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OWBN Tremere Arcane PDF
OWBN Tremere Arcane PDF
PreviouslyKnownastheOWBNGuidetoBloodMagic
"Ifoundtheboxandpawedthroughituntil
Ihadfoundavellumscrolltiedshutwitha
whiteribbon.Iopeneditandpeereddown
atthethehandwrittencalligraphy.
ItstartedoffwiththewordInsomuch,and
thesyntaxgotmoreopaquefromthere."
JimButcher,DeathMasks
ThegoalofthisdocumentisnottoredefinehowTremereThaumaturgyworks,buthowitisregulatedin
andoutofcharacter,howitistaughtandlearnedandtocovertheraritysysteminOWbN.Wewillalso
exploremagicsthatareuniquetothevariousHouseswithinClanTremere,andtemplatestocreateyour
ownpathsandrituals.
TremereThaumaturgyisaslightlydifferentbeastthanPotence,Presence,Dominate,Auspexoranyother
nonBloodMagicdiscipline.ItisadisciplinethatisinherenttothemembersoftheTremereclan,butthey
cannotmanifestitsimplybytrying.ForinstanceifyouareaBrujah,youcanlearnmorePotencewithout
havingateacheraround.YoujustworkonbeingstrongerInCharacter,thenspendtheOOCexperience
points. Next thing you know, you are a strong player character, and have the bomb on ties. By their
birthright,mostTremerecaneasilylearnthedifferentandvariouspathsandritualsofThaumaturgy,but
theydorequireteaching.
Thatbeingsaid,Thaumaturgydiffersgreatlyfromtheotherformsofkindredmagicaswell.Itisnotby
faithorspiritualenlightenment,butformula,rotememorization,andpurewill.Becausethiscombination
isavailabletoanyKindredwithdedication,thoseoutsideoftheclanhaveaslightlyeasiertimelearning
Thaumaturgythaniftheywerepursuingotherformsofbloodmagic.
The Pyramid will always provide a teacher as long as the clan wants you to learn whatever is it you're
beingtaught.
Notes:
1) ThisispacketisdesignedtobeamorecompleteresourcetoreferencetheexistingThaumaturgy
andotherBloodMagicprintedintheWhiteWolfsourcematerialandcreatedinOWbN
chronicles.
2) ThemechanicssetforthinthispacketarearesourceforOWbNStorytellers,nothouserules.
3) Therarityrulespreviouslyusedinthispacketsforerunnersdonotapplytothispacket.Notethat
rarityregulationsareanenforceablegenrestandardwithinOWbN.
4) AnyHermeticThaumaturgycreatedbyWhiteWolfandnotfoundinthisguideisconsidered
Rarity4.
5) AnyHermeticThaumaturgycreatedbyOWbNandnotfoundinthisguideisconsideredRarity5.
Contents:
TremereThaumaturgyandYou:AnIntroduction ........................................................................................................... 2
TremereThaumaturgy ..................................................................................................................................................... 4
LearningThaumaturgyInClan ................................................................................................................................. 4
EarningYourKeep(orWhathaveyoudoneformelately?) .................................................................................. 5
LearningThaumaturgyOutofClan.......................................................................................................................... 6
ARoleplayingNotetoLearningThaumaturgytheOutofClanWay....................................................................... 6
PathandRitualClassification........................................................................................................................................... 7
RaritiesByLevel............................................................................................................................................................ 7
"Flavors"ofMagic ...................................................................................................................................................... 10
Paths............................................................................................................................................................................... 12
PathListingByRarity .................................................................................................................................................. 12
AlphabeticalPathListing ............................................................................................................................................ 13
Path&RitualCreation ................................................................................................................................................ 15
PathCreationRequirements.................................................................................................................................. 15
BeyondtheMechanics........................................................................................................................................... 16
RulesofThumbforAspiringMagicCreators.......................................................................................................... 16
ExLibrisOWBN:Additions,PlayerCreatedPaths&TabletopPathConversions ........................................................ 17
Alchemy...................................................................................................................................................................... 17
PathoftheBetterSelf ................................................................................................................................................ 17
BindingtheAbyss ....................................................................................................................................................... 18
Borealis....................................................................................................................................................................... 20
FauxPath .................................................................................................................................................................... 21
GiftofMorpheus ........................................................................................................................................................ 22
SouloftheSerpent..................................................................................................................................................... 23
SpiritManipulation..................................................................................................................................................... 24
SpiritThaumaturgy ..................................................................................................................................................... 24
WayofWarding.......................................................................................................................................................... 25
ElementalMastery ..................................................................................................................................................... 26
Rituals............................................................................................................................................................................. 27
RitualListingByRarity ................................................................................................................................................ 27
AlphabeticalRitualListing .......................................................................................................................................... 36
ATremereRitualCompanion:TabletopRitualConversionsandOWBNSpecificRituals ............................................ 37
NewThaumaturgy ...................................................................................................................................................... 37
TabletopConversionsandOWBNSpecificRituals ..................................................................................................... 37
Intermediate.......................................................................................................................................................... 43
Advanced ............................................................................................................................................................... 47
Elder....................................................................................................................................................................... 52
Master.................................................................................................................................................................... 53
Methuselah............................................................................................................................................................ 54
Ascendant .............................................................................................................................................................. 54
HouseSpecificMagic ..................................................................................................................................................... 55
Arcanum ..................................................................................................................................................................... 55
Hashem/Virtue/Wards&Measures ........................................................................................................................... 55
HighSaturday ............................................................................................................................................................. 56
HornedSociety ........................................................................................................................................................... 56
Principia/Wards&Measures...................................................................................................................................... 60
Trismegistus................................................................................................................................................................ 61
RogueTremere............................................................................................................................................................... 62
AnarchTremere.............................................................................................................................................................. 63
AnarchTremereRarities............................................................................................................................................. 63
CombinationDisciplines................................................................................................................................................. 65
CombinationDisciplineDescriptions .......................................................................................................................... 65
Appendix:ListingofRitualsbyLevel ............................................................................................................................. 70
Credits............................................................................................................................................................................. 78
Tremere Thaumaturgy
Note:AsthefoundationoftheTremere'sHermeticprinciples,thePathofBlood
is the primary path for nearly all starting Tremere. Exceptions that will be
consideredlegalbythePyramidarethosewherepermissiontobeginstudyonan
alternative path by a Lord or higher. Other may occur where by the Pyramid is
lessforgiving.
Thaumaturgyisadiscipline,butitisnotsimplyadisciplineofthebloodlikemany
other vampire powers. With rare exception, only members of House and Clan
Tremere may learn Thaumaturgy with the same ease that other disciplines are
learned.Thaumaturgyisnotlearnedfrombooks,scrolls,papers,tomes,textor
anyothermedia.Thesemayalldescribetheprocess,thehandgestures,symbols
and symbolism required, but they are simply unable to communicate that
exactingnatureofHermeticThaumaturgy.Quitesimply,thatiswhyit'smagic.It
escapesclumsywrittenordocumentedwordandrunsthroughandexistswithinthebloodwhichdrivesit.
WhenaPCwantstolearnanewpath,ahigherlevelofapath,oraritual,theyneedtorequestitICly.
Thismeans,asaPC,you'llneedtocommunicatewiththeRegentyoureporttoasanApprenticeortothe
Lord if you are a Regent. Most times there is no reason to stop a PC from learning. However, IC
interactions can prevent you from doing so. If your Lord or Regent feels your recent actions (such as
blowingupElysium,failingtocompleteanassignment,etc.)werenotinthebestinterestoftheclan,you
maynotlearnthatnextlevelofPathofFlames.IfyourecentlyorchestratedaPraxisseizurethatplaceda
new puppet on the throne, or otherwise achieved a recent coup for House & Clan, you may well have
earnedthatmagicyou'veseentheRegentwield.
The actual IC learning process should happen during downtime reports. As long as all of the correct
permissionsareobtainedandtheXPspent,therewillsomehow,someway,besomeonetoteachwhat
you'retryingtolearn.Forexample:ifyoucanlearnMasteryoftheMortalShellbutnoonelocallyknows
it,theClanwillprovide.Forthemostpart,thisisbestleftundefinedandmoreOOC.YourSTcanfillinthe
actualICdetails.
Now you can risk punishment by choosing not to obtain incharacter permission to learn a power, but
you'llalwaysneedtomakesurethatyouobtainoutofcharacterpermission.AsaTremere,youcan'tbuy
VicissitudeorAbombwejustbecauseyouwanttowithoutspeakingtoyourST;similarly,youcan'tbuyall
theThaumaturgyyouwantwithoutspeakingtoyourST.Thisleadstorarities.
In most cases based on local Chronicle house rules Tremere tend to receive their primary path of
Thaumaturgy at inclan costs. Two basic, two intermediate, and one advanced ritual are also typically
learned for free one for each level ofyour primarypath as described in LotN. These rituals must be
approved by your Storyteller and follow all rarity approval restrictions. Other paths (any path beyond
their first) are usually learned at outofclan costs for a discipline, but this is the sole decision of the
chroniclestorytellers.Makesureyouknowyourhomechronicle'shouserulesonThaumaturgy,asit'sa
ratherlargeandexpansiveandoftencomplexresource.
Anysecondarypathsmaybelearnedwiththefollowingrestrictions:
1) YoumusthaveaTremereteacher.
2) You cannot learn ANY secondary paths beyond the second basic until your primary path is
advanced. If you have advanced in your primary path, you may learn up to advanced in
secondarypaths.
Yourindividualchroniclehouserulemileagemayvaryonritualcosts,howeverthefirstbasicritualany
newTremerepurchasesoughttobeRiteofIntroduction.Many,moretraditionalmagi,willtakeumbrage
at an Apprentice who bumbles into their area without first performing this rite. Subsequent rituals are
chosenviatheapprovalprocessdescribedabove.Youmaynotlearnaritualofalevelhigherthanyour
primarypathofThaumaturgy.
PCsmaynotlearnanyritualbeyondtheadvancedlevel.Learningritualsrequiresthatyouhaveateacher
foreachandeveryritualyouwishtolearn,andyoumustacquirepermissionfromyoursuperiorpriorto
learningnewrituals.
Very seldom will approvals for new Thaumaturgy come without the learning warlock having provided
somethinginreturntotheclan.Giventheamazingbreadthofpowersavailabletoamagus(atpresent,
34Pathsandwellover200rituals),thereneedstobeacontrolfrom'onhigh'astowhogetswhatand
howtheyreceiveit,lestthemortarwhichholdsthePyramidtogethercollapse.Theraritysystemthatwill
followexplainswhysomethingsaremoredifficulttoearnthanothers.
In many ways, garnering what is necessary to convince your superiors to allow you to learn the higher
raritymagicsissimilarinmechanictotheMentorbackground.Ifyoushowyourselftobeacunningand
resourcefulmagusthenthewheelsmightbegreasedabitmoreforyou.You'llalsofindthatit'seasierto
earn more if you simply toe the party line. Being obstinate and pigheaded will often find the PC
constantlyinthequeue,wonderingwhy'lessdeserving'(butbetterbehaved)magiaregettingnewand
interestingmagics.
Mostofthetime,onewillhavetopresenta'resume'ofsortsinordertogettheritualorpathonedesires.
Beinginafieldofstudythatwillbecomplimentedbytherequestedmagicwillgoalongway.Inthese
cases,workalreadydonewilloften'pay'fortheprivilegetoearnmore.Inrarecircumstances,amagus
willbeapprovedformagicthathehasnotyet'earned',howevertheseTremerewillfindtheirnextpath
orritualisdeterminedforthembytheirsuperior,andtheywillhavetolearnsomethingforthePyramid
beforetheylearnsomethingforthemselvesagain.
If,thatis,aTremerecaneverhonestlybesaidtolearnanythingsolelyforthemselves.
For the 'friend' of the Pyramid, the ritual Inherited Affinity will allow the student the ability to learn
ThaumaturgyfromaTremereinsignificantlylesstime,fromaminimumtothreemonthstotwoweeks.
OnlythemosttrustedTremerearetrustedwithsucharitualandsothestudentmustplaceherselfatthe
whimoftheTremere,somethingwhichmostvigilantKindredwoulddefinitelynotdo.
Inalmostallcases,aBloodContractisrequiredtocementtheparametersoftheinstructionagreement.
There would have to be extenuating circumstances for such a Contract to not exist. The teaching of
ThaumaturgybyaTremereisanextremelyrarething.Theteacherandthestudentarewatched,sothat
theloyaltyofbothisassured.
Ataminimum,thecontractshouldincludeaclausethatanyThaumaturgythestudentlearnswillnotbe
usedagainstanymemberofHouseandClanTremere,andinalmostallcases,thestudentmustswearto
theTremereoathbeforeanyinstructionhasbegun.Thesethingsmustbedone,aswellasapprovedby
thehierarchyoftheTremere(CoordinatorNPCs),ortheteacherwillbeaccusedofbetrayingherclan.
LearningTremereThaumaturgyOutofClanisalsosubjecttotheCharacterRegulationBylaws.Pleasesee
theOWBNwebsitefortheexactdetails.
Regardless of their method, due to restriction and scarcity, all paths and rituals are rarity 4 for those
individualslearningHermeticThaumaturgyoutofclan.
There's also an OOC component as well. Learning Tremere/Heremetic Thaumaturgy as an Out of Clan
discipline,pertheOWbNR&UBylaws,requiresTremereCoordinatorapproval.Doesthismeanthatyou
canneverlearnit?Nope.ItsimplymeansthatyourSThastoasktheTremereCoordinatorforapproval.It
alsogoesalongwaytohavearealPCofferingtheinstruction.HavingsomerandomNPCjustwantingto
teach anyone out there is not only unlikely but also, from a genre standpoint, should just plain not be
happening.
The Tremere Clan hoards its Thaumaturgy with the with a jealousy bordering on (and occasionally
crossingoverto)obsession.EvenestablishedrogueTremereshouldnotwishtogiveitawaywillynilly.
It'soneoftheirfewadvantages;teachingThaumaturgycaneithermaketheirvaluelessenontheopen
market or lead others to them a particularly dangerous possibility when one is hunted by a Clan
designedtooperatelikeanexpensiveandelaborateSwissclock.
The Pyramid would like everyone to believe that the combination of incentives and threats keep their
secrets safe, but there are always those who think they're smarter than Big Brother. Most of these
Tremere are caught long before they're able to trade any real secrets, killed by Tribunals or just
disappearing,butonceinawhilesomeonereallydoesgetawaywithit.Thattime.
For those who have successfully stolen Thaumatugical secrets, beware. That Primogen who taught you
mayhavebeenyourfriendortoadyorevenlover,buteachnightthatpassesgivesthePyramidalittle
moretimetodiscoveryourcrime.Beingsmartwillgetyoualongway:don'tuseyourpowersinpublic,
don'tbragaboutthemand,ifonedayyouarediscovered,don'tbesurprisedwhentheTremerecomefor
you.
Now it's also true that not everyone picks their Thaumaturgy up from random street dealers. Some
successfullygotothesourceandmakelegitimatedealswithClanTremere.
Andwhathappensifyougetallofyourapprovalslinedupinarowandyetyousomehowdidn'tmakeoff
withadeal?Well,that'sallICfunandgames,isn'tit?
Rarities By Level
RaritiesinOWbNareusedtodescribehowwidelyspreadand/orhowtightlytheThaumaturgicalpathor
ritual is controlled by House & Clan or, in some cases, because the sect of origin (Camarilla, Sabbat or
Anarch) limits the path or ritual's availability. Power levels are not always taken into account when
determining the rarity of a specific Thaumaturgical path or ritual. Some quite powerful, destructive or
incrediblyhelpfulpathsarelowerinrarityandthusmorewidelyavailabletotheaveragePC.Alternately,
some pathsand rituals aremuch harder to learn because they arenolonger taught, have fallen out of
favororbecausesofewarestillabletoteachit.Raritiesservethisdualpurposetodescribeallofthese
characteristics.Itisn'tjustoneortheotherallthetime,it'softenallofthese.
Rarities for members of the Tremere Clan in OWbN operate on a scale from 15. If you are not a loyal
memberofthePyramid(reportingtoadulyassignedsuperior,suchasaRegentorLord)youwouldbe
learningoutsidethesystem.ThiswouldrequireanICteacherandmuststillfollowtheOOCrequirements.
TheraritylistingsarenotanICshoppinglist.Ifaplayerwantstolearnaspecificpathorritual,theyneed
to know about it ICly. They can ask cantrymates, their Regent, or visiting Tremere even seeking out
HousesorwildlyaskingontheTremerePyramidlistserv.Seekingoutknowledgeandpowerisaperfectly
Tremereroleplayopportunity.PCsmaybeverysurprisedatwhattheycangetbyaskingtherightperson,
attherighttimewiththerightquestion.Evenifoneofthoseiswrong,theanswermaystillbeworthit.
NoteforallrequestsforpathsandritualsofRarity3orhigher:
Somerequestsforhigherraritypowerswillrequireslightlymorethoughtanddeliberationthanothers.
Suchcasesarereallifeexamplesofabureaucracyatwork,soenjoythemomentofLifeimitatingGenre!
Inallcases,though,pleaserememberthat,whilethesubcoordinatormayapprovetherequest,theST
maystilldenytherequest.TheCoordinatorandsubcoordinatorscannotapprovewhatanSThasdenied.
Allraritiesof3andhighermustbeloggedwiththeTremereCoordinator'sofficeortheyarenot
consideredtobevalid.StorytellersandPlayersareencouragedtokeeplogsoftheapprovalincaseof
improperregistration.
If,atanypoint,youfeelasanSTthatasubcoordinatoriswronglydenyingarequestforICorOOCreason,
theSTmaybringthemattertotheTremereCoordinatorforfinalresolution.Also,anyconcernsanSThas
withasubcoordinatorapprovalofanR3power,itcanbebroughttotheTremereCoordinator.Playersare
alsoabletobringtheirconcernsregardingapprovalordenialtoeitherthesubcoordinatororthe
TremereCoordinator.
Rarity1(R1)
Thesearethemostcommonandeasilyaccessiblepathsandrituals.MostPCswhowanttolearnthese
powersjustneedtheirRegent'spermissionincharacterandtheirST'spermissionoutofcharacter.These
powers are known widely throughout the entire clan and by almost everyone. Characters having a R1
power barely get a second look. Some are quite powerful, again illustrating that rarity is not a power
meter.It'sasignofhoweasyitistofind,getanduse.ARegentdoesn'tneedhisorherownpermission
tolearnthis,nordotheyneedtheirLord's.
Rarity2(R2)
Paths and rituals of this rarity are second most common and accessible . These powers do require a
secondlookfromtheapprovingRegent.Itisnotalicensetoholdbackteachingthelearner,butitmight
require an additional bit of service to the Clan or the Regent to learn it. They may not be the most
commonpowersintheworld,butmoststillknowsomethingaboutit,orknowsomeonewhohasit.This
alsorequiresSTpermission.ARegentdoesn'tneedhisorherownpermissiontolearnthis,nordothey
needtheirLord's.
Rarity3(R3)
Thislevelisessentiallythemiddlegroundintermsofpath/ritualrarity.Somepowershereareolderand
onlyknowntothosewhohaveeitherbeenaroundlongenough,orproventotheirEldersintheClanthat
theyareworthyofknowingit.Othershere,ifusedrecklessly,cancauseproblemsfortheClanandthe
wielder.Fromanincharacterstandpoint,thesepowersareoverseenbytheLordswithinthePyramid.
They determine if the Regent or the Apprentice is worthy of learning the requested Rarity 3 power. A
Regent requesting a Rarity 3 power must ask their Lord for approval. An Apprentice who learns of and
asksforanR3powerstartstherequestprocesswiththeirRegent,whointurndetermineswhetherornot
they will ask the Lord. So take note, ambitious Apprentices: if an Apprentice has a habit of causing
problems,annoyingtheRegentorotherwisebeingaproblem,theirrequestmaynevermakeitpastthe
Regent!
Fromanoutofcharacterstandpoint,theplayermustbringtherequesttotheirSTandtheirrespective
subcoordinatoratminimum.TheymaycontacttheSTandsubcoordinatoratthesametimeortheycan
havetheirSTdoitforthemwhicheverismoreconvenientforallpartiesinvolvedbuttheyshouldnever
contact the subcoordinatorwithout consent of their Storytellers. The subcoordinator and ST will then
discuss the matter. Once the subcoordinator has a decision, he or she should let the ST know the
answer,andalsoprovideareasonableexplanationforthedecision.Thesubcoordinatormayalsobring
the Tremere Coordinator into the matter for input, or the ST may also go directly to the Tremere
Coordinatorwiththerequest.Again,theseoptionsarebaseduponwhatismostconvenientforallparties
andupontheneedsoftheparticularrequest.
Rarity4(R4)
Thaumaturgyatthislevelissomeofthehardesttoobtain.ManyofthesepowersareheldonlybyLords
or above or very worthy Regents. Apprentices may learn these but it is highly unusual. Powers that
originated from the Sabbat or the Anarch movements are also typically found here. Some have only
recently been reclaimed by Vienna from the Antitribu or from modern day Anarchs. Because of this,
thesepowersarecloselyguardedtoensurethattheydonotspreadtoeageryoungTremerelookingto
escapeandaddittotheRebellion.Otherpowersaresimplyoldandhavefallenoutoffavorwithmostof
theclan,practicedbyfewwhothenhoardtheirpowerlikegreedy,oldmisers.
Incharacter, your PC must learn of the power through IC interaction to know of its existence. "White
WolfLore"isnotanacceptableICsource.TheClanEldersaren'tgoingtotellyouofeverythingtheyknow
orcandowithoutreason.AsanApprentice,youneedtorequestitthroughyourRegent.Therequestis
thenpassedtotheLordandaboveforconsideration.
Outofcharacter,theplayermustfirstbringtherequesttotheirST.TheSTmustthensendtherequestto
theTremereCoordinatorand,ifdonebyemail,CCtheappropriatesubcoordinator.Thefinalapprovalof
anyandallR4ThaumaturgyisdonebytheTremereCoordinator.STscannotapproveR4Thaumaturgyfor
aplayertopurchasewithoutTremereCoordinatorapprovalaswell.
STscan,however,denyordelay,theplayer'sabilitytopurchasetheTremereCoordinatorapprovedR4
Thaumaturgy,justlikewithsubcoordinatorapprovedR3Thaumaturgy.
Subcoordinators cannot approve R4 Thaumaturgy, but they should be the first ones contacted. The
subcoordinator may make recommendations or comments on the request and frequently will do so
beforebringingittotheCoordinatorforfinalapproval.
Note: AnyritualorpathfoundinaWhiteWolfsourcebookthatisdescribedasTremereorHermetic
ThaumaturgybutnotcoveredinthispacketistobeconsideredRarityFour(R4)forpurposesof
approval!
Rarity5(R5)
The few paths and rituals that constitute rarity five are those which have been created exclusively by
OWBN PCs or NPCs. Learning these not only requires the approval of one's STs, but also the Tremere
CoordinatorANDthepermissionofthemaguswhocreatedit.Sincethesepathsandritualsarecreated
byotherplayersandunlesstheyarebeingtaughtduetoordersfromonhightheinstructormayextract
whateverpaymenttheywish(withintheconfinesofthePyramid,ofcourse).Toevenhaveheardofthese
rarest of magics, one will have had to have caught wind of it incharacter: not an easy task given that
manyTremerewhohavethewherewithaltocreatetheirownmagictendtojealouslyhordeit.
Thetablebelowhasbeenincludedforeasyreference:
1Common: AllTremere.
2Uncommon:RegentorwithRegentspermission.
3Rare:
LordorwithLordspermission.
4VeryRare: Sabbat paths, rituals or anything that PCs should NOT be allowed to have at all
without permission from the appropriate Coordinator controlled NPC. Getting these
would require you breakinginto thechantry in Vienna, slipping in theSabbat HQ in
MexicoCity,orgettingitfromthepersonwhomadeit.OnlyaPontifex,Councilor,or
Tremerehimselfhavetheauthoritytoapproveinstructioninthesepaths/rituals.This
also includes most magics that are unique to certain Houses within House and Clan
5Unique:
CreatedbyaPlayerCharacterorNPCwithinOWbN.Thesecanonlybeacquiredfrom
the PC who created the magic or through someone who acquired the ritual/path
through legitimate means from the one who created it. Approval for teaching or
learningUniqueThaumaturgymuststillcomefromaPontifexorhigher.
"Flavors" of Magic
In addition to the general collection of Thaumaturgical paths and rituals, some paths and rituals stem
from subsets of the larger field of Tremere Hermetic Thaumaturgy. These subsets, or flavors, are
generallydividedintothecategoriesbelow:
SabbatThaumaturgy: SabbatThaumaturgy:PathsorritualsmarkedasSabbatarethosewhichwere
createdbytheTremereAntitribu.Theytaughtsomeofthisknowledgetoother
membersoftheSabbatwhiletheywerealive,buttheTremereAntitribuareall
dead now. For this reason, nobody in the Sabbat is capable of teaching what
they know to others, except under extremely rare circumstances (OWbN by
lawsstatethatonlyTremerecanteachHermeticThaumaturgy).
Minds Eye Journal #1 lists the rituals that the Camarilla managed to reclaim
fromtheTremereAntitribu.AllotherSabbatThaumaturgyiseitherlosttothe
Tremere or archived and locked away by the upper echelons of the Pyramid.
Thus,itisallclassifiedasbeingVeryRare(Rarity4).
OWbN precedes the destruction of the Tremere Antitribu. Therefore, like the
vampirestheyimitate,playerswitholderPCshavemanagedtogettheirhands
on Sabbat Thaumaturgy and have passed it around. For the sake of genre
maintenance,althoughitisrecognizedthatmanyPCscurrentlypossessSabbat
Thaumaturgy, Pontifex or Councilor permission is still required for anyone to
teachorlearnthesecloselyguardedsecrets.
AnarchThaumaturgy: VeryfewTremerearecountedamongtheranksoftheAnarchs.TheseTremere
losttheiraccesstothelibrariesandinstructionoftherestoftheirclan,andhad
todevelopsomeoftheirownritualsinordertosurvive.Theritualslistedinthe
MET Anarch Guide are available to Anarchs. Some Pyramid loyal Tremere
operate in chantries within Anarch territories, but they are not true Anarchs
(roguesoperatingoutsideofPyramidcontrol).
ThesePyramidloyalTremerehavemanagedtogathersomeknowledgeofthe
ritualsdesignedbytheirAnarchandrogueclanmatesbeforedestroyingthem,
but the knowledge gained is kept locked away by the upper echelons of the
Tremere. For this reason, Anarch rituals are classified as Rare (Rarity 3) for
CamarillaTremere.
DarkThaumaturgy:
All Thaumaturgical paths and rituals relating to the manipulation of Infernal
entities are classified as Dark Thaumaturgy, a paradigm separate and
incompatible with standard Thaumaturgy. These magics are highly regulated
andcontrolledbyHouse&Clan,andaretobeconsideredVeryRare(Rarity4)
forthepurposesofthispacket.Theonlywayamagusmaylegallylearnsuch
magics is by joining House Horned Society, and even then the magus must
receive approval from the proper superiors before attempting to learn them.
All other attempts to learn Dark Thaumaturgy are considered illegal by both
10
House&ClanandtheCamarillaitself,andallPCswholearnDarkThaumaturgy
illegallycanexpecttobehuntedandkilledasInfernalists.
It should be understood that the rarities for all Dark Thaumaturgy apply only
when the individual has used the Horned Society Ritual: Empowerment. All
otherlearningofDarkThaumaturgy,evenifthepractitionerisTremere,goes
throughtheDemonCoordinatorandissubjecttothecurrentInfernalistpacket.
Someritualsandpaths,suchasHandsofDestruction,wereoncepathsofDark
Thaumaturgy that the Tremere replicated using Hermetic principles. These
paths and rituals, while producing the same outcomes as their Infernal
predecessors,arenotInfernalnordotheyregisteronanyscaleassuch.
11
Paths
Notes: Allpathslistedherehavetheirmostrecenttextreferenceinthechart
below.AnyPathsnotlistedinaMETbookarelistedinthesection
directlyfollowingthealphabeticallisting.AllMETDarkThaumaturgy
PathsareRarity4andmaybereferencedinthecurrentInfernalist
Packet.
1Common:
4 VeryRare:
Blood
GiftofMorpheus(S)
Conjuring
BloodsCurse
TheGreenPath
FathersVengeance(S)
TheLureofFlames
Mars(S)
MovementoftheMind
Mercury(HouseTrismegistusonly)
WeatherControl
SpiritThaumaturgy
SouloftheSerpent
2Uncommon:
ThaumatugicalCountermagic(Astorsonly)
Alchemy
WayoftheLevinbolt
ElementalMastery
WayofWarding
TheHearthPath
NeptunesMight
5Unique:
Oneiromancy
BetterSelf
SpiritManipulation
BindingtheAbyss
Transmutation
Borealis
3Rare:
BioThaumaturgy
Corruption
Curses
TheFauxPath
TheFocusedMind
HandsofDestruction
MasteryoftheMortalShell
ShadowCrafting
Technomancy
VineofDionysus
*(S)=Sabbatpaths
ThefollowingpathsareDeadPaths,andcannotbelearnedbyanyoneatthistime.
Noconversionsaregivenforthemforthisreason:
WayoftheWorldsBlood(OriginalSource:LibellusSanguinusII:KeepersoftheWord)
WayoftheShadowWorld(OriginalSource:LibellusSanguinusII:KeepersoftheWord)
WayofPassage(OriginalSource:DarkAgesCompendium)
PreyontheSoulsFear(OriginalSource:DarkAgesCompendium)
12
Rarity
METRulesReference
Alchemy
MET:StG,p.47
BetterSelf
OWbNArcaneCompendium
BindingtheAbyss
OWbNArcaneCompendium
BioThaumaturgy
MET:StG,p.48
Blood
LotN:R,p.177
Blood'sCurse
MET:StG,p.56
Borealis
OWbNArcaneCompendium
Conjuring
LotN:R,p.182
Corruption
MET:CG,p.83
Curses
MET:StG,p.58
ElementalMastery
MET:CG,p.76
Father'sVengeance
MET:SG,p.127
FauxPath
BM:SoT,p.84
TheFocusedMind
MET:StG,p.50
GiftofMorpheus
LotNp.74
TheGreenPath
MET:CG,p.78
HandsofDestrction
LotN:R,p.183
TheHearthPath
MET:StG,p.51
TheLureofFlames
LotN:R,p.178
Mars
MET:SG,p.125
MasteryoftheMortalShell
MET:StG,p.53
Mercury
OWBNArcaneCompendium
MovementoftheMind
LotN:R,p.180
Neptune'sMight
MET:CG,p.81
Oneiromancy
MET:StG,p.54
Shadowcrafting
TremereCB,Rev.,p.51
SouloftheSerpent
CairobyNight,p.88
SpiritManipulation
MET:CG,p.89
13
PathName
Rarity
METRulesReference
SpiritThaumaturgy
LoE,p.74
Technomancy
MET:CG,p.86
ThaumaturgicalCountermagic
MET:CG,p.92
Transmutation
MET:StG,p.60
VinesofDionysus
MET:StG,p.61
WayofLevinbolt
TremereCB,Rev.,p.51
WayofWarding
DarkAgesCompanion
WeatherControl
MET:CG,p.93
14
Requirementstocreaterituals:
Basic:
Occultx2,mustknowsevenbasicrituals
Intermediate: Occultx4,mustknowsevenintermediaterituals
Advanced:
Occultx5,mustknowsevenadvancedrituals
Creatingaritualtakestwomonthsmultipliedbytheleveloftheritual:
Basic:
2
Intermediate: 4
Advanced:
6
While it is possible that a single Tremere who is gifted with an abnormal amount of Thaumaturgical
knowledge to create a path on their own, those who work together find themselves making quicker
project. For each full path of Thaumaturgy after ten, Tremere who work in a group may subtract one
monthoffofthetwoyearcreationtime,toaminimumofoneyear.Thisdoesnotincludeanylearning
timestopurchasefinishedproduct.
Shouldamemberofthegroupwithdrawfromthecreation,therearelikelytobedelaysifnotacomplete
halt.Iftheprojectstillmeetswiththeminimumrequirements,thentheextramonthsthatthecontributor
removedfromthecompletedateareaddedbackon.Ifthewithdrawalofamemberactuallybringsthe
knownpathsofThaumaturgybelowten,thentheprojectishalteduntiltheminimumrequirementsare
once again met. The project still retains the work put in by the members, but will have to find more
memberstocompletethework.
Example:
SeveralyoungApprenticeswishtomakethePathofHousekeeping,whichwillhelpthemtokeep
thechantrycleanwithminimaleffort,allowingthemmoretimetostudy.
Sally has3 advanced paths of Thaumaturgy, Billy has4 advanced paths of Thaumaturgy,Anne
has2advancedpathsofThaumaturgy,Paulhas3advancedpathsofThaumaturgy,foratotalof
12 paths of Thaumaturgy between them. They have 2 paths over the requirement of 10, and
thereforecancompletetheirpathin1yearand10months.
IfJack,whohas3advancedpaths,wastojointhem,thetimewouldbeshortenedto1yearand7
months.Ifatanypoint,Jackwastoleavethegroup,thetimetocompletewouldreturnto1year
and10months.
If Paul was to leave the original group after 6 months (Sally, Billy, and Anne), they would only
have 9 paths of Thaumaturgy between them, and their work would halt until they could find
someone who met the minimum requirements to join them. Once they met the requirements
again,theywouldstillhave6monthsofworkcompletedandwouldcontinueonfromthatpoint.
SoifJillweretojoinwithhertwoadvancedpathsofThaumaturgy,theywouldhave11pathsof
Thaumaturgy with 6 months of work completed, and would have to complete one year and 5
monthsofwork.
15
Role play should be as much of this process as possible. While we realize that it is impractical to play
throughtheentiretimerequiredtomakeapath,effortonthestorytellersaswellastheplayersshouldbe
madetoletthisprocesscomealiveandnotsimplywaitingitout.Wesuggestdowntimesandminiscenes
thattakeplaceduringmidweekingameforthesesortsofcreativity.
Whilenotrequired,playerswhowishfortheirmagicstobeaddedintotheofficialpacketshouldactively
discussideaswiththeTremereCoordstafffromthepointofconception.Comingin'cold'withafullwrite
upwithoutworkingthroughyourideaswithSTsandtheCoordsOfficemayleadtoplayerdisillusionment
when their work is dissected. The Coords Office also has years of experience writing and revising
homegrown paths and rituals, so please do take advantage of their expertise. Theyll be happy to help
newcreatorsthroughtheprocess!
Oncefinished,regardlessofpreviouslyinclusion,youmaysubmitittotheTremereCoordinator.Though
no player (or storyteller) is required to do so, if it is not submitted to the Tremere Coordinator for
approval, it may not be accepted into OWbN as a whole. Rituals and paths that are submitted and
acceptedwillbereleasedinfurthersupplantscomprisedsolelyofplayermadematerial.
16
Ex Libris OWBN:
Additions, Player-Created Paths & Tabletop Path
Conversions
Alchemy
This path must be used in a controlled, laboratory setting. The amount of
Mass/Volume that the caster can affect is based on the amount of additional
mentaltraitsthatthecasterexpendswhenthepathisactivated.Nothinglarger
thanaCarcanbeaffected.
MentalsMass/Volume(examples):
2ACoin
4ABrick
6ATable
8ASafe
10ACar
Nolevelsofthispatharestackablewithanotherlevelofthispath.
Basic
GentleWords
Gentle Words is designed to make the caster appear more charismatic than he or she really is. It was
designedtoaidinbusinessdealingwithsuperioradversaries.Uponusingthispower,thecasterspends
one Blood trait and engages in a test versus 7 mental traits. On a success, the caster gains any
combination of 2 (two) of the following Charisma related traits: Charismatic, Charming, Dignified,
Eloquent,ExpressiveorGenial.Thesemaybeusedprimarilyinsocialchallengesdealingwitharguments,
politics,otherconversationalpieceswheregettingyourpointacrossaboveallothersiskey.Itlastsforthe
restofthesceneoronehour,whichevercomesfirst.
BadForm
BadFormisdesignedtoembarrassyouradversaryinabusinessmeeting.Mostexecutiveshavelearned
fromtheirverybeginningsoftheirbusinessmeetingeducationthatshowingupintoxicatedinanyformis
averybadthing.Thecastermustinitiateamentalv.mentalchallengeagainsthis/hertargetandspenda
Blood trait. If the caster wins against a mortal, the target suffers from the effects of an all night binge
drinkingfest,givingthemthenegativetraitsobliviousandclumsy.Kindredareaffectedasiftheydrank
from an intoxicated mortal, giving the same negative traits as mentioned above, but the caster must
expendatemporarywillpowertraitinaddition.
Intermediate
BabblingBrook
targetcannolongermaintainasolidtrainofthoughtforthedurationofthesceneoronehour.Thetarget
maystartasentenceorconversation,butitquicklyloosesitsfocusandwindsupameanderingspoken
diatribeoneverythingbuttheoriginalfocusedpoint.
This does notmean the target cant remember what they wanted tosay, but that they cannot finish it
vocally.
17
ThecasterspendsaBloodandengagesthetargetinamentaltest.Onawin,thetargetgainsthenegative
traits Forgetful and Ignorant for the rest of the night. In order to affect Kindred, the caster must also
expendatemporarywillpowertrait.Theeffectsofthispathshouldberoleplayedoutaccordingly.
Incompetence
Thispowerwasdevelopedtoshowonestruepoweroveranother.Withthis,thetargetbecomeslittle
morethanasimpleton.Eventhemostmundanetasks(suchaswalking,talkingorwriting)becomenear
impossible.
The caster spends a temporary Willpower and a Blood trait and engages the target in a Willpower
challenge.Ifsuccessful,anytimethetargetwishestotakeanyactions,thetargetmustfirstwinastatic
challenge against his own traits of the appropriate category, which he may retest with appropriate
retests.I.e.Ifthetargethas8physicaltraitsand6socialtraitsandwishestowalkorrun,thetargetmust
firstwinaphysicalchallengeagainst8traitsandmayretestwithAthletics;similarly,hewouldhavetowin
asocialchallengeagainst6traitsinordertotalk.Thispowerlasttherestofthenight.
Advanced
BringforththeInnerChild
BringforththeInnerChildisthemostdevastatingpowerofthisPath.Withit,thecastertransformspart
oftheverycoreofhisorhertarget,bringingouttheinnerchildinhimorhertotheforefront.Itchanges
thetargetsNaturetoChild.
Thecastermusthaveatraitofthetargetsblood.ThecastermustexpendapermanentWillpowertrait
and a Blood trait and then engage the target in mentalchallenge. If the caster is successful in the
challenge,thecasterthenmakesanextendedchallengewiththetarget,usingthepsychologyabilityasa
retest.Thisdeterminesthedurationoftheeffect:
NumberofSuccesses/Duration:
1RestoftheEvening
2OneDay
3OneWeek
4OneMonth
5OneYear
6Permanent
WiththeCamarilla'srecentupturnintheirwarwiththeSabbat,theTremerehaveneededameansto
blunt the Sabbat's edge, so the Path of Shadowcrafting was unearthed. It was, however, archaic and
hardlysuitableforthetrailsofmodernnights.
The path of Binding the Abyss, a remodeled Path of Shadowcrafting, was made to accomplish what
Shadowcrafting could not. Those who remade the Path focused upon the workings of the Abyss,
researchingthetruemastersoftheshadows,theLasombrathemselves.
MastersofBindingtheAbysshavelearnedtodominatethesoullesscreaturesoftheshadows,butnotin
thesamefashionastheLasombra.WhereasBindingtheAbysscontrolsthosethatdwellwithintheAbyss,
and thus making the Abyssal creatures briefly bow to their twisted whims, the Lasombra have a much
morerooteddominanceoftheAbyss'spowers,whicharethepurestuffofdarkness,channeledthrough
theirblood.AsthesetwoClansdrawtheirpowerfromnearthesamesources,theBindingtheAbysshas
18
becomeeerilysimilartoObtenebration'seffectsandpractices.TobeginlearningBindingtheAbyss,the
Tremere must have at least three levels of Abyss Lore. However, all retests are made with the Occult
Ability.
Basic
TenebriousBreath
The first rule of Abyss: darkness devours all light. Eventually, every light gutters and fades into the
darkness.AneophytethaumaturgecanexertthispropertyofAbyss,bringingdevouringdarknesstolights
nearby.
Spend one Blood Trait and you can snuff out a light source or multiple light sources that you can see,
equalinguptoabonfire.Thelightswouldbesnuffedoutfortherestofthescene,atwhichpointthelight
willebbbackinamostunsettlingmanner.
HandofNight
This wholly unnerving power allows a thaumaturge to take commandof a distant shadow. Through his
understandingofthewaysoftheAbyss,heisabletolinkhisthoughtstotheshadowsandsummonan
almost tangible quality to the darkness he controls. If the shadow belongs to a person, it follows the
thaumaturge'smentalcommands.Inhumanshadowscontortasmuchaspossible,stretching,elongating
andmovinginasemblanceofthecaster'sthoughts.Ashadowcontrolledinthisfashioncannotactually
doharm,butthisunnervingshadowcantangleitssemiphysicalformaboutitssource.Thosewhohave
feltthisshadow'sfleetingtouchhavesaidthatitwascompletelyunwholesomeandfeltascoldasice.
You need only to indicate a distant shadow and spend a Blood Trait to invoke this power of
'Thaumaturgy.'Onceyou'veinvokedthepoweryoucancompletelycontroltheactionsofashadowthat
youcanseeforsolongasyouconcentrateonit.Youshouldeitherindicateitsmovementstothesubject
viewingit,orinformaNarratorwhocanrelaytheshadow'sunusualactions.
Ifyoudecidetoaffectapersonwiththispower,theirshadowinflictstheNegativeTraitClumsyduetothe
semitangibleelementsoftheshadowanddistractingnatureofitspower.
Intermediate
EnvelopingDarkness
Howwouldshadowappearifithoveredintheair?Adiscoloration?Adimnessintheatmosphere?Ahole
inspace?AcommandingTremerecanpeelbackrealityandspillforththeshadowsoftheAbyssandbend
them into a floating globe that whips about the caster. This airborne shadow conceals the caster and
creates a roiling sphere of confusion. The unnatural display manifests as an ephemeral globe that
encompasses the caster at about an arm's length, though it contracts and expands rapidly while the
shadowsflitaboutitssurface.
Indicate"EnvelopingDarkness"bycrossingyourarmsatnecklevel,palmsoutwithyourfingersspread.
Anyonlookercannotetheobviouslyunusualsight.Thisglobeofdarknessextendsafullthreefeetabout
thecasterandthosewhowouldcomeintothedarknessareaffectedwiththeNegativePhysicalTraitof
Clumsy while engulfed in the unnatural shade. Mortals with fewer then five Physical traits may be
strangledtodeath,astheylooseonePhysicalTraitperturn,andthenloseHealthLevelperTurn.
Inside the globe of shadow, all light sources other then fire are extinguished and sound is muffled. All
victims of the globe (except yourself) suffer the penalties of total darkness: They loose two Traits in
resolutionofchallengesandareforcedtomakeasingleretestonanysuccessfulchallengebecauseofthe
darkness. Even those with Heightened Senses and Eyes of the Beast are affected: each removes one
penaltyTraitfromtheeffectsoftheglobe(forcedretestisnotremoved).
YougainonebonusTraittoresolutioninallchallengesofstealthandwhendefendingagainstanyphysical
attack.AndyourGlobe,oncecreated,lastsfortheentiresceneorhour,oruntilyoudispelthedarknessto
theAbyssalregionfromwhichitcame.
19
SacramentoftheVoid
Shadowsseemtodevourthelandscapehungrilyasnightfalls.Whereanyshadowlays,thepowerofnight
remainsthroughthatsympatheticpowertheTremerecaninvokethestrengthofnightinanyplace.
Mortals who have observed this bizarre power have left the experience "touched," talking of shadows
impossibleinthecurrentlightandnonEuclideangeometrycastinghorridshades.Eventhesun'stouchis
dulledbytheseshades.
Bycasting'SacramentoftheVoid'youcancauseanareaofshadowtoexpandbeyondwhatwouldbeits
natural length. The preexisting shadow is considered to extend an additional yard in each direction. So
long as you remain within this shadow (this may include the caster's own shadow), the area counts as
being under the influence of night. Due to the strengthening ties to the Abyss, the caster can actually
lessenthesun'ssearinglight,ineffectlesseningthedamageofsunlightbyoneHealthLevel.Ifthecaster
were to stand in direct sunlight with this power in effect, he would take two Health Levels of damage
ratherthenthree.Thislastsfortherestofthesceneoranhour.
Advanced
AbyssalExorcism
Mastery of this path allows a Tremere to imbue his shades with a cannibalistic hunger. At this level of
expertise, the caster can loose a shade filled with terrible hunger for its own kind. This mastery of the
AbyssgivestheTremereachancetocountertheObtenebrationDiscipline.WhentheTremeresummons
forththiscreature,malevolentdarknessconsumesalltheshadowsinthearea,onlytoconsumeitselfat
theapexofthefeast.TheShadowFiendleavestheplacesitpassestingedwithaharrowingfrost.
Whenyoucastthispoweryouhaveachancetohaveyourshadeconsume'Obtenebration.'Byspending
three Blood Traits, you make a Mental Challenge against the target in question, and if you win the
'Obtenebration'powerfails completelyandisconsumedbytheShadowFiendconsequently,allnatural
shadowisconsumedaswell,temporarilyresultinginasurreal,frozenlocus.Ifyoulose,youtakealevelof
lethaldamageastheShadefeastsuponthedarknesswithinyou.IneithercasetheShadequicklypasses
onceitsmealhasbeenconsumedbackintoitsvoid.
Borealis
ThisPathwascreatedintheNightFalls(NVA)chroniclebyVincentKing.
Basic
RansTouch
Byconcentrating,thethaumaturgecanfreezeasmallarea,renderingsimpledevicesuseless.Toactivate
thispowerthetargetmustbetouchedandsinglebloodtraitmustbespent,thenthecasterengagesina
Mentalvs.Physicalchallenge.AnadditionalBloodTraitmustbespentforacurrentlymovingtarget.This
cannotbeemployedonalivingorundeadtarget.
GraspofMagni
A slightly larger area of space can now be frozen and the thaumaturge no longer needs to touch the
target. By spending a Mental Trait the caster may create a small (up to a cubic foot) block of ice. If
targetingapersonorsomethingthatapersonisgrasping,thecastermustengageinaMentalvs.Physical
Challenge.TheIcecanhaltmovementofapersonormachine,andwilllastuntilmeltedorbroken(static
Physicalvs.6traits).
Intermediate
ForsetisSilence
WiththislevelofcontrolthethaumaturgecancreateawallofIce.Thewallisthreecubicfeetoficefor
eachMentalTraitspenttocastit,hasasmanyEnduringPhysicalTraitsasMentalTraitspenttocastit,
20
andhashealthlevelsequaltohalfoftheMentalTraitsspenttocastit,roundeddown.Thewallmustbe
summonedinunoccupiedspacewithin50feetofthecaster.
HelsKiss
Thethaumaturgecanliterallyfreezethebloodofhischosentarget.ByspendingaWillpowerandwinning
aMentalvs.Physicalchallengeagainstthetarget,upto3TraitsofBloodarefrozeninthetargetsveins.A
MentalTraitmustbespentforeachBloodTraitfrozen.Formortalsthiswouldcausealethalwoundfor
each blood frozen, and render that blood permanently useless fluid. For Kindred this would make the
bloodunusablefor5Minutesortheendofascene.InbothcasesthetargetwouldbedownonePhysical
traitforeachbloodtraitfrozen.
Advanced
TombofBuri
ThispowercancompletelyincaseasingletargetinaTombofIce.TheThaumaturgemustconcentratefor
afullturn,expendaWillpowerTraitandinitiateaMentalvs.PhysicalChallengeagainstthetarget.The
TombhasasmanyEnduringPhysicalTraitsasMentalTraitspenttocastit,andhashealthlevelsequalto
halfoftheMentalTraitsspenttocastit,roundeddown.IfaMortalistrappedintheBlockofIceheorshe
willtakeoneLethalwoundeachrounduntilbrokenfree.Thevictimofthispowermayattempttobreak
out,destroyingthehealthlevelsoftheice,byinitiatingaphysicalchallengefromwithinit.
Faux Path
AswithnearlyallThaumaturgy,theFauxPathrequirestheexpenditureofonebloodtraitandanentire
turnofcastinginadditiontoanyotherrequirementsspecifiedinthepowerdescription.Thesymbolfor
useoftheFauxpathiscrossedfingers,whereappropriate.
Basic
Hello,Goodbye
The player makes a Static Mental challenge vs. six traits to invoke this power. The next sentence the
thaumaturge utters will be perceived as a lie for the duration of the evening. At dawn, the affected
charactersmayonceagainexercisetheirownjudgmentregardingtheveracityofthestatement.
DisciplinaryIdentification
The thaumaturge may identify a discipline he witnesses being used. In the case of disciplines such as
DominateorDementation,anAwarenesschallengemayberequiredtonoticethatadisciplineisineffect.
Powers belonging to other Supernatural creatures, with the exception of Hedge Magic, register as
"Unquantified.TheeffectsofHedgeMagic,TrueFaith,DarkThaumaturgy,andallotherSorceries,will
always register as "Thaumaturgy" at this level of mastery. The thaumaturge throws a Static Mental
challenge vs. six traits to invoke this power. The thaumaturge must know at least cursory information
aboutthedisciplinespowers.Notethatthispowermayneverbeusedincombat.
Intermediate
ThaumaturgicalIdentification
ThethirdlevelofTheFauxPathallowsthethaumaturgetoidentifythespecificpathsofThaumaturgyand
otherpathbaseddisciplines,providedheisatleastfamiliarwiththeeffectsofthepathunderscrutiny
andhasfirstusedDisciplinaryIdentificationtoidentifytheDiscipline.Anyuseofthispowerwithoutfirst
successfully using Disciplinary Identification will result in an incorrect result. The thaumaturge makes a
StaticMentalchallengevs.eighttraitstoinvokethispower.
RitualMadness
By making a Static Mental challenge vs. eight traits, the thaumaturge can place the physical, somatic
effects or extrapolations of the effects of any ritual he is familiar with on an object or person, but the
ritualwillhavenoactualeffect.Inthecaseoffauxwards(Wardvs.Fools)orsimilareffects,acourage
checkmaybeneededtotouchtheaffecteditem.Suchitemswillgetanysensorybasedtraitsincurredby
theactualritual.Theseeffectslastuntilthenextsunset.
21
Advanced
DisciplinaryAffectation
The thaumaturge can duplicate the outward appearance of any Discipline or Path power up to the
Advancedlevel,providedheisfamiliarwiththepowerinquestion.Thethaumaturgemaymimicanyand
all outward effects of a Discipline with a Static mental challenge vs. ten traits, the expenditure of a
Willpower trait, and by meeting the costs associated with the mimicked power as well. The burden of
proofiswiththeCaster.
PowerssuchasObfuscateandChimerstrywillappeartohavebeenused,butnotsuccessfully,againstthe
viewer,i.e.,theobserverwillbelievethatthedisciplinewasused,butthatitfailedtodeceiveher.Bonus
traitsandnegativetraitsconferredbythepowersmimickedarenotactuallyconferred,noraretheactual
benefitsofthepowergenerated.
Gift of Morpheus
Thispathallowsyoutocontrolotherssleepanddreams.
Basic
CauseSleep
BywinningaMentalChallengewiththevictim,youcancausehimtofallasleep.Thevictimwillnotfall
overandsnoreonthefloor,buthewill,overaperiodoffiveminutes,graduallydriftintoasleepfrom
whichloudnoiseorphysicalcontactcanwakehim.Whiletheritualisintendedprimarilyforuseagainst
mortals,youcanspendaWillpowerTraittoaffectavampire(youmuststillwinaMentalChallenge).
MassSlumber
ByspendingaWillpowerTrait,youcancauseagroupofmortalstofallasleep.Toresist,mortalsmust
spendaWillpowerTraitandtestagainstyouinaMentalChallenge.IfthereareghoulsorGaroupresent
inthemortalcrowd,youmustengageinindividualMentalChallengeswitheachnonmortal.Thisritual
isbestinvokedinpresenceofaStoryteller.
Intermediate
EnchantedSlumber
Thisritualallowsyoutocauseapersonorcreaturetofallintoasleepfromwhichshecannotbewakened
untilaspecificeventoccurs(likeakissfromPrinceCharming).
Thiseventshouldbeachievable,thoughnotnecessarilyeasy.Thetargetwillrouseifshetakesanysortof
damage,althoughshewillbedowntwoTraitsinallareasfortheremainderofthescene.Toinvokethis
sleep,youmustspendaWillpowerTraitandinitiateaMentalChallenge.
ThisisbestusedonaNarratorcharacter.Ifusedonaplayercharacter,youshouldrememberthatifthe
conditionsareunachievableingame,theycouldcausetheplayertobeeffectivelycutoutofthegamefor
attheleastthedurationoftheevening.
Storytellersmaychoosenottoallowyoutosetimpossibleconditionssuchas,Shemaynotawakenuntil
herbodyisphysicallytransportedtotheplanetMars.
Dreamscape
This allows the caster to enter the dreams of a sleeping target. The caster may not use any powers or
harmthetargetinanyway,nordoesthispowergrantanycontroloverthedreamitself.TheTargetisnot
awareofthepresenceofthecasterinherdream.Youmustpossessapersonalitemofthetargetorhave
lineofsightandengageinaStaticMentalchallengewithadifficultyequaltothetotalpermanent(not
temporary)willpowerofthetarget.
22
Advanced
DreamMastery
YoumayenterthemindofaspecificsleeperandinducenightmaresoruseDisciplinessuchasPresence,
DominateorAuspexifyoupossessthem.Youeffectivelygaincontroloverthesleepersdreamsandcan
doasyouwish.AnyDisciplineusedonthesleepermustincorporatetheusualnumberofchallengesand
other Blood and Willpower expenditures. This requires you to win a Mental Challenge and spend one
MentalTrait.Thesleepermaytakenormalactioninherdream.
Basic
SerpentineSense
Themostbasiclevelallowsthelectorpriesttoaccesstheconsiderableolfactoryprowessoftheserpent,
grantingacutesensitivitytoallsmellsforthedurationofthescene.Thepossibleeffectsarevaried,from
allowingthelectorpriesttoidentifypoisonsandpoisonedfoodsbysmell,toeffectivelylettinghersee
inthedark.
Functionally this power works like Tongue of the Asp for darkness penalties, and otherwise grants the
user a 1 Trait bonus when comparing ties to smell something. Smells not normally detectable via non
supernaturallyheightenedsensesbecomeapparenttotheuser.Notethatuseofthispowercausesthe
ophidian characters hearing to suffer commensurately, imposing a 2 trait difficulty on all related
challengesuntiltheSerpentineSenseisnolongeremployed.
Scaleskin
Whenthisapplicationofthepathisinvoked,theusersouterlayersofskinbecomesmoothandscalylike
thoseofananacondaorotherriversnake,allowingforgreaterflexibilityonlandaswellasconsiderable
freedomofmovementthroughwater.ThecharactergainsthePhysicalTraitDexterous,andshegainsthe
ability to pass through any opening large enough for her head. In addition, swimming in this form is
exceptionallyefficient,allowingtheusertotravelthroughwateratnormallandspeed.Whileuseofthis
powerisobvious(tosaytheleast)itdoesallowforsomenickoftimeescapesfromhandcuffsandother
difficultsituations.
Intermediate
VenomCurse
Thelectorpriestcantransformherownvitaeintoadeadlypoisoncapableofblindingtheeyesofnearby
opponents,likethatofaspittingcobra.Thecharactercoughsapointofvitaeintohermouth,whereit
transformsmysticallyintoadeadlybloodvenom.Thevampirethenspitsthevenomatanyoneopponent
within range (equal to three feet per Strength related trait + level of Potence (i.e. Basic, Intermediate,
Advanced)).Theplayerengagesthetargetinaphysicalchallenge(biddingtwotraitsduetothedifficulty
tohittheeyes).
Iftheattacksucceeds,thetargetmustimmediatelymakeastaticPhysicalChallenge(biddingaStamina
relatedTrait)tosoakthetoxin.IftheStaminaChallengefailsthevictimremainsblinduntilthevenomhas
runitscourse.Theblindnesslastsforasceneoranhour.Supernaturaltargetscanconceivablyshorten
thistime.Vampiresmayspendthreebloodpointstoeliminatetheproblem.Lupineswillregeneratethe
blindness in short order, reducing the duration to 1 minute. The bloodvenom is extremely toxic to
mortals,however,whoareblindedforlifeunlesstheyreceiveimmediatemedicalattention(withinthe
hour).Thankfully,thissupernaturalvenomisquitethin,anditspotencycannotbemaintainedoutsideof
thelectorpriestsbody.
23
TouchofTyphon
Thelectorpriestcannowmetamorphoseherentireforearmandhandintoadeadlyasp,completewitha
writhing, venomous snakehead. Effective range is only five feet, but the bite of the serpent arm is
deadly,doinganadditionallevelofaggravateddamagetoanyonestruckincombat.Mortalsbittenthus
mustimmediatelysucceedinaStaticPhysicalchallenge(vs.7traits,biddingaStaminarelatedTrait)or
diewithin(totalnumberofStaminarelatedtraitspossessed+5)minutesfromthesnakeheadsvirulent
toxin.
Ifamortaliskilledinthisway,thevenombeginstoseepoutofthecorpseswoundshortlythereafter,
carrying the unfortunate mortals essence along with it. The bloodvenom pools nearby, slowly
coagulating to form a small supernatural asp under the control of the lectorpriest. From then on that
mortals soul knows no peace until such time as its new boy is killed, thus freeing the tortured spirit
within.
Advanced
FormoftheHydra
Thispowerfulincantationtheultimateplateauofachievementforonestudyingthispathallowsthe
lectorpriest to transform instantly into a writhing mass of vipers, her body erupting in a spectacular
showerofblack,red,green,andgold.
Theplayermustspendtwobloodpointstoeffectthechange,whichtakesthreeturnstocomplete.During
thistime,thecharactermaytakenootheraction,andnotransitionofanykindisapparentinherform.At
the end of the turn, her body simply bursts into a number of vipers equal to the maximum number of
blood points the character can hold. (For example, an 8th generation Setite using this power would
explodeinto15separatesnakes.)Alternatively,theplayermayopttotransforminstantaneously,butshe
does so at a cost of five blood points rather than two. Individuals assuming the Form of the Hydra are
nearlyimpossibletodestroy.
Every last viper must first be located, as the lectorpriest may reform later if even a single serpent
remains. This transformation lasts until the Warlock wills herself to assume normal form once again,
whichtakesanotherthreeturns.
Spirit Manipulation
Itshouldbenotedthatwithrareexception,onlyWyrmandWeaverspiritsarelikelytomakedealswith
Kindred, especially those ones who are inhumane. Those spirits of the Wyld and Gaian will almost
certainlyneedtobeforcedintothefetishnomatterwhatsortofdealisofferedtothem.
Spiritsthatarebarteredwithmay,STdiscretion,choosenottoattackyouifthefetishbreaks.Spiritsthat
are forced into binding will always attack you; either upon being freed or coming back with a plan,
dependingonthespiritandgraceoftheST.
Forgamebalance,itisrecommendedthatfetishescreatedthroughtheuseofEntrapEphemeradonot
exceedtheequivalentpowerlevelofasecondintermediatediscipline.
Spirit Thaumaturgy
FailuresinSpiritThaumaturgyarenotrecommended;thespiritofabotchedsummoningmayturnoutto
beaSpecterormaydecidetofollowthevampirearoundforawhiletoharassthevampireorworse.
Basic
EvilEye
YoucansummonawraithtoharassavictimforadurationoftimedeterminedbyanumberofMental
Traits expended into the challenge. You must defeat the victim in a mental Challenge. If you are
successful, the victim must bid two extra Traits in any challenges for 10 minutes. You may extend the
durationofharassmentatthecostofoneMentalTraitperfiveminutes.
24
SpiritEyes
Youmayattempttoseeandcommunicatewithwraithsinthearea.AsuccessfulMentalChallengeversus
thewraithisrequiredbeforeyouareabletoseeorcommunicatewithit.Youmaycommunicatewiththe
ghostforfiveminutesforeveryMentalTraityouexpend.
Intermediate
SpiritSlave
This power allows you to master a summoned wraith. To use this power, you must win a Mental
Challengeagainstthewraith.Ifyouwinthetest,thewraithisboundtoremainandansweranyquestions
you like, or perform any one task you require. If unwilling, the wraith might opt to perform the task
poorly.Anadditionaluseofthispowercanforcearecentlydeadwraithintopermanentlyhauntingthe
present location. This effect requires a successful Mental Challenge against the target. However, this
effectcan(attheStorytellersdiscretion)eventuallywearoff.
Journey
ThispowerissimilartotheAuspexpowerofPsychicProjection,butyourspiritremainswithinthephysical
realm.Yourbodyremainsinoneplacewhilethespirittravelsaround.Youcanbetrappedinsidefetishes
wheninthisstate,andcanpotentiallybecontrolledbyanyspiritpower.
MentalDisciplinesthatdonotrequiretouchareavailableforusewhileinthisstate,withtheexceptionof
Necromancy or any otherSpirit Thaumaturgy.Any power requiringphysical contact or manipulatesthe
physicalbodyisunavailable.YourspiritisvisibletothosearoundyouunlessObfuscateisbeingused.To
activate this power requires the expenditure of one Willpower Trait. While in this form, your spirit is
immunetophysicalharmbutisaffectedbysunlightandwardsasnormal.
Advanced
Fetishes
Youcancausespiritstoinhabitobjects,orfetishes,whichyoumaythencarryaroundwithyou.Oncethe
spiritisimprisoned,thefetishwillallowyouaccesstooneandonlyonepowerthatthespiritpossesses.
ThepowerthatbecomesavailableisdeterminedbytheStoryteller.AsuccessfulMentalChallengeagainst
thevictimisallthatisrequiredtobindthespirittothefetish.Thespiritistrappedinthefetishuntilthe
fetishisbroken.Beforeyoumayaccessanypowerofthefetish,youmustpermanentlyexpendaMental
Traittoattunetheitemtoyourself.
Forgamebalance,itisrecommendedthatfetishescreatedthroughtheuseofFetishesdonotexceedthe
powerlevelofanadvanceddiscipline.
Way of Warding
GeneralNotes:Eachlevelofthispathrequiresthemagustopaintaglyphonanobjectwiththeirown
blood(spendingabloodtrait),andsucceedinasimpletest.Contactwithfireorsunlightwilldestroyall
wardscreatedbythispath.
Basic
BartheCommonPassage
This will reinforce the physical stature of any object. After activated (see above) the affected object
doubles its traits to resist breaking/battering. This may allow it to overbid in challenges against it if
applicable.Traitsofitemsaffectedaresubjecttothestorytellersdiscretion.Anyobjectaffectedbythis
power will receive a free retest against any use of Thaumaturgy to destroy it or alter its state (Path of
Flames,Alchemy,etc).
GlyphofScrying
Themaguscanseetheareaaroundthewardasifshewasthere.Thiscanbeplacedonportableobjects
toactasremotesensors.Sensoryamplification(heightenedsenses,spiriteyes,EyesoftheBeast)canbe
25
used through the ward. While looking through this glyph, the magus has no awareness of her current
physicalsurroundingssaveforifdamageisdealttoher(mustbedamage,atouchwillnotbenoticed).
Intermediate
RunesofPower
Thisprotectivewardwilldolethaldamageequaltothenumberofmentaltraitsthemaguspermanently
expendsatthetimeofuse.Thewardcannotbemovedmorethanitsnormalrangeofmotion(adoorcan
swing on its hinges, but a sword would loose the effect as soon as it was picked up) after this rune is
inscribedonit.
Furthermore,anysentientcreaturewillfeelthepoweremanatingfromtherune,andwillnotbeableto
willinglytouchitunlesstheyexpendawillpowertrait(cannotbedominatedintotouchingit).
GlyphofEnlightenment
Thecastermaycreateglyphsthatcanbothactasglyphofscrying,andallowfor2waycommunication.
Thaumaturgicaleffectsthatyoucanmeettherestrictionsoncanbeusedthroughthisconduit(Generally,
no touch. Theft of Vitae will steal the blood and find the most direct route to you if there is one). All
restrictionsofthesecondbasicofthispathstillapply.
Advanced
SecuretheSacredDomain
Thispowerfulincantationallowsthemagustoprotectanentirebuilding.Shedrawsaglyphattheexact
centerofthebuilding(requiringtheexpenditureofawillpowertraitandastaticmentaltestvs.10traits).
Ifsuccessful,allwindows,portals,anddoorsshutandbecomemagicallysealed(Cannotbeopenedbut
canbedestroyed.Currentbreachesintheoriginalstructurearecoveredwithamagicalwallofforcethat
cannotbedestroyed,butcanbecircumvented(byknockingdownadifferentwall).Multipleusesofthis
powerwillnothaveanyeffectotherthansealingnewbreachesinwalls.
Elemental Mastery
GeneralNotes:Thispathfunctionsaswritten.However,asanoptionalruleandatSTdiscretiononly,an
advanced summoner may be able to summon an elemental, using the Advanced level, as described in
LawsoftheWild,p.251.
To exert control would require a Static Mental Challenge as described in the Camarilla Guide, p.78. To
command this advanced elemental, the summoner would need to spend two mental traits, or the
elementalwouldwanttobargain,again,asdescribed.
Forcing an advanced elemental to perform a task that would endanger its existence requires the
summonertoenteraMentalChallengerequiring2mentaltraits.
26
Rituals
Notes:AllRitualslistedherehavetheirmostrecenttextreferenceinthechart
below. Any Rituals not listed in a MET book are listed in the section directly
following the Ritual Chart. All MET Dark Thaumaturgy Rituals that are not
Tremere Specific are Rarity 4 and may be referenced in the current Infernalist
Packet.
(A)=AnarchRituals
(D)=DarkThaumaturgicalRituals
(H)=HouseSpecificRituals
(S)=SabbatRituals
1Common(cont.):
StolenKisses
StoneSlumber
Telecommunication
Trima(VineofDionysus)
WakewithEveningsFreshness
Wardvs.Ghouls
WardingCirclevs.Kindred
Watcher,the
WhispersoftheGhost
2Uncommon:
AbandontheFettersofBlood
BindtheAccusingTongue
BladedHands
BloodContract
BloodIntoWater
CleansingoftheFlesh
Confess
CraftDreamCatcher(Oneiromancy)
CrimsonSentinel
CurseBelated,the
CurseofClytaemnestra
DevilsTouch
EnhancingtheCurse
EyesofthePast
GhostintheSystem
HeartofStone
ImpsAffliction,the
IncorporealPassage
InfirmInert
Inscription
Jinx
LuminousVitae
MajorCreation(PathofConjuring)
MarkofAmaranth
ObscuretheMalice
OneMindoftheCovens
PowerofthePyramid
27
2Uncommon(cont.):
ProteanCurse
PurgetheInnerDemon
RendtheMind
RendingSweetEarth
ReturntheHeart
RutorsHands
SanguineAssistant
Scry
SculptingthePerfectServant
SensetheMystical
SeveredHand
SouloftheHomunculi
SplinterServant
TracktheTransgressor
TransubstantiationoftheSeven
UmbraWalk
UnseenChange,the
UnweaveRitual
Wardvs.Demons
Wardvs.Fae
Wardvs.Ghosts
Wardvs.Kindred
Wardvs.Lupine
Wardvs.Spirit
WardingCirclevs.Ghosts
WardingCirclevs.Ghouls
WardingCirclevs.Lupines
WardingCirclevs.Spirits
3Rare:
BanishBigBrother(A)
BeaconoftheSelf
BloodAllergy
BloodCertamen
ClingingoftheInsect
CobrasFavor
CourtoftheHallowedTruth
DedicatetheChantry
DetecttheHiddenObserver(A)
DenytheIntruder
EscapetoaTrueFriend
Flatline(A)
FleshoftheFieryTouch
HarmonizeBuilding(H)
HauntedHouse
HellsCalling(A)
InheritedAffinity
InnocenceoftheChildsHeart
IronBody(A)
IronMind
NightoftheRedHeart
ShaftofBelatedQuiescence
StepsoftheTerrified
StoneoftheTrueForm
TouchofNightshade,A
3Rare(cont.):
TrueSight
VerdantBlade,The
ViresAcquiritEundo
VistasoftheMind
WardMagic(H)
Wardvs.Cathayans
Wardvs.Vitae(A)
WardingCirclevs.Demons
WritofProtectedPassage
4VeryRare:
BindtheHost(H)
BladeoftheForbiddenFlower
BloodRush(S)
BloodTest
BoneofContention
BoneofEternalThirst
BoneoftheKindred
BottledVoice(S)
ChainingtheBeastofHell(D)(H)
CreateCorpseMinion(H)
CreateDemonBound(H)
CreateGargoyle(H)
CreateRazorBat(H)
CreateStoneDog(H)
ChainoftheBloodline
ChilloftheWindsaber
DivorcingtheSoul
Dominion(S)
DominoeofLife(S)
DrawingupontheBond
EldritchGlimmer(S)
EyesoftheBeast(S)
EyesoftheEverVigilant
EyesoftheNightHawk(S)
FireintheBlood(S)
FireWalker(S)
FriendoftheTrees(S)
Gift,the
Haunting,the(S)
IlluminateTrailofPrey(S)
ImpedetheGiftsofCaine
InvisibleChainsofBinding(S)
InvulnerableWeakness
KeeningoftheBanshee(S)
LionHeart(S)
MachineBlitz(S)
MindCrawler(S)
MirroroftheSecondSight(S)
MirrorWalk(S)
NectaroftheBitterRose
PaperFlesh(S)
PoweroftheInvisibleFlame(S)
PreserveBlood(S)
RaisetheDead
28
4VeryRare(cont.):
RecuretheHomeland(S)
RefinedDigestion
RespectoftheAnimals(S)
ReturntheHost(H)
Rhumer'sAggregateArgot(H)
RitualofDarkness
RitualofHolding
RottenWood(S)
ShadowoftheWolf
SpidersWeb
SpiritofTorment(S)
SummontheGuardianSpirit(S)
SummonMischievousSpirit(S)
TaketheEssenceofHell(H)
ThirstUnquenchable(S)
UtterDestructionofBonds
Wardvs.Celestials(H)
WardingCirclevs.Celestials(H)
WeaponoftheKindredSoul
WidowsSpite(S)
WillotheWisp(S)
5Unique:
AlterBlood(C:DR)
AmuletofFalseAura(R.SinClair,Winona)
BringForththeLightWithin(R.Magius,CU)
ChairsofWater(R.SinClair,Winona)
CraftSpiritBloodstone(S.Lazarion,Tuscola)
DenytheSunsWeight(R.Johnson,M:NR)
DiamondsDoom(C:DR)
EmpatheticJar(R.SinClair,Winona)
EpistulaPhasma(R.Bulacanti&S.Hesse,ACE)
ExLibris(R.Magius,CU)
ExtremeCare(C:DR)
FatherofMine(R.Johnson,M:NR)
ImportItem(C:DR)
KnowledgeoftheChildesPeril(A.Blake,Tuscola)
LightningRod(V.King,NVA)
MirrorAttunement(S.Lazarion,Tuscola)
RefreshtheWeariedMind(H.Roark,CiD)
RiteoftheVanishingBlemish(HoB)
SerenityoftheHeart'sBlood(R.Johnson,M:NR)
ShapeoftheFamiliar(R.Bulacanti&S.Hesse,ACE)
SightoftheDead(V.Daemos,CU)
StepsofSilence(R.Johnson,M:NR)
TeleporttoaSafeHaven(C:DR)
TremeresBane(C:DR)
WalkinsPurityoftheFlesh(P.Walkin,CU)
WizardsGift(N.Tept,FIB)
Wizard'sGold(N.Tept,FIB)
Rarity
Location
Level
AbandontheFettersofBlood
TremereClanbook,p.65
Advanced
AlterBlood
OWBNArcaneCompendium
Basic
AmuletofFalseAura
OWBNArcaneCompendium
Intermediate
BanishBigBrother
METAnarchGuide,p.66
Basic
BeaconoftheSelf
NYbyNight,p.38
Intermediate
BindtheAccusingTongue
CamarillaGuide,p.109
Basic
BindingtheBeast
LawsofElysium,p.82
Intermediate
BindtheHost
OWBNTremereHouses
Packet,p.27
Intermediate
BladeoftheForbiddenFlower
BloodMagic,p.99
Methuselah
BladedHands
LawsofElysium,p.82
Intermediate
BloodAllergy
METStorytellersGuide,p.69
Intermediate
BloodCertamen
TremereClanbook,p.61
Intermediate
BloodContract
LotN:R,p.187
Advanced
BloodintoWater
NYbyNight,p.48
Basic
BloodMastery
TremereClanbook,p.56
Basic
29
RitualName
Rarity
Location
Level
BloodMead
METStorytellersGuide,p.64
Basic
BloodRush
METSabbatGuide,p.130
Basic
BloodTest
OWBNArcaneCompendium
Basic
BloodWalk
LawsofElysium,p.80
Basic
BoneofContention
TremereClanbook,p.66
Elder
BoneofEternalThirst
BloodMagic,p.99
Master
BoneofLies
LotN:R,p.186
Intermediate
BoneoftheKindred
2nded.PlayersGuide,p.92
Elder
BottledVoice
LawsofElysium,p.90
Intermediate
BrandoftheParamour
METStorytellersGuide,p.65
Basic
BringingForththeLightWithin
OWBNArcaneCompendium
Basic
BureaucraticCondemnation
BloodMagic,p.91
Basic
BurningBlade
CamarillaGuide,p.110
Basic
CallingtheRestlessSpirit
LawsofElysium,p.80
Basic
ChainoftheBloodline
2nded.PlayersGuide,p.92
Master
ChainingtheBeastofHell
OWBNTremereHouses
Packet,p.29
Advanced
ChairsofWater
OWBNArcaneCompendium
Basic
ChilloftheWindsaber
METJournal#1,p.44
Elder
CleansingoftheFlesh
METStorytellersGuide,p.69
Intermediate
ClingingoftheInsect
METSabbatGuide,p.132
Intermediate
Cobra'sFavor
METStorytellersGuide,p.73
Advanced
Communicatew/KindredSire
LotN:R,p.185
Basic
Confess
HuntersHunted,p.63
Basic
CourtofHallowedTruth
METStorytellersGuide,p.73
Advanced
CraftBloodstone
METStorytellersGuide,p.65
Basic
CraftDreamCatcher
METStorytellersGuide,p.70
Intermediate
CraftSpiritBloodstone
OWBNArcaneCompendium
Advanced
CreateCorpseMinion
BloodMagic,p.46
Intermediate
CreateDemonBound
BloodMagic,p.136
Advanced
CreateGargoyle
BloodMagic,p.137
Master
CreateRazorBat
BloodMagic,p.137
Advanced
CreateStoneDog
BloodMagic,p.138
Advanced
CrimsonSentinel
LawsoftheNight,p.101
Basic
CurseBelated,the
METStorytellersGuide,p.70
Intermediate
CurseofClytaemnestra
LawsofElysium,p.85
Advanced
30
RitualName
Rarity
Location
Level
DedicatetheChantry
TremereClanbook,p.57
Basic
DefenseofSacredHaven
LotN:R,p.185
Basic
DeflectionofWoodenDoom
LotN:R,p.185
Basic
DenytheIntruder
TremereClanbook,p.58
Basic
DenytheSun'sWeight
OWBNArcaneCompendium
Intermediate
Devil'sTouch
LotN:R,p.185
Basic
Diamond'sDoom
OWBNArcaneCompendium
Advanced
DivorcingtheSoul
2nded.PlayersGuide,p.92
Master
Dominion
LawsofElysium,p.92
Advanced
DominoeofLife
METSabbatGuide,p.130
Basic
DonningtheMaskofShadows
LawsofElysium,p.80
Basic
DrawingupontheBond
2nded.SabbatPG,p.119
Elder
EldritchGlimmer
LawsofElysium,p.90
Intermediate
EmpatheticJar
OWBNArcaneCompendium
Intermediate
EnchantTalisman
CamarillaGuide,p.113
Advanced
EncryptMissive
METStorytellersGuide,p.65
Basic
EngagingtheVesselof
Transference
CamarillaGuide,p.110
Basic
EnhancingtheCurse
METStorytellersGuide,p.65
Basic
EscapetoaTrueFriend
CamarillaGuide,p.114
Advanced
ExLibris(FireTrap)
OWBNArcaneCompendium
Basic
EpistulaPhasma
OWBNArcaneCompendium
Basic
ExpedientPaperwork
BloodMagic,p.87
Basic
Extinguish
METStorytellersGuide,p.66
Basic
ExtremeCare
OWBNArcaneCompendium
Basic
EyesoftheBeast
LawsofElysium,p.92
Advanced
EyesoftheEverVigilant
METStorytellersGuide,p.75
Ascendant
EyesoftheNighthawk
METSabbatGuide,p.130
Basic
EyesofthePast
LawsofElysium,p.83
Intermediate
FatherofMine
OWBNArcaneCompendium
Basic
FireintheBlood
LawsoftheNight,p.105
Intermediate
Firewalker
METSabbatGuide,p.132
Intermediate
Flatline
METAnarchGuide,p.66
Basic
FleshoftheFieryTouch
LawsofElysium,p.83
Intermediate
FriendoftheTrees
LawsofElysium,p.90
Intermediate
GentleMind
LawsofElysium,p.83
Intermediate
31
RitualName
Rarity
Location
Level
GhostintheSystem
BloodMagic,p.97
Advanced
Gift,the
METJournal#1,p.45
Master
HarmonizeBuilding
WorldofDarkness1,p.100
Advanced
HauntedHouse
LawsofElysium,p.83
Intermediate
Haunting,the
LawsofElysium,p.90
Intermediate
HeartofStone
LawsofElysium,p.83
Intermediate
Hell'sCalling
METAnarchGuide,p.68
Intermediate
IlluminateTrailofPrey
METSabbatGuide,p.131
Basic
IllusionofPeacefulDeath
LawsofElysium,p.84
Intermediate
Imp'sAffliction,the
METStorytellersGuide,p.66
Basic
ImpassibleTrail
METStorytellersGuide,p.66
Basic
ImpedetheGiftsofCaine
Archons&Templars,p.146
Master
ImportItem
OWBNArcaneCompendium
Advanced
ImpressiveVisage
METStorytellersGuide,p.66
Basic
IncantationoftheShepherd
CamarillaGuide,p.110
Basic
IncorporealPassage
LotN:R,p.186
Intermediate
InfirmInert
METStorytellersGuide,p.70
Intermediate
InheritedAffinity
TremereClanbook,p.59
Intermediate
InnocenceoftheChild'sHeart
LawsofElysium,p.84
Intermediate
Inscription
TremereClanbook,p.58
Basic
InvisibleChainsofBinding
LotN:R,p.106
Advanced
InvulnerableWeakness
2nded.PlayersGuide,p.93
Ascendant
IronBody
METAnarchGuide,p.67
Basic
IronMind
METJournal#1,p.46
Intermediate
Jinx
METStorytellersGuide,p.66
Basic
KeeningoftheBanshee
LawsofElysium,p.91
Intermediate
KnowledgeoftheChilde'sPeril
OWBNArcaneCompendium
Intermediate
LearningtheMindEnslumbered
METStorytellersGuide,p.67
Basic
LightningRod
OWBNArcaneCompendium
Intermediate
LionHeart
LawsofElysium,p.92
Advanced
LuminousVitae
NYbyNight,p.48
Basic
MachineBlitz
METSabbatGuide,p.131
Basic
MajorCreation
METStorytellersGuide,p.71
Intermediate
MarkofAmaranth
TremereClanbook,p.63
Intermediate
Mindcrawler
LawsofElysium,p.92
Advanced
32
RitualName
Rarity
Location
Level
MagicMirror
OWBNArcaneCompendium
Advanced
MirrorAttunement
OWBNArcaneCompendium
Advanced
MirroroftheSecondSight
METSabbatGuide,p.133
Intermediate
MirrorWalk
LawsofElysium,p.91
Intermediate
MourningLifeCurse
METStorytellersGuide,p.67
Basic
NectaroftheBitterRose
LotN:R,p.187
Advanced
NightoftheRedHeart
TremereClanbook,p.65
Advanced
ObscuretheMalice
NYbyNight,p.48
Basic
OneMindoftheCovens
2nded.PlayersGuide,p.91
Advanced
OpenPassage,the
LotN:R,p.185
Basic
PaperFlesh
METSabbatGuide,p.133
Advanced
PavisoftheFoulPresence
LotN:R,p.187
Intermediate
PoweroftheInvisibleFlame
LawsofElysium,p.89
Basic
PowerofthePyramid
TremereClanbook,p.60
Intermediate
PreserveBlood
LawsofElysium,p.89
Basic
PrincipleFocusofVitaeInfusion
LotN:R,p.186
Basic
ProteanCurse
LawsofElysium,p.84
Intermediate
PurgetheInnerDemon
METStorytellersGuide,p.67
Basic
PurifyBlood
TremereClanbook,p.57
Basic
PurityoftheFlesh
CamarillaGuide,p.110
Basic
RaisetheDead
METJournal#1,p.41
Master
RebirthofMortalVanity
METStorytellersGuide,p.67
Basic
RecuretheHomeland
METSabbatGuide,p.131
Basic
RefinedDigestion
METStorytellersGuide,p.74
Master
RefreshtheWeariedMind
OWBNArcaneCompendium
Intermediate
RendtheMind
BloodMagic,p.96
Intermediate
RendingSweetEarth
LawsofElysium,p.84
Intermediate
RespectoftheAnimals
LawsofElysium,p.91
Intermediate
ReturntheHeart
METStorytellersGuide,p.71
Intermediate
ReturntheHost
OWBNTremereHouses
Packet,p.27
Advanced
Rhumer'sAggregateArgot
OWBNArcaneCompendium
Intermediate
RiteofIntroduction
METStorytellersGuide,p.68
Basic
RiteofVanishingBlemish
OWBNArcaneCompendium
Basic
RitualofDarkness
OWBNArcaneCompendium
Intermediate
RitualofHolding
METJournal#1,p.42
Master
33
RitualName
Rarity
Location
Level
Ritual'sRecognition
TremereClanbook,p.59
Basic
RottenWood
LawsoftheNight,p.105
Basic
Rutor'sHands
LotN:R,p.187
Intermediate
SanguineAssistant
CamarillaGuide,p.111
Basic
SanguineousPhial
METStorytellersGuide,p.68
Basic
ScentoftheLupine'sPassing
LotN:R,p.186
Basic
Scribe,the
METStorytellersGuide,p.68
Basic
Scry
METStorytellersGuide,p.71
Intermediate
SculptingthePerfectSerpent
BloodMagic,p.97
Advanced
SensetheMystical
METStorytellersGuide,p.68
Basic
SerenadingtheKami
BloodMagic,p.91
Basic
SerenityoftheHeart'sBlood
OWBNArcaneCompendium
Intermediate
SeveredHand
METStorytellersGuide,p.73
Advanced
ShadowoftheWolf
METJournal#1,p.47
Master
ShaftofBelatedQuiescence
CamarillaGuide,p.112
Intermediate
ShapeoftheFamiliar
OWBNArcaneCompendium
Basic
SightoftheDead
OWBNArcaneCompendium
Intermediate
SouloftheHomonculi
LotN:R,p.187
Intermediate
Spider'sWeb
METJournal#1,p.49
Master
SpiritofTorment
LawsofElysium,p.93
Advanced
SplinterServant
CamarillaGuide,p.113
Intermediate
StepsofSilence
OWBNArcaneCompendium
Intermediate
StepsoftheTerrified
BloodMagic,p.93
Basic
StolenKisses
METStorytellersGuide,p.71
Intermediate
StoneoftheTrueForm
METStorytellersGuide,p.74
Advanced
StoneSlumber
METStorytellersGuide,p.74
Advanced
SummontheGuardianSpirit
LawsofElysium,p.89
Basic
SummonMischievousSpirit
2nded.SabbatPG,p.118
Intermediate
TaketheEssenceofHell
OWBNTremereHouses
Packet,p.28
Advanced
Telecommunciation
METStorytellersGuide,p.72
Intermediate
TeleporttoaSafeHaven
OWBNArcaneCompendium
Advanced
ThirstUnquenchable
LotN:R,p.106
Advanced
TouchofNightShade,A
METStorytellersGuide,p.72
Intermediate
TracktheTransgressor
METStorytellersGuide,p.72
Intermediate
TransubstantiationoftheSeven
TremereClanbook,p.61
Intermediate
34
RitualName
Rarity
Location
Level
Tremere'sBane
OWBNArcaneCompendium
Advanced
Trima
METStorytellersGuide,p.69
Basic
TrueSight
DiablerieBritain,p9
Basic
UmbraWalk
LotN:R,p.188
Advanced
UnseenChange
LawsofElysium,p.85
Intermediate
UnweaveRitual
TremereClanbook,p.64
Intermediate
UtterDestructionofBonds
METJournal#1,p.43
Master
VerdantBlade,the
Archons&Templars,p.146
Advanced
ViresAcquiritEundo
BloodMagic,p.98
Advanced
VistasoftheMind
StorytellersHandbook,p.118
Basic
WakewithEveningsFreshness
LotN:R,p.186
Basic
Walkin'sPurityoftheFlesh
OWBNArcaneCompendium
Basic
WardMagic
WorldofDarkness1,p.100
Intermediate
Wardv.Cathayans
SFbyNight,p.130
Intermediate
Wardv.Celestial
OWBNArcaneCompendium
Intermediate
Wardv.Demons
CamarillaGuide,p.114
Advanced
Wardv.Fae
METStorytellersGuide,p.73
Intermediate
Wardv.Ghosts
CamarillaGuide,p.114
Advanced
Wardv.Ghouls
LotN:R,p.186
Basic
Wardv.Kindred
CamarillaGuide,p.113
Intermediate
Wardv.Lupines
CamarillaGuide,p.113
Intermediate
Wardv.Spirits
CamarillaGuide,p.114
Advanced
Wardv.Vitae
METAnarchGuide,p.68
Intermediate
WardingCirclev.Celestials
OWBNArcaneCompendium
Advanced
WardingCirclev.Demons
CamarillaGuide,p.111
Advanced
WardingCirclev.Ghosts
CamarillaGuide,p.111
Advanced
WardingCirclev.Ghouls
CamarillaGuide,p.111
Basic
WardingCirclev.Kindred
CamarillaGuide,p.111
Advanced
WardingCirclev.Lupines
CamarillaGuide,p.111
Intermediate
WardingCirclev.Spirits
CamarillaGuide,p.1111
Advanced
Watcher,the
LawsofElysium,p.85
Intermediate
WeaponoftheKindredSoul
2nded.PlayersGuide,p.92
Methuselah
WhispersoftheGhost
METStorytellersGuide,p.69
Basic
Widow'sSpite
METSabbatGuide,p.132
Basic
Willo'theWisp
LawsofElysium,p.89
Basic
35
RitualName
Rarity
Location
Level
Wizard'sGift
OWBNArcaneCompendium
Advanced
Wizard'sGold
OWBNArcaneCompendium
Intermediate
WritofProtectedPassage
SFbyNight,p.130
Intermediate
36
SomeoftheritualslistedbelowwerecreatedbyplayersinOWBN,andwillnot
befoundinanyWhiteWolfpublication.Theyareincludedhereforplayersand
STs to appreciate the devotion that these players have had to their characters
andtheTremere.TheyhavebeenapprovedbytheTremereCoordinator(please
takenoteoftheirrarityrestrictionsinthelistingsabove),andmaybeincludedin
yourgameonlywithSTpermission.TherestcomefromamyriadofWhiteWolf
sourcebooks,andhadneverbeenconvertedforMETusepriortothecreationof
thisguide.
New Thaumaturgy
Itshouldbenoted,thatanyThaumaturgy,betheypath,ritual,orcombopowerthatdoesnotappearin
thisguide,beitbyoversightordeliberateedit,istobeconsideredRarity4(Coordinatorapproval).
System:
WiththeexpenditureofaMentalTraitbytheThaumaturge,thisritualwilltemporarily
alter the readings of Taste of Vitae if used on the Thaumaturges blood. The only
informationthatisobtainableistherelativegenerationoftheKindred,comparedtothe
inquisitor,i.e.higherorlowergenerationonly.
Note:
ThisritualonlyeffectsTasteofVitae;itwillnotfoolotherritualssuchasBloodWalk,
etc.fromdiscerninginformationfromtheBlood.Theeffectsofthisritual,ifcastonthe
Thaumaturge, will last until the following sunrise. The Thaumaturge during this time
mayonlyuseherbloodtohealwounds,asitbecomessomewhatalientoher.Thisritual
mayalsobeusedtoenchantaBloodTraitinavessel.Thisenchantmentwillhavethe
sameeffectbutwillpermanentlyaltertheBloodTrait.
BloodIntoWater
All spilled blood within this rituals reach transmutes to water. This is most frequently used to remove
bloodstains, whether as a result of foulplay or rites thatinvolve bloodto mark or otherwise designate
effects.Thethaumaturgepoursacupofpurifiedwaterthroughthefingersofhisoutstretchedhandwhile
castingthisritual.
System:
The ritual requires a five minute casting time and affects a ten foot radius, but will
cleansetheareaofbloodthoroughly.Bloodincontainersandlivingthingswillnotbe
affected,onlyspiltblood.Notethatcertainritualsandpowersrequirebloodmarkings
orrequirebloodtobeappliedtoanobject(suchasWardvs.GhoulsorImpassibleTrail).
Thispowerhasnoeffectonbloodusedtocreateactiveordormantdisciplineeffectsit
couldnotbeusedtoremoveaWardvs.Ghouls,thoughitcouldbeusedtocleanupa
bloodcircledrawnonthegroundusedtobindademon,solongasthatbindingisdone
andoverwith.
BloodTest
WhenthisRitualisused,ifthereisenoughKindredVitaeinthetestedsampletocauseastepinablood
bondorviniculum,theKindredVitaewillmoveinavisiblespiralwithinthebloodsample.Themovement
37
is visibly apparent to all present. The more Kindred Vitae present in the sample, the larger and more
spectacularthemovement.
System:
CastingBloodTestrequirestheexpenditureofoneWillpower,oneMentaltrait,andan
extendedstaticMentalchallenge.Thenumberofsuccessesorties,againstadifficultyof
fivetraits,equalsthenumberofbloodpointsthatcanbetestedduringaonehourtime
frame.Thecastershandsacquireaslightbluishtingewhiletheritualisineffect.
BringForththeLightWithin
ThisRitualmaybecastonanonmagicalobjectinoneoftwoways.Itmaybecasttemporarilywhereit
will work for one evening, or it may be cast permanently where it will last forever. Upon speaking the
powerword(setduringcasting)theobjecttheritualiscastuponwillbegintoglowwithasoft,dullwhite
light.Afterthispointasecondpowerword(alsosetduringcasting)maybespokenfortheobjecttostop
glowing.
System:
As a Basic Ritual this takes a casting time of 15 min., It requires the temporary
expenditureofonementaltraitforaonenighteffect,andonepermanentmentaltrait
forthepermanenteffect.
BindtheAccusingTongue
Bind the accusing tongue lays a compulsion upon the target that prevents her from speaking ill of the
caster,allowingthethaumaturgetocommitliterallyunspeakableactswithoutfearofreprisal.
System:
The caster must have a picture or image of the target, a lock of her hair and a black
silkencord.Thecastertiesthecordaroundthehairwhilechanting.Anytimethetarget
wantstospeakillofthecaster,shemustdefeatthecasterinamentalchallenge(Occult
retestsonbothsidesareapplicable).
BureaucraticCondemnation
ThisritualwascreatedtobetheoppositeofExpedientPaperwork.
System:
Oncecastoneinfluenceactionsofthetargetofthisritualtakethreetimesaslongas
they normally would. At Storyteller discretion, a player with a significant amount of
influencemaydecreasethistimepenalty,butthatisleftpurelyunderthejurisdictionof
chronicleStorytellers.
BurningBlade
DevelopedduringClanTremerestroubledinception,BurningBladeallowsathaumaturgetotemporarily
enchant a melee weapon to inflict unhealable wounds on supernatural creatures. While this ritual is in
effect,theweaponflickerswithanunholygreenishflame.Thisritualcanonlybecastonmeleeweapons.
System:
Thecastermustcutthepalmofherweaponhandduringtheritualwiththeweaponif
it is edged, otherwise with a sharp stone. This inflicts a single health level of lethal
damagewhichcannotbesoakedbutmaybehealednormally.Theplayerspendsthree
blood points which are absorbed by the weapon. Once the ritual is cast, the weapon
inflicts aggravated damage on all supernatural creatures for the next few successful
attacks,onepertemporarymentaltraitspentduringthecasting,uptoamaximumof
three. Multiple castings of Burning Blade cannot be stacked for longer durations.
Furthermore,thewielderoftheweaponcannotchoosetodonormaldamageandsave
up aggravated strikes each successful attack uses one aggravated strike until there
arenoneleft,atwhichpointtheweaponrevertstoinflictingnormaldamage.
ChairsofWater
This 15 minute ritual allows the caster to create more substantial and detailed chains of water when
employingNeptune'sMight.Insteadofchainsofwaterusedtobindpersons,thecastercannowcreate
38
objects with water. Chairs and tables are the most common uses for this power. Those who use these
objectsmysteriouslydonotgetwetevenwhilelyingonacouchofwater.Theobjectscreatedcannotbe
moved,andcannotbeusedtopreventpassagethroughanarea.Theycannotbeusedincombatatall.
Theylastuntilthecreatorleavesthearea,oruntilhewillsthemaway.
System:
Theritualconsistsofthecasteranointinghimselfwithwaterwhilechantingforfifteen
minutes.Thepowerlastsfortherestofthenight.Bloodexpendituresarestillrequired
tocreatetheobjects.Herearesomesamplecostsforcommonobjects.Stoolorchair
onebloodtrait;cardtabletwobloodtraits;largetableorsofathreebloodtraits.
Confess
Thisritualmustbecastinthepresenceofthesubject,whomustthenansweronequestionposedbythe
casterfullyandtruthfully.Noresistancebeyondtheinitialcastingisrequiredorallowed.
EpistulaPhasma("GhostLetter")
Thisisasimpleritual,madeforsendingawrittenmessagetoanacquaintance.
System:
Asinglesheetofparchmentismagicallyprepreparedusingatraitofthecaster'sblood.
It will not be possible by any means to determine who sent the letter, apart from
recognizingthehandwriting,etc.Whenactivated,thenotewilltravelthroughtheether
to its intended recipient where it will hover in front of them in an incorporeal form
whichonlythey(orsomeonewithactiveThaumaturgicalSight)cansee.Thetargetwill
know the letter is intended for them, and may choose to pluck it out of thin air. The
notewillwaitforanopportunemomenttomanifest,ratherthanwhentherecipientis
occupied, distracted, or traveling. Should they choose to not accept the note within a
reasonableamountoftime(10minutes)oriftheymoveawayfromittheeffectwillend
andthemessagewillbeforeverlostbetweenplanes.
The castercan only sendnotes to people they are acquainted with, and have actually
met in person. Encrypt missive can be used in conjunction with this casting, but any
otherritualsaresubjecttoSTdiscretionastoiftheywillworkcombinedwithepistula
phasma. This is designed as little more than a glorified cantrip, intended for passing
notes.
ExLibris(formerlyFireTrap)
Thisritualissimplyawardcastandscribedontheinsidecoverofaboundbookwhere,aftercastingthe
bookcannotbeopenedwithoutintoningthepowerphrase(setduringthecasting).Ifthecorrectphrase
isnotutteredbeforeopeningthebook,itcombustsandburnstoashes(causingnodamagetotheperson
holdingthebook).
System:
AsaBasicRitualthistakesacastingtimeof15min.,andonebloodtrait(usedastheink
oftheward).
ExpedientPaperwork
This ritual allows a thaumaturge to avoid delays that are created in modern bureaucracies (church,
government,financial,etc).Itrequiresthehairofadogthatisconsideredloyalandprotective(couldbe
bound).
System:
Oncecast,thisdecreasestheamountoftimethatasingleinfluenceactionmighttake.
The amount of time saved is up to the ST. It is suggested that the time required is
reducedtoonethirdoftheoriginaltime.Theritualtakes8hourstocomplete.
ExtremeCare
This ritual allows for the creation of enchanted elixirs. These elixirs have the ability to miraculous heal
mortalcreaturesofdiseaseandwounds.
39
System:
Thisritual,usableonlyonmortallivingcreatures(humans,ghouls,Garou,etc.),requires
thatonetraitofVampiricBloodbeinjected,oringested,intoasubject'sbody.Thishas
the usual effects the subject moves a step closer to becoming blood bound to the
vampirewhosebloodisused,andtemporarilybecomesaGhoul.Inaddition,themortal
automatically heals one Wound Level of damage and the Thaumaturge, if in the
presenceoftheuseoftheelixir,mayspendoneMedicalAbilitytocurethepatientof
oneviralorbacterialillness(Notcancersorhereditarydiseases.AIDS,Ebola,andother
such particularly nasty things should be immune to healing, but the life span of the
infectedpersoncouldbeextended).
Mortals drinking this elixir may be brought back from the threshold of death, without
beingmadeintoavampire.Thebloodleavesnotraceinthepatient'ssystem,andallbut
thepartialBloodBondfadescompletelywithin3days.OncetheThaumaturgesbloodis
transformedintotheelixiritlosesmostofitsconnectionstotheThaumaturge.Thus,it
maynotbeusedforDisciplineorritualsagainsttheThaumaturge.RitualssuchasBlood
WalkorDisciplinessuchastasteofVitaemerelyrevealthatitisalteredKindredvitae
andlittleelse.
Theelixirwillonlyretainitspotencyfor72hoursaftercasting.
FatherofMine
This ritual gives the thaumaturge a subliminal sense of direction and distance to people, places, and
objectsofpersonalandmysticalimportancetothetarget.
System:
Whileintoningtheritualsvocalcomponent,thecasterspinsinaslowcirclewithaglass
objectofsomesortheldtooneofhiseyeswhilespillingatraitofhisownvitaeontoa
sketch of his sire. At the end of the ritual the vitae soaked sketch is burned and the
ashessprinkledoverapersonalitemofhissire.Thepersonalitemisthenkeptwiththe
casterandhegainsasubliminalsenseofdirectionanddistancetopeople,places,and
objectsthathadpersonalandmysticalsignificancetohisSirefortheremainderofthe
night. Once this ritual has located an item, place, or person, it ceases to be detected
withfutureuses.
Themaximumrangeisequalto10milesperGenerationbackgroundoftheCaster,or
fivemilesifhehasnopointsintheBackground.IfattemptedonthecastersSirewhen
hesstillalive,theritualautomaticallyfailsandtheSirerealizeshischildehastriedto
scryonhim.Theritualonlyworkstolocatepeople,places,andobjectsofthecasters
SireandonlyifthecastersSirehasmetFinalDeath.Thisrituallaststheremainderof
thenight,untilnextsunrise.
AnSTmustbepresenttoadjudicatetheuseofthispower.
IncantationoftheShepherd
This15MinuteRitualallowstheusertolocate,inapproximateDirectionandDistance,allmembersofthe
Caster'sHerd.
System:
To properly cast this ritual, the Thaumaurgist, while intoning the names of her Herd,
must hold two small glass objects to her eyes and spin in a slow circle. . If the Caster
does not have the Herd Background, she will detect the closest three mortals from
whomshehasfedatleastthreetimes.ThisRitualhasaMaximumrangeof10timesthe
Caster'sHerdBackground,or5milesifshedoesnothaveanyHerdbackground.
LuminousVitae
Thisritualduplicatestheeffectsofalternatelightsourcesonvitae,causingbloodtoglowinthecasters
sight.Thisismostoftenusedtomakesureanareahasbeencleanedsufficientlyinachantrylaboratory,
40
butithasanumberofusefulapplicationsoutsidethechantryaswell.Thecasterlooksthroughtheeyeof
aneedlewhenusingthisritual.
System:
Toenactthisritualthecastermustengageinastaticmentalchallengevs.sixtraitswhile
pouring water through his fingers. The power of this tenminute ritual lasts for one
sceneoronehour,duringwhichbloodonasurfacenomatterhowsmallanareaorhow
faintglowsaniridescentpurple.Fromtheoldestbloodyfingerprintonadeskdrawerto
apoolofbloodgatheringbeneathamurdervictimscorpse,itallbecomesvisible.
The power has no effect on blood inside a person or container. If the thaumaturge
opensavesselcontainingblood,hewillseethevitaeintheusualpurplecolor,butthis
ritualdoesnotallowhimtoseethoughotherobjects.
ObscuretheMalice
Inthisritual,thecasterpoursherownvitaeintoacorpseswound.Thebloodscabsoverandthewound
healsduringthecourseoftheritual.Thisritualcannotbeusedtohealthelivingorundead,thoughit
canconcealevidenceoffeedingorotherphysicalviolenceonacorpse.
System:
Toactivatethisritualthecastermustengageinanextendedstaticmentalchallengevs.
sixtraits,theeffectoftheritualisdeterminedbytheamountofsuccesses.Onesuccess
indicates a very visible wound (that nonetheless must have healed before the victim
suffered whatever trauma killed him) while five successes heal the wound flawlessly
postmortem. This ritual works only for wounds poisons, drowning, etc. will still be
evident with a full autopsy, though such results may prove misleading without other
telltalemarks.
RitualofDarkness
CreatesaverypowerfuldarknessintheusersHaven.Thisdarknesscannotbeseenthroughbyintruders,
butthecasterofthespellcanseeeasily.
System:
The caster must rub soot from a coal fire on the windows, and the ritual takes a full
hour.Thedarknesslastsuntilsunlighthitsit(ifthehavenisundergroundthiscouldbe
forever).
RiteoftheVanishingBlemish
Thisritual'soaks'bloodandotherstains,leavingnotrace.
System:
With a small amount of raw cotton or wool and the casters incantation, even large
stainsareabsorbedintonothingness.Thematerialmustbeheldoverthestainwhilethe
incantation is said, after which it is mystically "soaked" in and the cotton/wool is
useless.Thisworksevenifthestainhasdried.
SerenadingtheKami
Bybindingspiritstoherphysicalformthethaumaturgecangainatemporaryboostinstrength.
System:
This ritual grants the caster 2 additional traits in her next physical action. This action
couldbeassimpleasdiggingaditchorhittingsomeone.Ittakes30minutestocastthis
ritual.
ShapeoftheFamiliar
System:
Through the casting of this ritual, the caster mixes equal measures of cat blood, their
ownvitae,andfreshcatnipfromthegroundtoformapersonalpotionthatcanlaterbe
ingestedtotransformintoafelineshape,alongwithalltheircarriedsmallpossessions
andgarments.Theritualwillfailifthebloodwasnotcollectedhumanely,orifthedonor
catiskilledintheprocess.UnlikeitscousinProteanCurse,thischangeinformcannot
be shared or inflicted upon others, and it takes about one minute for the potion to
41
becomeeffectiveonceimbibed.Thecastercanendtheeffectatwill(attheendofthe
turn), regaining their normal appearance with but a thought and an expenditure of a
Willpowertrait.Otherwise,theeffectendsatsunrise.
Onlysmallcatformsaboutthesizeofadomesticatedhousecatcanbetakenon,and
the appearance of said form will look similar in coloration and breed to that of the
subject the blood sample came from. The loss of human speech makes Thaumaturgy
impossible,thoughritualsalreadycast(PavisFoulPresence,DeflectionoftheWooden
Doom,etc.)maystillbeused.Noadditionalpowersorliabilitiesaregainedwhenincat
formandthecaster'snormaltraitmaximumsareunchanged.
TrueSight
System:
TrueSightonlyhelpstodetectdeliberate,willfullies.Iftheotherpartybelievessheis
tellingthetruth,thenwhatshesayswillappeartobetrue.Theritualdetectsthestate
of nervousness, not whether the truth was spoken. In effect, the Thaumaturge has a
single extra investigation ability and five extra mental traits, for the duration of the
ritual, for the purposes of Auspex challenges that they initiate as well as ability
challengesrelatingtothediscoveryoftruth.
These traits may not be bid, but are added to the caster's total for purposes of
comparisonoroverbid.TheydonotaidinAuspexchallengesinitiatedagainstthecaster
because the ritual does nothing to alter the Thaumaturges ability to hide their own
reactions,northeotherperson'sabilitytoperceivetheThaumaturges.Toindicatethat
thisritualisineffect,theplayershouldgetacarddenotingtheextratraitsandthetime
castfromastoryteller.Thisritualtakesfiveminutestocastandlastsonehour.
VistasoftheMind
Thisritualcausesanincreaseinmemoryandintelligence,allowingasingleretestonceintheeveningon
theuseofanyprimarilyMentalAbility.
WalkinsPurityoftheFlesh
ThisRitualisfunctionallythesameastheRitualPurityoftheFleshwithafewminorchanges.Itdoes
requirethesamecastingtime,andadditionally13quartzCrystals,thatarepoppedlikeflashbulbsupon
theRitualscompletion.
System:
ThesystemforthisRitualisIdenticaltoPurityoftheFleshwiththeadditionthatthe
subjectoftheRitualisalsofreedofanyTechnologicalenhancements(i.e.:Technocracy
Nanitesandthelike).
WardingCircleversusGhouls(andothers)
Createdasaprotectiveward,itcreatesacircleofprotectionagainstmanydifferentcreaturetypes.Each
creaturetypeisaseparateritual.
System:
Theseritualsrequirethreetraitsofbloodoftheappropriatecreaturetype(handfulof
sea salt for spirits, ground marble from a tombstone for ghosts, or holy water for
demons).Thecasterdeterminesthesizeofthewardingcircleinthefollowingmanner.
Itstartsatabaseof10radius(20diameter).Thecastermayspendonementaltrait
andonebloodtraitstoincreasetheradiusby10.
Anyappropriatecreaturethatapproachesthecirclewillfeelthepowerofthecircle.In
order to cross the ward, she must win a static test against the mental traits of the
caster, bidding her current number of willpower traits (no traits are risked by either
side). If she fails she takes three lethal damage, and is denied entry. If she wins the
challengeshemaycross,butstilltakesthethreelethaldamage.Attemptstoleavethe
circlearenotblocked.Wardscanbelaidinsideofeachother,butmusthaveatlest20
diametersmallerthantheonetheyareinsideof,andmustbeofdifferenttypes.
42
Intermediate
AmuletofFalseAura
Thishourlongsritualcreatesanitemthattemporarilymasksthecreaturetypeofthewearerasfarasthe
auraisconcerned.Itwillnothidediablerieveinsoremotionalstate,justcreaturetype.
System:
Toperformtheritual,theitemmustbeplacedinatraitofbloodofaspecificcreature
type.Duringtheritual,thebloodisabsorbedintheitem,andisnolongerusableforany
types of magic. The item must be worn around the neck. For the next week, anyone
auraperceivingtheweareroftheitemforcreaturetypeseesthewearer'sauraasbeing
thatofthecreaturetypeofthebloodusedduringtheritual.
BeaconoftheSelf
WhileCalebrosascribesagreatdealofpowertothisritual,itisnotsopotentashebelievesittobe.In
fact, the ritual itself is quite rare, owing to many Tremere elders harboring some degree of paranoia.
WhiletheritualdoesindeedlocateKindredwithease,fewofthoseelderswantthemselvessoeffortlessly
found,andguardthesecretsofitsperformance.ThisritualrevealsthelocationofaspecificKindredto
thecaster,solongassheiswithinanightstravelofthecasterscurrentlocation.Thecasterreceivesa
dreamlike but identifiable mental image of the subjects current location. This ritual requires some
portionofthesubjectsbody,howeversmall:ahair,aseveredfinger,afang,orathumbnail.
System:
Thethaumaturgeperformsthis20minuteritualasnormal,whichdestroysthesubjects
leftbehind matter in a whiff of yellow smoke. The caster inhales the smoke, which
createsthevisioninhermind.Thecasterthenengagesinastaticmentalchallengevs.
six traits. If the ritual fails, or if the subject is out of range (within a nights travel
seemstobeanarcanemeasurement,equaltothedistancethecastercouldtravelon
footinonenight),itprovidesnoimageatall,thoughitdoesdestroythetissuesample.
DenytheSun'sWeight
Thecastergainstheabilitytoexistonlessrestthanotherkindred,tendingtoriseatleastonehourbefore
sunrise.Forthedurationoftheritual,hewillalwaysseemtobethefirsttoriseandthelasttogotobed,
evenifhe'sbeenoutuntildawn.Whileotherkindredmaystillbegroggy,heisawakeandaware.
System:
The caster may awaken early and remain awake late during the first and last hour of
light,withnoneedtoexpendWillpowertostayawake.ThisRitualtakes20minutesto
castanditsdurationis24hours.ThisritualdoesnotgranttheabilitytobidmoreTraits
thanyourMoralitywouldnormallyallowduringtheday.AnothermeanssuchasLight
SleeperortheritualWakewithEvening'sFreshnesswouldbeneededtobidmoreTraits
than your Morality would normally allow during the day. The primary Components to
castisAmoonstonegem,whichmustbewiththecasterforthedurationoftheritual,
andisoftenwornasaringorpendant.
EmpatheticJar
Thisritualcreatesabottlethatcollectsandcondensesemotions.
System:
Thethaumaturgemustfillthebottlewithatraitofhisblood,whichmustbedrawnbya
knifethathasbeenusedinamurder.Aweddingringisplacedinwaxandusedtoseal
thebottle.Oncesealed,thebottlebeginstoabsorbemotionsfromtheimmediatearea.
Theemotionabsorbedwillbewhateveremotionisstrongestinthearea.Thebloodin
the bottle becomes transparent as emotion is absorbed. Once the liquid is clear, the
bottle is full of emotion. The liquid will have a slight color to it, which represents the
emotioncontainedinside.
The time required to fill the bottle depends on the strength of emotions in the
immediatearea.Abottleleftinasupermarketwouldtakeayear,whileoneinachurch
43
might take a few weeks. A bottle left at the scene of a recent or currently occurring
murdermighttakeafewhours.Ifthewaxisremovedbeforethebloodisclear,orifthe
bottle ever breaks, the ritual ends and the emotion dissipates. As soon as the wax is
placedonthebottle,thebloodinthebottlebecomesforallpurposesinert,andcannot
be used again for anything. Once the liquid is clear, the wax can be removed and the
emotioncanbeused,bypouringtheliquidontoaperson,placeoritem.Iftheliquidis
pouredonanitem,theitemthenradiatesthatemotionpermanently.Thiscoversany
otheremotionsontheobject,unlesstheywereverystrongtobeginwith.
WhenusingTheSpiritsTouch,orsimilarpowers,aseparatetestmustbewonversus12
traits to notice anything except the emotion. If the liquid is poured over an area, the
arearadiatestheemotion.Thiswillcausesmallchangesinbehaviorforanyoneinthe
area.Storytellersshouldinformplayersofthe"feelings"theygetinacertainarea.This
effect lasts for the rest of the night. If the liquid is poured on a living (or undead)
creature,requiringaphysicalchallenge,theindividualisovercomewiththatemotion.
Theindividualreceivestwonegativetraitsappropriatefortheemotion,andshouldrole
playouttheemotion.Thiseffectlastsfortherestofthenight.Iftheliquidisingested,
the individual receives the negative traits, and a derangement appropriate for the
emotion.Thisalsolastsfortherestofthenight.
Oncethewaxsealhasbeenbroken,theliquidmustbeusedwithinfiveminutes,orthe
effect is lost. One bottle can only be used for one object, place or person. All of the
contentmustbeusedforittobeeffective.
KnowledgeoftheChildesPeril
WithatraitofBloodfromaghoul(thecastersornot),thecasterofthisRitualmaybecomeattunedto
saidghoulforanightallowingtheuseoftheghoulssenses.
System:
This Ritual takes 30 min. to cast and lasts all night. One trait of the casters blood is
mixedwithonetraitoftheghoulsblood,andtheritualisperformed.Thebloodboils
downtoonetraitandthenImbibedbythecaster,thusattuningtheghoultothecaster.
After the Ritual is complete any time throughout the night the caster may spend a
Mental Trait to gain use one of the Ghouls senses for a period of 1 hour, though the
caster may choose to turn off the effect of the Ritual. (see though the ghouls eyes,
hearthroughtheghoulsears,etc.)Thecasterssensestakeabackseattothoseofthe
ghoulssotheyareeffectivelyblindordeaforwithoutwhateversensetheyaretaking
fromtheghoul.Theghoulisunawarethattheritualhasbeencastorenacted,however
thecastermayNOTinteractwithanythingwithintheareaoftheaffectedghoul.When
thehourisupthecastermayexpendanothertraittogaintheeffectsoftheRitualagain,
howeverattheendofthenighttheRitualisoverandtheghoulmustbereattunedto
usetheRitualagain.
LightingRod
WiththisRitualaMasterofthePathofWeathermayutilizeaBoltofLightningforlateruse.
System:
An appropriate item must be preprepared to accept the bolt. A Staff or Sword is
appropriate(thoughifaswordtheLightningBoltcannotbereleasedaspartofastrike
of the Weapon). This takes a week, with a series of challenges (one static mental
challenge each nightdifficulty of 10). If any fail the item is destroyedand the process
must start over again. On the last night a Permanent Mental Trait must be spent to
attunetheitemtothecaster.
OnlythecastermayreleaseherownLightning.OncetheitemiscreateditmayholdOne
(1)LightningStrike,foreachofthePermanentWillpowerthatthecasterhas.Following
therulesofLightningStrike(AdvancedWeather)thecastermustsummonLightningto
theRod.Heorshewilltake3LethalWoundsdoingso,buttheLightningisalsostored.
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IftheRodisbrokentheLightningwillharmanyoneholdingit.ToreleasetheLightning
Strike the caster must again follow all rules of Lightning Strike, save the weather
requirement,sincethelightningalreadyexists.
RefreshtheWeariedMind
System:
Inasmall,unventilatedroom,burnfivecandlesmadeofBeeswax,GinkgoBilobaoil,and
Rosemary oil, arranged in a traditional star pattern with a runic circle drawn in the
middle.Thethaumaturgemeditatesduringthecastingoftheritual,repeatingachantin
Latin, which causes the candles to burn quickly and completely (so new candles are
requiredforeverycasting).Thethaumaturgemustthendrawthesmokedeeplyintoher
lungs, which completes the casting. Upon successful completion, the Thaumaturge
replenishesallhermentaltraits.
Theritualcanonlybecastoncepernight.Itdoesnottaketheplaceofusingwillpower
toreplenishtraits;aWillpowertraitmaybeusedasnormal.Thecastermusthaveand
expend(forthenight)alevelofthemeditationabilitytocastthisritual.
RendtheMind
MostoftheTremerearenotphysicallypowerful.ThisritualcombinesthelethalpowersofThaumaturgy
andAuspexintoapowerfultool.
System:
Thisritualallowsthecastertomakeonetelepathicattackbeforethenextsunrise.Ifshe
winsamentalchallengeagainsthertargetshewillcauseanumberofbashingwounds
equal to herpermanent willpower. This ritual takes onehour to cast.Also thecasters
PrimaryPathmustbeatthesecondintermediateandhaveTelepathy.
SanguineAssistant
Tremereoftenneedlabassistantsthattheycantrustimplicitly.Thisritualallowsathaumaturgetocreate
atemporaryservantthatwasutterlyloyal.
System:
Thecasterspends5bloodandmakesastatictestagainst10traits.Theresultingservant
isaboutafoottall,androughlyhumanoidshapeandisformedoutofrandomobjectsin
the room (but oddly enough it will never take anything that you will be using). The
servantwilllastforanumberofdaysequaltothecastersmentaltraits.Theservantwill
followtheordersofthecaster,andwilltakeonthepersonalityandmannerismsofthe
caster.Whentheritualexpires,itwillreturntothebowlitwassummonedin,andfall
apart.Thecastermayresummonthesameservantanditwillretainitspersonalityand
memories.
SerenityoftheHeart'sBlood
The caster gains +2 traits in tests to resist Frenzy and Rtschreck, for the duration of this ritual. The
thaumaturgemayonlyusethepoweronhimself.
System:
Nophysicalcomponentisnecessarytoempowerthisritual,however,duringthecasting
the thaumaturge must meditate and achieve a trancelike state. The ritual gains its
powerfrominherency.ThecastercannotexpendvitaetoincreasePhysicalTraitswhile
theritualisineffect(thusnotallowinghisheart'sbloodtobestirred),isabletogaina
degreeofmasteryoverhisbeast.Thisritualrequires20MinutestocastanditsDuration
is24hours.
ShaftofBelatedQuiescence
Thisritualturnsaregularstakeofrowanwoodintoaparticularlyviciousweapon.Whenthetiptouches
kindred,itbreaksoffandburrowsforthevictimsheart.
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System:
Thestakemustbeofrowanwood,coatedinthreetraitsofthecastersbloodandbaked
overanoakwoodfire.Whenthestakeisusedincombat,itactsnormallyasaweapon.
If a successful strike hits, the tip of the stake breaks off and begins burrowing at the
heart of the victim (even if you have the Misplaced Heart merit). Every hour, the
affected player must make a static physical challenge against the mental traits of the
casterortakeonelethaldamage.
Once5lethaldamagehasbeendoneinthisfashion,thecharacterisstaked.Removing
the tip via surgery requires the medicine ability. The surgeon enters an extended
challengeagainstanumberoftraitsequaltothecreatorofthestakesmentaltraits.She
mustaccumulate5successestoremovethetip.Eachchallengemadewilldo1pointof
lethaldamagewin,looseortie.Healingthewoundsclosestheincisionsandthesurgeon
muststartover.
Ifastakeenchantedwiththisritualisusedonsomeonethathasherheartremovedby
HeartofDarkness(advancedSerpents),thestakewilldonormalcombatdamageonthe
initialhit,butthetipwillnotbreakoff,andtheritualisnotexpended.
SightoftheDead
Allowsthecastertoseeandhearwraithsforxhourswherexisthenumberofbloodtraitsspentupon
casting.
System:
Thecastermustobtaindirtfromafreshlyduggrave.Whilemixinginxbloodtraits,the
ThaumaturgemustreadbackwardsfromtheBible(AshestoAshes).Hethenmust
smearthedirt/bloodmixturebehindhisears,andonhiseyelids.
SplinterServant
Another ritual designed to enchant a stake, Splinter Servant is a progressive development of Shaft of
Belated Quiescence, and the two rituals are mutually exclusive (They cannot be placed on the same
stake).Thestakeitselfbecomesaminionbentonstakingitstarget.
System:
Thestakemustbemadefromatreethathasbeennourishedbythedead(atreefroma
graveyard would be a good choice) and wrapped in sheath made of nightshade twine
andwax.Whenthebindingistornoff,thesplinterservantspringstolife,rippinglittle
legsoutofitself,andattackingthepersonthatitiscommandedtooattack(bypointing
itatthetargetasthesheathisrippedoff).
ThesplinterservanthasanumberofPhysicalTraitsequaltohalftheMentalTraitsof
the caster, a number of melee equal to the casters occult rating, and is immune to
mentalandsocialchallenges.Ithasthreehealthlevels,andignoreswoundpenalties.It
canmoveupto30(9paces)perturn.Itwillremainactiveandattackinguntilitstakes
its victim, it is destroyed by damage, or 5 combat rounds have passed. It loses traits
normally, and must succeed in the normal staking challenges. It is up three traits to
avoidattacksduetosmallsize.
Anydamageincreasingeffects(ScorpionsTouch,Wards,etc.)willruintheritual.
StepsofSilence
Theritualenchantsanitem(typicallyanamuletorshoes)sothatwhileworn,thewearerisconsideredup
+2 traits in stealth related tests. The caster of the ritual instinctively knows where the item is at, at all
times.Whilethisdoesnotgrantpreciseknowledgeofitslocation,itdoesgivethecasterastrongsenseof
distance and direction. The caster must know the rituals Craft Bloodstone and Donning the Mask of
Shadowsinordertosuccessfullylearnandcastthisritual.
System:
Completionofthisritualtakes10minutespernight,forthreenights,plusonetraitof
Assamiteblood.Theeffectsoftherituallastuntiltheenchanteditemisdestroyed.
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SummonMischievousSpirit
TheVampirewiththisRitualisabletosummonapoltergeist.Thepoltergeistwillcausearuckus,messing
withappliances,furniture,plumbing,electronicdevices,andanyotherinanimateobjects.TheSpiritmay
causealmostanyobjecttomovearound,butitwillseldomdirectlyharmaperson.However,itwillreadily
cause indirect injury, such as dropping a chair on someones head, or causing a knife to fly across the
room.ItisimportanttorememberthattheSpiritdoesntwanttoharmthevictimitjustwantstoannoy
thehelloutofhim.
System:
TheeffectofthespiritisuptoSTdiscretion.Thelengthoftimethespiritstaysisbased
on a simple challenge that is thrown and repeated until a loss occurs. The amount of
success,arethenumberofhoursthespiritwillstay.
WardVs."CreatureType"
The use of this ritual does not create a personal item for either the caster or anyone who's' blood has
beenusedtonullifythewardtowardsthem.Theobjectmaystillbeapersonalitemtosomeoneforother
reasons.
Wizard'sGold
Createdinanefforttoreducetheamountofrareandrestrictedritualsandpathsthatarebeingtaughtby
membersofHouseandClanthatshouldnotbeteachingsuchthings,thisRitualiscastwheneveraritual
orpaththatisnormallyrestrictedtoRegentsoraboveistaughttoanApprentice.
System:
AGoldcoinofthehighestqualitymustbeused.Stampedononesideistheshieldof
House and Clan Tremere. On the other are the names of the teacherand the student
andthenameoftheritualorpaththatisbeingtaught.
TheteacherplacesthecoininaSilverchalicewithatraitofhervitaeaswellasablood
traitofthestudent.Duringthecastingoftheritualthecoinabsorbsthebloodandtakes
onaslightlyredhue.AnothertraitofVitaemustbeusedtofueltheritualitself.Once
completedthestudentisunabletoteachtheritualorpath.Shecanspeakofthepath
and its effects, but she is unable to impart enough knowledge to effectively instruct
anotherpersononitsintricacies(i.e.,toallowthemtopurchasetheritual).
Advanced
CraftSpiritBloodstone
Thisisasmallperfectlysphericalstonecraftedfromanopal(tourmalatedopal).
System:
Theopalisleftinacrystalbowlofvitae(threepointsofyourownblood),whichtakes
three evenings to absorb. This can only be cast during the full moon, and must be
exposed to the moonlight during the evening. This bloodstone may then be tracked
acrosstotheumbra,andtheshadowlands.Furtherthecastermaytrackitfromthree
planesinterchangeably:theastralplane,theumbra,andtheshadowlands.
Diamond'sDoom
This ritual is the trademark of John Diamond, Jonestown's sire. It enchants a wooden object into a
powerfulantiKindredweapon.Theobjectcanbeaslargeasawoodenstakeoracane,orassmallasa
letteropener;inanycase,itmustberoughlyshapedlikeastabbingweapon.
System:
ADiamondsDoomstakegainsanadditionaltraitforuseincombatchallenges.Likeany
common stake, it can be used to impale the heart of and immobilize a vampire. The
attacker makes three simple tests, not two, and if any two of them succeed, the
defender is staked. Once the enchanted weapon is in a vampire's heart, it takes root,
and cannot be removed without ripping out the heart and putting the vampire into
torpora disaster for lowgeneration Kindred. Furthermore, if weapon and heart are
47
Aegismaybeblowntoavoiddeathbyheartdeterioration.Theheartwillreforminthe
body when Aegis is blown. The weapon will release its grip and slide out easily if the
truenameoftheonewhowieldeditisspokenasitispulled.Anyonemayremoveitby
this method. Other methods of removal would be by the use of Vicissitude (up to
Bonecraftisrequired),theritualRottenWoodwilldestroythestake,Decay(FirstBasic
Hands of Destruction) will destroy the stake (the Second Basic Gnarl Wood will not
work).Othermethodssuchasburningthestakeoutwithablowtorchwillonlyresultin
thedeathofthepersonsostaked.TheritualPurityofFleshwillalsoexpelthestake.
Thosewhocanseeauraswillnoticeashimmeringcloudofmenaceandhatearoundthe
weaponiftheythinktocheck.AnyonewhotriestouseSpirit'sTouchoritsequivalent
will be overwhelmed by visions of pain and violence from the malevolent intelligence
that inhabits the weapon if they attempt to "read" it. Whether they win or lose, they
willgainnousefulinformationfromtheSpirit'sTouch.Thisritualcanbynomeansbe
combinedwithShaftofBelatedQuiescenceorSplinterServant.
EnchantTalisman
Enchant Talisman allows the Thaumaturge to enchant a personal magical item (i.e., the fabled wizard's
staff)toactasanamplifierforherThaumaturgicalmight.Manysuchtalismansarecoveredwithmagical
writingandrunes(likeeverywardthecasterknows).Theobjectmustberigidandaboutayardinlength
(swords and walking staffs are the mostcommon,but some may enchant shotguns, pool cues or other
moreexoticobjects).
System:
Priortotheritual,thecastermustdeclarewhichpathhertalismanwillbelinkedto.This
linkcannotbechangedandremainsuntiltheitemisdispelled.Castingtakes6hoursper
night for a complete lunar cycle, beginning and ending with a new moon. The caster
enters one extended challenge per week. The challenge is 10 static mental challenges
against16traits.Thecastermustwinortie(besuretocomparetraitsonatieonthe
RPS)20timesoverthecourseofthe4setsofchallenges.Failuremeansthattheeffort
hasbeenwasted,andthethaumaturgemuststartover.
Ifsuccessful,thecasternowhasapotentweaponandtool.Withthefollowingbenefits
(aslongastheTalismanisinthehandsofthecaster):
1. Thecasterisconsidered1traituponanyMagicalattackmadeagainsther.
2. Thecasterisconsidered2traitsuponanychallengewithherchosenpath.
3. Thecasterisconsidered1traitupwhencastingherrituals.
4. Iftheitemisusedasaweapon,ithasnonegativetraits.
5. If object is not a weapon the caster is considered 1 additional trait up with her
chosen path, and when casting rituals. For the purposes of this ritual, a
staff/cane/walking stick does not count as a weapon so long as is not used or
modified with combat applications in mind. For example: making the staff out of
ironandputtingagiantballonthetoptoincreaseitscombativequalitiesmeansits
aweapon,notmerelyastaff/cane/walkingstick.
Ifanotherpersonevertakesthisitem,beingthatitisinscribedwiththetruenameofitscreator(andif
youareaproductofwesternsociety,yourbirthnameISyourtruename),theyareconsideredthreetraits
upinanyMagicalattackagainstyou.Youalwayshaveaninnatementalconnectionwithyourtalisman,
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and you can track it if moving at a normal walking pace. You can always tell general direction and
distance.Youknowifitisdestroyed.YoucanonlyhaveOneTalismaninexistenceatatime.
EscapetoaTrueFriend
Oneofthefewritualsthatprovideaformofteleportation,thisritualtakesthecastertothegeneralarea
ofthepersonthattheytrustthemost.
System:
Taking3hourseachnightfor3nightsengravingamagiccircleonbarestone.Eachnight
requires three blood traits as well that are poured into the circle, and the caster
permanently expends a mental trait each night. Once the circle is complete, the
transportmayhappenatanytime.Notethatthecasteristheonlyonethatmayutilize
thecircle.Thecasterstepsintothecircleandspeaksthenameofherfriend.Oncethe
castingiscompletetheMagusthenappearsashort(5min)walkawayfromherfriend.
Subsequent uses of the circle may be done if the casting was done on a permanent
structurethatremainsundisturbed.Thisritualwillonlyfunctionifthecasternamesone
whoshebelievestobeherfriend.
GhostintheSystem
Modern false identities can be created with this ritual. The identity is created with great detail,
Citizenship,driverslicense,SSNnumber,etc.
System:
The caster must make 7 challenges (they must be won), one for each night that this
ritualtakestocomplete(IEoneweek).Ifshefails4ormoreofthechallengestheritual
is a complete failure and a certain government agency might start looking into the
changes.Ifallofthechallengesarenotwonthereisanextendeddelayinthecreation
ofthenewidentity.TheamountoftimeisuptotheST.Whileinthisproblemtimethe
KindredwillhaveasmuchofahardtimecompletingmortalactivitiesasanSTwishes.
Thisritualispowerfulwithrealnegativedrawbacksiffailed.
ImportItem
This ritual allows the Thaumaturge to call forth an enchanted item into their presence, avoiding all
physicalbarriersinitspath.
System:
UnlikethisritualsInfernalpredecessor,AportObject,itdoesnotuseexternalforces
suchasdemonsandtheirilktoaccomplishitstask.Withouttheseforcestomakethe
ritualpossibletheTremerelookedtootherrituals,suchasEscapetoaTrueFriend,to
rederive their means of translocation. The Shadowlands, while not as secure as an
Umbral Pocket realm, was deemed to be the most achievable means by which this
translocation could be accomplished. Although this was the decided upon means it
does take a considerable trained Thaumaturge to master its utilization. Unlike its
Infernal cousin that even a neonate can master or is that its masters will utilize
them? To enchant an item, so its capable of such a journey, the Thaumaturge needs
soak the item in three of her Blood Traits, for the ninetyminute ritual, and expend a
WillpowerTrait.
ItemsattunedinthismannermaybenolargerthantheThaumaturgecanholdinboth
hands or be more than twice her mass. Items, which are so attuned, must have this
indicatedontheirrespectiveitemcardsorrecordedontheThaumaturgescharacter
sheetfortheSTreview.TosummonanobjectsoensorcelledthroughtheShadowlands,
theThaumaturgemustwilltheobjectintoherpresence,thusexpendingaMentalTrait
(takingonefullcombatturn).
Ifhowevershedoesnothaveeitherhandfree,theitemwillappearwhereshewishes
butnomorethanfivefeetfromher.Note:theitemwillnotimbeditselfwithinanything
oranyone.Alsonotingthemediumbywhichtheensorcelleditemtravels,Wardversus
Spiritpreventstheuseofthisritual.UponreachingtheThaumaturge,itemssummoned
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inthismannerlosetheirenchantment.ThisisimportantbecauseaThaumaturgemay
only have one enchantment of this type at any given time. Hypothetically two
Thaumaturgesmayeachhaveanitemenchantedbythisritual.
However be warned: if both Thaumaturges summon the same item at the exact same instance (same
action)theobjectgoestoneither.InfactArcades,thecreatorofthisritual,postulatesthatitemslostin
thismanneraredisplacedintothedepthsoftheShadowlandsbutasofnowthisisonlyahypothesis.
MagicMirror
"ThisritualwasdesignedbymembersofHousePrincipiaandonlylearnedexclusivebythosemembersof
Wards&MeasureswhoinstallthemirrorswithinchantriesorhavenssothatmembersofclanTremere
maycommunicate."
System:
Theritualiscastuponamirrorusingabitoftheuser'sbloodwhichformsthelinktothe
networkofmirrorsthattheyareauthorizedtocommunicatethrough.Anyattemptsto
record the messages on the mirrors will be blank. All attempts to cast magic upon it,
movements,ordisruptionswillresultinthemirrortoceasefunctioningandrequirethe
Warlocktoexplainwhyanotherneedstobeinstalled.
Theblooditselfisinfusedintothenetwork,notthemirroritself,andsoaRegentwould
beabletouseanApprentice'smirrorandstillhavecontacttotheirLord.Duetothis,the
mirrordoesnotcountasapersonalitemunlessitisforanotherreason.Akindredwho's
bloodisnotinfusedintothenetworkcannotactivatethemirror.
MirrorAttunement
System:
This ritual requires a glass mirror. The caster must etch (properly and with good
craftsmanship,ashieroglyphicsarenotonlyalanguagebutasetofmagicalsymbolsas
well) into the glass, a border of text. That text being a very lengthy and poetic
descriptionofasoulpassingthroughitsownreflection.Thenthe"mate"ofthismirror
musthavethe*exact*mirroredsetofhieroglyphsetchedinbythecaster,includingany
flaws or extended artistic whim. The caster then paints in, with her vitae, the etched
hieroglyphs (the mirror image reflection on its mate, identically) and brings them 'to
life'.Thebloodthenmustbelefttodry,inthewaxinghalfmoonmoonlight.
Afterthispreparationthesetwomirrorsnomatterwhatlocation,distance,oranglecanbeenteredby
someoneusingtheritual"MirrorWalk",andexitoutthe'mate'ofthemirrorentered.
OneMindoftheCovens
"ThisisaveryexclusiveritualusedbytheRegentofagivenchantryduringasimultaneouscommunication
withherequivalentsacrosstheworld."
System:
This ritual is one of the main reasons that the Tremere clan is so controlled and
organizeditallowstheelderstodemandcurrentinformationconcerningtheprogress
of all its members' schemes." Another more common utilization of this ritual, allows
thosewiththesamevariantrituals,afterengaginginanhourlongchant,tostareintoa
silvermirrorandtelepathicallyspeaktotheircounterparts,evenacrosstheworld.
Thismeansofcommunicationcanbemaintainedallnightandcanswitchfromperson
to person throughout the casting. It can even contact several (or all) of them
simultaneously, with each Tremere getting a signal, much like that sent bytheRite of
Introduction, alerting her to the fact that there is another that seeks her attention.
Many Tremere carry pocket mirrors in compacts or cigarette cases for just such an
event.
OWBNhascreatedanonlineemailgroupforRegentswiththisritual.PleaseinquirewiththeTremere
CoordinatorteamifyourPChaspurchasedthisritualandwishestobeaddedtothelist.
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SculptingthePerfectServant
Thisritualtrulyhasnorealpossiblegameeffect.ToseeanyrealdevelopmentfromaPCperspectivea
character would have to be alive for more than a decade. This ritual should be used by the STs as
backgroundinformationforpossiblePCsorstoryline.InthehandsofaPCithasnopurpose.
TeleporttoaSafeHaven
ViatheutilizationofamaterialfocusandanattunedsummoningcircletheThaumaturgistiscapableof
teleportingfromanywheretotheir"SafeHaven."
System:
Duringtheninetyminuteritualaonemetercircleisinscribedandenchantedwiththe
properarcanesigilsandthecasterpermanentlyexpendsamentaltrait.Thisisdonein
conjunction with enchanting a material focus. These two in tandem make the ritual
capableoftransportingandreceivingtheThaumaturgist'sphysicalform(truebodyonly,
thisritualwillfailifcastonapossessionsuit),intothesummoningcircle.Notethatthe
caster is retrieved naked, and all items are left behind. The material focus can be
createdoutofanymaterialbutiscommonlymadeofceramicsorsomethingelsethatis
easily broken when the need presents itself. After the amulet had been physically
fashioned it is then imbued, during the casting of the ritual,with a Blood Trait of the
Thaumaturgist'sphysicalformandwillremainsoenchanteduntilbrokenoronemonth
(30days)passes.Whenthematerialfocusisbroken(requiringastaticphysicaltestvs.5
traitsincombat),thephysicalformthatisattunedtothecircleisdrawntoitattheend
ofthecombatround.Thusly,teleportingtheattunedbodyintothecenterofthecircle.
Onlyonesuchattunementmaybeplaceduponanyphysicalformatanyonetime.
TremeresBane
Thisverypotentritualtakesfivepeopletocast,thoughonlyonepersonneedstohavetheritual.
System:
AllfivecastersmustsucceedinaStaticChallenge(Diff12).Thisisatwohourlongritual
where the five mages chant while the blood of a recently (same night of ritual)
embracedandwilling(notcoercedwithdisciplines)virgin(maleorfemale)issacrificially
drainedintoachalicewithaceremonialdagger.Afivepointedstarisdrawnonthefloor
(facingnorth),eachmagesitsatoneofthepoints,thevirginisplacedinthecenter.The
mage at the north point takes the dagger and chance, places the chance next to the
virgin,andthenholdsupthedaggerandeveryonebeginstochant.
After the chanting has reached its rhythm the dagger is plunged into the heart of the
virgin.Thebloodthenbeginstodrainintothechalice.Thebloodinthechalicedoesnot
stayitmysticallyevaporates.Thisprocesstakesthewholetwohours.Thevirginwillfeel
nopainduringtheritualandshewillnotbekilled,justherbloodwillbedrained.
If this ritual has been successfully cast, anyone who is not of Tremere blood will
experienceadifficulttimeemployinganyofthePathsofThaumaturgy,notritualsjust
Paths. The system for this is as follows; when any discipline is used the cost for that
disciplineisdoubledandifitdoesn'talreadyhaveatestthenitwillrequireasimpletest
to use. If the tests are failed then the opposite effect of the discipline will occur. The
RituallastsforOneyearandaffectsasinglebuilding.
Herearetwoexamples:
An11thgenerationBrujahtriestolowerhergenerationto8thwithPotencyofthe
blood.Normallyitwouldcosther6MentaltraitsandoneBlood,butwithTremeres
Bane being present it will cost 12 Mental traits, 2 Blood and a simple Test. If she
fails the test then instead of lowering her generation she raises her generation to
13th.
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If a Malkavian tries to Forcebolt another vampire, it will cost her 2 blood traits
insteadofone.IfshelosesthechallengeshesufferstheeffectsofForceboltherself.
VerdantBlade,The
Kindred sometimes have to be taken in for judgment or (more likely) for questioning. Carrying a heavy
woodenstakeisfairlyconspicuous,though,anditletsyourtargetknowthatyoudontwanthimdead.
Several Quaesitors developed the Verdant Blade in the 1800s. Its use is limited largely to that group,
thoughafewotherArchonshavelearnedit.Theritualtemporarilyenchantsanysharpobjectaswordor
largeknife,abone,apiton,ortentspiketoparalyzeKindredstakedwithitasthoughitwerewooden.
Theweaponoritemmustbeplacedinavatortubalongwithafreshlycuttreebranch,severalouncesof
sap,andagallonofwater.Whentheritualiscomplete,theweaponwillparalyzeavampirewhendriven
intoitsheart.Thiseffectworksonlyonce;oncetheweaponisremoved,itmustbeenchantedagainifthe
casterwishestouseittostakeanotherKindred.
System:
Thecastermustexpendabloodtraitandmakeastaticmentalchallengevs.tenmental
traits,andmustspillasecondbloodtraitintothevatwiththeitemsdescribedabove.
Thechantingthatfollowstakes25minutes.Ifthestaticmentalisfailed,theweaponis
not enchanted and will shatter on impact. The item or weapon must still be large
enoughtouseasastake(alargeknifeorswordwillwork,butapinwillnot).Theritual
does not make the actual staking process any easier, and the weapon cannot be
enchantedinanyotherrespect.
ViresAcquiritEundo
Thisritual,whencastintandemwithanotherritual,canincreasesomeeffectsofthatritual.
System:
The effects that are extended are completely up to the ST. The player can suggest
possibilities as to what effects are changed, but the ST has the final say so. It is
suggestedthattheplayercarryanindexcardsignedbyanSTandsayingthatthechange
inquestionislegitimate.ItisstronglyadvisedtoSTsthattheyusecommonsensebefore
approvingsomeextendedrequests.
Wizard'sGift
This ritual was created as the opposite of Wizard's Gold. Once an Apprentice attains the position of
RegentshemustbeabletoeducateApprenticesunderherchainofcommand.
System:
Duringthecastingoftheritual,thecoin(orcoins,asthiscanbecastonanycoinsthat
havethepersonsnameonit)mustbeinthepresenceofthepersontheyareintended
toaffect.IfsuccessfultheThaumaturgeisnowfreetoteachtheritualsandpathsthat
werepreviouslyclosedviaWizardsGold.
Elder
BoneofEternalThirst
This three night Ritual creates an ensorcelled weapon made of bone and ivory. TheThaumaturgemust
carvetheweaponhimselfandthenbatheitinthelifebloodofayearoldfledglingeachnight.Allofthe
bloodisabsorbedintotheweaponandcannotbeusedforanyotherpurposes.Thethirdcontributor
mustbethecastersownChilde.Theenchantedweaponbecomesapowerfultool,abletoseverfleshand
even bone with ease, draining the strength of those it injures. It is nearly impossible to destroy this
weapon.
System:
All damage done by this boneweapon is aggravated. In addition, for each level of
damage it does the weapondrinks a trait of the victims blood. The weapon can be
destroyedonlyifitabsorbs20traitsofbloodfromasinglevictim.Ifthishappensitis
immediately incinerated Any weapon that can be carved from ivory or bone may be
usedinthisritual,anddoesdamageperthatweapontype.
52
BoneoftheKindred
This twonight ritual creates an enchanted weapon made of bone or ivory. The ritual requires the
lifebloodofaKindred.Thisbloodisabsorbedintotheweaponandcannotbeusedforanyotherpurpose.
Theenchantedweaponinflictsaggravatedwounds.Wheninuse,theweaponseemsto"drink"anyblood
thatisonit.
System:
WheninthehandsoftheonetowhomtheWeaponisattuned,alldamagedealtbythe
weapon(includingextradamagefromPotenceandwardsisaggravated,anditstealsa
BloodTraiteverytimeitstrikesatarget.TheBloodTraitthatisstolenisabsorbedinto
the blade to empower itself, and cannot be extracted by any means, including the
destructionoftheweapon.
DrawingupontheBond
ThisRitualallowsthecastertodrawuponthepowerofherthralls.
System:
Thecastermayutilizeanydisciplinesthatanyofherthrallspossess.Allchallengesusing
thatdisciplineusesthecasterstraits,willpowerandblood.ThisRitual,asit'sanElder
levelritual,isNPCaccessonlyasitcanbeveryunbalancing..
Master
ChainoftheBloodLine
This Ritual grants the Warlock power over another vampires extended brood. This Ritual takes three
nightsandmustendonthenightofanewmoonwiththedeathoftheKindredwhosebroodthecaster
wishestocontrol.TheWarlockmustkilltheKindredbysuccessfullycommittingDiablerieuponher.When
theRitualiscompletedbytheDiablerie,theWarlockthenlearnsthebroodofthevictim,andinturntheir
brood,andsoon.WhenthecasterencountersanyoftheseKindred,hemaycommandtheminanyway,
impellingthemtoobey.
System:
ThosecommandedinthismannermayresistbymakingaStaticSelfControlchallenge
againstthenumberofpermanentwillpowertraitsofthecaster.Ifthecasterwins,the
victim must wait an hour before attempting to challenge again, and conversely if the
casterloseshemustwaitanhourbeforeattemptingtocommandthevictimagainvia
this ritual. While successfully under the effects of this ritual the victim is rendered
incapableofattackingtheWarlock.
DivorcingtheSoul
ThisisadevastatingRitualthatseparatesonesspiritfromitsphysicalelement,althoughthespiritiskept
imprisonedinthebody.DuringthecastingofthisRitual,theThaumaturgedropsdeadpomegranateseeds
inaringaroundthetarget,sayingashort,enigmaticchantwitheachone.Thetargetcouldbeasingle
person,ahouse,anofficebuilding,acityblock,orevenanentirecity.Thecastermustbewalking(one
seedperpace),soaftertheinitialsevenhourincantation,theritualcantakeanywherefrom10minutes
toseveralyearstocomplete.
System:
Theaffectedindividual(s)cannotuseorregainwillpower,allofherabilitiesandvirtues
dropto(andcannotriseabove)onetrait,andshebecomesalmostincapableofcreative
thought. TheVictim(s) hasno motivation, little emotion and can onlybid half traitsin
Dominate or Presence challenges. She gains the Negative Physical Traits of Lethargic,
andSlow,ANDtheNegativeMentalTraitsofCareless,andDepressed.Theenchantment
staysineffectuntiloneoftheseedsisdisplaced(buryingthemisagoodidea).
ImpedetheGiftsofCaine
DevelopedforusebyQuaesitorsfacingsuperiornumbersofKindred,ImpedetheGiftsofCaineallowsthe
thaumaturgetotemporarilydampentheuseofDisciplinesinherimmediatearea.Thefocusoftheritual
canbeanyitembetweenthesizeofabaseballandthatofasmallsuitcase,thoughitmustbeofrelatively
53
sturdy construction. The item must be bathed in six traits of vitae that must come from at least two
differentthaumaturges(thoughonlyoneneedknowtheritual).Disciplineuseinthisareaissubstantially
moredifficult.Theeffectlastsforaslongasthedeviceisactive.
System:
To cast this ritual the thaumaturge must expend a blood trait in addition to those in
whichthefocusmustbesubmerged,engageinastaticmentalchallengevs.tentraits,
andrequiresafullhourofcasting.Uponcompletionoftheritual,successfulornot,the
focusoftheritualissetbrieflyaflame(iftheritualsucceeds,thedamagedonetothe
item fades), and must be extinguished by the bare hand of the thaumaturge (causing
one level of aggravated damage, as well as a Courage test to avoid Rotschreck).Once
activated,thedevicecreatesanareaofpoweronehundredfeetindiameter,centered
onitself.
Onceactive,anyoneattemptingtoinvokeorusedisciplinesintheareamustfirstentera
staticmentalchallengevs.adifficultyoftentraits.Kindredofalowergenerationthan
the caster remain unaffected, but the caster herself is affected if she steps inside the
area. The item functions until turned off or until dawn. In either case, once
deactivated,itbecomesnonmagicalandcannotbereused.
Methuselah
WeaponoftheKindredSoul/BladeoftheForbiddenFlower
This ritual creates an enchanted weapon much like the "Bone of the Kindred"weapon from the above
ritual.
System:
The ritual requires the lifeblood of a Kindred who is also an expert in the use of the
weapontobeenchanted.Asabove,thisbloodisabsorbedandmaynotbeusedinany
otherway."TheweaponcreatedbythisritualbecomesthevesselfortheslainKindred's
soulandWillpower.TheThaumaturgistconductingthisritualhasagreatdealofcontrol
overtheweapon'snewpersonalityandgoals,andcommonlyimbuestheweaponwith
anoverridingdesiretoprotecttheThaumaturgist.
TheweaponmaintainsalloftheAbilities,Disciplines,etc.oftheKindredslaintocreate
it, but all of its memories seem distant and unimportant. The weapon is given a new
nameduringtheritual,andcancommunicatewithitsusertelepathically.Ineffect,the
weapon is a freethinking being with its own goals, Abilities and mystical Disciplines.
Note that you cannot actually use the disciplines or abilities of the weapon, but the
weaponcanusethem(tothelimitationsofitsform)tofollowitsowngoalsanddesires.
Ascendant
InvulnerableWeakness
ThisisajealouslyguardedRitual,allegedlyknownonlytoTremerehimself.TheRitualtakesanentireyear
tocastandamassivenumberofcomplexcomponentstocomplete.Themostimportantcomponentisa
largediamondbathedinthesunsraysforanentire,cloudlessdayandengravedwiththesymbolsoflife
anddeath.
ThegemisthenconsumedonthefinalnightoftheRitual.ItwillstayinsidetheWarlocksbodyuntilit
slowlyandmysticallydecomposesoveraperiodofyears.Duringthattimethecasterisimmunetofire,
heatandsunlight.Furthermore,thekindredmaystayawakeduringtheday.Duringthedurationofthe
Ritualsaffectthosewhodrinkthebloodofthecasterwillgainallthesamebenefitsforanhourpertrait.
System:
An extended physical challenge (stamina based) is entered into with Occult as the
appropriateretest.Thenumberofsuccessesisequaltothenumberofyearsthisritual
willremainactive.
54
House-Specific Magic
Housesdotheirownresearchintomagictobenefittheirownfieldsofstudyand
interest. Due to the specific house restrictions, they are considered Rarity 4
rituals or paths, except when being learned by members of the House in
question, when they become Rarity 3 (Approval by appropriate House
SubCoord).Unlessotherwisestated,theseritualsareEXCLUSIVEtotheHouse(s)
in question. As these magics are developed by players and approved by the
TremereCoordinator'sofficetheywillbereleasedinsubsequentThaumaturgical
companionstobeapprovedbyCouncil.
Arcanum
Rhumer'sAggregateArgot
IntermediateRitual
ThevastamountofresearchthatClanTremereperformsoftenrequiresthetranslationoftomeswritten
in ancient and forgotten languages of which few have knowledge. To ease collaborative research, and
occasionally to borrow the linguistic capabilities of a lower ranking Apprentice, members of House
ArcanumundertheguidanceofthelateDavidRhumercreatedtheritualAggregateArgot.
System:
Byenactinganhourlongritualthecastercreatesamysticallinkbetweentheindividuals
withinasingleroom.Todothis,atthecompletionoftheritualthecasterpiercesthe
left ear and tongue of each individual with a golden bar upon which Thaumaturgical
symbols have been engraved. So long as each enchanted individual wears these bars
and does not leave the room, every individual in the room may speak and read the
languagesknownbyanyoftheindividualspresentatthecastingofthisritual.
Ifforanyreasononeormoreoftheindividualsuponwhichthisritualwascasteither
removeoneofthegoldenbarsorleavestheroomtheritualendsimmediately.Atthe
conclusion of the ritual, no one has any greater understanding of any language than
theyhadatitscasting,butanyknowledgetheygainedthroughthesharedtranslationis
retained.
ThisritualwasdevelopedbythelateDavidRhumerforHouseArcanum.
Wardv.Celestials
IntermediateRitual
DevelopedbyEstraLyraofHouseHashem,thiswardsthemagusfromthepowersofcreaturesfromthe
higher planes. The success in this was long in coming, and highly sought after by many. Once it was
established, it was traded for future considerations to House Virtue, and for Chantry defense
appropriatedbyWards&Measures.StudiesconductedbymembersoftheseHouseshaveshownthatitis
notalwayseffectiveinitstask.SomemembersofHouseVirtuehavetheorizedthatthismayhavetodo
withwhetherthecelestialisactingupontheauthorityofahigherpower.Thishasstirredadebateamong
someofthereligiouswithinthePyramid.
Anyobjectbetweenthesizeofadaggerandadoormayhaveonewardagainstcelestialsplaceduponit.
Tocreatetheward,theritualphrasemustbesaidfor30minwhileitisinscribedintotheobjectyouare
warding. The night after the ritual is cast, the object may be used for protection from beings such as
angels.
HouseHornedSocietyhasputinseveralrequeststobegivenaccesstothisritual,butthusfartheefforts
ofHashemandVirtuehavepreventedthisfromoccurringoutsideoftheoriginaldevelopment.
55
System:
Asperotherstandardwards,Wardvs.Celestialsallowsforoneadditionalleveloflethal
damage to be dealt to any celestial being which comes into contact with the warded
object.AlldamageanddeterrenceworksatdiscretionofStoryteller.
WardingCirclev.Celestials
Pertheregularward,howeverprotectsanareaof10'.
High Saturday
CreateCorpseMinion
IntermediateRitual
Required:SpiritThaumaturgy
BloodMagicp.46,136
Corpse minions are animated corpses made via a ritual similar to that which creates zombies amongst
necromancers.Thesoulofthedepartedisforcedtoanimateit'snowdeadcorpse,oftenforcenturies.
Unswervinglyloyal,eventuallythefleshdoesbreakdown,butnotforanextraordinarilylongtime,and
evenaftertheboneremains.Theyaremostlyusedforbusyworkastheydon'tpossessthecombative
skillstobeadequateguardsorthestrengthandfinemanipulationskillsformoreimportantduties.
Like many other forms of zombies, they are immune to Presence, Dominate, and Animalism. The have
onlyfivePhysicalTraitsandnoWillpower.
Horned Society
HowtoGetAheadandHowtoGetDead:
AguidetoDiabolism,andnotsellingyoursoul.
As previously stated actually investing in a demon, by any means, is not only frowned upon, but
technicallyillegal.Oncedone,aTremere'sloyaltytoHouseandClanisdeeplydivided,andexceedingly
suspect.Assuch,membersoftheHornedSocietyuseritualsexclusivetotheirhouse.Theseritualsallow
themtoSummon,Bind,Contain,andevenstealtheveryessenceofthepowerofhellitself.Thisisfar
moredangerousthensimplysummoningaDemonandbarteringwithit,forthismethodnotonlycauses
mostkindredtodistrustyouandevenseekyourdeath,butalsoyoumakeanenemyfortherestofyour
unlifewithademon,anddemonsplayforkeeps.
LimitstoMadness
Rankhasitsprivilege.
The Horned Society limits its own dealings with the inferno for its own good and to prevent being
declaredarecklessHouseandbanetoClanTremere.Notonlyaretheirsummoningsregulated,buttheir
investmentsanddealingsinDarkThaumaturgyaswell.
A Thrall may only summon Demons of a class one category, and they are only allowed to do so under
propersupervision.Theyarenotallowedtosummonanydemonswithoutdirectsupervision,norarethey
allowedtopossessDarkThaumaturgy.
ServitorsarepermittedtosummoncategorytwodemonswiththesupervisionofaPrinceorhigherrank
withintheHouse.TheyarepermittedtorequestpermissiontouseStealingtheEssenceofHelltoforcea
bounddemontoteachthemthePathofPhobos.
Fiends, finally being considered to resemble something of an autonomous Kindred, are allowed to
summonuptoCategorythreedemonswithoutsupervision.Theyarepermittedtorequestpermissionto
gainaccesstothefollowingDarkThaumaturgyPathsthroughuseofStealingtheEssenceofHell:Pathof
Pestilence,PathoftheDefiler,andPathofPleasure.
56
Princes,havingrisenthroughtheranksofcrueltyandcunning,areaffordedgreatleewayintheirefforts
tosearchthroughtheInfernal.Theyareallowedtosummondemonsofrankfourandbelow.Theymay
requestpermissiontouseStealingtheEssenceofHelltolearntheDarkThaumaturgyPaths:Pathofthe
Unspoken,andTakingoftheSpirit.
Dukesandabovemaysummonwhoeveritisthattheywishattheirownperil.Generally,itisassumed
that by this point a Tremere has become well acquainted with his or her own weaknesses. Of course,
therearealwaysthosewhodonot.
RitualsofContainment,BanishmentandEmpowerment
AllritualslistedbelowareclassifiedasRarity4(VeryRare),andrequireTremereCoordinatorpermission
tolearn.
ContainmentRitual(IntermediateRitual)
Name:BindtheHost
UsuallyusedinconjunctionwithaSummoningorBanishingritual,BindtheHostcontainsaDemonwithin
a space 10 ft in diameter. The Demon can move into the space but not out of it, and the containment
effectslastforuptoonehour.
System:
Thecastermustmixtogetheronepoundeachofsulfur,brimstone,andthebloodofan
innocent(Humanity4orbetter).TheMagusthenusesthemixturetooutlineaperfect
circlea10ftindiameterandsitsinitscenter,chantingtheritualwhichmustincludethe
Demon's true name. The ritual takes one hour to cast. Upon completion the circle of
dustisexpendedanddissipates,thusleavingthecircleundetectabletothenakedeye
andmakingthecircleunbreakablebycasualphysicalcontact.Oncecast,itwillremainin
waiting only until the next sunrise. Once the target has entered the circle, the Magus
must pass a contested willpower challenge against the Demon. This ritual can be
augmentedwiththeritualPowerofthePyramid,increasingthewillpoweravailablefor
use.
ThisritualisonlyusableonthespecificDemonforwhichitiscast,andwillnotactivate
shouldanyotherbodyenterthecircle.Notethatitisalsoineffectiveagainstanyother
creature type, including Infernalists. The exception to this would be any that have
"ascended"intoDemons.
BanishmentRitual(AdvancedRitual)
Name:ReturntheHost
ThisritualisusedtoBanishaDemonthathasbeentrappedwithintheeffectsofBindtheHost.
System:
Using the true name of the Demon, the Magus recites the words of this ritual while
making a contested willpower challenge against the target Demon's permanent
willpower.FailuremeansthattheMaguslosestwotemporaryWillpowertraits,andthe
Demonbecomesenragedandmaymakeanattempttobreakfreeofthebindingcircle
withacontestedwillpowerchallengeagainstthecaster.Successmeansthatthedemon
is banished one month for each temporary willpower spent. This period may be
increasedbyspendingpermanentwillpowerinstead,banishingtheDemonoraperiod
of one year per permanent willpower spent. As with Bind the Host, this ritual can be
augmentedwiththeritualPowerofthePyramid,notonlyforthecontestedwillpower
challenge,butalsoforthepurposesofspendingwillpowertodeterminetheperiodof
banishment.
57
EmpowermentRitual(AdvancedRitual)
Name:TaketheEssenceofHell
CreatedbymembersoftheHornedSociety,thisritualisusedtodrawpowerfromademonwithoutthe
necessityofenteringintocontractsthatmaycompromisethemagus.ImbuedwiththetaintofHell,the
casterisabletothenlearnthesecretsofDarkThaumaturgy.ADemonwillnormallyresistthistransfer,
thoughdealshavebeenknowntobemade...andatpricesbetterleftunspoken.
System:
After binding a demon to his will, the caster enters in to an extended willpower
challenge against the demon. Success allows the Magus to 'steal' away the Demon's
essence in the form of willpower at a rate of one per success. A failure results in a
willpower being returned to the demon. The magus must drain a total amount of
willpowerequaltothepowerhewishestolearn,whichmaybemoreorlessthenwhat
the demon the Magus summons possesses. After the successful completion of this
ritual,theMagusmaylearntheparticularDarkThaumaturgytheywereperformingthe
ritualforatthestandardcostforoutofclandisciplines.Storytellersareencouragedto
rememberthatthebasetraitslistedinSabbatMETGuideareunderpowered,muchlike
everyNPClistedincanon,comparedtotherelativelevelofOWbNcharactersandadjust
accordingly.
WhileaTremerewhousesthismethodisnotInfernalinthestandardsenseastheydo
notbarterevildeedsortheirsoul,theydobearthescarofthepowerthatflowsinto
them.ThisisaconstantthreattothemagusandsomethingthatnomemberofHorned
Societytakeslightly.ShouldtheMagusloseallofhiswillpowertothedemon,thenshe
has failed the ritual and allowed the demon to become the dominant party in the
mentalexchange.Storytellersareencouragedtobecreativeandnastywhenitcomesto
the consequences for the failure of this ritual and depending on the power of the
demon,thiscouldincludepossession,abduction,orevendeath.
If the magus survives the loss of willpower to the demon, then they receive the flaw
InfernalAura(3ptp.80,PathofScreams)whichregistersthemagus'salignmenttohell
tothosewhoareabletodetectInfernalresiduethroughavarietyofmeanssuchasAura
Perception. Members of Horned Society without this taint do not register as Infernal.
Upontherealizationoftheirpredicament,amagusisencouragedtoreportthemselves
immediatelyforthesafetyofHouseandClan.Thosewhodoso,buthavenotbetrayed
their oaths, are given leniency and simply transfered to a remote region where
CamarillacitizensoutsideofclanTremerewillnotinteractwiththem.Thosewhowould
hide this risk, acquire it through recklessness or betrayal, will find themselves very
quicklyTribunaled.
Due to this possibility, a subculture has developed within the members of Horned
Society. As a precursor to any House business, members will often Aura Perceive the
one another. During these interactions the use of Innocence of the Child's Heart or
otherauraaffectingpowersisconsideredgroundsforimmediateinvestigation.
AMagusmaychoosetosummonaseriesoflesserdemonstogatherthepower,orattempttogainitall
fromasinglesubject.However,theMagustemptsfateeitherway....lesserdemonsareservantsofgreater
powers, who may object to their tools being turned into powerless husks. More powerful entities may
limitthisexposure,butarethemselvesmoredangerous.Referencestothisandotherrelatedtopicsmay
befoundintheSabbatguideandInfernalpacket.
58
PowerLearned
PathofPhobos
BasicPathofPhobos
IntermediatePathofPhobos
AdvancedPathofPhobos
ChainsofPleasure
BasicChainsofPleasure
IntermediateChainsofPleasure
AdvancedChainsofPleasure
PathofPain
BasicPathofPain
IntermediatePathofPain
AdvancedPathofPain
PathofPestilence
BasicPathofPestilence
IntermediatePathofPestilence
AdvancedPathofPestilence
TakingtheSpirit
BasicTakingtheSpirit
IntermediateTakingtheSpirit
AdvancedTakingtheSpirit
PathoftheUnspoken
BasicUnspoken
IntermediateUnspoken
AdvancedUnspoken
'Essence'RequiredPerLevel
2
4
6(MustbefromRank2orbetter)
4
7(MustbefromRank2orbetter)
10(MustbefromRank3orbetter)
4
7(MustbefromRank2orbetter)
10(MustbefromRank3orbetter)
4
7(MustbefromRank2orbetter)
10(MustbefromRank3orbetter)
6(MustbefromRank2orbetter)
12(MustbefromRank3orbetter)
20(MustbefromRank4orbetter)
6(MustbefromRank2orbetter)
12(MustbefromRank3orbetter)
20(MustbefromRank4orbetter)
59
DarkThaumaturgy
The following rituals are Dark Thaumaturgy rituals and therefore require your PC to have enough Dark
Thaumaturgytolearntheritual.
EnslavementRitual(AdvancedRitual)
Name:ChainingtheBeastofHell
ThisritualenslavesalesserDemonsuchasanImporFiendintoservitudeforayearandaday.
System:
The magus must engage a class one demon in a contested willpower challenge. If
successful the Demon is bound to the caster a month for each temporary willpower
spent (up to 12). Or, they may chose to make a single challenge at the cost of a
permanentwillpowerspent.Failuremeansthelossofatwopermanentmentaltraits.
Thisritualmayonlybeusedonceperyearandaday,assuchifitiscastandfailedit
cannotbeattemptedagainforayear.Duringthistime,theMagusmayonlyeverhave
oneDemoninhisservicethroughuseofthisritual.
Thereareotherlevelsofthisritual,buttheyareelderlevelandabove.
CreateRazorBat(ChiropteranGrotesque)
AdvancedRitual
BloodMagic,p.137138
Thisritualcreatesthelessergargoylecreaturesknowncolloquiallyasthe'razorbats'.Bytakingalivebat
and subjecting it to rituals similar to that which originally created the Gargoyle line, the animal is
transmutedfromfleshandbonetoanimatestone.ThesecreaturespredatethecreationoftheGargoyle
servants, and were the successful progenitors to said vampires. Later experiments based upon these
ritualsmadethefirstGargoyles,butthoselatterritualshavesincebeentakenoutofthehandsoftherank
andfileTremere.Thecreationoftheselessercreaturesisstillallowedasminorchantryguards.
RazorBatshave6physicaltraits,4healthlevels,asinglebloodpoint,twowillpower.Itsbitedoesone
aggravateddamage.Theycanflyaspergargoyleflight,level4.
CreateStoneDog(CanisGrotesque)
AdvancedRitual
BloodMagic,p.137138
Thisritualcreatesthelessergargoylecreaturesknowncolloquiallyas'stonedogs'.Bytakingalivedog,
and subjecting it to rituals similar to that which originally created the Gargoyle line, the animal is
transmutedfromfleshandbonetoanimatestone.ThesecreaturespredatethecreationoftheGargoyle
servants, and were the successful progenitors to said vampires. Later experiments based upon these
ritualsmadethefirstGargoyles,butthoselatterritualshavesincebeentakenoutofthehandsoftherank
andfileTremere.Thecreationoftheselessercreaturesisstillallowedasminorchantryguards.
Stonedogspossess11physicaltraits,7healthlevels,threebloodtraits,threewillpower.Itcanbitefor
three aggravated damage or claw for one. Some few stone dogs have wings and have flight per the
Gargoyledisciplinelevel2.
60
GargoyleCreationRituals
MasterRitual
BloodMagicp.138
Theseritualshavebeentakenoutofcirculation,andareonlystoredonfileinViennaandDallas.Peredict
of the Justicariate (and Inner Circle) the Tremere do not use these magics anymoreand to be honest,
sinceGargoylesbreedtrueasavampiricbloodline,theydon'tneedtousethem.Theknowledgeofthese
magicshavepassedfromtheannalsofknowledgeofmostTremere,andfewhaveevenheardofwhatis
necessarytocreatethestoneslaves,saveforembrace.
Trismegistus
PathofMercury
ConvertedfromBloodSacrifice,p.64
ThePathofMercuryisonlyavailabletoTremerewhoareinthehighestechelonsofHouseTrismegistus,
andhaveproventhemselvestotheirsuperiorswithinthatHouse.ItisconsideredRarity4.Asthehigher
levelsofthePathallowforstunninglevelsof'teleportation',itishighlyrecommendedthatitbelimitedto
theboundsofachroniclesborders.
Eachleveldoesnothavea'name',butinsteadmerelyshowsthehigherrangeofteleportationavailable.
System:
The thaumaturge must make a test against his own permanent mental traits to
rememberpreciselywherehewishestoteleportto,usinghiscurrenttemporarymental
traits versus his permanent level. Should the thaumaturge attempt a 'blind' teleport
intoanareathatheisunfamiliarwith,headdsthreetothedifficultyofthetest.
Basic:
Upto10yards(9meters)
Upto50yards(45meters)
Intermediate:
Upto500yards(457meters)
Upto5miles(8kilometers)
Advanced:
Upto50miles(80kilometers)
61
Rogue Tremere
You're on the run. You've left the sheltering aegis of the Pyramid behind,
forsakingyourBrothersandSistersandyourOath.Youareacriminal.Anenemy
toyourentireClan.Andforthefirsttimeinforever,youarealone.
In the meantime, the neverending nightmare of the alternatives to death lend speed your feet and
cautiontoyourmovements...
Note: This learning restriction applies to any rogue Tremere who do not join the Anarch Movement.
TremerewholeavethePyramidandfindsomedegreeofsanctuarywithintheAnarchsfallunder
separateparameters.
Formoreinformationthevariousformsandbenefits/detrimentsRogueTremere,pleaseseetheOWBN
TremerePlayersPacketandpp.3940oftheRevisedTremereClanbook.
62
Anarch Tremere
DespiteHouse&Clan'sbestefforts,therearethoseTremerewhohaveslipped
awayfromthePyramid,andarelivinginthegutterswiththeAnarchMovement.
WithoutthesupportofRegents,Lords&theChantry,nonPyramidLoyalAnarch
TremerehaveamuchmoretruncatedlistingofPathsandritualsthattheymay
choose from. The following lists show the rarities of what magic they have
accesstolearn.ThislistshowswhatnonpyramidloyalTremerehaveaccessto;
thisisnotalistofwhatroguethaumaturgesofotherclanshaveaccesstolearn.
Paths:
1Common:
Blood
LureofFlames
GreenPath
Neptune'sMight
ElementalMastery
2Uncommon:
Blood'sCurse
MovementoftheMind
WeatherControl
TheHearthPath
3Rare:
AnyotherTremerepathofThaumaturgynormallylistedasR1orR2notlistedabove.
4VeryRare:
AnyotherTremerepathofThaumaturgynormallylistedasR3orR4notlistedabove.
5Unique:
N/A
Rituals:
The rarity ofAnarch rituals is determined less by theirpower level, and moreby their usefulnessto an
AnarchThaumaturge.Anarchspellcasterstendtofocusonspellsthathavedirect,practicalusage.They
don'tgenerallyhavetheluxuryofutilitarianspells,astheyareabitmorefrivolousconsideringthemagus'
secretive and underground nature. Pure offense, pure defense and stealth are what most Anarch
Tremereareinterestedinlearning.ThefulllistofritualsgenerallyavailabletoPyramidloyalTremereis
countedatover200.AnarchTremere,incomparison,haveaccesstolessthan75.
1Common:
BindingtheBeast
BloodMastery
BurningBlade
CallingtheRestlessSpirit
CraftBloodstone
DefenseofSacredHaven
DeflectionofWoodenDoom
DonningMaskofShadows
EnchantTalisman
EncryptMissive
63
1Common(cont.):
ImpassableTrail
OpenPassage,the
PavisoftheFoulPresence
PrincipleFocusofVitaeInfusion
ScentoftheLupinesPassing
WakewithEveningsFreshness
Wardvs.Ghouls
WardingCirclevs.Kindred
2Uncommon:
AbandontheFettersofBlood
BanishBigBrother(A)
BladedHands
BloodContract
BloodIntoWater
CrimsonSentinel
DetecttheHiddenObserver(A)
Flatline(A)
HeartofStone
HellsCalling(A)
IncorporealPassage
Inscription
IronBody(A)
ProteanCurse
PurgetheInnerDemon
UmbraWalk
Wardvs.Demons
Wardvs.Fae
Wardvs.Ghosts
Wardvs.Kindred
Wardvs.Lupine
Wardvs.Spirit
Wardvs.Vitae(A)
WardingCirclevs.Ghosts
WardingCirclevs.Ghouls
WardingCirclevs.Lupines
WardingCirclevs.Spirits
3Rare:
AnyotherTremereritualnormallylistedasR1orR2notlistedabove.
4VeryRare:
AnarchCurses(fordetails,seep.78oftheAnarchCookbookandalsotheOWbNAnarchPacket)
AnyotherTremereritualnormallylistedasR3orR4notlistedabove.
5Unique:
This is saved for 'player created rituals'. At present there are none, but this space will be used as a
'holding'placeincasetheyaremade.Theseritualsarerareintheextremeand,foraPCtolearnone,
theywouldhavetomakecontactwithandlearnfromthecreator.
There are also the Anarch 'curses' from the The Anarch Cookbook. Since this is one of White Wolf's
earliest Vampire: The Masquerade supplements, however, STs should take special care to ensure that
METconversionsfallwithinparameterssetbyLawsoftheNight:Revised.
64
Combination Disciplines
The Tremere have spent many centuries of fastidious (and often highly
compartmentalized) research on all things arcane. In addition to paths and
rituals,HouseandClanhasalsoplacedafairamountofdedicatedfocusuponthe
constructionofnewCombinationDisciplines.
These Combination Disciplines are strictly cataloged and, in many cases, even
more strictly regulated. Rarity rules apply as listed below, however some
descriptionsprovideadditionallearningrestrictions:
1Common:
ThaumaturgicalSight
2Uncommon:
MoodShift
MeasuretheWill
3Rare:
NametheFallen
SanguinaryExpulsion
StunningAwe
4VeryRare:
DrinktheMind
ScentofCaine
SpectralPuppeteer
5Unique:
N/A
Although there are not currently any homegrown Tremere Combination Disciplines, future Tremere
CombinationDisciplineswill,bytheirnature,fallwithintheparametersofRarity5Thaumaturgy.
DrinktheMind
Auspex4,Thaumaturgy:PathofBlood5
PlayersGuidetotheLowClans,p.160
DevelopedduringtheDarkAgesindependentlybyboththeAssamitesandTremere,thoughaccordingto
vastlydifferentprinciplesofmagic,thisDisciplineheightensthepoweroftheAmaranthtostealmemories
andknowledge.ThepragmaticbloodmagiciansoftheTremereduringthiserasimplyvieweddiablerieof
mindasanotherusefultoolofpower.Inmodernnights,thispowerisstillknownbytheeldersoftheclan,
howeverthepyramidwouldrathernothavetoexplaintheexistenceofthiscombinationdiscipline.This
powerisonlytaughttoatrustedfewnotonlyfortheirloyalty,butfortheirabilitynottobecaught.In
order to protect their secret, any legal instruction of this power includes a donation of blood from the
pupil.ThisbloodisheldbythelocalPontifex(TremereCoordinator'sOffice)andstoredforthose'whatif'
scenarios.
System:
This power may be used whenever a character successfully commits diablerie. The
player makesa test,using his permanentWillpower points versus the victims current
mental traits. The victim may add plus one trait for every derangement he had. A
successfultestgarnersthediablorist4bonuspointthatmustbespenttopurchaseor
increasethediableristsAbilities(thiscomesinlieuofthenormal2xpfordiablorie,and
65
cannotgoabovethe8xppermonthruleinplaceforOWbN).Thesepointscannotraise
anAbilityabovethevictimsrating,however.TheretestforthispowerwouldbeSelf
ControlorInstinct.
This power also allows the diablerist to recall the victims strong memories, although
suchrecollectionsarelefttotheStorytellertoadjudicate.Stolenmemoriesunfoldhazily
as from a dream, and should offer cryptic hints rather than plotbreaking insights.
Vampireswhoseplayerslosethistestpickupthederangementxxx,asthecharacteris
overwhelmed by an onslaught of disconnected images and hate from the victims
devouredsoul.Thispowercanonlybeusedonceperdiablerie.Inanycase,winorlose,
allofthenegativedrawbacksofdiablorieapply.
ExperienceCost:17
Rarity:4
MeasuretheWill
Auspex2,Dominate2
PlayersGuidetotheHighClans,p.168
Avampirewiththispowermaygaugethestrengthofatarget'swillandidentity,oftenasanexploratory
preludetoshatteringandreshapingthatmind.
System:
MakeaMentalChallengeversusthetarget.Youneednothaveeyecontact,aslongas
the target is within line of sight. If the challenge is successful, the vampire learns the
character'spermanentortemporaryWillpowerTraits,oroneVirtueTraitofhischoice.
Thetargetisunawareofuseofthispower,whetheritissuccessfulornot.Itcannotbe
usedonatargetoflowerGenerationthanthevampire.
ExperienceCost:6
Rarity:2
MoodShift
Auspex2,Dominate4
CounselofPrimogen,p.103
AWarlockusingMoodShiftviewstheauraofhertargettodeterminetheirinitialmood.Throughaseries
ofsubtlecues(asmileandlaughtertoinvokelevity,asneerandacausticwordtobringaboutafeelingof
hostilityordefensiveness),thetarget'smoodcanbenudgedinaparticulardirection.
System:
ThisrequireseyecontactandthetargetmustbeinteractingwiththeTremeretopickup
on the visual cues that he's modeling. Once they have been interacting for a few
minutes,theTremeremaymakeaMentaltestagainsthertarget(retestIntimidation)to
changetheirmood.Thiseffectlastsforasceneoranhour.
ExperienceCost:9
Rarity:2
NametheFallen
Auspex3,Thaumaturgy:PathofBlood1
Archons&Templars,p.140
System:
ByspendingaBloodTraitandmakingaMentalchallenge(seedifficultychartbelow)a
Thaumaturgemayidentifyadeceasedperson,kindredorkine.TheThaumaturgemust
haveapartofthephysicalremains,suchasabone,fingerorotherbodypart,apileof
ash is also sufficient. If the test is not successful, the body part being used cannot be
usedagaintoidentifythedeceased;anewpartmustbeusedonanewattempt.
66
Only the identity of the person is given. The user does not get any information about
clan, method of death, generation, powers or abilities. This must be determined by
alternatemeansorpowers.
Timesincedeath
Difficulty:Kindred
Difficulty:Kine
Lessthan24Hours
17Days
1Monthorless
10
6Monthsorless
11
1Yearorless
12
10
10Yearsorless
14
12
1Centuryorless
18
16
Morethan1Century
NA
18
This power is reserved for Archons from House and Clan (i.e., Tremere Archons; nonTremere Archons
whohappentoworkfortheTremereJusticarmaynotlearnthiscombinationdiscipline),andmaynotbe
learnedwithoutholdingthetitleofArchon.
ExperienceCost:4
Rarity:3
SanguinaryExpulsion
Fortitude2,Thaumaturgy:PathofBlood3
Archons&Templars,p.142
System:
Byactivatingthispower,onemayingestbloodwithoutformingBloodBondsorVinculi,
orbeaffectedbypoisonorotherabnormalbloodbasedpropertiesofthebloodbeing
consumed. The blood may later be regurgitated. However, no new blood may be
consumeduntilthen.Also,nobloodmaybespentuntilthebloodthatwasconsumed
originallyisgone.Spendingbloodinanymannerwillcausetheconsumedbloodtobe
absorbed. When the blood is expelled, 1 extra trait is also expelled. This power costs
nothingtoactivate.
Whenactivatingthispowerthecastermustmakeaphysicaltestof9plustheamountof
blood traits consumed. For example: if the caster activates Sanguinary Expulsion and
consumes5traitsofblood,thetestwouldbeagainst14traits.
This version of the power is reserved for Archons from House and Clan and for members of House
Amethyst,andmayonlybelearnedbyKindredwhofitatleastoneofthoserestrictions.
ExperienceCost:8
Rarity:4
67
ScentofCaine
Auspex2,Thaumaturgy:PathofBlood1
PlayersGuidetotheLowClans,p.164
Vigilanttothepointofparanoia,theTremerewiselyfearedthereprisalsofotherclansintheearliestdays
of their existence. To ward against ambush from undead enemies or their ghoul slaves, thaumaturges
developedthispowertoscentthemysticalresonanceofCainesCurse.Anycreaturethatbearsvitaeinits
veinsmaytriggerthevampirespreternaturalsenses.ThispowerwasdevelopedintheDarkAges,andis
rarelyfoundinmodernnights.OnemustbeaRegenttorequesttolearnthispower,aswellashaving
TremereLorex4tohaveheardofitbefore.
System:
Whenever a vitaebearing creature physically approaches within range of the
charactersnormal senses, the player may make a static Mental Challenge againstthe
approaching creature's Mental Traits (retests use the Occult Ability). If the challenge
succeeds, the vampire becomes aware of the vitaebearing presence and its general
vicinity,althoughhecannotautomaticallyseetheapproachingcreatureifotherpowers
ofstealth/obfuscationarebeingemployed.Forewarnedisforearmed,however,andthe
useristobeconsidered2traitsupinallattemptstobreachthestealthaction(s)ofan
approachingcreatureafterthehesuccessfullywinsaScentofCainechallenge.
Once learned, this power is always considered active. Over time, characters may grow to identify
particular vampires by their mystical scent alone, though only after many encounters. The Assamites
knowaversionofthispowerthatdependsontheirbloodsorceryratherthanhermeticThaumaturgy.This
powerotherwiseduplicatesitsTremerecounterpart.
ExperienceCost:7
Rarity:4
SpectralPuppeteer
Auspex5,Dominate5
PlayersGuidetotheLowClans,p.166.
Only a few Tremere ever mastered this art early in the clan's existence, which enables them to seize
controlofamortalwiththeirspiritualform.Asitsveryexistenceisacloselyguardedsecretoftheclan,
this power is chiefly used to discredit or frame rivals while establishing a perfect alibi for the vampire.
OnlythoseTremereofarankofRegentorhigheraretaughtthispower.
System:
Inordertousethispower,avampiremusthavesentherconsciousnessintotheastral
plane with the Auspex 5 power Astral Projection. Normally, an astral vampire cannot
directlymakeusetheDominatepowerof'Possession'.However,Tremerewhoknow
this Discipline technique may use Dominate x5 in astral form. No lesser powers of
DominateoranyotherDisciplinescanbeused,andthevampiresplayermuststillmake
theusualtestandexpendituresforcontrolofthemortal.
If the vampire succeeds in the test, her astral body flows into the hosts mouth and
assumes control. If the vampire leaves the host voluntarily, her astral form reforms
outsidethemortalsbodyandmaycontinuemovingandactingaccordingtotherules
forAstralProjection.Anysympatheticdamagesustainedbyapossessingvampireusing
this power is applied to the vampires astral form rather than her physical body
(represented by loss of willpower). The sudden death of the host instantly evicts the
vampire and damages her silver cord, causing an automatic loss of 1 willpower.
ExperienceCost:17
Rarity:4
68
StunningAwe
Dominate2,Presence2
PlayersGuidetotheHighClans,p.169
Thispowerallowsavampiretoslowhisvictimwithamixofterrorandmagicalcompulsion.Heneedonly
lockgazeswiththetargetandunleashhismonstrouswilltostunher.
System:
The vampire must make a Social Challenge against his target and spend one to three
Social Traits. The victim then suffers a trait penalty on all challenges equal to the
numberoftraitsthevampirespent.Thepenaltylastsforanumberofturnsequaltothe
user'swillpower.Ifthetargetsuffersanypain,shemaymakeaWillpowerchallengevs.
the user's own Willpower to break free. This resistance may be attempted once per
combatroundperstimulus.ThispowerdoesnotaffectKindredoflowerGeneration.
ExperienceCost:12
Rarity:3
ThaumaturgicalSight
Auspex2,Thaumaturgy1
ClanbookTremere,p.47
PoweredexactlyaswrittenintheTremereClanbook.
ExperienceCost:3xp
Rarity:1
69
Rarity
Location
Level
AlterBlood
OWBNArcaneCompendium
Basic
BanishBigBrother
METAnarchGuide,p.66
Basic
BindtheAccusingTongue
CamarillaGuide,p.109
Basic
BloodIntoWater
NewYorkbyNight,p.48
Basic
BloodMastery
TremereClanBook,p.56
Basic
BloodMead
METStorytellersGuide,p.64
Basic
BloodRush
METSabbatGuide,p.130
Basic
BloodTest
OWBNArcaneCompendium
Basic
BloodWalk
LawsofElysium,p.80
Basic
BrandoftheParamour
METStorytellersGuide,p.65
Basic
BringForththeLightWithin
OWBNArcaneCompendium
Basic
BureaucraticCondemnation
BloodMagic,p.91
Basic
BurningBlade
CamarillaGuide,p.110
Basic
CallingtheRestlessSpirit
LawsofElysium,p.80
Basic
ChairsofWater
OWBNArcaneCompendium
Basic
CommunicatewithKindred
Sire
LotNRevised,p.185
Basic
Confess
HuntersHunted,p.63
Basic
CraftBloodstone
METStorytellersGuide,p.65
Basic
CrimsonSentinel
LawsoftheNight,p.101
Basic
DedicatetheChantry
TremereClanBook,p.57
Basic
DefenseofSacredHaven
LotNRevised,p.185
Basic
DeflectionofWoodenDoom
LotNRevised,p.185
Basic
DenytheIntruder
TremereClanBook,p.58
Basic
DevilsTouch
LotNRevised,p.185
Basic
DominoeofLife
METSabbatGuide,p.130
Basic
DonningtheMaskofShadows
LawsofElysium,p.80
Basic
EncryptMissive
METStorytellersGuide,p.65
Basic
70
RitualName
EngagingtheVesselof
Transference
Rarity
Location
Level
CamarillaGuide,p.110
Basic
EnhancingtheCurse
METStorytellersGuide,p.65
Basic
EpistulaPhasma
OWBNArcaneCompendium
Basic
ExLibris(FireTrap)
OWBNArcaneCompendium
Basic
ExpedientPaperwork
BloodMagic,p.87
Basic
Extinguish
METStorytellersGuide,p.66
Basic
ExtremeCare
OWBNArcaneCompendium
Basic
EyesoftheNighthawk
METSabbatGuide,p.130
Basic
FatherofMine
OWBNArcaneCompendium
Basic
Flatline
METAnarchGuide,p.66
Basic
IlluminateTrailofPrey
METSabbatGuide,p.131
Basic
ImpsAffliction
METStorytellersGuide,p.66
Basic
ImpassableTrail
METStorytellersGuide,p.66
Basic
ImpressiveVisage
METStorytellersGuide,p.66
Basic
IncantationoftheShepherd
CamarillaGuide,p.110
Basic
Inscription
TremereClanBook,p.58
Basic
IronBody
METAnarchGuide,p.67
Basic
Jinx
METStorytellersGuide,p.66
Basic
LearningtheMind
Enslumbered
METStorytellersGuide,p.67
Basic
LuminousVitae
NewYorkbyNight,p.48
Basic
MachineBlitz
METSabbatGuide,p.131
Basic
MourningLifeCurse
METStorytellersGuide,p.67
Basic
ObscuretheMalice
NewYorkbyNight,p.48
Basic
OpenPassage
LotNRevised,p.185
Basic
PowerofInvisibleFlame
LawsofElysium,p.89
Basic
PreserveBlood
LawsofElysium,p.89
Basic
PrincipleFocusofVitae
Infusion
LotNRevised,p.186
Basic
PurgetheInnerDemon
METStorytellersGuide,p.67
Basic
71
RitualName
Rarity
Location
Level
PurifyBlood
TremereClanBook,p.57
Basic
PurityoftheFlesh
CamarillaGuide,p.110
Basic
RebirthofMortalVanity
METStorytellersGuide,p.67
Basic
RecuretheHomeland
METSabbatGuide,p.131
Basic
RiteofIntroduction
METStorytellersGuide,p.68
Basic
RiteoftheVanishingBlemish
OWBNArcaneCompendium
Basic
RitualsRecognition
TremereClanBook,p.59
Basic
RottenWood
LawsoftheNight,p.105
Basic
SanguineAssistant
CamarillaGuide,p.111
Basic
SanguineousPhial
METStorytellersGuide,p.68
Basic
ScentoftheLupinesPassing
LotNRevised,p.186
Basic
Scribe
METStorytellersGuide,p.68
Basic
SensetheMystical
METStorytellersGuide,p.68
Basic
SerenadingtheKami
BloodMagic,p.91
Basic
ShapeoftheFamiliar
OWBNArcaneCompendium
Basic
StepsoftheTerrified
BloodMagic,p.93
Basic
SummontheGuardianSpirit
LawsofElysium,p.89
Basic
Trima
METStorytellersGuide,p.69
Basic
TrueSight
DiablerieBritain
Basic
VistasoftheMind
StorytellersHandbook,p.118
Basic
WakewithEvenings
Freshness
LotNRevised,p.186
Basic
WalkinsPurityoftheFlesh
OWBNArcaneCompendium
Basic
Wardvs.Ghouls
LotNRevised,p.186
Basic
WardingCirclevs.Ghouls
CamarillaGuide,p.111
Basic
WhispersoftheGhost
METStorytellersGuide,p.69
Basic
WidowsSpite
METSabbatGuide,p.132
Basic
WillotheWisp
LawsofElysium,p.89
Basic
AmuletofFalseAura
OWBNArcaneCompendium
Intermediate
BeaconoftheSelf
NewYorkbyNight,p.38
Intermediate
72
RitualName
Rarity
Location
Level
BindtheHost
OWBNArcaneCompendium
Intermediate
BindingtheBeast
LawsofElysium,p.82
Intermediate
BladedHands
LawsofElysium,p.82
Intermediate
BloodAllergy
METStorytellersGuide,p.69
Intermediate
BloodCertamen
TremereClanBook,p.61
Intermediate
BoneofLies
LotNRevised,p.186
Intermediate
BottledVoice
LawsofElysium,p.90
Intermediate
CleansingoftheFlesh
METStorytellersGuide,p.69
Intermediate
ClingingoftheInsect
METSabbatGuide,p.132
Intermediate
CraftDreamCatcher
METStorytellersGuide,p.70
Intermediate
CreateCorpseMinion
BloodMagic,p.46
Intermediate
CurseBelated
METStorytellersGuide,p.70
Intermediate
DenytheSunsWeight
OWBNArcaneCompendium
Intermediate
DetecttheHiddenObserver
METAnarchGuide,p.67
Intermediate
EldritchGlimmer
LawsofElysium,p.90
Intermediate
EmpatheticJar
OWBNArcaneCompendium
Intermediate
EyesofthePast
LawsofElysium,p.83
Intermediate
FireintheBlood
LawsoftheNight,p.105
Intermediate
Firewalker
METSabbatGuide,p.132
Intermediate
FleshoftheFieryTouch
LawsofElysium,p.83
Intermediate
FriendoftheTrees
LawsofElysium,p.90
Intermediate
GentleMind
LawsofElysium,p.83
Intermediate
HauntedHouse
LawsofElysium,p.83
Intermediate
Haunting
LawsofElysium,p.90
Intermediate
HeartofStone
LawsofElysium,p.83
Intermediate
HellsCalling
METAnarchGuide,p.68
Intermediate
IllusionofPeacefulDeath
LawsofElysium,p.84
Intermediate
IncorporealPassage
LotNRevised,p.186
Intermediate
InfirmInert
METStorytellersGuide,p.70
Intermediate
73
RitualName
Rarity
Location
Level
InheritedAffinity
TremereClanBook,p.59
Intermediate
InnocenceoftheChildsHeart
LawsofElysium,p.84
Intermediate
IronMind
METJournal#1,p.46
Intermediate
KeeningoftheBanshee
LawsofElysium,p.91
Intermediate
KnowledgeoftheChildes
Peril
OWBNArcaneCompendium
Intermediate
LightningRod
OWBNArcaneCompendium
Intermediate
MajorCreation
METStorytellersGuide,p.71
Intermediate
MarkofAmaranth
TremereClanBook,p.63
Intermediate
MirroroftheSecondSight
METSabbatGuide,p.133
Intermediate
MirrorWalk
LawsofElysium,p.91
Intermediate
PavisoftheFoulPresence
LotNRevised,p.187
Intermediate
PowerofthePyramid
TremereClanBook,p.60
Intermediate
ProteanCurse
LawsofElysium,p.84
Intermediate
Rhumer'sAggregateArgot
OWBNTremere
ArcaneCompendium
Intermediate
RefreshtheWeariedMind
OWBNArcaneCompendium
Intermediate
RendtheMind
BloodMagic,p.96
Intermediate
RendingSweetEarth
LawsofElysium,p.84
Intermediate
RespectoftheAnimals
LawsofElysium,p.91
Intermediate
ReturntheHeart
METStorytellersGuide,p.71
Intermediate
RitualofDarkness
MilwaukeebyNight,p.53
Intermediate
RutorsHands
LotNRevised,p.187
Intermediate
Scry
METStorytellersGuide,p.71
Intermediate
SerenityoftheHeart'sBlood
OWBNArcaneCompendium
Intermediate
ShaftofBelatedQuiescence
CamarillaGuide,p.112
Intermediate
SightoftheDead
OWBNArcaneCompendium
Intermediate
SouloftheHomunculi
LotNRevised,p.187
Intermediate
SplinterServant
CamarillaGuide,p.113
Intermediate
StepsofSilence
OWBNArcaneCompendium
Intermediate
StolenKisses
METStorytellersGuide,p.71
Intermediate
74
RitualName
Rarity
Location
Level
SummonMischievousSpirit
2ndEd.SabbatPlayersGuide,p.118
Intermediate
Telecommunication
METStorytellersGuide,p.72
Intermediate
TouchofNightShade
METStorytellersGuide,p.72
Intermediate
TracktheTransgressor
METStorytellersGuide,p.72
Intermediate
Transubstantiationofthe
Seven
TremereClanBook,p.61
Intermediate
UnseenChange
LawsofElysium,p.85
Intermediate
UnweaveRitual
TremereClanBook,p.64
Intermediate
WardMagic
WorldofDarkness1,p.100
Intermediate
Wardvs.Cathayans
SanFranciscobyNight,p.130
Intermediate
Wardvs.Celestials
OWBNArcaneCompendium
Intermediate
Wardvs.Fae
METStorytellersGuide,p.73
Intermediate
Wardvs.Kindred
CamarillaGuide,p.113
Intermediate
Wardvs.Lupines
CamarillaGuide,p.113
Intermediate
Wardvs.Vitae
METAnarchGuide,p.68
Intermediate
WardingCirclevs.Lupines
CamarillaGuide,p.111
Intermediate
Watcher
LawsofElysium,p.85
Intermediate
WizardsGold
OWBNArcaneCompendium
Intermediate
WritofProtectedPassage
SanFranciscobyNight,p.130
Intermediate
AbandontheFettersofBlood
TremereClanBook,p.65
Advanced
BloodContract
LotNRevised,p.187
Advanced
CobrasFavor
METStorytellersGuide,p.73
Advanced
CourtofHallowedTruth
METStorytellersGuide,p.73
Advanced
CraftSpiritBloodstone
OWBNArcaneCompendium
Advanced
CreateDemonBound
BloodMagic,p.136
Advanced
CreateRazorBat
BloodMagic,p.137
Advanced
CreateStoneDog
BloodMagic,p.138
Advanced
CurseofClytaemnestra
LawsofElysium,p.85
Advanced
DiamondsDoom
OWBNArcaneCompendium
Advanced
Dominion
LawsofElysium,p.92
Advanced
75
RitualName
Rarity
Location
Level
EnchantTalisman
CamarillaGuide,p.113
Advanced
EscapetoaTrueFriend
CamarillaGuide,p.114
Advanced
EyesoftheBeast
LawsofElysium,p.92
Advanced
GhostintheSystem
BloodMagic,p.97
Advanced
HarmonizeBuilding
WorldofDarkness1,p.100
Advanced
ImportItem
OWBNArcaneCompendium
Advanced
InvisibleChainsofBinding
LawsoftheNight,p.106
Advanced
LionHeart
LawsofElysium,p.92
Advanced
Mindcrawler
LawsofElysium,p.92
Advanced
MagicMirror
OWBNArcaneCompendium
Advanced
MirrorAttunement
OWBNArcaneCompendium
Advanced
NectaroftheBitterRose
LotNRevised,p.187
Advanced
NightoftheRedHeart
TremereClanBook,p.65
Advanced
OneMindoftheCovens
2ndEdPlayersGuide,p.91
Advanced
PaperFlesh
METSabbatGuide,p.133
Advanced
ReturntheHost
OWBNArcaneCompendium
Advanced
SculptingthePerfectServant
BloodMagic,p.97
Advanced
SeveredHand
METStorytellersGuide,p.73
Advanced
SpiritofTorment
LawsofElysium,p.93
Advanced
StoneoftheTrueForm
METStorytellersGuide,p.74
Advanced
StoneSlumber
METStorytellersGuide,p.74
Advanced
TaketheEssenceofHell
OWBNArcaneCompendium
Advanced
TeleporttoaSafeHaven
OWBNArcaneCompendiumm
Advanced
ThirstUnquenchable
LawsoftheNight,p.106
Advanced
TremeresBane
OWBNArcaneCompendium
Advanced
UmbraWalk
LotNRevised,p.188
Advanced
VerdantBlade
ArchonsandTemplars,p.146
Advanced
ViresAcquiritEundo
BloodMagic,p.98
Advanced
Wardvs.Demons
CamarillaGuide,p.114
Advanced
76
RitualName
Rarity
Location
Level
Wardvs.Ghosts
CamarillaGuide,p.114
Advanced
Wardvs.Spirits
CamarillaGuide,p.114
Advanced
WardingCirclevs.Celestials
OWBNArcaneCompendium
Advanced
WardingCirclevs.Demons
CamarillaGuide,p.111
Advanced
WardingCirclevs.Ghosts
CamarillaGuide,p.111
Advanced
WardingCirclevs.Kindred
CamarillaGuide,p.111
Advanced
WardingCirclevs.Spirits
CamarillaGuide,p.111
Advanced
Wizard'sGift
OWBNArcaneCompendium
Advanced
BoneofContention
TremereClanBook,p.66
Elder
BoneoftheKindred
2ndEd.PlayersGuide,p.92
Elder
ChilloftheWindsaber
METJournal#1,p.44
Elder
DrawingupontheBond
2ndEd.SabbatPlayersGuide,p.119
Elder
BoneofEternalThirst
BloodMagic,p.99
Master
ChainoftheBloodline
2ndEd.PlayersGuide,p.92
Master
CreateGargoyle
BloodMagic,p.137
Master
DivorcingtheSoul
2ndEd.PlayersGuide,p.92
Master
Gift
METJournal#1,p.45
Master
ImpedetheGiftsofCaine
ArchonsandTemplars,p.146
Master
RaisetheDead
METJournal#1,p.41
Master
RefinedDigestion
METStorytellersGuide,p.74
Master
RitualofHolding
METJournal#1,p.42
Master
ShadowoftheWolf
METJournal#1,p.47
Master
SpidersWeb
METJournal#1,p.49
Master
UtterDestructionofBonds
METJournal#1,p.43
Master
BladeoftheForbiddenFlower
BloodMagic,p.99
Methuselah
WeaponoftheKindredSoul
2ndEd.PlayersGuide,p.92
Methuselah
InvulnerableWeakness
2ndEd.PlayersGuide,p.93
Ascendant
77
Credits
Thispackethasbeenanongoingpieceofworkforseveralyears,intheexperimentation,refinement,and
documentationofagreatmanywonderfulpeople,buttwostandout,fortheirhardworkanddedication
tothisprojection.GeoffCombs,MegMcCrady,thankyou.Thiswouldhavebeentrulyinsanewithoutyou.
JoeLong
TremereCoordinator2010
Assistedby:
StacyBaker
PeterBohlman
GeoffreyCombs
BrunoCorrea
MikeyLehmann
IainMacNair
MeganMcCrady
JimSimons
AdditionalThanks
Thefollowingpeoplehavealsoassistedwiththecreationofthispacketand/orpreviousincarnationsof
thispacket.Withoutthem,thisresourcecouldnotexist:
RossAndersonJennBahrsBryanCardKenCumminsChrisFosterAdamGibsonP.DavidGill
BrianGoudieDanHerbstreithIanJamesJasonJahrMarcusKimJesseLarpenterLanceLarsen
DaveLeibermanScottLittleAdamMadlingerDylanParkerMinaPedersenRobertoRivera
MarkRoemerHeatherSantoroDennisSharpeKimShultzJoeShusterLouisStavrides
AaronWiseman
ArtisticCredits
AlltarotcardimagesarefromtheRiderWaiteTarotDeckandarePublicDomainintheU.S.
SigilofAmeth(CoverImage)isalsoPublicDomain.
Wehopewehaventmissedanyone
This document is an entirely unofficial use of the Vampire: The Masquerade and A World of Darkness gaming
materialspublishedbyWhiteWolfGameStudiosandnotintendedasanofficialorprofitmakingventureinanyway,
shape or form. Although the use of these concepts, rules, etc., is unauthorized, no infringement is intended. The
creatorofthisdocumentisnotaffiliatedwithWhiteWolfGamesStudiosinanyway..
78