, though the subject is not
physically harmed. Socially, the mortal seems a bit colder, and slower to react than
normal. Those under the influence of this ritual do not gain the benefit of the 10 and
again rule. This ritual requires something belonging to the target imbedded in a wax
facsimile. The ritual takes effect as the wax is melted to the point of losing its form. It
lasts for two sunrises, or until the wax completely boils off.
Action: Extended, each roll requires 1 hour.
Roll Results
Dramatic Failure: The ritual backfires onto the caster.
Failure: No result.
Success: The ritual works as normal.
Exceptional Success: The subject loses 1 from Dexterity related rolls, and negates 1
point of wound penalty as well.
Death Knell
Description: The vampire can determine if any new ghosts have been created within a
half mile radius, complete with general direction.
Action: Each roll takes 1 round.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result
Success: Things work as expected.
Exceptional Success: The vampire can pinpoint the ghosts location.
Ex Nihilo
Description: The vampire can open a temporary passageway. Using this causes the
vampire to enter Twilight, and finding a similar passage is necessary to allow the vampire
to become solid again. The portals are permanent once created, requiring a point of
Willpower to activate from then on. From Twilight, particularly brave/foolish vampires
may search out portals to the Underworld, or the Spirit Wilds from here.
Cost: 1 additional point of Vitae and Willpoewer.
Action: Extended, 2 minutes per roll.
Roll Results
Dramatic Failure: If used, the portal will vanish behind the vampire. Alternately, the
door may be one way, and closed to the vampire, allowing things to use it to manifest.
This is unlikely to be a good thing.
Failure: No result.
Success: The ritual works as expected.
Exceptional Success: The vampire has a permanent connection to this door, being able to
open it without the Willpower expenditure, and able to always sense its direction while
in Twilight.
Suggested Modifiers
Modifier
Situation
+3
Graveyard or Battlefield

+2
+1
-1
-2
-3

Church, Hospital, or building more than 100 years old


Building between 50 and 100 years old or handmade structure.
Parking lot or modern commercial building
Modern industrial building
Modern laboratory.

Haunting
Description: The vampire binds a ghost to a place or object. The ghost cannot move
beyond 10 yards per point of power it has from the location/object it is bound to, nor can
it shift itself to another fetter for the duration of this ritual. The duration is one sunrise
per success. The ghost must be present to be bound.
Action: Each roll requires 1 minute.
Roll Results
Dramatic Failure: The ghost is immune to necromancy from this vampire until sunrise.
Needless to say it is angry.
Failure: No result.
Success: Things work as planned.
Exceptional Success: The binding lasts a year and a day.
Suggested Modifiers
Modifier
Situation
+2
The ritualist holds one of the wraiths fetters.
Devil Stick
Description: The vampire must remove a leg bone from a living person, dip it in molten
led, inscribe that with runes, and then proceed to bludgeon the poor bastard to death.
From that point on, the club is a potent weapon against ghosts, zombies, and Revenants.
The wielder, (who may be anyone, not just the creator) must spend a point of
Willpower, and then for the rest of the scene, they can see ghosts in Twilight. Hitting
them with the stick does no damage (unless the ghost has physically manifested), but it
burns off one Essence. Against zombies and revenants, the stick does +2 Aggravated
damage while activated. All such creatures can automatically sense the sticks presence,
and that it is unfriendly to them.
Action: Extended, each roll requires an hour.
Roll Results
Dramatic Failure: The bone is ineffective against ghosts, and does +2 aggravated
damage only to its creator. It is a normal club against anything else.
Failure: No result.
Success: Things go as planned.
Exceptional Success: It drains 2 Essence from ghosts on a hit.
Soul Stealing
Description: The necromancer forces a soul out of its body and into Twilight making a
brand spanking new ghost fettered to the body, and a comatose body. Autonomic

functions remain. The exile lasts until sunrise, when the soul can return to the body,
assuming nothing else is using it.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: Hostile spirits and hungry ghosts are drawn to the commotion seeking
a home. They will be disappointed that the necromancer did not deliver.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The spirit cannot return for one sunrise per 5 successes.

Level 5 Rituals
Chill of the Underworld
Description: The subject must lay naked on a bed of grave earth with a block of ice
melting on their chest. Once the ritual is completed, it lasts for one sunrise per success.
This ritual causes the subject to appear to have an extremely cold body temperature. It
downgrades all damage from fire or high heat by one step (Aggravated becomes lethal,
lethal becomes bashing). Also, the subject may cause a fire to shrink by one step per
success with a Wits+Pressence roll. Further, the ritualists aura tends to draw hostility
from ghosts, and their touch causes small plants to whither and die. This ritual is
primarily used by the Sabbat.
Action: Extended, each roll requires 4 hours.
Roll Results
Dramatic Failure: The subject is plagued by hostile ghosts.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Daemonic Possession
Description: The vampire opens up a corpse no more than one sunrise dead for
inhabitation by any disembodied being floating about, be it ghost, spirit, or someone
astrally projecting. The new tenant of the body must be willing, and can keep the corpse
until it decays beyond use. The owner uses the physical attributes of the old body, with
the mental and social attributes it would have anyway. The body begins to decay at an
accelerated rate, losing 1 health point per sunrise.
Cost: 1 additional Vitae.
Action: Extended, each roll requires 1 minute.
Roll Results
Dramatic Failure: Somethingunpleasant animates the body. It is not grateful.
Failure: No result.
Success: Congratulations are in order. A revenant has been created.

Exceptional Success: The vampire gains a +1 to all social rolls regarding the new
revenant.
Ephemeral Binding
Description: The vampire can cause an item or being to become a fetter for a ghost for
one week per success. For the duration the artificial fetter works precisely as the
natural equivalent. For objects, it must be marked with vitae, for beings, the vitae must
be consumed. The name of the ghost must be known, or else the necromancer must be in
its presence. If the name of the ghost is known, it can be drawn out of the underworld,
so long as it has not moved on to its final reward.
Cost: 1 additional Vitae
Action: Each roll requires 1 minute.
Roll Results
Dramatic Failure: The ghost knows what was attempted, and is angered.
Failure: No result.
Success: Things work as planned.
Exceptional Success: The fetter functions for a year and a day.
Grasp the Ghostly
Description: The vampire may take objects from Twilight and drag them into the
physical world. Only relics, items that were once real world items that were lost or
destroyed may be taken in this way. The lose 1 Structure or Durability per a number of
sunrises equal to the number of successes. Something of similar mass must be sent into
Twilight at the same instant as part of this ritual.
Action: Extended, each roll takes 1 Instant action.
Roll Results
Dramatic Failure: The replica enters Twilight, but the sought item stays in place.
Failure: No result.
Success: Things work as planned.
Exceptional Success: Every 5th success adds one Durability to the item.
Suggested Modifiers
Modifier
Situation
+3
Graveyard or Battlefield
+2
Church, Hospital, or building more than 100 years old
+1
Building between 50 and 100 years old or handmade structure.
-1
Parking lot or modern commercial building
-2
Modern industrial building
-3
Modern laboratory.
Torment
Description: The necromancer can see and interact physically with a ghost, but the ghost
cannot physically interact with the vampire in turn unless it has the numina needed to do
so. This lasts for a scene.
Action: Each roll requires an Instant action.
Roll Results

Dramatic Failure: Things are reversed. The wraith can strike the necromancer as if he
were in twilight, but not the other way around.
Failure: No result.
Success: Things work as planned.
Exceptional Success: The ghost loses a die to any numina it may have to effect the
physical world if they are used directly against the necromancer.

Settite Sorcery
Description:This is a sort ritual blood magic that the Settites developed long ago. Settite
magic requires that the sorcerer have a corpse robbed from a grave where it was properly
buried in order for the rituals to work. The corpse must be desecrated in various ways in
order for this to work, and each corpse is good for 10 uses+1 for every decade old the
body is. A character can only have spells equal to or less than her Settite Sorcery. Each
time a level of Settite Sorcery is learned an additional spell is learned as well.
Cost: 1 Willpower
Dice Pool: Intelligence+Occult+Settite Sorcery
Action: Extended (1 action per level of spell)
Suggested Modifiers
Modifier
Situation
-1 to -3
The character is rushed or distracted, such as by evoking a spell in
combat or while trapped in a burning building. This penalty is
cumulative with multiple distractions (such as by casting a ritual in
combat during a hurricane). Successes gained on a meditation roll
for the night offset interruption penalties on a one for one
basis.
Level 1
Beauty Fades
Description: The vampire must have access to a fragment or facsimile of a piece of art
work. This item is destroyed, and anyone viewing it then will see it as repellent in some
way. This only works on those seeing the piece then. This can work on a play or
television performance, but this would require a piece of the script.
Action: Extended, each roll requires 30 seconds.
Roll Results
Dramatic Failure: No result.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The viewers hate the piece, completely and utterly.
Brand of the Paramour
Description: The vampire must drink from both of a set of twins, and then feed her ghoul
before expending Vitae. The vampire will then will know when the ghoul is injured
(though not how badly or by what) so long as the ghoul lives and remains a ghoul.
Action: Extended, each roll takes 10 minutes.

Roll Results
Dramatic Failure: The vampire believes that the ritual works, but gets false or
misleading information.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire may gain a sense of the amount of damage the ghoul
has taken.
Suggested Modifiers
Modifier
Situation
+1
For every year the ghoul has been kept.
Call of the Hungry Dead
Description: The victim begins to hear snatches of sound from Twilight, both ghostly and
spiritual. This will be mostly unintelligible, and some of it may well be in the spirit
tongue. This can be disconcerting for anyone, particularly the unprepared. This ritual
requires a hair from the head of the target to be burnt in the flame of a black candle. This
lasts for one sunrise per success.
Action: Extended, ten minutes per roll.
Roll Results
Dramatic Failure: The ritual rebounds upon the caster.
Failure: No result.
Success: Things work as expected.
Exceptional Success: The subject draws the attention of those that he can hear.
Defense of the Sacred Haven
Description: This ritual prevents sunlight from entering an area within 20 of the rituals
casting. Glyphs and a warding circle drawn in blood are required for this ritual to work.
This ritual lasts until the next sunset.
Cost: 2 additional points of Vitae.
Action: Extended, each roll requires one hour.
Roll Results
Dramatic Failure: While the ritual appears to work, some flaw causes it to shatter upon
contact with sunlight.
Failure: No result.
Success: Things go as planned.
Exceptional Success: An additional sunset is achieved.
Suggested Modifiers
Modifier
Situation
+1
The ritual is performed in a place the vampire has habitually slept
in for one lunar cycle.
-1
The ritual is performed in what is effectively a public place, such
as a hotel room.
Devils Touch

Description: The mortal must be present for this ritual to work. It cannot be performed
on any creature with a supernatural power statistic (such as Blood Potency). A penny
must be placed somehow in the mortals possession. The effects last until the next
sunrise. It makes others see the mortal in question as a loathsome individual of some sort
(that guy sure looks like a kiddie toucher.). This deprives the mortal of the benefit of
the 10 and again rule on social dice.
Action: Extended, each roll requires 1 minute.
Roll Results
Dramatic Failure: Things rebound on to the vampire.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The mortal loses the vampires Thaumaturgy in social dice as well.
Eldritch Beacon
Description: The vampire must melt a green candle and form it into a ball. The ball
glows in Twilight in the eyes of ghosts, and makes them +1 die to effect the bearer with
their abilities. The beacon lasts 1 hour per success. This ritual is most common among
the Sabbat.
Action: Extended, each roll requires 15 minutes.
Roll Results
Dramatic Failure: The caster becomes the beacon.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
First Taste
Description: The vampire must see the target doing some sort of simple, repetitive
behavior, and perform this quick ritual. Once performed, the target associates that action
with pleasure, and develops the Addiction flaw in retards to that behavior. This Addiction
can be beat in the normal ways.
Action: Extended, each roll requires an Instant action, resistance is Reflexive and uses
Composure.
Roll Results
Dramatic Failure: Backlash.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success is a -1 on the target Resisting their addction.
Suggested Modifiers
Modifier
Situation
+1
The target already has the addiction flaw to something else.
Flatline
Description: A mortal under the effects of this ritual enters a coma until the next sunrise
and appears to have none of the secondary characteristics of being alive. This will fool
medical professionals most of the time (-successes to Medicine checks to find vitals) and

will automatically fool mechanical or electronic devices. This ritual requires a small
dead insect or animal be placed in the subjects actual home. It can only be used once per
month on any given target.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: The vampire thinks it works, it doesnt.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Illuminate the Trail of Prey
Description: The vampire can see the tracks of a target as pale glowing footprints on the
ground. This only works if the target was on foot. The vampire must have a piece of the
target or an item belonging to them.
Action: Extended, each roll takes 1 minute. This is resisted with Composure, resistance
is Reflexive.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can track vehicles the target uses so long as the target
was driving.
Incantation of the Shepherd
Description: The vampire can, by chanting and slowly spinning while looking into a
glass object. At the end of the ritual he gets a sense of the distance and direction of the
nearest 3 mortals from whom he has fed at least three times.
Action: Extended, each roll requires 5 minutes.
Scent of the Lupines Passing
Description: The vampire must inhale the smoke from a burning bundle of specially
prepared herbs. For the rest of the night, the vampire can detect werewolves by scent.
This requires a separate Wits+Composure roll to smell if a place or object has recently
been handled/inhabited by a lupine, or to get a scent on a person more than about a yard
away. The scent of a lupine can be detected automatically (supernatural invervention
requires a Test of Wills) if the lupine is closer than a yard or so.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: The vampires nose grants false or misleading information.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success grants an additional +1 on the subsequent
perception rolls.
Shroudsight
Description: The vampire can see into Twilight for a scene.

Action: Extended, each roll takes 1 round.


Roll Results
Dramatic Failure: The vampire can see into the Underworld, and only the Underworld
for the scene.
Failure: No result.
Success: Things work as planned.
Exceptional Success: The necromancer can instantly differentiate between ghosts and
spirits.
Suggested Modifiers
Modifier
Situation
+3
Graveyard or Battlefield
+2
Church, Hospital, or building more than 100 years old
+1
Building between 50 and 100 years old or handmade structure.
-1
Parking lot or modern commercial building
-2
Modern industrial building
-3
Modern laboratory.
Taste for Blood
Description: The vampire must taste the blood of the subject. From that drop of blood,
the vampire can learn one of the following per success:
How much blood is in the target, how recently they have fed, Generation within 3, blood
potency within 3, if the subject is a vampire, mortal, or other supernatural, a mental
image of the target.
Action: Extended, each roll requires 1 minute.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result
Success: Things go as planned.
Exceptional Success: Every 5 successes can answer another one of the following
questions: What is the targets name, Have they committed diablerie, an image of their
sire, an image of any one of their childer, have they sired.
Suggested Modifiers
Modifier
Situation
+1
For every question that the character can already answer
accurately.
-1
For every hour old the blood is.
Touch of Death
Description: The vampire can sense whether a ghost has manipulated something in the
physical world.
Action: Each roll requires 1 action.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result

Success: Things work according to plan.


Exceptional Success: The vampire can gain a sense of what the ghost did to the object in
question.
Suggested Modifiers
Modifier
Situation
-1 or more
Per sunrise since the ghost acted.
Typhons Brew
Description: The vampire can brew a Vitae laced beer capable of sustaining ghouls and
vampires alike. It cannot be used to foster Vitae addiction, or to create a blood bond, but
it is as intoxicating as a like amount of beer would be, and tastes excellent to mortal or
vampiric drinkers. Each success creates 1 gallon of beer.
Cost: 1 Vitae per gallon.
Action: Extended, each roll requires 1 lunar month.
Roll Results
Dramatic Failure: The beer does nothing, and is rather disgusting.
Failure: No result
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Level 2
Blood Walk
Description: Each success grants the vampire the answer to one of the following
questions: Who is one person in Vinculum with the subject. Who is the subject in
Vinculum to? Each success may be used to trace the characters lineage back one
Generation granting either an image of the ancestors face or the ancestors True Name
per success. Each ancestor requires double the number of successes. This can go
forward in the same manner, seeking childer. This ritual requires a sample of Vitae from
the vampire to be traced. In some instances this may require a Test of Wills, if the
ancestor/childer/Vincullum holder has certain potent powers of concealment.
Action: Extended, each roll requires 3 hours.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No information is gained.
Success: Some questions are answered.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
+1
The subjects Clan is known by the ritualist.
-2
The subject is a Caitiff.
Cross-Addiction

Description: The vampire may switch the subject of a targets addiction to something
else of his own choosing. This ritual requires the targets presence, a piece of the target,
or an item belonging to the target. The new addiction lasts for one hour per success, then
switches back to the original.
Action: Extended, each roll takes 1 minute, this is resisted with Composure, Resistance is
Reflexive.
Roll Results
Dramatic Failure:
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Darkness of Duat
Description: The vampire must catch the targets attention with an obsidian amulet with
the image of a mummy carved into it. The image must have Vitae smeared on one side of
it. Once done, the victim is blinded for as long as the vampire concentrates.
Cost: 1 additional Vitae
Action: Extended, each roll requires 1 Instant action. This is resisted as a Reflexive
action with Composure.
Roll Results
Dramatic Failure: The vampire is blinded for the round.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The subjects blindness will last one round per success after
concentration is ended.
Inscription
Description: The vampire may impart any 1st or 2nd level ritual into a written form for
anothers use. The caster must pay the cost, and perform the ritual, which is then
activated by any other, once. After the ritual is used, the ink turns into inert ash. The
instructions are annotated in the extreme, the inscribed ritual cannot be used to learn
Thaumaturgy. Activating the stored ritual requires an Intelligence+Occult roll.
Action: Extended, each roll takes 5 minutes
Roll Results
Dramatic Failure: The stored ritual will automatically have a Dramatic Failure, effecting
the initial caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success grants a +1 to the user activating the ritual.
Lifeless Tongues
Description: This is an improved version of Shroud Sight. It allows the vampire to be
able to both see into Twilight, but also converse with anything that cares to communicate
on the other side. This lasts 1 scene.
Action: Extended, each roll takes 1 minute.
Roll Results

Dramatic Failure: The Cainite can only communicate with, see, or hear beings in the
actual underworld for the duration.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire may also communicate effortlessly with creatures in
Twilight that normally do not share a language with her, such as spirits, or the dead from
foreign lands, or God help her, ghosts from when the language was incomprehensibly
different.
Opening the Mouth
Description: The vampire is capable of commanding a ghost to speak through its own
cadaver. This requires the vampire to sprinkle the corpse with water and salt, while
chanting funereal prayers and adorning the body with special ornaments. The vampire
points a rod at the corpses mouth, commanding it to speak. The vampire may converse
with the wraith in this way, but the wraith may take no other action with the corpse. It is
not compelled to be honest with the vampire, however.
Cost: 1 Vitae per size.
Action: Extended, each roll requires 1 hour.
Roll Results
Dramatic Failure: The ghost is summoned, and is quite hostile.
Failure: No result
Success: Things go as planned.
Exceptional Success: The vampire gains a +1 to social rolls in dealing with the ghost.
Principal Focus of Vitae Infusion
Description: The vampire takes an object between the size of a baseball and a dime and
infuses it with one point of her own vitae. Once the ritual is completed, the item takes on
a reddish hue and becomes slick to the touch. The thaumaturgist can then cause the item
to break down into a small pool of blood ready for consumption at a later time. If another
is present during the ritual, or a piece of another, or the item belongs to another, the item
can be attuned to them and they can retrieve the vitae. The blood must come from the
ritualist, however, with all attendant complications.
Cost: 1 additional vitae.
Action: Extended, each roll takes 5 minutes.
Roll Results
Dramatic Failure: The vitae is foul and undrinkable once retrieved.
Failure: No result.
Success: Things go as planned.
Exceptional Success: An additional bloodpoint can be added to the object.
Suggested Modifiers
Modifier
Situation
+1
The object has sentimental value to the intended recipient.
Puppet

Description: The vampire smears a targets eyes, ears, and mouth with a mixture of ash
from burnt bone and grave soil. The target may be willing or unwilling, but it grants
ghosts +4 dice to attempt to possess the subject. Once performed, the ritual lasts for one
hour per success. This ritual is most common among the Sabbat.
Action: Extended, each roll requires 5 minutes, Resistance is Reflexive and uses
Composure.
Roll Results
Dramatic Failure: Backlash.
Failure: Things go as planned.
Success: Additional successes are their own reward.
Exceptional Success:
Spite of the Harridan
Description: The vampire may terminate any pregnancy if the pregnant individual is
within the Cainites sight. This ritual requires crushing a snakes egg. The termination of
the pregnancy is messy and painful to the would be mother.
Action: Extended, each roll requires 30 seconds. This is resisted with Composure with a
Reflexive action.
Roll Results
Dramatic Failure: The vampire loses an additional Vitae.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The target suffers 1 level of Bashing damage per success.
Steps of the Terrified
Description: The target of this ritual, who must either be in the vampires sight (or the
vampire may have a piece of the target), finds their Speed reduced by the vampires
successes. The vampire must throw a handful of poplar buds at the target, and then douse
her hands in oil. Once done, the vampire must wring the oil from her hands while
following the target.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The vampire finds her own speed reduced.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Subvert
Description: The vampire must have some piece of the target, or close personal item.
The vampire can use this to cause a subject to be consumed by their Vice for one hour per
success. What this means is that the target must act on their vice when confronted with it
or lose 1 point of Willpower. This power is resisted with Composure.
Action: Extended, each roll requires 10 minutes, resistance is Reflexive.
Roll Results
Dramatic Failure: The power backfires onto the caster.
Failure: No result.

Success: Things go as planned.


Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
+1
The subjects Vice is known.
+1
The subjects Morality is 4 or less.
-1
The subjects Morality is 7 or more.
Summon Soul
Description: The Sorcerer can call forth the ghost of the cadaver they draw power from.
The Cainite can keep the ghost for one minute per success, and can see it for the duration.
Action: Each roll requires 1 minute.
Roll Results
Dramatic Failure: An unpleasant sort of spirit shows up and decides the character is its
to toy with.
Failure: No result
Success: The summoned ghost arrives.
Exceptional Success: The summoned ghost arrives, and is well disposed to the
summoner.
Suggested Modifiers
Modifier
Situation
+3
Graveyard or Battlefield
+2
The summoner has the ghosts fetter in possession.
+2
Church, Hospital, or building more than 100 years old
+1
Building between 50 and 100 years old or handmade structure.
-1
Parking lot or modern commercial building
-2
Modern industrial building
-3
Modern laboratory.
Trust Withers
Description: This ritual requires a blue glazed pottery amulet be placed in the belongings
of the target. Once this is done, the target can be made to develop feelings of distrust and
paranoia toward a particular individual. These two do not gain the benefit of the 10 and
again on social dice rolls toward each other unless it is for intimidation purposes. This
lasts until the amulet is destroyed or has left the targets possession.
Action: Extended, each roll takes 1 minute. This is resisted with Composure as a
Reflexive action.
Roll Results
Dramatic Failure:
Failure: No result.
Success: Things go as planned.
Exceptional Success: The target develops the Suspicion derangement, or that progresses
to the Paranoia derangement.

Suggested Modifiers
Modifier
Situation
+2
The target already has the Paranoia and Suspicion derangements.
+1
The target already has the Suspicion derangement.
Ushabti Laborer
Description: This ritual requires the crafting of a figure of clay and wax of the size the
vampire desires. This requires a separate Intelligence+Crafts roll. A basic success means
the creature will obviously be artificial once created, and an Exceptional success means
that the creature is indistinguishable from the real thing (at least to casual observation).
Creatures created by this level may appear as animals or humans. They must be fed 1
point of Vitae every lunar month or take a level of aggravated damage. Animals created
in this way have normal abilities for their kind. Creatures created with this ritual are little
better than automatons, and can only do precisely as ordered. Initial attributes are as
follows:
Power: Size, Finesse: 1, Resistance: 2
Speed: Power+Finesse+normal creatures species factor.
Cost: 1 Vitae per size.
Action: Extended, each roll requires 1 hour.
Roll Results
Dramatic Failure: An unclean spirit enters, and wreaks havoc.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success grants a +1 to the creatures attributes.
Suggested Modifiers
Modifier
Situation
+1
Per success over 4 on the initial Intelligence+Crafts roll.
Warding Circle Versus Ghouls.
Description: The vampire creates a circle of a 10x10 radius. Any ghoul hitting the edge
of this feels resistance and a puff of wind. Persistence in the face of this deals 3 bashing
damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest
of the night, but it can be made permanent. This ritual involves drawing a rune at the
center in a pigment made from mortal blood.
Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the
permanent. Resistance is Instant and uses Resolve.
Roll Results
Dramatic Failure: While the ward appears to work, it actually does not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5 successes doubles the radius.

Ward Versus Ghouls


Description: This ritual creates a glyph that causes pain to ghouls who touch it. The
glyph affects one solid part of an object. It could effect a car door, but not the whole
vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph.
Once created, the glyph is permanent unless defaced somehow. Any ghoul touching the
warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus if
used against ghouls.
Cost: 1 additional vitae
Action: Extended, 5 hours per roll.
Roll Results
Dramatic Failure: The ward appears, but will only work against ghouls with the vitae of
the thaumaturge in their veins.
Failure: No result.
Success: Things go as planned.
Exceptional Success: +1 damage.

Level 3
Compel Soul
Description: The vampire can force a ghost to answer questions or perform a task for one
hour per success, until completion, or until sunrise. Whichever comes first. The ghost is
free to subvert the spirit of the question or request for the letter, so the necromancer had
best be careful. The ghost must be one summoned by the sorcerer.
Dice: This ritual is resisted with Resistance.
Action: Extended, each roll takes 1 minute.
Roll Results
Dramatic Failure: The ghost is immediately free from the summoning and may act as it
chooses.
Failure: The ghost is not bound, but is not released from the summoning assuming time
still remains.
Success: The ghost is bound.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
+2
The summoner has the ghosts fetter in possession.
Joined Soul Elixer
Description: The vampire must poor Typhons Brew over a stele describing a spellprayer to Anubis. The brew is then mixed with various drugs and honey. The first
success creates 2 doses, at that point every other success creates an additional dose. What
this does is link everyone who drinks from the same batch of the Elixer, this must all be
done at once. The subjects then all feel each others wounds and emotions, if one is hit
with a mind effecting ability, all of them are, if one enters any sort of frenzy, all of them

do, and they lose one level of Resistance against mind control effects per level of Settite
Sorcery the original caster had. On the upside, they can all use each others Skills, and
communicate instantly mind to mind.
Action: Extended, each roll requires 1 hour.
Roll Results
Dramatic Failure: The brew is ruined for any purpose.
Failure: No result
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Scorpion Sending
Description: The vampire creates a small wax effigy of a scorpion with the hair of a
particular target embedded within. Once this is done, the scorpion can be placed in an
area that the target frequents. Once this happens, the scorpion activates and attacks. It
has the following traits:
Power: 1, Finesse: 4, Resistance: 1
Speed: 15, Size: 1
Attack: Sting +1L (6L)+poison. The poison has a Potance equal to the vampires
Thaumaturgy and deals Lethal damage. It lasts for one hour per success on the initial
roll, with one Resistance check made an hour. The poison can effect vampires, spending
Vitae can purge the poison at the rate of 1 hour per point.
Cost: 1 Vitae.
Action: Extended, each roll requires 1 hour.
Roll Results
Dramatic Failure: The scorpion attacks its master.
Failure: No result
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Suffocation of the Tomb
Description: The vampire must attract the subjects attention to the amulet described
under the Darkness of Duat ritual. Once performed, the target cannot draw breath. This
will suffocate living targets, and inconveniences the undead, possibly more than
inconveniences them, as most types of blood magic requires some verbal component.
Cost: 1 Vitae
Action: Extended, each roll requires an Instant action, this is Resisted with Composure,
as a Reflexive action.
Roll Results
Dramatic Failure: Backlash, for one round.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The inability to draw breath lasts for one round per 5th success
after concentration is ended.
The Jones

Description: The vampire can force an addicted target to immediately indulge in their
addiction regardless of cost or circumstances. The compulsion lasts for one hour per
success. This requires that the vampire have a piece of, or a belonging of the target. This
ritual automatically fails if the target does not have an addiction.
Action: Extended, each roll requires 1 minute, this is resisted with Composure.
Resistance is Reflexive.
Roll Results
Dramatic Failure: The vampire must immediately feed.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Tread Upon the Grave
Description: The vampire can sense if they are within a ghosts area of influence. This
can also tell if they are in a Hallow related to the underworld, or a place of ghostly
resonance. Which of these is not determined, nor is any information necessarily gleaned
about the ghostly resident.
Action: Each roll requires 1 action.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result
Success: The vampire can tell if they are in a ghosts area of influence, a Hallow related
to the underworld, or a place of ghostly resonance.
Exceptional Success: The relative strength of the ghost is known, what sort of place the
vampire is in is learned, and how strong it is.
Ushabti Warrior
Description: This ritual requires the crafting of a figure of clay and wax of the size the
vampire desires. This requires a separate Intelligence+Crafts roll. A basic success means
the creature will obviously be artificial once created, and an Exceptional success means
that the creature is indistinguishable from the real thing (at least to casual observation).
Creatures created by this level may appear as animals or humans. They must be fed 1
point of Vitae every lunar month or take a level of aggravated damage. Animals created
in this way have normal abilities for their kind. Creatures created with this ritual are
capable of independent thought, (treat Finesse as mental attributes), and act as though
blood bound to their creator. Attributes are as follows:
Power: Size, Finesse: 2, Resistance: 3
Speed: Power+Finesse+original creatures species factor.
Cost: 1 Vitae per size.
Action: Extended, each roll requires 1 hour.
Roll Results
Dramatic Failure: An unclean spirit enters, and wreaks havoc.
Failure: No result.
Success: Things go as planned.

Exceptional Success: Every 5th success grants a +1 to the creatures attributes.


Suggested Modifiers
Modifier
Situation
+1
Per success over 4 on the initial Intelligence+Crafts roll.
Warding Circle Versus Lupines.
Description: The vampire creates a circle of a 10x10 radius. Any werewolf hitting the
edge of this feels resistance and a puff of wind. Persistence in the face of this deals 3
bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts
the rest of the night, but it can be made permanent. This ritual involves drawing a rune at
the center in a pigment made from powdered silver.
Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the
permanent. Resistance is Instant and uses Resolve.
Roll Results
Dramatic Failure: While the ward appears to work, it actually does not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5 successes doubles the radius.
Ward Versus Lupines/Fae
Description: This ritual creates a glyph that causes pain to werewolves who touch it.
The glyph affects one solid part of an object. It could effect a car door, but not the whole
vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph.
Once created, the glyph is permanent unless defaced somehow. Any werewolf touching
the warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus
if used against werewolves. This glyph must be etched with powdered silver. The ward
vrs Fae must be learned separately, works against Changelings as well, and uses iron
filings instead of silver.
Cost: 1 additional vitae
Action: Extended, 5 hours per roll.
Roll Results
Dramatic Failure: The ward appears, but will not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: +1 damage.
Wrath of the Storm God
Description: The vampire can store 1 level of Bashing damage worth of electricity per
success. In addition, exposure to electricity simply adds successes to the ritual. Each
level of Bashing damage can be added as a bonus to a Strength+Brawl attack or a
Dexterity+Athletics attack at range (range increment equal to Thaumaturgy). The
vampire may use as much or as little of the electrical charge as they desire with each
attack (this works as a maximum, each success on the attack up to that maximum costs a
charge but deals a level of bashing damage). For the rest of the scene, each round the
vampire gathers another success worth of electrical damage. As the vampire gathers

charge, her hair starts to move with electricity, sparks will appear with movement, and at
a moderate charge (5 or more charges) the vampires hair will stand on end, at the high
end (8 or more), the vampire will actually glow. The electricity grounds out harmlessly as
the ritual ends at the end of the scene.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The vampire suffers a level of lethal damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.

Level 4
Bone of Lies
Description: This ritual requires a human bone from a body at least 200 years old. One
point of Vitae must be infused per successful ritual roll. Anyone holding the bone is
compelled to tell the truth, though this costs 1 Vitae from the bone (A maximum of 10
points of Vitae may be infused). This calls forth the owners ghost, which either gains a
derangement or loses a point of Morality each time it forces the truth from some poor
bastard.
Cost: At least +1 additional Vitae.
Action: Extended, each roll takes 1 night.
Roll Results
Dramatic Failure: The vampire makes a link through which an upset ghost can act upon
her.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The bone can hold an additional point of Vitae.
Ex Nihilo
Description: The vampire can open a temporary passageway. Using this causes the
vampire to enter Twilight, and finding a similar passage is necessary to allow the vampire
to become solid again. The portals are permanent once created, requiring a point of
Willpower to activate from then on. From Twilight, particularly brave/foolish vampires
may search out portals to the Underworld, or the Spirit Wilds from here.
Cost: 1 additional point of Vitae and Willpoewer.
Action: Extended, 2 minutes per roll.
Roll Results
Dramatic Failure: If used, the portal will vanish behind the vampire. Alternately, the
door may be one way, and closed to the vampire, allowing things to use it to manifest.
This is unlikely to be a good thing.
Failure: No result.
Success: The ritual works as expected.

Exceptional Success: The vampire has a permanent connection to this door, being able to
open it without the Willpower expenditure, and able to always sense its direction while
in Twilight.
Suggested Modifiers
Modifier
Situation
+3
Graveyard or Battlefield
+2
Church, Hospital, or building more than 100 years old
+1
Building between 50 and 100 years old or handmade structure.
-1
Parking lot or modern commercial building
-2
Modern industrial building
-3
Modern laboratory.
Haunting
Description: The vampire binds a ghost to a place or object. The ghost cannot move
beyond 10 yards per point of power it has from the location/object it is bound to, nor can
it shift itself to another fetter for the duration of this ritual. The duration is one sunrise
per success, or until its cadaver is used up. The ghost must be present to be bound.
Action: Each roll requires 1 minute.
Roll Results
Dramatic Failure: The ghost is immune to necromancy from this vampire until sunrise.
Needless to say it is angry.
Failure: No result.
Success: Things work as planned.
Exceptional Success: The binding lasts a year and a day.
Suggested Modifiers
Modifier
Situation
+2
The ritualist holds one of the wraiths fetters.
Hope Dissolves
Description: The vampire must place a blue glazed ceramic amulet among the subjects
possessions. This effect lasts until the amulet is destroyed or disposed of. Once the ritual
activates, the subject begins to feel that nothing that they do can possibly come to
anything useful. The subject cannot gain Willpower from their Virtue anymore at this
point, and does not gain the benefit of the 10 and again rule on anything they do, in fact,
1s subtract from successes and can lead to Dramatic Failure.
Action: Extended, each roll takes 1 hour. This is resisted with Composure, which is
Reflexive.
Roll Results
Dramatic Failure: Backlash.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The target loses 1 die on all dice pools per 5 successes.

Severing Sand
Description: The vampire can change a handful of river sand and turns it into a potent
weapon against spirits and ghosts. The sand must be cleansed, dried in the sun, and then
sprinkled with Vitae, pure water, and salt. While invoking the appropriate Egyptian god,
the vampire can cast the sand around himself to close the ritual, all ghosts and spirits are
driven back into the Spirit Wilds.
Cost: 1 Vitae.
Action: Extended, each roll requires 12 hours.
Roll Results
Dramatic Failure: The sand deals 1L to the vampire when they touch it.
Failure: No result
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
The Narrow House
Description: The target, whos attention must be drawn to the same amulet described
under the Darkness of Duat ritual finds themselves paralyzed, they feel as if they are
trapped in a stone sarcophagus so long as the vampire keeps concentrating on them.
Cost: 1 Vitae
Action: Extended, each roll requires an Instant action. This ritual is resisted with
Composure as a Reflexive action.
Roll Results
Dramatic Failure: Backlash for one round.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every fifth additional success maintains this sense of paralysis for
1 round beyond the end of concentration.
Warding Circle Versus Cainites.
Description: The vampire creates a circle of a 10x10 radius. Any vampire (but not kuejin) hitting the edge of this feels resistance and a puff of wind. Persistence in the face of
this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual
normally lasts the rest of the night, but it can be made permanent. This ritual involves
drawing a rune at the center in a pigment made from spilled Vitae. The caster is immune
to her own ward.
Cost: 2 additional Vitae.
Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the
permanent. Resistance is Instant and uses Resolve.
Roll Results
Dramatic Failure: While the ward appears to work, it actually does not, against any
vampire other than the creator.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5 successes doubles the radius.

Ward Versus Cainites


Description: This ritual creates a glyph that causes pain to vampires who touch it (but
not kuei-jin). The glyph affects one solid part of an object. It could effect a car door, but
not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining
the glyph. Once created, the glyph is permanent unless defaced somehow. Any vampire
touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L as
a bonus if used against vampires. The caster is immune to her own ward.
Cost: 3 additional vitae
Action: Extended, 5 hours per roll.
Roll Results
Dramatic Failure: The ward appears, but will only work vampire that created it.
Failure: No result.
Success: Things go as planned.
Exceptional Success: +1 damage.
Level 5
Consignment to Duat
Description: The vampire must first attract the targets attention to the amulet described
under the Darkness of Duat ritual. At this point, the targets soul is drawn toward the
underworld, dealing 1 level of lethal damage per success for no apparent reason. This
ignores all armor.
Cost: 1 Vitae
Action: Extended, each roll requires an Instant action, targets resist with Composure as
an Instant action.
Roll Results
Dramatic Failure: The vampire suffers a level of lethal damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Gift of Khnum
Description: The vampire may craft a body suitable for the use of a wraith or spirit to
inhabit and use. Each success adds 1 to a physical attribute (maximum 3). The spirit
may then manipulate the vessel as they claim it. It is best to forge a compact with the
spirit intended to inhabit the body before completing this rite.
Cost: 1 Vitae per size.
Action: Extended, each roll requires 1 hour.
Roll Results
Dramatic Failure: An unclean spirit enters, and wreaks havoc.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success grants a +1 to the creatures attributes.
Suggested Modifiers

Modifier
+1

Situation
Per success over 4 on the initial Intelligence+Crafts roll.

Grasp the Ghostly


Description: The vampire may take objects from Twilight and drag them into the
physical world. Only relics, items that were once real world items that were lost or
destroyed may be taken in this way. The lose 1 Structure or Durability per a number of
sunrises equal to the number of successes. Something of similar mass must be sent into
Twilight at the same instant as part of this ritual.
Action: Extended, each roll takes 1 Instant action.
Roll Results
Dramatic Failure: The replica enters Twilight, but the sought item stays in place.
Failure: No result.
Success: Things work as planned.
Exceptional Success: Every 5th success adds one Durability to the item.
Suggested Modifiers
Modifier
Situation
+3
Graveyard or Battlefield
+2
Church, Hospital, or building more than 100 years old
+1
Building between 50 and 100 years old or handmade structure.
-1
Parking lot or modern commercial building
-2
Modern industrial building
-3
Modern laboratory.
Stone of the True Form
Description: This ritual creates a weapon in the form of a small pebble, roughly the size
and shape of a marble. The stone must be smeared with the users Vitae. From that point
on, if the stone comes into contact with a shape-shifted or disguised creature, it is forced
to make a resistance roll or return to its true form, and must remain that way for one turn
per success. Each marble is good for one strike.
Cost: 1 additional Vitae.
Action: Extended, each roll takes 10 minutes. Resisted with Composure as a Reflexive
action.
Roll Results
Dramatic Failure: The creature is immune to this ritual from this caster for one lunar
cycle.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Stone Slumber
Description: The vampire must cover herself in the blood of a 12 hour old corpse, and
then stand stock still facing east. Once the first rays of sunlight touch her, she will turn to
stone (durability 5) and take no damage from fire or sunlight. She will also be
completely dormant for 12 hours. Rotshrecking at the sight of the sun will ruin the spell.

Action: Extended, each roll takes hour.


Roll Results
Dramatic Failure: The vampire is frozen in place, but is burned by the sun as normal.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success adds one to the ritualists durability.
Warding Circle Versus Ghosts, Spirits, or Demons.
Description: The vampire creates a circle of a 10x10 radius. Any creature of the
specific type hitting the edge of this feels resistance and a puff of wind regardless if it is
manifested in the physical plane, in Twilight, or in the Spirit Wilds. Persistence in the
face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The
ritual normally lasts the rest of the night, but it can be made permanent. This ritual
involves drawing a rune at the center in a pigment made from Vitae, and either Holy
Water (demons), sage ash (spirits), or ground up grave stone (ghosts). Each ward against
non-physical entities must be learned separately.
Cost: 1 additional Vitae.
Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the
permanent. Resistance is Instant and uses Resolve.
Roll Results
Dramatic Failure: While the ward appears to work, it actually does not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5 successes doubles the radius.
Ward Versus Demons, Ghosts, or Spirits.
Description: This ritual creates a glyph that causes pain to a specific non-physical entity
that comes into contact with it, whether in Twilight, or physically manifested somehow.
The glyph affects one solid part of an object. It could effect a car door, but not the whole
vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph.
Once created, the glyph is permanent unless defaced somehow. Any creature of the
appropriate type touching the warded object takes 3 levels of lethal damage. Warded
weapons gain +3L if used against the appropriate sort of critter. Such weapons can be
used against creatures in Twilight for only the +3L if the wielder can see thing thing.
Each sort of ward against non-physical entity must be learned separately. The glyph must
be inlayed with a pigment containing Holy Water (for demons), sage ash (for spirits), or
ground gravestone (for ghosts).
Cost: 1 additional vitae
Action: Extended, 5 hours per roll.
Roll Results
Dramatic Failure: The ward appears, but does not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: +1 damage.

Thaumaturgy
Description:This is a sort of blood magic that vampires can use to create a wide variety
of effects. A character can only have spells equal to or less than her Thaumaturgy level.
Each time a level of Thaumaturgy is learned an additional spell is learned as well.
Cost: 1 Willpower, 1 Vitae
Dice Pool: Intelligence+Occult+Thaumaturgy
Action: Extended (1 action per level of spell)
Suggested Modifiers
Modifier
Situation
-1 to -3
The character is rushed or distracted, such as by evoking a spell in
combat or while trapped in a burning building. This penalty is
cumulative with multiple distractions (such as by casting a ritual in
combat during a hurricane). Successes gained on a meditation roll
for the night offset interruption penalties on a one for one
basis.
Level 1
Bind the Accusing Tongue
Description: The vampire can prevent the subject from speaking ill of him until they can
successfully overcome the spell (make a Resistance roll). This ritual requires a hair from
the head of the target, an image or effigy of the target, and a black silken cord which is
wound round the image and hair. The whole thing crumbles to dust once the effect is
ended.
Action: Extended (each role requires 1 minute)/Resisted (resistance is reflexive).
Roll Results
Dramatic Failure: The components crumble to inert dust.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Brand of the Paramour
Description: The vampire must drink from both of a set of twins, and then feed her ghoul
before expending Vitae. The vampire will then will know when the ghoul is injured
(though not how badly or by what) so long as the ghoul lives and remains a ghoul.
Action: Extended, each roll takes 10 minutes.
Roll Results
Dramatic Failure: The vampire believes that the ritual works, but gets false or
misleading information.
Failure: No result.
Success: Things go as planned.

Exceptional Success: The vampire may gain a sense of the amount of damage the ghoul
has taken.
Suggested Modifiers
Modifier
Situation
+1
For every year the ghoul has been kept.
Communicate with Kindred Sire
Description: The vampire can communicate with her sire until one or the other desires to
stop the conversation, or for 10 minutes per success. This requires an item once owned
by the sire. Communication is mind to mind, and this ritual alone does not allow for
mind reading.
Action: Extended, each roll requires hour.
Roll Results
Dramatic Failure: The vampire sends her message randomly through the ether,
something may or may not get it.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The sender gets an idea of her sires general location.
Suggested Modifiers
Modifier
Situation
-1
Sire and Child are of different bloodlines.
Dedicate the Chantry
Description: This ritual prepares a single building to accept warding magics over its
whole structure. To perform it, the vampire must walk counterclockwise around the
building sprinkling stale water. After this, the vampire must reach the lowest point at the
center of the structure to anoint himself and the center with what is left of the stale water.
Once this is done, any ritual intended to protect a place or a ward gains a +1 bonus to the
die roll. Each separate room requires 1 additional success.
Action: Extended, each roll takes hour.
Roll Results
Dramatic Failure: Defensive rituals performed here lose 1 die.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success grants an additional +1 bonus to later rituals.
Defense of the Sacred Haven
Description: This ritual prevents sunlight from entering an area within 20 of the rituals
casting. Glyphs and a warding circle drawn in blood are required for this ritual to work.
This ritual lasts until the next sunset.
Cost: 2 additional points of Vitae.
Action: Extended, each roll requires one hour.

Roll Results
Dramatic Failure: While the ritual appears to work, some flaw causes it to shatter upon
contact with sunlight.
Failure: No result.
Success: Things go as planned.
Exceptional Success: An additional sunset is achieved.
Suggested Modifiers
Modifier
Situation
+1
The ritual is performed in a place the vampire has habitually slept
in for one lunar cycle.
-1
The ritual is performed in what is effectively a public place, such
as a hotel room.
Deflection of Wooden Doom
Description: The vampire must meditate in a circle of wood while performing the ritual,
while keeping a splinter under the tongue. Once complete, the next wooden stake
actually used in an attempt to pierce the vampires heart crumbles to dust. The effects
last until the next sunset.
Action: Extended, each roll requires 1 hour.
Roll Results
Dramatic Failure: The vampire believes the ritual to have worked, but instead a +1
bonus is added to all staking attempts.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Another sun set or stake attempt is gained.
Devils Touch
Description: The mortal must be present for this ritual to work. It cannot be performed
on any creature with a supernatural power statistic (such as Blood Potency). A penny
must be placed somehow in the mortals possession. The effects last until the next
sunrise. It makes others see the mortal in question as a loathsome individual of some sort
(that guy sure looks like a kiddie toucher.). This deprives the mortal of the benefit of
the 10 and again rule on social dice.
Action: Extended, each roll requires 1 minute.
Roll Results
Dramatic Failure: Things rebound on to the vampire.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The mortal loses the vampires Thaumaturgy in social dice as well.
Elemental Strength
Description: The vampire gains 3 bonus dots to devide among Strength and Stamina for
the rest of the scene. The vampire must be in skin on surface contact with unworked
stone or the earth when this ritual is performed.

Action: Extended, each roll requires 1 Instant action.


Roll Results
Dramatic Failure: 1 Lethal damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire gains an additional attribute dot for the duration.
Encrypt Missive
Description: The vampire can make a document or other writing illegible to any but
themselves and the intended reader. Other readers get nothing but gibberish. Anyone
with this ritual can attempt to decode writing protected this way with an opposed roll.
Action: Extended, each roll takes 10 minutes.
Roll Results
Dramatic Failure: The writer, and intended reader cant make heads or tails of this, but
others can.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Engaging the Vessel of Transference
Description: The vampire fills an ornate vessel about the size of a small tea kettel etched
with special hermetic sigils with up to three points of her own Vitae. This is then sealed
with a lid and red wax. Anyone holding the vessel feels a small chill, but no discomfort
as one point of Vitae is extracted from them and replaced with the casters. This can
create a Vinculum. The vessel must be made of ceramics infused with bone dust and the
etchings must be filled with red bronze and silver. Once created, the vessel can be
activated by filling it with Vitae and spending a point of Willpower.
Action: Extended, each roll takes 1 day to prepare the vessel.
Roll Results
Dramatic Failure: The vessel will take and destroy 3 points of the creator, (and only the
creators) vitae once they touch it.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vessel can take two points from the one holding it for each one
of its creators.
Eyes of the Sea
Description: The vampire may peer into a body of still, standing water and view events
that have occurred on it up to one lunar cycle previous.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: Spirits of the water are irritated.
Failure: No result.
Success: Things go as planned.
Exceptional Success: An additional lunar cycle back in time can be viewed.

Flatline
Description: A mortal under the effects of this ritual enters a coma until the next sunrise
and appears to have none of the secondary characteristics of being alive. This will fool
medical professionals most of the time (-successes to Medicine checks to find vitals) and
will automatically fool mechanical or electronic devices. This ritual requires a small
dead insect or animal be placed in the subjects actual home. It can only be used once per
month on any given target.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: The vampire thinks it works, it doesnt.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Fortify the Solid Form
Description: The vampire may add 1 durability to an object per point of Thaumaturgy he
possesses. This adds +1 to any damage it may be capable of inflicting. This lasts for one
night.
Action: Extended, each roll takes ten minutes.
Roll Results
Dramatic Failure: The reverse of what was intended is achieved.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success adds another to durability or +1 to damage
potential.
Guests Herald
Description: The ritualist creates a ward, and once crossed an audio or visual effects
notifies him of the event. The effect, once decided can must be static, and must involve
actual items in the real world. The ritualist, thus, may not be there to witness the event
(which is the same every time). The effect must be subtle, and non-offensive. The
ritualist may cancel the ward at any time.
Action: Extended, each roll requires 10 minutes.
Hermetic Sight
Description: The vampire can see objects in Twilight as overlays on the physical world
for one scene.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The vampire can sporadically see into the Spirit Wilds, but doing so
completely interrupts seeing in the physical world.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can see into the Spirit Wilds with an additional
Willpower point spent, without interrupting material vision.

Suggested Modifiers
Modifier
Situation
+2
In the vicinity of a powerful Nexus
+1
In the vicinity of a weak Nexus
-1
Small town, village, or other built up countryside area.
-2
City suburb or town.
-3
Dense urban area.
Illuminate the Trail of Prey
Description: The vampire can see the tracks of a target as pale glowing footprints on the
ground. This only works if the target was on foot. The vampire must have a piece of the
target or an item belonging to them. This ritual is mostly practiced by the Sabbat.
Action: Extended, each roll takes 1 minute. This is resisted with Composure, resistance
is Reflexive.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can track vehicles the target uses so long as the target
was driving.
Incantation of the Shepherd
Description: The vampire can, by chanting and slowly spinning while looking into a
glass object. At the end of the ritual he gets a sense of the distance and direction of the
nearest 3 mortals from whom he has fed at least three times.
Action: Extended, each roll requires 5 minutes.
Scent of the Lupines Passing
Description: The vampire must inhale the smoke from a burning bundle of specially
prepared herbs. For the rest of the night, the vampire can detect werewolves by scent.
This requires a separate Wits+Composure roll to smell if a place or object has recently
been handled/inhabited by a lupine, or to get a scent on a person more than about a yard
away. The scent of a lupine can be detected automatically (supernatural invervention
requires a Test of Wills) if the lupine is closer than a yard or so.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: The vampires nose grants false or misleading information.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success grants an additional +1 on the subsequent
perception rolls.
Summon Simple Form
Description: The vampire conjures an inanimate object. The object cannot have any
moving parts, and it must all be made from one type of material. Each turn the vampire

wishes to keep the object, another point of Willpower must be spent. Each success grants
an object with one point of Structure.
Action: Extended, each roll takes 1 Instant action.
Roll Results
Dramatic Failure: The vampire manages to agitate the local spirit world.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The object is permanent.
Taste for Blood
Description: The vampire must taste the blood of the subject. From that drop of blood,
the vampire can learn one of the following per success:
How much blood is in the target, how recently they have fed, Generation within 3, blood
potency within 3, if the subject is a vampire, mortal, or other supernatural, a mental
image of the target.
Action: Extended, each roll requires 1 minute.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result
Success: Things go as planned.
Exceptional Success: Every 5 successes can answer another one of the following
questions: What is the targets name, Have they committed diablerie, an image of their
sire, an image of any one of their childer, have they sired.
Suggested Modifiers
Modifier
Situation
+1
For every question that the character can already answer
accurately.
-1
For every hour old the blood is.
Wake with Evenings Freshness
Description: The vampire must spread the ashes of a burnt feather around her sleeping
space. If the ritual works, the vampire can automatically awaken from slumber at any
disturbance during the day. Each success grants one turn without the Humanity dice pool
limit for daytime activity. This ritual must be the last thing done before laying down to
sleep.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: Not only does the ritual fail, but an additional -1 penalty is imposed
on all rolls to wake up that day. The same penalty implies for the first turn after
awakening.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Zillahs Litany

Description: The vampire may, with one drop of blood, gain the name and a rough
impression of each vampire that the subject is blood bound to or has a Vinculi with. This
ritual is known primarily to the Sabbat.
Action: Extended, each roll requires 5 minutes.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The degree of vinculum is known.
Level 2
Blood Rage
The thaumaturge may force the subject to spend Vitae at a rate of one point per success
the ritualist gets. The subject must either be touched by the vampire, or the thaumaturgist
must have something belonging to the target.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The thaumaturgist loses an additional point of Vitae.
Failure: No result.
Success: Things go as planned
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
+1
The vampire has tasted the blood of the subject.
Blood Walk
Description: Each success grants the vampire the answer to one of the following
questions: Who is one person in Vinculum with the subject. Who is the subject in
Vinculum to? Each success may be used to trace the characters lineage back one
Generation granting either an image of the ancestors face or the ancestors True Name
per success. Each ancestor requires double the number of successes. This can go
forward in the same manner, seeking childer. This ritual requires a sample of Vitae from
the vampire to be traced. In some instances this may require a Test of Wills, if the
ancestor/childer/Vincullum holder has certain potent powers of concealment.
Action: Extended, each roll requires 3 hours.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No information is gained.
Success: Some questions are answered.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
+1
The subjects Clan is known by the ritualist.

-2

The subject is a Caitiff.

Burning Blade
Description: The vampire must cut herself with a bladed weapon (1 lethal), while
performing the proper chant. Once completed the weapon does Aggravated damage
against any creature with a mystical power stat while glowing with a flickering green
light. Unlike the usual course with aggravated damage, this item does not ignore armor.
It lasts for one attack per success. This ritual cannot be drawn out for additional
successes.
Cost: +2 additional Vitae.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The weapon itself takes a level of aggravated damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Burnout
Description: The vampire can attempt to fry any electronic device she can see with her
own eyes that is within 10 yards times Willpower. Each success deals 1 level of
Aggravated damage to the device.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The vampire suffers 1 Bashing damage.
Failure: No result.
Success: Things go as planned
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
-1
The device has a surge protector.
Crystallize the Liquid Form
Description: Any liquid within line of sight may be turned into a solid with the a
durability equal to the vampires Thaumaturgy. The liquid may not already be inside a
creature, but the blood seeping from a wound may be solidified. This lasts for the scene.
Up to one cubic foot of liquid can be transformed this way.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The power misfires in some random, bad for the caster, way.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The transformation lasts an hour.
Deny the Intruder

Description: The vampire must scrawl wards inside the area to be protected in charcoal.
Once paperwork regarding this place enters the system, bureaucratic issues prevent any
attention from actually reaching the building. Papers are misfiled, the internet eats
memos, people assume that a bill is paid without checking, that sort of thing. Any
attempts to investigate the building via records or the internet are at -1 per initial success.
The wards must be renewed once per month.
Action: Extended, each roll requires 15 minutes.
Roll Results
Dramatic Failure: The building sends up multiple bureaucratic red flags.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
-1
For every outside service the area has (electricity, gas, cable).
Gremlins
Description: The vampire must touch one object to discharge the spell. Once this is
done, the object takes 1 point of Lethal damage per success. Durability subtracts from
this damage, which appears as signs of age and corrosion.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: Some random object on the vampires person suffers damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
-1
Object is made from purely natural materials.
-2
Object to totally unworked.
Inscription
Description: The vampire may impart any 1st or 2nd level ritual into a written form for
anothers use. The caster must pay the cost, and perform the ritual, which is then
activated by any other, once. After the ritual is used, the ink turns into inert ash. The
instructions are annotated in the extreme, the inscribed ritual cannot be used to learn
Thaumaturgy. Activating the stored ritual requires an Intelligence+Occult roll.
Action: Extended, each roll takes 5 minutes
Roll Results
Dramatic Failure: The stored ritual will automatically have a Dramatic Failure, effecting
the initial caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success grants a +1 to the user activating the ritual.

Iron Body
Description: The vampire can cause themselves or any other target to treat Aggravated
damage from fire and sunlight as Lethal for one hour. The subject must carry a spent
shell casing with them for the duration.
Action: Extended, each roll requires 5 minutes.
Roll Results
Dramatic Failure: The magic appears to work, but the subject actually takes an
additional point of lethal damage for the duration.
Failure: No result.
Success: Things go as planned.
Exceptional Success: An additional hour is gained.
Masters Order
Description: The vampire must use this ritual in a place she has spent the night at least
once. This will allow the vampire to know the location of any object that belongs to her
(even through theft) so long as it is in her haven. This lasts for one scene per success.
Action: Extended, each roll takes 1 minute.
Roll Results
Dramatic Failure: False or misleading information.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The effect lasts till sunrise.
Suggested Modifiers
Modifier
Situation
-1
For every room beyond the casters Thaumaturgy.
-1
For every thousand square feet beyond the vampires
Thaumaturgy.
Palm of Flame
Description: The vampire may call up a baseball sized ball of fire to her hand. It will not
burn so long as the vampire holds it. The fire can be thrown to a range increment equal
to the vampires Thaumaturgy+Wits. Once released, the fire acts normally. Initial
contact deals 2 levels of damage, as the fire is considered to be the size and heat of a
torch.
Cost: 1 additional Willpower.
Action: Extended, each roll takes 1 Instant action.
Roll Results
Dramatic Failure: The vampire catches herself on fire, taking 1 level of Aggravated
damage and is forced to roll for Rotshreck.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success increases the Heat increment of the fire by one,
and therefore its damage level.

Principle Focus of Vitae Infusion


Description: The vampire takes an object between the size of a baseball and a dime and
infuses it with one point of her own vitae. Once the ritual is completed, the item takes on
a reddish hue and becomes slick to the touch. The thaumaturgist can then cause the item
to break down into a small pool of blood ready for consumption at a later time. If another
is present during the ritual, or a piece of another, or the item belongs to another, the item
can be attuned to them and they can retrieve the vitae. The blood must come from the
ritualist, however, with all attendant complications.
Cost: 1 additional vitae.
Action: Extended, each roll takes 5 minutes.
Roll Results
Dramatic Failure: The vitae is foul and undrinkable once retrieved.
Failure: No result.
Success: Things go as planned.
Exceptional Success: An additional bloodpoint can be added to the object.
Suggested Modifiers
Modifier
Situation
+1
The object has sentimental value to the intended recipient.
Prison of Water
Description: The vampire can cause water (1/2 the targets size in gallons, round up.) to
grab and hold a target until sunrise or until the ritualist chooses to negate the power.
Even after the water has initially bound a target, the caster can add more successes for a
firmer hold, living creatures can even be drowned this way. This ritual is resisted with
Strength. The water can lash out its size away (again, rounded up).
Action: Extended, each roll requires an Instant action, resistance is also Instant.
Roll Results
Dramatic Failure: That particular body of water will not respond to the casters call
again for one lunar cycle.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Mortal targets can be drowned.
Spirit Speech
Description: The vampire is able to speak with any spirits he can see for one scene and
understand their attempts at communication for the same duration.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The spirit will automatically be hostile.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire gains an additional +1 per 5 successes on social rolls
with spirits for the scene.

Spite of the Harridan


Description: The vampire may terminate any pregnancy if the pregnant individual is
within the Cainites sight. This ritual requires crushing a snakes egg. The termination of
the pregnancy is messy and painful to the would be mother.
Action: Extended, each roll requires 30 seconds. This is resisted with Composure with a
Reflexive action.
Roll Results
Dramatic Failure: The vampire loses an additional Vitae.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The target suffers 1 level of Bashing damage per success.
Steps of the Terrified
Description: The target of this ritual, who must either be in the vampires sight (or the
vampire may have a piece of the target), finds their Speed reduced by the vampires
successes. The vampire must throw a handful of poplar buds at the target, and then douse
her hands in oil. Once done, the vampire must wring the oil from her hands while
following the target.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The vampire finds her own speed reduced.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Strike True
Description: The vampire may add their Blood Potency and their Thaumaturgy to their
next roll to attack.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: Strike that, reverse it.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success can be added as a bonus as well.
Subvert
Description: The vampire must have some piece of the target, or close personal item.
The vampire can use this to cause a subject to be consumed by their Vice for one hour per
success. What this means is that the target must act on their vice when confronted with it
or lose 1 point of Willpower. This power is resisted with Composure.
Action: Extended, each roll requires 10 minutes, resistance is Reflexive.
Roll Results
Dramatic Failure: The power backfires onto the caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.

Suggested Modifiers
Modifier
Situation
+1
The subjects Vice is known.
+1
The subjects Morality is 4 or less.
-1
The subjects Morality is 7 or more.
Warding Circle Versus Ghouls.
Description: The vampire creates a circle of a 10x10 radius. Any ghoul hitting the edge
of this feels resistance and a puff of wind. Persistence in the face of this deals 3 bashing
damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest
of the night, but it can be made permanent. This ritual involves drawing a rune at the
center in a pigment made from mortal blood.
Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the
permanent. Resistance is Instant and uses Resolve.
Roll Results
Dramatic Failure: While the ward appears to work, it actually does not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5 successes doubles the radius.
Ward Versus Ghouls
Description: This ritual creates a glyph that causes pain to ghouls who touch it. The
glyph affects one solid part of an object. It could effect a car door, but not the whole
vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph.
Once created, the glyph is permanent unless defaced somehow. Any ghoul touching the
warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus if
used against ghouls.
Cost: 1 additional vitae
Action: Extended, 5 hours per roll.
Roll Results
Dramatic Failure: The ward appears, but will only work against ghouls with the vitae of
the thaumaturge in their veins.
Failure: No result.
Success: Things go as planned.
Exceptional Success: +1 damage.
Wooden Tongues
Description: The vampire can speak with the spirit of an inanimate object. Such spirits
tend to have rather intimate knowledge of a limited region of concerns (who uses them,
when, how are they cared for) and tend to have a number of related wants. Most dont
much care for vampires, and the ones that do tend to be objects of bloody violence or
malice. No spirit will offer information for free, and negotiation for such information as
it has tends to be an opposed Manipulation+Persuasion vrs the spirits Finesse+Rank
(usually about 4 dice, more for objects that are connected strongly with their owner or a
set of owners, or that have strong symbolic value.)/
Action: Extended, each roll takes 10 minutes

Roll Results
Dramatic Failure: The spirit is angry. The ritualist suffers a -1 penalty to any attempts
to use a similar object for one lunar cycle.
Failure: No result.
Success: Things go as planned.
Exceptional Success: +1 dice to negotiate with the spirit of the object.
Suggested Modifiers
Modifier
Situation
+2
The spirit of the object is already awakened somehow.
+1
The object has strong symbolic value.
-1
The object has never had any sort of regular owner.
Level 3
Acid Touch
Description: The vampires hands become coated in acid. This does not harm the
vampire or any gear on her person when the ritual was cast. Anyone the vampire attacks
in hand to hand suffers 1 level of Aggravated damage per point of Vitae invested in the
ritual (expenditure can happen once per roll). The acid lasts 1 scene.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: Backfire, the vampire suffers the damage instead.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Blood of Potency
The vampire may increase her blood potency for one hour. Each success grants one
additional hour of use or one additional level of blood potency. This has no effect on
those who diablerise the vampire in the meantime, or any childer she embraces in this
state. This may be done only once per night.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: Backfire, the vampires blood potency drops by one for one hour.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Blood to Water
Description: The vampire must touch his target, and some of that targets blood turns to
water. In mortals this manifests as one point of Lethal damage per success. In vampires,
one point of Vitae is destroyed per success, and a Stamina+Composure roll each round to
resist vomiting water, for one round till it is successfully resisted.

Action: Extended, each roll requires 1 Instant action, Resisted is Reflexive, using
Stamina.
Roll Results
Dramatic Failure: The vampire suffers the loss of an additional point of Vitae.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
+1
Within sight of at least a bathtubs worth of water.
Feast of Ashes
Description: The target can not feed on blood for one night per success. Instead they
must feed on ashes, and may only gain 1 Vitae per night this way, which may only be
used for arising the next night. This ritual requires a part of the subject, or an item owned
by them. This ritual is mostly known to the Sabbat.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: Backlash
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Flesh of the Fiery Touch
Description: The vampire swallows a burning ember, and thereafter anyone attacking the
target unarmed suffers 2 levels of Fire damage for the rest of the night, this does not
apply to the caster attacking someone else, for some reason. The casters skin takes on a
sun-browned hue which can add one beyond Humanity limits to the vampires dice pools.
Cost: 1 Aggravated damage level, 1 Willpower
Action: Extended, each roll requires 1 hour.
Roll Results
Dramatic Failure: The vampire takes 2 levels of aggravated damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can deal damage unarmed.
Hells Calling
Description: This ritual requires something that belongs to the subject, which is burned
at the climax of the ritual. When this happened, the subject feels flames, and emotionally
feels that flames are right in front of them. This essentially provokes a check against the
Red Fear in Cainites.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: Backfire, the caster is effected.
Failure: No result.

Success: Things go as planned.


Exceptional Success: Every 5th success forces another -1 penalty on the check to resist
Rotshreck.
Incorporeal Passage
Description: The vampire becomes insubstantial for one scene. During this time the
ritualist is incorporeal, and thus can pass through solid objects and is immune to physical
attack. Unfortunately, the character can only move in a strait line on a level course, and
is vulnerable to things in twilight. Once moving, the vampire cannot retreat along his
course. The ritualist must carry a shard of a mirror turned toward himself to hold his
reflection. The vampire may drop the shard at any time to end the ritual prematurely.
Cost: 1 additional Willpower
Action: Extended, each roll indicates 1 Instant action.
Roll Results
Dramatic Failure: The vampire is trapped in Twilight for one hour per success before
the point of the Dramatic Failure. During this time the vampire is completely immobile.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire moves at double his normal rate.
Lesser Animation
Description: The vampire can animate a dead creature as a zombie which will follow
simple commands. Each success allows a greater size for the creature to be animated,
adds 1 to one attribute (up to +2 on original), or grant it one minor ability. The zombie
has the following traits
Power: Original Strength, Finesse: Original Dexterity, Resistance: Original Stamina
Physical Integrity: x2 original Size, Speed: Higher of Finesse or Power+5
Aspects: Indestructible, Limited Intelligence, Preservation 3, Quick Movement
Weaknesses: Vulnerability to Fire and Sunlight
Possible Enhancements: +1 damage, Lethal damage (already has this if original form
did), Tough.
Action: Extended, each roll requires 1 hour.
Roll Results
Dramatic Failure: The critter animates, and attacks.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Liquefy the Solid Form
Description: The vampire can deal one level of aggravated damage per success to solid
objects (not living or undead creatures). This manifests by the objects melting into a
puddle. The object must be within line of sight, and stays this way for a scene, before
regenerating 1 level of Structure per round until it is reconstituated.
Action: Extended, each roll requires an Instant action.
Roll Results

Dramatic Failure: A misfire in some random way that is bad for the caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Magic of the Smith
Description: The vampire can conjure objects made of multiple materials and with
moving parts. Ordinarily, these things cost 1 Willpower per turn to keep them once they
are created. Each success allows an item with 1 Structure, or 1 degree of complexity.
Each degree of complexity is as follows.
1 for each different material up to 5. 1 for each simple machines, such as gears, wedges,
and pullies up to 5. 1 for each spring, up to 5. +2 requiring fuel. +4 for being electrical.
+10 for being computerized.
Cost: 2 additional Vitae.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: You manage to really anger local machine spirits.
Failure: No result.
Success: Progress is made.
Exceptional Success: Lots of progress. 5 successes beyond what is needed to make the
object can make it permanent.
Suggested Modifiers
Modifier
Situation
+1
Character possesses a relevant Craft specialty.
+1
Character possesses a relevant Science specialty.
+1
Some piece of a relevant material is on hand.
-1
For every point of Crafts under 4 the character has.
Movement of the Mind
Description: The vampire can move any object they can see up to a Strength equivalent
to their Thaumaturgy. The possible speed is equal to the vampires
Intelligence+Wits+Thaumaturgy. Subjects resist with Composure, this is Reflexive. The
vampire can use this power on themselves to fly, if they have enough Strength to lift
themselves. This power lasts for a scene.
Action: Extended
Roll Results
Dramatic Failure: The magical backlash deals 1 point of Bashing damage to the
thaumaturgist per success.
Failure: No result.
Success: Things go according to plan.
Exceptional Success: Every 5th success increases the Strength by 1.

Pavis of Foul Presence


Description: This ritual causes Majesty effects to rebound on their user. Anyone
attempting to use Majesty on the vampire using this ritual is effected as if the same ability
was used with the same degree of success on them, by the ritualist. This ritual lasts till
the next sunrise, and requires an item of blue silk, which must be worn by the ritualist.
This particular trick is known only by the Tremere.
Action: Extended, each roll requires 1 minute.
Roll Results
Dramatic Failure: The vampire believes the ritual works, but all attempts to use Majesty
against her gain +1 dice.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The ritualist is aware of all Majesty attempts used against him.
Rhyme of Discord
Description: Once this ritual is performed, anyone in the vampires haven other than the
thaumaturge himself loses 1 point from all Mental and Physical rolls while on the
premises for each point of Thaumaturgy the ritualist possesses. The place seems to warp
and change, preventing observations and effective action. This lasts until the next sunset.
Action: Extended, each roll requires 10 minutes. This is resisted individual with Wits as
an Instant action. This clears perceptions up for one round per success.
Roll Results
Dramatic Failure: The ritual effects the caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success gains a sunset or adds to the penalties of
intruders.
Suggested Modifiers
Modifier
Situation
-1
Per room to be affected beyond the casters Thaumaturgy.
-1
Per 1,000 feet to be affected beyond the casters Thaumaturgy.
Ritual of the Bitter Rose
Description: This rite requires a vampire with a Blood Potency of at least 7 to be
Diablerised by multiple Cainites. The number that may partake is the difference between
the lowest Generation vampire and their target in generation. The elder must be drained
of all but one Vitae, and their heart must be cut out, ground up, and mixed with the ash of
a rowan wood stake and red wine. This concoction must be drunk by all participants who
all gain the benefits of, and drawbacks therein, of Diablerie.
Action: Extended, each roll requires
Roll Results
Dramatic Failure: The liquid is toxic, each participant takes 3 levels of aggravated
damage.

Failure: No result.
Success: Things go as planned.
Exceptional Success: No additional benefit is gained.
Sanguine Assistant
Description: The vampire creates a creature as a servant made of odds and ends and a
quantity of Vitae. It is perfectly loyal to its creator, and has the following statistics when
created:
Power: 1, Finesse: 2, Resilience: 1
Size: 1, Speed: 6 (species factor 3)
It suffers aggravated damage from Fire and Sunlight. It can attack for
lethal damage, as sharp parts are generally part of the construction.
It lasts till dawn, at which point it crawls back into the bowl it was created from and falls
apart. Unless it was killed with aggravated damage, it can be recreated the next night for
the cost of 1 Vitae. Each time it is recreated it gains 1 Finesse until it reaches par with its
creators wits. Over time, the critter starts to gain thought patterns and a personality
similar to its creator.
Cost: +4 additional Vitae.
Action: Extended, each roll requires 15 minutes.
Roll Results
Dramatic Failure: The critter is hostile.
Failure: No result.
Success: Things go as planned.
Exceptional Success: +1 attribute.
Suggested Modifiers
Modifier
Situation
+1
For every 2 nights the same materials are used from the same
creation bowl to create the same creature.
Shaft of Belated Quiescence
Description: This ritual requires that a shaft of rowan wood be soaked in 3 points worth
of Vitae, and blackened in an oak fire. The weapon then need only make contact for a
splinter of it to come loose in the target and begin working its way to the heart. At this
point, each round after penetration the stake splinter deals 1 level of Lethal damage per
minute as it makes its way to the targets heart. It does this once the initial attack
damage plus the damage per round equal 5 (+1 per point of active Resilience). Mortals at
this point, must roll Stamina+Resolve each round or take a point of Aggravated damage
until death. Vampires react as if the stake were driven directly into their heart. This
process can be averted by a surgeon going after the tip, which is an opposed
Intelligence+Medicine vrs Thaumaturgy roll. This doubles the amount of Lethal damage
done (if it doesnt happen in a hospital setting) in the turn, but once (if) the surgeon wins
the splinter is retrieved preventing further harm. Each shaft is good for one successful
attack.
Cost: 2 additional Vitae.

Action: Extended, each roll requires 3 hours.


Roll Results
Dramatic Failure: The shaft will not function, unless the wielder gets a Dramatic Failure
on an attack roll, and therefore gets a splinter
Failure: No result.
Success: Things go as planned.
Exceptional Success: The stake moves at a rate of 1L per round.
Transubstantiation of the Seven
Description: The vampire can transform her blood into that of the Council of Seven to
initiate the partial binding each Tremere Initiate must undergo. Only Tremere can use
this ritual.
Action: Extended, each roll takes 15 minutes.
Roll Results
Dramatic Failure: The caster finds themselves bound more closely to the Seven.
Failure: No result.
Success: Things go as planned.
Exceptional Success: No additional result.
Voice of Command
Description: The vampire can attempt to order about any spirit that she can see and can
communicate with. The spirit cannot be made to violate its ban, or do anything directly
against its nature (spirits of healing are not likely to make good assassins, for example).
The order must be a single task (though their can be multiple steps), and it must be
something that can be completed by the next sunset.
Action: Extended, each roll takes 1 Instant action, Spirits can resist Reflexively with
Resistance.
Roll Results
Dramatic Failure: The spirit cannot be affected by this ability for one lunar cycle, and is
apt to be angry.
Failure: No result, the spirit is probably pissed.
Success: Things go as planned.
Exceptional Success: The spirit will do anything that does not violate its ban.
Suggested Modifiers
Modifier
Situation
+2
The vampire knows the spirits True Name
+1
The vampire offers the spirit something appropriate to its type.
+1
The thaumaturgist knows the spirits ban.
Warding Circle Versus Lupines.
Description: The vampire creates a circle of a 10x10 radius. Any werewolf hitting the
edge of this feels resistance and a puff of wind. Persistence in the face of this deals 3
bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts
the rest of the night, but it can be made permanent. This ritual involves drawing a rune at
the center in a pigment made from powdered silver.

Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the
permanent. Resistance is Instant and uses Resolve.
Roll Results
Dramatic Failure: While the ward appears to work, it actually does not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5 successes doubles the radius.
Ward Device
Description: The vampire causes a particular computer or piece of stored media to be
completely inaccessible without the vampire their to cancel the spell. Attempted access
results in disturbing snow which seems to show twisted faces, or white noise that seems
to reveal threats, screams, and disturbed muttering.
Action: Extended, each roll requires 5 minutes.
Roll Results
Dramatic Failure: The vampire believes the ritual worked when it did not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Normal lack of access signals are shown.
Suggested Modifiers
Modifier
Situation
+1
Per month the device has belonged to the vampire.
Ward Versus Lupines/Fae
Description: This ritual creates a glyph that causes pain to werewolves who touch it.
The glyph affects one solid part of an object. It could effect a car door, but not the whole
vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph.
Once created, the glyph is permanent unless defaced somehow. Any werewolf touching
the warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus
if used against werewolves. This glyph must be etched with powdered silver. The ward
vrs Fae must be learned separately, works against Changelings as well, and uses iron
filings instead of silver.
Cost: 1 additional vitae
Action: Extended, 5 hours per roll.
Roll Results
Dramatic Failure: The ward appears, but will not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: +1 damage.
Wind Dance
Description: The vampire adds Thaumaturgy to their Defense for the scene. These levels
of Defense are not lost due to multiple attackers or numbers.
Action: Extended, each roll requires an Instant action.
Roll Results

Dramatic Failure: Strike this power, reverse it.


Failure: No result.
Success: Things go as planned.
Exceptional Success: Add Blood Potency as well.
Zeuss Fury
Description: The vampire can store 1 level of Bashing damage worth of electricity per
success. In addition, exposure to electricity simply adds successes to the ritual. Each
level of Bashing damage can be added as a bonus to a Strength+Brawl attack or a
Dexterity+Athletics attack at range (range increment equal to Thaumaturgy). The
vampire may use as much or as little of the electrical charge as they desire with each
attack (this works as a maximum, each success on the attack up to that maximum costs a
charge but deals a level of bashing damage). For the rest of the scene, each round the
vampire gathers another success worth of electrical damage. As the vampire gathers
charge, her hair starts to move with electricity, sparks will appear with movement, and at
a moderate charge (5 or more charges) the vampires hair will stand on end, at the high
end (8 or more), the vampire will actually glow. The electricity grounds out harmlessly as
the ritual ends at the end of the scene.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The vampire suffers a level of lethal damage.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Level 4
Bone of Lies
Description: This ritual requires a human bone from a body at least 200 years old. One
point of Vitae must be infused per successful ritual roll. Anyone holding the bone is
compelled to tell the truth, though this costs 1 Vitae from the bone (A maximum of 10
points of Vitae may be infused). This calls forth the owners ghost, which either gains a
derangement or loses a point of Morality each time it forces the truth from some poor
bastard.
Cost: At least +1 additional Vitae.
Action: Extended, each roll takes 1 night.
Roll Results
Dramatic Failure: The vampire makes a link through which an upset ghost can act upon
her.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The bone can hold an additional point of Vitae.
Curse Belated

Description: This ritual marks a ghoul of the casters with a sigil that activates if the
ghoul is slain, instantly transforming them into a vampire sired by the caster. Any Vitae
left in their system is usable, and they gain one additional point once the ritual activates.
Cost: 1 Willpower Dot.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: The ritual is believed to work, but does not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The newly minted vampire gains +1 Vitae.

Entrap Ephemera
Description: This ritual creates a Fetish, as discussed in W:tF. The fetish must be
activated with a Manipulation+Occult roll, which does not benefit from the 10 and again
rule. It always costs 1 Willpower and 1 Vitae to activate. The fetish lasts until there are
no successes on an activation roll.
Action: Extended, each roll costs 1 minute. Resisted, resistance is Reflexive.
Roll Results
Dramatic Failure: The spirit is free to do what it wants to, this is likely to be nothing
good.
Failure: No result.
Success: Headway is made.
Exceptional Success: The 10 and again roll does apply toward activation.
Suggested Modifiers
Modifier
Situation
See fetish creation rules in W:tF
Greater Animation
Description: The vampire can animate a dead creature as a zombie which will follow
simple commands. Each success allows a greater size for the creature to be animated
above 5, adds 1 to one attribute (up to +2 on original), or grant it one minor ability. The
zombie has the following traits
Power: Original Strength, Finesse: Original Dexterity, Resistance: Original Stamina
Physical Integrity: x2 original Size, Speed: Higher of Finesse or Power+5
Aspects: Indestructible, Limited Intelligence, Preservation 3, Quick Movement
Weaknesses: Vulnerability to Fire and Sunlight
Possible Enhancements: +1 damage, Lethal damage (already has this if original form
did), Tough, +1 Armor, Additional Quick Movement, Sensitivity
Action: Extended, each roll requires 1 hour.
Roll Results

Dramatic Failure: The critter animates, and attacks.


Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Heart of Stone
Description: The vampire transmutes her heart to solid rock. She must lie naked on a
stone slab while performing this rite, while a candle burns down on her chest. Once this
is finished, the vampire gains her Thaumaturgy rating in armor against attacks aiming for
the heart, and is completely immune to the Shaft of Belated Quiescence. Also,
Thaumaturgy is added to any rolls to resist emotional manipulation (supernatural or
otherwise) and Wassail. On the downside, the vampire loses two dice to resist
Degeneration for Humanity, and three dice to all Social dice pools that arent about
Composure. This ritual lasts until the caster decides otherwise.
Cost: 1 Aggravated Damage
Action: Extended, each roll requires four hours.
Roll Results
Dramatic Failure: The negative effects occur, but not the positive.
Failure: No effect
Success: Things go as planned.
Exceptional Success: Every 5th success removes 1 die of penalty.
Inferno
Description: The vampire calls up a fire roughly 5x5 anywhere within his line of sight.
This fire does 5 levels of damage to anyone it is placed upon. Once released it cannot be
controlled by the vampire.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: Bad luck, the fire appears on the caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success adds 1 to the heat of the flames, and therefore
the damage.
Reverse Conjuration
Description: The character can banish any object or creature made or called via blood
sorcery. The caster must get more successes then the original caster. Note that while the
original flame of fire based blood magic might be banished, anything it spread or sparked
to is likely to stay in reality. Objects otherwise made permanent can still be banished
with this power.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The attempt fails, and cannot be tried again.
Failure: No result.
Success: Progress is made.
Exceptional Success: More progress is made.

Suggested Modifiers
Modifier
Situation
+1
An object belonging to the original caster is in hand.
Splinter Servant
Description: The vampire creates a creature made of animated wood. The wood must
come from a tree nourished by the dead, bound in wax, and sealed in nightshade twine.
When the binding is removed, the creature attacks whomever the wielder commands, or
the wielder if he does not designate a target within 1 round. The creatures statistics are
as follows:
Power: 2, Finesse: Thaumaturgy, Resistance: 3
Size: 2, Speed: Power+Finesse+5. The critter has +2 Defense over what it
should have due to small size and jerky movements. It can jump the same distance as a
man sized creature, and it will always try and strike the heart. Being made of wood, the
result is obvious. The creature can be targeted by whomever unwraps it, and it suffers 1
level of Lethal damage as it shakes itself apart.
Action: Extended, each roll requires 6 hours.
Roll Results
Dramatic Failure: The servant will always attack whomever unwraps it.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The critter suffers a level of Bashing damage each round.
Temportal
Description: The vampire may link any door in her haven to any other for a brief
instance. The caster can therefore use the door from her bedroom to put her outside, or
rig a door in the front, next time it is opened, to deposit whomever opens it in the back
yard. The door must be in the vampires haven, as defined as a place she has spent the
day in at least once. The temporal transposition is only good the next time the door is
opened.
Action: Extended, each roll requires an Instant action.
Dramatic Failure: The door opens someplace unwanted. Enemies end up in the inner
sanctum, the caster ends up in the Spirit Wilds, all that kind of thing.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The enchantment lingers, and the caster may activate the door to
do something unexpected again if they so choose.
Theft of Vitae
Description: The vampire physically forces blood from a target. This physically
launches itself in a stream to the thaumaturge, who absorbs it through their left hand.
Each success transfers one point of Vitae. The target must be within line of sight.

Action: Extended, each roll requires 1 Instant action.


Roll Results
Dramatic Failure: The thaumaturge loses a point of Vitae and a health level.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward,
Suggested Modifiers
Modifier
Situation
+1
An item belonging to the target is in the warlocks possession.
Warding Circle Versus Cainites.
Description: The vampire creates a circle of a 10x10 radius. Any vampire (but not kuejin) hitting the edge of this feels resistance and a puff of wind. Persistence in the face of
this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual
normally lasts the rest of the night, but it can be made permanent. This ritual involves
drawing a rune at the center in a pigment made from spilled Vitae. The caster is immune
to her own ward.
Cost: 2 additional Vitae.
Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the
permanent. Resistance is Instant and uses Resolve.
Roll Results
Dramatic Failure: While the ward appears to work, it actually does not, against any
vampire other than the creator.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5 successes doubles the radius.
Ward Versus Cainites
Description: This ritual creates a glyph that causes pain to vampires who touch it (but
not kuei-jin). The glyph affects one solid part of an object. It could effect a car door, but
not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining
the glyph. Once created, the glyph is permanent unless defaced somehow. Any vampire
touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L as
a bonus if used against vampires. The caster is immune to her own ward.
Cost: 3 additional vitae
Action: Extended, 5 hours per roll.
Roll Results
Dramatic Failure: The ward appears, but will only work vampire that created it.
Failure: No result.
Success: Things go as planned.
Exceptional Success: +1 damage.
Level 5

Blood Contract
Description: The vampire draws up a contract written in his own blood, and signed by
another being in its blood. Both sides of the contract must be upheld their end, and this
will be enforced by a literal demon if someone tries to do otherwise. This ritual requires
the use name of a Demon to work.
Cost: +2 additional Vitae.
Action: Extended, 10 minutes per roll.
Roll Results
Dramatic Failure: The thaumaturge must hold of their end, but the other is free in clear.
There will still be demonic enforcement.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire has a bit more wiggle room than the other party.
Suggested Modifiers
Modifier
Situation
+4
The True Name of the Demon is known.
+2
The Celestial Name of the Demon is known.
+1
The True Name of either party to the contract is known.
-1
Only a pseudonym of the other party is known.
Cauldron of Blood
The vampire must touch the target to activate this ability. The subject then suffers one
point of Aggravated damage per success as their blood boils in their veins. Vampires and
ghouls also lose one point of Vitae per success.
Action: Extended, each roll requires an Instant action. This is resisted with Stamina,
resistance is Reflexive.
Roll Results
Dramatic Failure: Backfire. The ritualist suffers all accumulated successes as
aggravated damage and loses a like number of Vitae.
Failure: No result
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Cognizant Construct
Description: The vampire essentially reawakens a slain being with a new template. The
creature is treated as being Blood Bound to the vampire who created it, and is a sort of
minor undead. The following traits apply:
Attributes: These are whatever the original creature had, but -1 to Presence,
Manipulation, Intelligence, and Wits (minimum 1)
Firearms do Bashing damage to the creature, which need not eat, drink, or breath. Health
levels are Staminax2+size. They suffer Aggravated damage from fire and sunlight. The
creature can heal by devouring freshly dead meat and rolling Resolve+Composure. Each
size point worth of flesh heals 4 bashing damage, 1 lethal, or .5 aggravated damage.

Alternately, a Willpower point restores all Bashing damage or 1 lethal. These things do
not suffer wound penalties unless it is from Aggravated damage.
Morality is reduced by 1 (minimum 1) and one Derangement is gained.
1 Willpower point can be expended to grant the creature +3 Strength for the scene.
Action: Extended, each roll requires 1 hour.
Roll Results
Dramatic Failure: The critter animates, and attacks.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Create Talisman
Description: The character must make a long, pointed object that must be carved with
runes symbolizing the vampires true name, and the sum of his mystical knowledge.
While holding it, any magic targeted at the vampire loses 1 die, while any Thaumaturgy
performed by the vampire while they are holding this item gains +2 dice. Used as a
weapon, the Talisman adds +1 to the dice pool to use it, whatever it would be ordinarily.
While the vampire may enchant a found item, all rune carving or what have you must be
made by the would-be owner. If another gets their hands on the vampires Talisman, it
can be used to target magic at the owner with +3 dice.
Action: Extended, each roll requires 6 hours, and only one roll can be made per night.
Roll Results
Dramatic Failure: The Talisman makes targeting the vampire with magic easier, +1 die.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire gains an additional die to casting spells with the
Talisman, and foes lose a die to cast at the vampire.
Suggested Modifiers
Modifier
Situation
+1
The item itself is hand made by the vampire.
Duality
Description: The vampire can see creatures in Twilight and physically interact with them
for the rest of the scene. Creatures in Twilight may respond in kind.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The vampire is transported bodily to the Spirit Wilds and must find
her own way home.
Failure: No result.
Success: Things go as planned.

Exceptional Success: The vampire can maintain this state for one hour per 5 successes or
until they decide to turn it off.
Stone of the True Form
Description: This ritual creates a weapon in the form of a small pebble, roughly the size
and shape of a marble. The stone must be smeared with the users Vitae. From that point
on, if the stone comes into contact with a shape-shifted or disguised creature, it is forced
to make a resistance roll or return to its true form, and must remain that way for one turn
per success. Each marble is good for one strike.
Cost: 1 additional Vitae.
Action: Extended, each roll takes 10 minutes. Resisted with Composure as a Reflexive
action.
Roll Results
Dramatic Failure: The creature is immune to this ritual from this caster for one lunar
cycle.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Stone Slumber
Description: The vampire must cover herself in the blood of a 12 hour old corpse, and
then stand stock still facing east. Once the first rays of sunlight touch her, she will turn to
stone (durability 5) and take no damage from fire or sunlight. She will also be
completely dormant for 12 hours. Rotshrecking at the sight of the sun will ruin the spell.
Action: Extended, each roll takes hour.
Roll Results
Dramatic Failure: The vampire is frozen in place, but is burned by the sun as normal.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success adds one to the ritualists durability.
Valediction
Description: The subject loses all supernatural benefits of any diablerie they have
committed in their unlife. The subject must be within sight of the ritualist.
Action: Extended, each roll requires 15 minutes, Resisted with Composure as a
Reflexive.
Roll Results
Dramatic Failure: Backlash
Failure: No result.
Success: Things go as planned.
Exceptional Success: The subject takes a level of aggravated damage as well.

Verdant Blade

Description: The vampire may cause any sharp object to act as a stake for one use. The
object must be long enough to penetrate the heart. The weapon must be immersed in a
mixture of tree sap and water along side a rowan branch.
Action: Each roll requires 5 minutes
Roll Results
Dramatic Failure: The weapon shatters the first time it is used.
Failure: No result
Success: The weapon works as expected.
Exceptional Success: The weapon may be used as normal without expending the
enchantment, only a successful staking attempt will trigger the effect.
Warding Circle Versus Ghosts, Spirits, or Demons.
Description: The vampire creates a circle of a 10x10 radius. Any creature of the
specific type hitting the edge of this feels resistance and a puff of wind regardless if it is
manifested in the physical plane, in Twilight, or in the Spirit Wilds. Persistence in the
face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The
ritual normally lasts the rest of the night, but it can be made permanent. This ritual
involves drawing a rune at the center in a pigment made from Vitae, and either Holy
Water (demons), sage ash (spirits), or ground up grave stone (ghosts). Each ward against
non-physical entities must be learned separately.
Cost: 1 additional Vitae.
Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the
permanent. Resistance is Instant and uses Resolve.
Roll Results
Dramatic Failure: While the ward appears to work, it actually does not.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5 successes doubles the radius.
Ward Versus Demons, Ghosts, or Spirits.
Description: This ritual creates a glyph that causes pain to a specific non-physical entity
that comes into contact with it, whether in Twilight, or physically manifested somehow.
The glyph affects one solid part of an object. It could effect a car door, but not the whole
vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph.
Once created, the glyph is permanent unless defaced somehow. Any creature of the
appropriate type touching the warded object takes 3 levels of lethal damage. Warded
weapons gain +3L if used against the appropriate sort of critter. Such weapons can be
used against creatures in Twilight for only the +3L if the wielder can see thing thing.
Each sort of ward against non-physical entity must be learned separately. The glyph must
be inlayed with a pigment containing Holy Water (for demons), sage ash (for spirits), or
ground gravestone (for ghosts).
Cost: 1 additional vitae
Action: Extended, 5 hours per roll.
Roll Results
Dramatic Failure: The ward appears, but does not.
Failure: No result.

Success: Things go as planned.


Exceptional Success: +1 damage.

Voudon Sangre
Description:This is a sort ritual blood magic that the evolved from Settite Sorcery, and
possibly necromancy in the Caribean. It was developed by Samedi and Serpents of the
Light Settites probably within the last few hundred years. It is based on an odd
combination of Catholic, traditional African, and Native American belief systems. It is as
much a folk religion as a path of supernatural power, non-adherents cannot use it.
Cost: 1 Willpower, 1 Vitae
Dice Pool: Presence+Occult+Voudon Sangre
Action: Extended (1 action per level of spell)
Suggested Modifiers
Modifier
Situation
+3
Graveyard or Battlefield
+2
Church, hospital, or historic building (100 years old or more)
+1
Hand made structure or old building (50-100 years old)
-1
Small town, village, or other built-up area in the countryside, or
parking lot, or modern commercial building.
-2
City suburbs and towns, modern industrial buildings.
-3
Dense urban area, or modern laboratory.
1 to -3
The character is rushed or distracted, such as by evoking a spell in
combat or while trapped in a burning building. This penalty is
cumulative with multiple distractions (such as by casting a ritual in
combat during a hurricane). Successes gained on a meditation roll
for the night offset interruption penalties on a one for one
basis.
Level 1
Bind the Accusing Tongue
Description: The vampire can prevent the subject from speaking ill of him until they can
successfully overcome the spell (make a Resistance roll). This ritual requires a hair from
the head of the target, an image or effigy of the target, and a black silken cord which is
wound round the image and hair. The whole thing crumbles to dust once the effect is
ended.
Action: Extended (each role requires 1 minute)/Resisted (resistance is reflexive).
Roll Results
Dramatic Failure: The components crumble to inert dust.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Devils Touch

Description: The mortal must be present for this ritual to work. It cannot be performed
on any creature with a supernatural power statistic (such as Blood Potency). A penny
must be placed somehow in the mortals possession. The effects last until the next
sunrise. It makes others see the mortal in question as a loathsome individual of some sort
(that guy sure looks like a kiddie toucher.). This deprives the mortal of the benefit of
the 10 and again rule on social dice.
Action: Extended, each roll requires 1 minute.
Roll Results
Dramatic Failure: Things rebound on to the vampire.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The mortal loses the vampires Thaumaturgy in social dice as well.
Eldritch Beacon
Description: The vampire must melt a green candle and form it into a ball. The ball
glows in Twilight in the eyes of ghosts, and makes them +1 die to effect the bearer with
their abilities. The beacon lasts 1 hour per success. This ritual is most common among
the Sabbat.
Action: Extended, each roll requires 15 minutes.
Roll Results
Dramatic Failure: The caster becomes the beacon.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Eye of Humiliation
Description: The subject loses 1 die per success on all social rolls for 1 night per level of
Voudon Sangre the caster knows.
Action: 1 round per roll.
Roll Results
Dramatic Failure: The curse backlashes onto the caster.
Failure: No result.
Success: The curse works as expected.
Exceptional Success: Every success after the 5th adds 1 day onto the duration of the
curse.
Suggested Modifiers
Modifier
Situation
+1
The subject has bested the character at something.
+1
The subject has insulted the caster.
+2
The subject provoked the caster into an anger wassail.
-1 or more
Subjects Composure
Incantation of the Shepherd

Description: The vampire can, by chanting and slowly spinning while looking into a
glass object. At the end of the ritual he gets a sense of the distance and direction of the
nearest 3 mortals from whom he has fed at least three times.
Action: Extended, each roll requires 5 minutes.
Insight
Description: The vampire looks into the eyes of a cadaver and see the last thing they saw.
The image appears in the cadavers eyes and is invisible to all but the necromancer.
Action: Each roll takes 1 action.
Roll Results
Dramatic Failure: False or misleading information is gained.
Failure: No result
Success: Things work as expected
Exceptional Success: The last thirty seconds or so of the corpse is revealed realtime.
Suggested Modifiers
Modifier
Situation
-1
For every time the sun has risen since the body died.
Mephistophelean Minx
Description: The player must feed a cat a drop of her vitae. It will then seek out an
infant and siphon a point of Willpower to the sorcerer to use as her own. The willpower
must be used that night. This sort of treatment three nights in a row kills the infant. As
many cats (and as many children) may be treated in this fashion as the vampire cares to
feed Vitae to.
Cost: 1 additional Vitae per cat.
Action: Extended, each roll takes 10 minutes.
Roll Results
Dramatic Failure: The cats attack the caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: No additional effect.
Pools of Illusion
Description: The vampire can create a fully mobile, video, and audio illusion on or under
the surface of any body of water. The illusion smells like the water, and cannot leave the
water it is cast on. The ritualist must either be in, around, or have a sample of the water
in question. The illusion requires the vampires concentration to move or speak.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The vampire loses an extra point of Vitae.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can see through the illusion as if standing in its
place.

Scent of the Beast


Description: The vampire must have a piece of the animal in question. They can then,
for the scene, mimic the scent of that animal, including pheromone clues. This will
automatically fool normal animals, but particularly intelligent ghouled animals (have
developed an Intelligence of 2 at least), and Shape Shifters can invoke a Test of Wills to
overcome this power.
Action: Extended, each roll requires 1 minute.
Roll Results
Dramatic Failure: The vampires own dead and bloody scent is enhanced.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Sheltering Hand
Description: The vampire can perform this ritual on themselves or another, and they are
granted a minimal shield from disaster. The next action performed by the adds 1 per
success to the number of 1s required to botch (or suffer a Dramatic Failure).
Action: Extended, each roll requires 1 minute.
Roll Results
Dramatic Failure: The vampire himself finds himself having an additional automatic 1
to his next die roll.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Shroudsight
Description: The vampire can see into Twilight for a scene.
Action: Extended, each roll takes 1 round.
Roll Results
Dramatic Failure: The vampire can see into the Underworld, and only the Underworld
for the scene.
Failure: No result.
Success: Things work as planned.
Exceptional Success: The necromancer can instantly differentiate between ghosts and
spirits.
Suggested Modifiers
Modifier
Situation
+3
Graveyard or Battlefield
+2
Church, Hospital, or building more than 100 years old
+1
Building between 50 and 100 years old or handmade structure.
-1
Parking lot or modern commercial building
-2
Modern industrial building
-3
Modern laboratory.

Singing Charm
Description: The caster must slice off an ear, burn it, mix the ash with herbs, and put part
of the mixture in a clay pot, while keeping the rest in a sown shut leather packet. So long
as the caster has the packet, he can hear the charm singing and hone in perfectly on the
direction. This is inaudible to others. The song lasts for one night per success.
Cost: 1 additional Willpower.
Action: Action, extended, each roll takes 1 hour.
Roll Results
Dramatic Failure: The song appears to come from a random direction.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Level 2
Apprentices Broom
Description: The necromancer can animate a single weak zombie. It has the following
statistics.
Power: 2, Finesse: 1, Resilience: 2, Health: 5, Initiative: 1
Physical Integrity: 10, Size: 5, Speed: 1
Aspects: Indestructible, Intensely Stupid
Cost: 1 additional Vitae.
Action: Extended, each roll takes 1 action.
Roll Results
Dramatic Failure: The zombie is upset with you, and attacks.
Failure: No result.
Success: The zombie is created.
Exceptional Success: An additional point of Power, Finesse, or Resilience can be added
to the zombie.
Suggested Modifiers
Modifier
Situation
+3
Graveyard or Battlefield
+2
The summoner has the ghosts fetter in possession.
+2
Church, Hospital, or building more than 100 years old
+1
Building between 50 and 100 years old or handmade structure.
-1
Parking lot or modern commercial building
-2
Modern industrial building
-3
Modern laboratory.
Banish Spirit
Description: The vampire can force a spirit back into the Spirit Wilds. The spirit must
first be bound with the Bind Spirit rite or otherwise held in place for the duration to the

ritual. The ritualist must circle the spirit counterclockwise and sprinkle it with salt water
from each of the four cardinal directions five times, while speaking a banishing chant.
Action: Extended, each roll takes one minute. This is Contested with the Spirits
Resistance, which is Instant.
Roll Results
Dramatic Failure: All successes are lost, no attempt can be made to banish this spirit
until the next sunset.
Failure: No result.
Success: Progress is made.
Exceptional Success: More progress is made.
Call Gaffling
Description: The vampire can summon a lesser spirit, who is under no compulsion to do
anything other than appear in a prepared sacred circle. In the circle their must be a small
amount of some sort of material appropriate to the spirit to be summoned. Most spirits
do not like vampires very much, and they must be negotiated with to get them to actually
do anything.
Action: Extended, each roll requires one minute, Resisted with Resistance as a Reflexive
action.
Roll Results
Dramatic Failure: All successes are lost.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The spirit is apt to be receptive to what the vampire offers.
Suggested Modifiers
Modifier
Situation
+2
The material in the summoning circle is especially valuable to the
spirit.
+1
The spirit is of a sort with some kinship with vampires, such as a
spirit of blood, death, rage, or murder. Or the material offered is of
particular value to the spirit.
-1
The attempt is to summon a particular spirit.
Eye of Famine
Description: The character must make eye contact with the target and pronounce a curse
(eye contact is only needed to initiate, though the target must never leave the casters
sight). Each success strips 1 dot of Resources, Haven, or Herd from the subject due to
random accident over the course of the next seven nights. The ST decides what goes,
neither the victim nor the caster know.
Action: Each roll costs 1 action.
Roll Results
Dramatic Failure: The curse rebounds.
Failure: No result
Success: Things go as expected.
Exceptional Success: Additional successes are their own reward.

Suggested Modifiers
Modifier
Situation
-1 to -5
Subjects Composure
Fortunes Blessing
Description: The vampire can bless themselves or another to grant an additional die to
any one type of mundane task the next time it is attempted (i.e., skill checks involving a
particular named skill). The blessing fades at sunrise.
Action: Extended, each roll takes 1 minute.
Roll Results
Dramatic Failure: The vampire herself loses a die to the specified type of action instead.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success adds another die.
Hide from Hunters Eyes
Description: The vampire becomes completely invisible to one particular type of animal
unless she attacks them. This power lasts for one scene.
Action: Extended, each roll requires an Instant action. Resisted as a Reflexive action
with Wits.
Roll Results
Dramatic Failure: The vampire believes the ritual worked when it did not.
Failure: No result.
Success: Things go according to plan.
Exceptional Success: Additional successes are their own reward.
Lifeless Tongues
Description: This is an improved version of Shroud Sight. It allows the vampire to be
able to both see into Twilight, but also converse with anything that cares to communicate
on the other side. This lasts 1 scene.
Action: Extended, each roll takes 1 minute.
Roll Results
Dramatic Failure: The Cainite can only communicate with, see, or hear beings in the
actual underworld for the duration.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire may also communicate effortlessly with creatures in
Twilight that normally do not share a language with her, such as spirits, or the dead from
foreign lands, or God help her, ghosts from when the language was incomprehensibly
different.
Plague Breath
Description: The vampire must breath upon the target, exhaling disease up them. The
disease has a potency equal to that of the vampires Voudon and deals Bashing damage.
A check must be made once per night until the disease is fought off.

Action: Extended, each roll requires an Instant action. Resistance is Reflexive and uses
Stamina.
Roll Results
Dramatic Failure: Backlash.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success grants +1 to the Potency of the disease.
Puppet
Description: The vampire smears a targets eyes, ears, and mouth with a mixture of ash
from burnt bone and grave soil. The target may be willing or unwilling, but it grants
ghosts +4 dice to attempt to possess the subject. Once performed, the ritual lasts for one
hour per success. This ritual is most common among the Sabbat.
Action: Extended, each roll requires 5 minutes, Resistance is Reflexive and uses
Composure.
Roll Results
Dramatic Failure: Backlash.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Spirit Speech
Description: The vampire is able to speak with any spirits he can see for one scene and
understand their attempts at communication for the same duration.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The spirit will automatically be hostile.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire gains an additional +1 per 5 successes on social rolls
with spirits for the scene.
Spite of the Harridan
Description: The vampire may terminate any pregnancy if the pregnant individual is
within the Cainites sight. This ritual requires crushing a snakes egg. The termination of
the pregnancy is messy and painful to the would be mother.
Action: Extended, each roll requires 30 seconds. This is resisted with Composure with a
Reflexive action.
Roll Results
Dramatic Failure: The vampire loses an additional Vitae.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The target suffers 1 level of Bashing damage per success.
Steps of the Terrified
Description: The target of this ritual, who must either be in the vampires sight (or the
vampire may have a piece of the target), finds their Speed reduced by the vampires

successes. The vampire must throw a handful of poplar buds at the target, and then douse
her hands in oil. Once done, the vampire must wring the oil from her hands while
following the target.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The vampire finds her own speed reduced.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Strength of Root and Stone
Description: The vampire may add their Voudon Sangre to Strength, Dexterity, or
Stamina for the scene. This requires that the vampire have a double handful of herbs and
pure iron filings to cast over themselves to activate the ritual. The precise herbal mixture
requires depends on the attribute to be raised. The addition must all go to one attribute.
Action: Extended, each roll requires an Instant action.
Roll Results
Dramatic Failure: The vampire loses a like amount to the named attribute.
Failure: No result.
Success: Things go according to plan.
Exceptional Success: Every 5th success adds 1 to the named attribute.
Summon Soul
Description: The Necromancer can call forth any existing ghost if they know its name,
or have a picture of it. It is required that they have part of the ghosts former body, or an
item belonging to it. The Cainite can keep the ghost for one minute per success, and can
see it for the duration.
Action: Each roll requires 1 minute.
Roll Results
Dramatic Failure: An unpleasant sort of spirit shows up and decides the character is its
to toy with.
Failure: No result
Success: The summoned ghost arrives.
Exceptional Success: The summoned ghost arrives, and is well disposed to the
summoner.
Suggested Modifiers
Modifier
Situation
+3
Graveyard or Battlefield
+2
The summoner has the ghosts fetter in possession.
+2
Church, Hospital, or building more than 100 years old
+1
Building between 50 and 100 years old or handmade structure.
-1
Parking lot or modern commercial building
-2
Modern industrial building
-3
Modern laboratory.

Trust Withers
Description: This ritual requires a blue glazed pottery amulet be placed in the belongings
of the target. Once this is done, the target can be made to develop feelings of distrust and
paranoia toward a particular individual. These two do not gain the benefit of the 10 and
again on social dice rolls toward each other unless it is for intimidation purposes. This
lasts until the amulet is destroyed or has left the targets possession.
Action: Extended, each roll takes 1 minute. This is resisted with Composure as a
Reflexive action.
Roll Results
Dramatic Failure:
Failure: No result.
Success: Things go as planned.
Exceptional Success: The target develops the Suspicion derangement, or that progresses
to the Paranoia derangement.
Suggested Modifiers
Modifier
Situation
+2
The target already has the Paranoia and Suspicion derangements.
+1
The target already has the Suspicion derangement.
Level 3
Bind the Spirit
Description: This ritual can prevent a spirit from leaving a particular location in either
the physical world or the Spirit Wilds. Their must be a single condition allowing for
escape from the binding, which two others must be told (though neither need be the
spirit). The conditions must be possible (though they may be difficult). The ritual
requires a summoning circle be drawn on the floor or ground.
Action: Extended, each roll requires an Instant action,. Resisted with the spirits
Resistance as a Reflexive action.
Roll Results
Dramatic Failure: All successes are lost, and the spirit gains an additional point of
Resistance for the rest of the scene.
Failure: The circle develops a flaw, and the spirit escapes.
Success: Things go as planned.
Exceptional Success: The vampire may siphon a point of Essence from the spirit and
convert it to Vitae.
Breath of Life
Description: The vampire must make a salve including powdered human bone, crushed
herbs, and fresh human or animal blood (not Vitae). This material must be prepared and
then spread over the vampires injuries. Each success heals 2 levels of Bashing, or 1
Lethal. It can do nothing for aggravated damage.
Action: Extened, each roll takes 1 minute.
Roll Results

Dramatic Failure: The material is poisonous, the vampire takes 1 Lethal.


Failure: No result.
Success: Things go according to plan.
Exceptional Success: Additional successes are their own reward.
Call Jaggling
Description: As call Gaffling, but this ritual is usable on more powerful spirits.
Cleanse the Herd
Description: The vampire can, with a touch, drive infection from a target, whom they
must touch. This power will only work on bacterial, viral, or parasitic infections. Using
this ritual creates a disease spirit related to whatever the target had. The spirit cannot
attack the subject or the vampire for one week per success.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: The plague spirit manifests in Twilight, and attacks.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
-1
The disease is ordinarily terminal.
-1
Per point of Potency the disease has.
Compel Soul
Description: The vampire can force a ghost to answer questions or perform a task for one
hour per success, until completion, or until sunrise. Whichever comes first. The ghost is
free to subvert the spirit of the question or request for the letter, so the necromancer had
best be careful.
Dice: This ritual is resisted with Resistance.
Action: Extended, each roll takes 1 minute.
Roll Results
Dramatic Failure: The ghost is immediately free from the summoning and may act as it
chooses.
Failure: The ghost is not bound, but is not released from the summoning assuming time
still remains.
Success: The ghost is bound.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
+2
The summoner has the ghosts fetter in possession.
Curse of Peril

Description: The character must be able to see the target and threaten them with harm.
The next time the subject is in danger of taking physical damage, all dice pools are
reduced by 1 per success. The disease can harm Cainites.
Action: Each roll requires 1 action.
Roll Results
Dramatic Failure: The curse rebounds on the caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Suggested Modifiers
Modifier
Situation
-1 to -5
Subjects Composure
Cut the Cord
Description: The vampire may sever a spirits bond with a person or object, even if the
spirit is the spirit of that object. This is not pleasant for the spirit, who will likely have to
find a way back to the Spirit Wilds right quick. This will not work on Claimed as the
bond is far to strong, but it will work on Urged or Ridden.
Action: Extended, each roll requires an Instant action. This is resisted with the spirits
Resistance as a Reflexive action.
Roll Results
Dramatic Failure: This will not work on that spirit for a lunar cycle.
Failure: No result, the spirit knows something was tried.
Success: Things go as planned.
Exceptional Success: The spirit takes a level of Bashing damage per success.
Hells Calling
Description: This ritual requires something that belongs to the subject, which is burned
at the climax of the ritual. When this happened, the subject feels flames, and emotionally
feels that flames are right in front of them. This essentially provokes a check against the
Red Fear in Cainites.
Action: Extended, each roll requires 10 minutes.
Roll Results
Dramatic Failure: Backfire, the caster is effected.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success forces another -1 penalty on the check to resist
Rotshreck.
Marking the Prey
Description: The vampire can cause a particular type of animal to automatically focus on
a particular individual. They may not be hostile, but they will focus on that target.
Distracting them from that target requires a physical attack. This ritual lasts till sunrise,
and is must be performed in the presence of the target, or with a piece of or item
belonging to the target as a focus.

Action: Extended, each roll requires 1 minute. This is resisted as a Reflexive action with
Composure.
Roll Results
Dramatic Failure: Backlash, the critters focus on the caster.
Failure: No result.
Success: Things go as planned.
Exceptional Success: It lasts till the following sunset.
Pavis of Foul Presence
Description: This ritual causes Majesty effects to rebound on their user. Anyone
attempting to use Majesty on the vampire using this ritual is effected as if the same ability
was used with the same degree of success on them, by the ritualist. This ritual lasts till
the next sunrise, and requires an item of blue silk, which must be worn by the ritualist.
This particular trick is known only by the Tremere.
Action: Extended, each roll requires 1 minute.
Roll Results
Dramatic Failure: The vampire believes the ritual works, but all attempts to use Majesty
against her gain +1 dice.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The ritualist is aware of all Majesty attempts used against him.
Ritual of the Unearthed Fetter
Description: This ritual requires the vampire to have the finger bone of the ghost he is
interested in. When the ritual is performed, the finger bone becomes attuned to one of the
ghosts fetters. The name of the ghost is necessary as well, and is a chip from a
gravestone. Any gravestone will do. The finger bone acts as a sort of compass leading it
to the nearest fetter of the ghost in question. It points out the direction as the crow
flies. Each finger bone is good for one fetter search.
Action: Extended, each roll requires 1 hour.
Roll Results
Dramatic Failure: The ghost knows that someone tried to find out about it, and who the
individual is.
Failure: No result.
Success: The ritual works as planned.
Exceptional Success: The vampire gains a sense of distance, and one fact about the
fetters location per five successes.
Suggested Modifiers
Modifier
Situation
+2
One fetter is already in the vampires possession.
+1
The gravestone chip is the ghosts own.
Sense the Land
Description: The Voudon can sense everything around her within 100 yards per
Willpower dot. This lasts for a scene, and by focusing on one individual, the Voudon can

inflict any other Voudon Sangre ritual upon them of a level up to 3. This power invokes a
Test of Wills if anyone in the area is concealing themselves through supernatural means.
Action: Extended, each roll lasts 1 minute.
Roll Results
Dramatic Failure: The vampire is stricken blind for the scene.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success adds 100 yards or allows an additional level of
Voudon Sangre Ritual to be applied through this medium.
Shambling Hordes
Description: The ritualist creates zombies up to one per point of Necromancy the
vampire possesses per batch. They have the following statistics
Power: 3, Finesse: 3, Resilience: 4, Initiative: 3
Physical Integrity: 10, Size: 5, Speed: 1
Positive Aspects: Autonomous Parts, Indestructible, Limited Intelligence, Pack
Instinct (1 applies to batches created together only).
Preservation 3,
Negative Aspects: Vulnerable to Fire
Cost: 1 additional Vitae per zombie created.
Action: Extended action, 1 roll per 10 minutes.
Roll Results
Dramatic Failure: The zombies animate uncontrolled, and hungry.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The zombies gain +1 in each attribute.
Suggested Modifiers
Modifier
Situation
+3
Graveyard or Battlefield
+2
The summoner has the ghosts fetter in possession.
+2
Church, Hospital, or building more than 100 years old
+1
Building between 50 and 100 years old or handmade structure.
-1
Parking lot or modern commercial building
-2
Modern industrial building
-3
Modern laboratory.
Tread Upon the Grave
Description: The vampire can sense if they are within a ghosts area of influence. This
can also tell if they are in a Hallow related to the underworld, or a place of ghostly
resonance. Which of these is not determined, nor is any information necessarily gleaned
about the ghostly resident.
Action: Each roll requires 1 action.

Roll Results
Dramatic Failure: False or misleading information.
Failure: No result
Success: The vampire can tell if they are in a ghosts area of influence, a Hallow related
to the underworld, or a place of ghostly resonance.
Exceptional Success: The relative strength of the ghost is known, what sort of place the
vampire is in is learned, and how strong it is.
Voice of Command
Description: The vampire can attempt to order about any spirit that she can see and can
communicate with. The spirit cannot be made to violate its ban, or do anything directly
against its nature (spirits of healing are not likely to make good assassins, for example).
The order must be a single task (though their can be multiple steps), and it must be
something that can be completed by the next sunset.
Action: Extended, each roll takes 1 Instant action, Spirits can resist Reflexively with
Resistance.
Roll Results
Dramatic Failure: The spirit cannot be affected by this ability for one lunar cycle, and is
apt to be angry.
Failure: No result, the spirit is probably pissed.
Success: Things go as planned.
Exceptional Success: The spirit will do anything that does not violate its ban.
Suggested Modifiers
Modifier
Situation
+2
The vampire knows the spirits True Name
+1
The vampire offers the spirit something appropriate to its type.
+1
The thaumaturgist knows the spirits ban.
Level 4
Candle of Rage
Description: The vampire must create a candle adding Vitae and pepper to the wax along
with an item belonging to the target, or a part of the target. The candle lasts for one night
per success per point of Vitae added to it. Each night that it is lit, the target loses 2 dice
per hour to resist Frenzy. Targets that are not subject to Frenzy become capable of doing
so.
Cost: Multiple additional Vitae.
Action: Extended, each roll requires 1 hour to create the candle. Each night the target
must roll Composure to resist. This is Reflexive.
Roll Results
Dramatic Failure: The caster finds herself effected when the candle is lit.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Every 5th success grants a free night the candle can be lit.

Suggested Modifiers
Modifier
Situation
-1
The target is not normally subject to Frenzy.
Entrap Ephemera
Description: This ritual creates a Fetish, as discussed in W:tF. The fetish must be
activated with a Manipulation+Occult roll, which does not benefit from the 10 and again
rule. It always costs 1 Willpower and 1 Vitae to activate. The fetish lasts until there are
no successes on an activation roll.
Action: Extended, each roll costs 1 minute. Resisted, resistance is Reflexive.
Roll Results
Dramatic Failure: The spirit is free to do what it wants to, this is likely to be nothing
good.
Failure: No result.
Success: Headway is made.
Exceptional Success: The 10 and again roll does apply toward activation.
Suggested Modifiers
Modifier
Situation
See fetish creation rules in W:tF
Hope Dissolves
Description: The vampire must place a blue glazed ceramic amulet among the subjects
possessions. This effect lasts until the amulet is destroyed or disposed of. Once the ritual
activates, the subject begins to feel that nothing that they do can possibly come to
anything useful. The subject cannot gain Willpower from their Virtue anymore at this
point, and does not gain the benefit of the 10 and again rule on anything they do, in fact,
1s subtract from successes and can lead to Dramatic Failure.
Action: Extended, each roll takes 1 hour. This is resisted with Composure, which is
Reflexive.
Roll Results
Dramatic Failure: Backlash.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The target loses 1 die on all dice pools per 5 successes.
Severing Sand
Description: The vampire can change a handful of river sand and turns it into a potent
weapon against spirits and ghosts. The sand must be cleansed, dried in the sun, and then
sprinkled with Vitae, pure water, and salt. While invoking the appropriate Egyptian god,
the vampire can cast the sand around himself to close the ritual, all ghosts and spirits are
driven back into the Spirit Wilds.
Cost: 1 Vitae.
Action: Extended, each roll requires 12 hours.
Roll Results
Dramatic Failure: The sand deals 1L to the vampire when they touch it.

Failure: No result
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Splinter Servant
Description: The vampire creates a creature made of animated wood. The wood must
come from a tree nourished by the dead, bound in wax, and sealed in nightshade twine.
When the binding is removed, the creature attacks whomever the wielder commands, or
the wielder if he does not designate a target within 1 round. The creatures statistics are
as follows:
Power: 2, Finesse: Thaumaturgy, Resistance: 3
Size: 2, Speed: Power+Finesse+5. The critter has +2 Defense over what it
should have due to small size and jerky movements. It can jump the same distance as a
man sized creature, and it will always try and strike the heart. Being made of wood, the
result is obvious. The creature can be targeted by whomever unwraps it, and it suffers 1
level of Lethal damage as it shakes itself apart.
Action: Extended, each roll requires 6 hours.
Roll Results
Dramatic Failure: The servant will always attack whomever unwraps it.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The critter suffers a level of Bashing damage each round.
Level 5
Duality
Description: The vampire can see creatures in Twilight and physically interact with them
for the rest of the scene. Creatures in Twilight may respond in kind.
Action: Extended, each roll requires 1 Instant action.
Roll Results
Dramatic Failure: The vampire is transported bodily to the Spirit Wilds and must find
her own way home.
Failure: No result.
Success: Things go as planned.
Exceptional Success: The vampire can maintain this state for one hour per 5 successes or
until they decide to turn it off.
Eye of Doom
Description: The character must express fulsome praise, vicious insult, or utter
astonishment of the subject, and the subject must be visible to the subject. Immediately
afterword the subject takes 1 level of Aggravated damage per success.
Cost: 1 additional Vitae
Action: Each roll requires 1 action.
Roll Results

Dramatic Failure: The curse rebounds onto the caster.


Failure: No result.
Success: Things go as planned.
Exceptional Success:
Suggested Modifiers
Modifier
Situation
-1 to -5
Subjects Composure
Shackles of Blood
Description: The caster makes a potion with three points of their own Vitae, the ashes of
a human heart from the same gender as the intended victim, and various herbs. The
resulting concoction is stirred with an iron rod in a copper pot, and then strained through
a cloth of unbleached cotton. The intended target must drink this, and then will be
effected as though under a Vinculum to the caster, regardless of whether or not they have
ever met for one night per success.
Action: Extended, each roll requires 1 hour. This ritual is resisted with Composure as a
reflexive action when the concoction is drunk.
Roll Results
Dramatic Failure: The subject will be radically suspicious of the ritualist if they ever
meet. -2 to all social rolls.
Failure: No result.
Success: Things go as planned.
Exceptional Success: Additional successes are their own reward.
Valediction
Description: The subject loses all supernatural benefits of any diablerie they have
committed in their unlife. The subject must be within sight of the ritualist.
Action: Extended, each roll requires 15 minutes, Resisted with Composure as a
Reflexive.
Roll Results
Dramatic Failure: Backlash
Failure: No result.
Success: Things go as planned.
Exceptional Success: The subject takes a level of aggravated damage as well.

Name
Description:
Cost:
Dice Pool:
Action:
Roll Results

Dramatic Failure:
Failure:
Success:
Exceptional Success:
Suggested Modifiers
Modifier
Situation
1 to -3
The character is rushed or distracted, such as by evoking a spell in
combat or while trapped in a burning building. This penalty is
cumulative with multiple distractions (such as by casting a ritual in
combat during a hurricane). Successes gained on a meditation roll
for the night offset interruption penalties on a one for one
basis.

Devotions
Badgers Hide
The vampires hide becomes tough and leathery, piercing (as opposed to slashing or
bludgeoning) attacks do half damage for the scene.
Prerequisites: Protean 4, Resilience 1
Cost: 1 Vitae
Dice:Action: Reflexive
XP: 15
Call Upon the Blood
The vampires Beast reaches out and pokes at the Beasts of others in the area to see if
anything is there. The radius is generally 10 per point of Auspex the vampire has. For

one scene after use, all those who had their Beast poked, and the vampire who used this
ability suffer a -2 to all rolls to resist Wassail. Vampires with Auspex or Animalism
themselves may make a Wits+Occult check to notice that something has happened.
Prerequisites: Animalism 3, Auspex 3
Cost: 1 Willpower
Dice: Wits+Occult+Auspex vrs Composure
Action: Instant, resistance is Reflexive
XP: 18
Chaos Fold
By making eye contact and speaking with the target, a vampire may set a Major
Derangement to activate under a particular circumstance programmed during this
disciplines use. Once activated, the derangement lasts for 1 hour per success.
Prerequisites: Dementation 4, Dominate 4
Cost: 1 Willpower, 1 Vitae
Dice: Manipulation+Empathy+Dementation vrs Composure
Action: Instant, resistance is Reflexive
XP: 24
Circumspect Revelation
The vampire may quickly and selectively drop Obfuscate or Vicissitude to the minimal
degree to reveal a Black Hand mark to one subject and one subject only.
Prerequisites: Celerity 1 Obfuscate 3 (or Vicissitude 2), Black Hand Status 2
Cost: 1 Vitae
Dice:Action: Reflexive
XP: 12
Distant Friend
The vampire may burry any Majesty effect in the subconscious of the subject so that it
does not come to the fore until the subject talks about the vampire to another.
Prerequisites: Dominate 2, Majesty 4
Cost: Dice: Presence+Persuasion+Majesty vrs Composure
Action: Instant
XP: 18
Malkavian Madness Network
The vampire can mind to mind communicate with any other Malkavian that they know by
name. They can communicate one vampire at a time per point of Mindweb they have.
On an exceptional success, communication can be made with a slain Malkavian,
including victims of diablerie.
Prerequisites: Auspex 1, Mindweb 1
Cost:-

Dice: Presence+Expression+Mindweb
Action: Reflexive
XP: 6
Minds Eye
The vampire must make eye contact with the subject, but once this is accomplished, they
can recall any given memory of the subject as if it were their own.
Prerequisites: Auspex 4, Dominate 3
Cost: 1 Willpower
Dice: Presence+Empathy+Auspex vrs Composure
Action: Instant
XP: 21
Name of the Fallen
The vampire must have a portion of the remains of a dead mortal or vampire, success
grants an image of the individual at the point of death, and their name. Every sunrise
since the death of the subject subtracts 1 from the dice pool.
Prerequisites: Auspex 3, Thaumaturgy (or Necromancy) 1
Cost: 1 Vitae, 1 Willpower
Dice: Wits+Occult+Thaumaturgy (or Necromancy)
Action: Instant
XP: 12
Random Patterns
The vampire may add their Dementation to their Defense against all attacks (including
ranged ones). This level of Defense can be worn away by the number of attackers.
Prerequisites: Auspex 2, Dementation 2
Cost: 1 Vitae
Dice: Wits+Brawl+Dementation
Action: Reflexive
XP: 12
Retain the Quick Blood
The vampire may regain 1 Vitae per hour from any spent to activate Celerity.
Prerequisites: Celerity 3, Quietus 3
Cost: Dice:Action:XP: 18
Sanguinary Expulsion
The vampire may consume up to one blood point of Vitae without allowing it into their
system. If the roll succeeds, the blood may be regurgitated within one scene of injestion.
Prerequisites: Protean (or Thaumaturgy) 3, Resilience 2
Cost:-

Dice: Resolve+Survival+Protean (or Thaumaturgy)


Action: Reflexive
XP: 15

Smiling Jacks Trick


The vampire can cause one target to consistently mistake him for another person for one
scene.
Prerequisites: Dominate 3, Obfuscate 4
Cost: 1 Willpower, 1 Vitae
Dice: Wits+Subterfuge+Obfuscate vrs Composure
Action: Instant, resistance is Reflexive
XP: 21
Suck it Up
The vampire can absorb blood either from a wound or spilled on the ground via skin
contact at the rate of 1 Vitae per round. This does not activate the Kiss.
Prerequisites: Animalism 1, Protean 2
Cost: 1 Willpower
Dice: Stamina+Survival+Protean
Action: Instant
XP: 9
Name
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