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Research and Adaptation by: Dennis Sharpe, Jason Brandon, Josh Tanner and Dave Hoffman October 26, 2002
1) This is packet is designed to be a more complete set of the existing Thaumaturgy and other Blood Magic printed in the White Wolf source material, and created in OWbN. 2) The rules set forth in this packet are only proposed as a resource for OWbN Storytellers. 3) The rarity rules previously used in this packet’s forerunners don not apply to this packet as a whole. Each section has the rarity only for the Clan whose magic is covered in it.
Sections 5 - Koldunic Sorcery (pages 1191 - Introduction (page 1)
Table of Contents (pg 1) 134) Background (pg 119) Ways (pg 121) Rituals (pg 133)
2 - Tremere Thaumaturgy (pages
2-39) Introduction (pg 2) Paths (pg 5) Rituals (pg12)
6 – Dark Thaumaturgy (pages 135138) Paths (pg 136) Rituals (pg 137)
3 - Setite Sorcery (pages 40-99)
Background (pg 40) Paths (pg 45) Rituals (pg 61)
7 – Necromancy (pages 139-158)
Paths (pg 141) Ritual (pg 144)
4 - Assamite Sorcery (pages 100118) Introduction (pg 100) Paths (pg 103) Rituals (pg 108)
8 – Credits (page 159)
Note: Path of Blood is the Primary Path for all new starting Tremere, barring ST
Path and Ritual Classification:
ATTENTION – Any Tremere of any rank may have any level path or ritual, they need only have the proper level of approval to be allowed to posses it. However, if the Tremere is not of sufficient rank to learn the path or ritual without their superior’s approval, then a superior’s approval is required for them to teach it to anyone, unless the teaching is approved by one of the appropriate rank. It is requested that the levels of Rare, and Very Rare require notification to the Tremere Coord and the Sub-Coord of your region as to why a Lord/Pontifex/Better is allowing someone of below the rank of Lord/Pontifex/Better to have access to the Rare/Very Rare paths/rituals. To add to that, Paths that in 3rd ed. are Sabbat only are just that; SABBAT ONLY.
Common: All Tremere Uncommon: Regent or with Regent’s permission. Rare: Lord or with Lord’s permission. Very Rare: Sabbat Paths/ Rituals or anything that PCs should NOT be allowed to have at all, or have created themselves and shared with no one. Getting these would require you breaking into the chantry in Vienna, slipping in the Sabbat HQ in Mexico City, or getting it from the one who made it. Unique: Created by a Player Character. These can only be acquired through the PC who created the ritual or through someone who acquired the ritual through legitimate means from the one who created it.
Note- Non-Tremere clans that have some type of Thaumaturgy may not have rituals listed in this section unless instructed by a Tremere/Thaumaturgist or their clan already has those rituals or that accompany style of Thaumaturgy in question
Thaumaturgy is not simply a discipline of the blood like many other powers, but is almost a separate power. With rare exception, only members of house and clan Tremere may learn Thaumaturgy with the same ease that other disciplines are learned. Tremere get one path of Thaumaturgy at in clan costs. Along with this, two basic, two intermediate, and one advanced ritual are learned. The first basic ritual must be Rite of Introduction. Other “Freebee” rituals are available at the discretion of the Storytellers. Any secondary paths may be learned with the following restrictions. 1. You must have a teacher. 2. You cannot learn ANY secondary paths beyond the second Basic until your Primary Path is at Advanced. If you have advanced in your primary path, you may learn advanced in any secondary path. Rituals may be learned at a cost of two points per level of the ritual (two for a basic, four for a intermediate, and six for a advanced). You may not learn a ritual of a level higher than your primary path of thaumaturgy. Learning Rituals requires that you either have a teacher or have made arrangements for the appropriate tomes to be in your possession, and that you have the permission of your superior to have the Rituals.
Learning Thaumaturgy out of Clan
It is suggested in the Tremere Clan Book that it takes a great amount of time for those not of the Tremere to learn Thaumaturgy without the aid of the Tremere. If a player wishes to Learn Thaumaturgy, on her own, they should be forced to have a minimum of one Year of study. This study should interfere in the learning of other things (disciplines, abilities, gaining influence, etc…), because of the intense amount of time that the student needs to put towards learn Thaumaturgy on her own. If the player is willing to learn from the Tremere directly, it is a different matter entirely. The Ritual Inherited Affinity will allow the student the ability to learn Thaumaturgy in significant less time, like any other out of Clan Discipline. The student must place her-self at the whim of the Tremere, which most Kindred would not do. In almost all cases a Blood Contract is required. There would have to be extenuating circumstances for such a Contract to not exist. The teaching of Thaumaturgy by a Tremere is an extremely rare thing. The teacher and the student are watched, so that the loyalty of both is assured. At a minimum the contract should include a clause that any Thaumaturgy that the student learns will not be used against any member of House and Clan Tremere. Both the previous things must be done, as well as approved by the hierarchy of the Tremere, if the teacher is not to be accused of betraying her Clan.
Path and Ritual Creation
Creating new Rituals & Paths should be a challenge, but it should be possible.
& 8:Advanced. Again. it is all up to your local Storytellers. 63-64). two or more Tremere working together could create a Basic or higher ritual. If it is not submitted to the Tremere Coord. 44-46 & Rituals pgs.The MET ST Guide it states a suggested process (Paths pgs. This means that the ritual or path can only be used in your home game. Now depending on how your local game uses influence. please submit it to the Tremere Coord for possible approval to be included in this packet. Such a task could be achieved by an Elder Tremere or by multiple Tremere working together in the creation process. with Elder Thaumaturgy. It says that to make a ritual the creator must have ‘a Thaumaturgy Trait one level higher than that of the ritual level she seeks to create. If you do create a Ritual or Path. working on her own could not create even the most Basic of Rituals. same levels for Paths). of her Primary Path. 4 . To restate for the record. for approval. it will not be accepted into OWbN as a whole.’ By this description there cannot be any new advanced rituals created unless an NPC. however local House Rules may vary. with the minimum level of influence. 7:Intermediate. is considered the ‘creator’ of the Path or Ritual. and other games that approve it individually. a single Tremere. by the printed description. In addition to that in the MET Camarilla guide it states that minimum levels of Occult influence that are required to create a Ritual (6:Basic.
No conversions are given for them for just this reason. Any Paths not listed in a MET book are listed in their full text. Common: Lure the Flame Movement of the Mind Path of Blood Path of Conjuring Path of Weather Control The Green Path Path of Transmutation Path of Shadow Crafting Technomancy Vine of Dionysus Uncommon: Alchemy Hearth Path Path of Elemental Mastery Path of Spirit Manipulation Rare: Hands of Destruction Master of the Mortal Shell Onieromancy Path of Neptune’s Might Path of Corruption Path of the Focused Mind Very Rare: Bio-Thaumaturgy Fathers Vengeance Faux Path of Blood’s Curse Path of Curses Path of Mars Gift of Morpheus Thaumatugical Countermagic Spirit Thaumaturgy Way of the Levinbolt Way of Warding Unique: Borealis *The following paths are Dead Paths. in the section directly following the Ritual Chart. Way of the Worlds Blood (Original Source: Libra Sanguinus II: Keepers of the Word) Way of the Shadow World (Original Source: Libra Sanguinus II: Keepers of the Word) Way of Passage (Original Source: Dark Ages Compendium) Prey on the Soul’s Fear (Original Source: Dark Ages Compendium) 5 . and cannot be learned by anyone.Paths Note: All Paths listed here have their most recent text reference listed in the chart below.
Path Name Path of Blood Path of Flames Movement of the Mind Path of Conjuring Hands of Destruction Elemental Mastery Green Path Neptune’s Might Corruption Technomancy Path of Spirit Manipulation Thuamaturgical Counter Magic Weather Control Path of Mars Father’s Vengeance Alchemy Biothaumatrgy Focused Mind Hearth Path Mastery of the Mortal Shell Onieromancy Path of Blood’s Curse Path of Curses Transmutation Vine of Dionysus Spirit Thaumaturgy Gift of Morpheus Way of the Levinbolt Path of Shadow Crafting Faux Path Way of Warding Borealis Rarity 1 1 1 1 3 2 1 3 3 3 2 4 1 4 4 2 4 3 2 3 3 4 4 3 3 4 4 4 3 4 4 5 Location LotN Revised: 177 LotN Revised: 178 LotN Revised: 180 LotN Revised: 182 LotN Revised: 183 MET Camarilla Guide: 76 MET Camarilla Guide: 78 MET Camarilla Guide: 81 MET Camarilla Guide: 83 MET Camarilla Guide: 86 MET Camarilla Guide: 89 MET Camarilla Guide: 92 MET Camarilla Guide: 93 MET Sabbat Guide: 125 MET Sabbat Guide: 127 MET Storytellers Guide: 47 MET Storytellers Guide: 48 MET Storytellers Guide: 50 MET Storytellers Guide: 51 MET Storytellers Guide: 53 MET Storytellers Guide: 54 MET Storytellers Guide: 56 MET Storytellers Guide: 58 MET Storytellers Guide: 60 MET Storytellers Guide: 61 Laws of Elysium: 74 Laws of the Night: 103 (below) Tremere Clan Book: 51 Tremere Clan Book: 53 Blood Magic: 84 (below) Dark Ages OWbN 6 .
The amount of Mass/Volume that the castor can affect is based on the amount of additional mental traits that the castor expends when the path is activated. After activated (see above) the affected object doubles it traits to resist breaking/battering. Thaumaturgical Alchemy. Eyes of the Beast) can be used through the ward.Additions & Table Top Path Conversion Alchemy This power is rated in levels rather than the typical system found on other paths. laboratory setting. the magus has no awareness of her current physical surroundings save for if damage is dealt to her (must be damage. This can be placed on portable objects to act as remote sensors. Basic Bar the Common Passage This will reinforce the physical stature of any object. a touch will not be noticed). and succeed in a simple test. Sensory amplification (heightened senses. etc). Furthermore. Mentals 2 4 6 8 10 Mass/Volume (examples) A Coin A Brick A Table A Safe A Car Way of Warding General Notes: Each level of this path requires the magus to paint a glyph on a object with their own blood (spending a blood trait). he must spend one mental trait per level of this path that he is using. This may allow it to overbid in challenges against it if applicable. As it would not fit into a Lab very well if it were bigger than that. Any object affected by this power will receive a free retest against any use of thaumaturgy to destroy it or alter its state (Path of Flames. Contact with fire or sunlight will destroy all wards created by this path. Traits of items affected are subject to the storyteller’s discretion. While looking through this glyph. A character can affect a transformation up to the level he knows. this is to facilitate its use. Glyph of Scrying The magus can see the area around the ward as if she was there. spirit eyes. This path must be used in a controlled. Intermediate Runes of Power 7 . To do this he must win a Mental challenge vs. a difficulty equal to the level of the change +5. Nothing larger than a Car can be affected.
The victim will not fall over and snore on the floor. Glyph of Enlightenment The caster may create glyphs that can both act as glyph of scrying. Basic Cause Sleep By winning a Mental Challenge with the victim. any sentient creature will feel the power emanating from the rune. Theft of Vitae will steal the blood and find the most direct route to you if there is one). This ritual is best invoked in the presence of a Storyteller. you can spend a Willpower Trait to affect a vampire (you must still win a Mental Challenge). Gift of Morpheus This path allows you to control others’ sleep and dreams. no touch. Advanced Secure the Sacred Domain This powerful incantation allows the magus to protect an entire building. Mass Slumber By spending a Willpower Trait. While the ritual is intended primarily for use against mortals. you can cause him to fall asleep. All restrictions of the second basic of this path still apply. you can cause a group of mortals to fall asleep. all windows. and will not be able to willingly touch it unless they expend a willpower trait (cannot be dominated into touching it). If there are ghouls or Garou present in the “mortal” crowd. Current breaches in the original structure are covered with a magical wall of force that cannot be destroyed. Thaumaturgical effects that you can meet the restrictions on can be used through this conduit (Generally. you must engage in individual Mental Challenges with each non-mortal. To resist. 8 . but can be circumvented (by knocking down a different wall). Multiple uses of this power will not have any effect other than sealing new breaches in walls. and allow for 2-way communication. If successful. but a sword would loose the effect as soon as it was picked up) after this rune is inscribed on it. portals. and doors shut and become magically sealed (Cannot be opened but can be destroyed. over a period of five minutes. The ward cannot be moved more than it’s normal range of motion (a door can swing on it’s hinges. gradually drift into a sleep from which loud noise or physical contact can wake him. but he will.This protective ward will do lethal damage equal to the number of mental traits the magus permanently expends at the time of use. She draws a glyph at the exact center of the building (requiring the expenditure of a willpower trait and a static mental test vs. Furthermore. mortals must spend a Willpower Trait and test against you in a Mental Challenge. 10 traits).
though not necessarily easy. An additional Blood Trait must be spent for a currently moving target. then the caster engages in a Mental vs. nor does this power grant any control over the dream itself.” Dreamscape This allows the caster to enter the dreams of a sleeping target. The Target is not aware of the presence of the caster in her dream. This event should be achievable. If used on a player character.You must possess a personal item of the target and engage in a Static Mental challenge with a difficulty equal to the total permanent (not temporary) willpower of the target. Advanced Dream Mastery You may enter the mind of a specific sleeper and induce nightmares or use Disciplines such as Presence. you should remember that if the conditions are unachievable in-game. they could cause the player to be effectively cut out of the game for at the least the duration of the evening. 9 . Physical Challenge. you must spend a Willpower Trait and initiate a Mental Challenge. If targeting a person or something that a person is grasping. Physical challenge. Borealis Basic Ran’s Touch By concentrating the thaumaturge can freeze a small area. 6 traits). Grasp of Magni A slightly larger area of space can now be frozen and the thaumaturge no longer needs to touch the target. This cannot be employed on a living or undead target. The caster may not use any powers or harm the target in any way. Storytellers may choose not to allow you to set impossible conditions such as. Dominate or Auspex if you possess them. the caster must engage in a Mental vs. although she will be down two Traits in all areas. Any Discipline used on the sleeper must incorporate the usual number of challenges and other Blood and Willpower expenditures. rendering simple devices useless. By spending a Mental Trait the caster may create a small (up to a cubic foot) block of ice. To invoke this sleep. The sleeper may take normal action in her dream. The target will rouse if her life is threatened. This requires you to win a Mental Challenge and spend one Mental Trait. The Ice can halt movement of a person or machine. You effectively gain control over the sleeper’s dreams and can do as you wish. This is best used on a Narrator character.Intermediate Enchanted Slumber This ritual allows you to cause a person or creature to fall into a sleep from which she cannot be wakened until a specific event occurs (like a kiss from Prince Charming). and will last until melted or broken (static Physical vs. “She may not awaken until her body is physically transported to the planet Mars. To activate this power the target must be touched and single blood trait must be spent.
Goodbye The player makes a Static Mental challenge vs. Basic Hello. the Faux Path requires the expenditure of one blood trait and an entire turn of casting in addition to any other requirements specified in the power description. The wall is three cubic feet of ice for each Mental Trait spent to cast it. Hel’s Kiss The thaumaturge can literally freeze the blood of his chosen target. and has health levels equal to half of the Mental Traits spent to cast it. For mortals this would cause a lethal wound for each blood frozen. The next sentence the thaumaturge utters will be perceived as a lie for the duration of the evening. rounded down. The victim of this power may attempt to break out. where appropriate. In both cases the target would be down one Physical trait for each blood trait frozen. an Awareness challenge may be 10 . By spending a Willpower and winning a Mental vs. destroying the health levels of the ice. up to 3 Traits of Blood are frozen in the target’s veins. At dawn. Physical Challenge against the target. has as many Enduring Physical Traits as Mental Trait spent to cast it. and has health levels equal to half of the Mental Traits spent to cast it. Faux Path As with nearly all Thaumaturgy. and render that blood permanently useless fluid. For Kindred this would make the blood unusable for 5 Minutes or the end of a scene. If a Mortal is trapped in the Block of Ice he or she will take one Lethal wound each round until broken free. In the case of disciplines such as Dominate or Dementation. The symbol for use of the Faux path is crossed fingers. by initiating a physical challenge from within it. The Tomb has as many Enduring Physical Traits as Mental Trait spent to cast it. rounded down.Intermediate Forseti’s Silence With this level of control the thaumaturge can create a wall of Ice. the affected characters may once again exercise their own judgment regarding the veracity of the statement. A Mental Trait must be spent for each Blood Trait frozen. six traits to invoke this power. Advanced Tomb of Buri This power can completely incase a single target in a Tomb of Ice. Disciplinary Identification The thaumaturge may identify a discipline he witnesses being used. The wall must be summoned in unoccupied space within 50 feet of the caster. The Thaumaturgist must concentrate for a full turn. Physical challenge against the target. expend a Willpower Trait and initiate a Mental vs.
The Thaumaturge throws a Static Mental challenge vs. will always register as "Thaumaturgy" at this level of mastery. The Thaumaturge may mimic any and all outward effects of a Discipline with a Static mental challenge vs. Advanced Disciplinary Affectation The Thaumaturge can duplicate the outward appearance of any Discipline or Path power up to the Advanced level. eight traits to invoke this power.required to notice that a discipline is in effect. Ritual Madness By making a Static Mental challenge vs. i. but not successfully. Any use of this power without first successfully using Disciplinary Identification will result in an incorrect result. provided he is at least familiar with the effects of the path under scrutiny and has first used Disciplinary Identification to identify the Discipline.e. the expenditure of a Willpower trait. The Thaumaturge must know at least cursory information about the discipline’s powers. Such items will get any sensory-based traits incurred by the actual ritual. Powers belonging to other Supernatural creatures. and all other Sorceries. Dark Thaumaturgy. the Thaumaturge can place the physical. six traits to invoke this power. True Faith. provided he is familiar with the power in question. but that it failed to deceive her. register as "Unquantified. Powers such as Obfuscate and Chimerstry will appear to have been used. ten traits. and by meeting the costs associated with the mimicked power as well. but the ‘ritual’ will have no actual effect. eight traits. against the viewer. nor are the actual benefits of the power generated. somatic effects or extrapolations of the effects of any ritual he is familiar with on an object or person. Note that this power may never be used in combat. with the exception of Hedge Magic. a courage check may be needed to touch the affected item. Bonus traits and negative traits conferred by the powers mimicked are not actually conferred. These effects last until the next sunset. the observer will believe that the discipline was used. Fools) or similar effects.” The effects of Hedge Magic. In the case of faux wards (Ward vs.. The Thaumaturge makes a Static Mental challenge vs. 11 . Intermediate Thaumaturgical Identification The third level of The Faux Path allows the Thaumaturge to identify the specific paths of Thaumaturgy and other path-based disciplines. The burden of proof is with the Caster.
the Whispers of the Ghost Curse Belated. Common: Binding the Beast Blood Mastery Blood Mead (Vine of Dionysus) Blood Walk Bone of Lies Brand of the Paramour Bureaucratic Condemnation Calling the Restless Spirit Communicate with Kindred Sire Craft Bloodstone Defense of Sacred Haven Deflection of Wooden Doom Donning Mask of Shadows Encrypt Missive Engaging Vessel of Transference Expedient Paperwork Extinguish Gentle Mind Illusion of Peaceful Death Impassable Trail Impressive Visage Incantation of the Shepherd Learning the Mind Enslumbered Uncommon: Abandon the Fetters of Blood Bind the Accusing Tongue Bladed Hands Blood Contract Blood Into Water Cleansing of the Flesh Craft Dream Catcher (Oneiromancy/Morpheus) Mourning Life Course Open Passage. the Serenading Kami Steps of the Terrified (Assasmite/Sabbat) Stolen Kisses Stone Slumber Telecommunication Trima (Vine of Dionysus) Wake with Evening’s Freshness Ward vs. Ghouls Warding Circle vs. the Pavis of the Foul Presence Preserve Blood Principle Focus of Vitae Infusion Purify Blood Purity of the Flesh Rebirth of Mortal Vanity Rite of Introduction Ritual’s Recognition Sanguineous Phial Scent of the Lupine’s Passing Scribe. the Curse of Clytaemnestra Devil’s Touch Dominoe of Life (Sabbat ONLY) Enhancing the Curse Eyes of the Beast (Sabbat ONLY) Eyes of the Night Hawk (Sabbat ONLY) Eyes of the Past Fire Walker (Sabbat ONLY) Friend of the Trees (Sabbat ONLY) 12 Crimson Sentinel . in the section directly following the Ritual Chart. Kindred Watcher. Any Rituals not listed in a MET book are listed in their full text.Rituals Note: All Rituals listed here have their most recent text reference listed in the chart below.
Ghouls Warding Circle vs. Lupines Warding Circle vs. Demons Widow’s Spite (Sabbat ONLY) Blood Test Bone of Contention . the Incorporeal Passage Infirm Inert Inscription Jinx Luminous Vitae Major Creation (Path of Conjuring) Mark of Amaranth Obscure the Malice Power of the Pyramid Protean Curse Purge the Inner Demon Recure the Homeland (Sabbat ONLY) Rend the Mind Rending Sweet Earth Respect of the Animals Return the Heart (Path of Blood’s Curse) Rutor’s Hands Sanguine Assistant Scry Rare: Beacon of the Self Blood Allergy Blood Certamen Blood Rush (Sabbat ONLY) Bottled Voice Clinging of the Insect Cobra’s Favor Court of the Hallowed Truth Eldritch Glimmer (Sabbat ONLY) Enchant Talisman Escape to a True Friend Flesh of the Fiery Touch Haunted House Illuminate Trail of Prey (Assamite/Sabbat) Inherited Affinity Innocence of the Child’s Heart Invisible Chains of Binding Very Rare: Blade of the Forbidden Flower 13 Sculpting the Perfect Servant Sense the Mystical Severed Hand Soul of the Homunculi Splinter Servant Stone Slumber Summon the Guardian Spirit Track the Transgressor Umbra Walk Unseen Change. Spirits Will o’ the Wisp (Sabbat ONLY) Iron Mind Keening of the Banshee Machine Blitz Mind Crawler Mirror of the Second Sight Mirror Walk Night of the Red Heart One Mind of the Covens Power of the Invisible Flame Shaft of Belated Quiescence Spirit of Torment Stone of the True Form Touch of Nightshade. Lupine Ward vs. Demons Ward vs. the Heart of Stone Imp’s Affliction. Ghosts Ward vs. Kindred Ward vs.Ghost in the System Haunting. Fae Ward vs. Spirit Warding Circle vs. the Unweave Ritual Ward vs. Ghosts Warding Circle vs. A Transubstantiation of the Seven True Sight Vires Acquirit Eundo Warding Circles vs.
King's Ritual. Magius’ Ritual.Graves. Magius’ Ritual. NVA) Craft Spirit Bloodstone (S. Tuscola) 14 . C-U) Lion Heart Nectar of the Bitter Rose Paper Flesh Raise the Dead Refined Digestion Ritual of Holding Rotten Wood Shadow of the Wolf Spider’s Web Summon Mischievous Spirit Thirst Unquenchable Utter Destruction of Bonds Verdant Blade. Tuscola) Deny the Sun’s Weight (R. M:NR) Sight of the Dead (V. CiD) Import Item (C:DR) Knowledge of the Childe’s Peril (A. King's Ritual. Tuscola) Pavis of the Dark Dementia (Gary) Rite of the Vanishing Blemish (HoB) Serenity of the Heart's Blood (R. Daemos. C-U) Stalk the True Body (C:DR) Teleport to a Safe Haven (C:DR) Tremere’s Bane (C:DR) Walkin’s Purity of the Flesh (P. Walkin’s Ritual. Lazerion. King's Ritual. The Weapon of the Kindred Soul Lightning Rod (V. Johnson’s Ritual. Lazerion. C-U) Wizard’s Gift (V. NVA) Mirror Attunement (S. Blake’s Ritual. NVA) Wizard's Gold (V. Cross’ Ritual. the Impede the Gifts of Caine Invulnerable Weakness Unique: Active Defense (P. C-U) Extreme Care (C:DR) Graves Defiance (R. M:NR) Diamond’s Doom (C:DR) Ex Libris (R.Bone of Eternal Thirst Bone of the Kindred Chain of the Bloodline Chill of the Windsaber Dedicate the Chantry (Cast by the Lord in the area when a new Chantry is built) Deny the Intruder (See Dedicate the Chantry) Divorcing the Soul Dominion Drawing upon the Bond Eyes of the Ever Vigilant Fire in the Blood Gift. WbN) Alter Blood (C:DR) Bring Forth the Light Within (R. Johnson’s Ritual.
Ritual Name Abandon the Fetters of Blood Active Defense Alter Blood Beacon of the Self Bind the Accusing tongue Binding the Beast Blade of the Forbidden Flower Bladed Hands Blood Allergy Blood Certamen Blood Contract Blood Into Water Blood Mastery Blood Mead Blood Rush Blood Test Blood Walk Bone of Contention Bone of Eternal Thirst Bone of Lies Bone of the Kindred Bottled Voice Brand of the Paramour Bring Forth the Light Within Bureaucratic Condemnation Calling the Restless Spirit Chain of the Bloodline Chill of the Windsaber Cleansing of the Flesh Clinging of the Insect Cobra’s Favor Communicate with Kindred Sire Court of Hallowed Truth Craft Bloodstone Craft Dream Catcher Craft Spirit Bloodstone Crimson Sentinel Curse Belated, the Curse of Clytaemnestra Dedicate the Chantry
Rarity 2 5 5 4 2 1 4 2 3 3 2 1 1 1 3 4 1 4 4 1 4 3 1 5 1 1 4 4 2 3 3 1 3 1 2 5 2 2 2 4
Location Tremere Clan Book: 65 Westchester by Night Chicago: Dark Requiem New York by Night: 38 Camarilla Guide: 109 Laws of Elysium: 82 Blood Magic: 99 Laws of Elysium: 82 MET Storytellers Guide: 69 Tremere Clan Book: 61 LotN Revised: 187 New York by Night: 48 Tremere Clan Book: 56 MET Storytellers Guide:64 MET Sabbat Guide: 130 Chicago: Dark Requiem Laws of Elysium: 80 Tremere Clan Book: 66 Blood Magic: 99 LotN Revised: 186 2nd Ed. Players Guide: 92 Laws of Elysium: 90 MET Storytellers Guide: 65 C-U: Fires of the Wise Blood Magic: 91 Laws of Elysium: 80 2nd Ed. Players Guide: 92 MET Journal #1: 44 MET Storytellers Guide: 69 MET Sabbat Guide: 132 MET Storytellers Guide: 73 LotN Revised: 185 MET Storytellers Guide: 73 MET Storytellers Guide: 65 MET Storytellers Guide: 70 Shadows of Cincinnati Laws of the Night: 101 MET Storytellers Guide: 70 Laws of Elysium: 85 Tremere Clan Book: 57
Level Advanced Advanced Basic Intermediate Basic Intermediate Methuselah Intermediate Intermediate Intermediate Advanced Basic Basic Basic Basic Basic Basic Elder Master Intermediate Elder Intermediate Basic Basic Basic Basic Master Advanced Intermediate Intermediate Advanced Basic Advanced Basic Intermediate Advanced Basic Intermediate Advanced Basic
Defense of Sacred Haven Deflection of Wooden Doom Deny the Intruder Deny the Sun’s Weight Devil’s Touch Diamond’s Doom Divorcing the Soul Dominion Dominoe of Life Donning the Mask of Shadows Drawing upon the Bond Eldritch Glimmer Enchant Talisman Encrypt Missive Engaging the Vessel of Transference Enhancing the Curse Escape to a True Friend Ex Libris (Fire Trap) Expedient Paperwork Extinguish Extreme Care Eyes of the Beast Eyes of the Ever Vigilant Eyes of the Nighthawk Eyes of the Past Fire in the Blood Firewalker Flesh of the Fiery Touch Friend of the Trees Gentle Mind Ghost in the System Gift, the Graves Defiance Haunted House Haunting, the Heart of Stone Illuminate Trail of Prey Illusion of Peaceful Death Imp’s Affliction, the Impassable Trail Impede the Gifts of Caine Import Item
1 1 4 5 2 5 4 4 2 1 4 3 3 1 1 2 3 5 1 1 5 2 4 2 2 4 2 3 2 1 2 4 5 3 2 2 3 1 2 1 4 5
LotN Revised: 185 LotN Revised: 185 Tremere Clan Book: 58 Milwaukee: Nocturnal Rapture LotN Revised: 185 Chicago: Dark Requiem 2nd Ed. Players Guide: 92 Laws of Elysium: 92 MET Sabbat Guide: 130 Laws of Elysium: 80 2nd Ed. Sabbat Players Guide: 119 Laws of Elysium: 90 Camarilla Guide: 113 MET Storytellers Guide: 65 Camarilla Guide: 110 MET Storytellers Guide: 65 Camarilla Guide: 114 C-U: Fires of the Wise Blood Magic: 87 MET Storytellers Guide: 66 Chicago: Dark Requiem Laws of Elysium: 92 MET Storytellers Guide: 75 MET Sabbat Guide: 130 Laws of Elysium: 83 Laws of the Night: 105 MET Sabbat Guide: 132 Laws of Elysium: 83 Laws of Elysium: 90 Laws of Elysium: 83 Blood Magic: 97 MET Journal #1: 45 Columbus in Darkness Laws of Elysium: 83 Laws of Elysium: 90 Laws of Elysium: 83 MET Sabbat Guide: 131 Laws of Elysium: 84 MET Storytellers Guide: 66 MET Storytellers Guide: 66 Archon’s and Templars: pg 146 Chicago: Dark Requiem
Basic Basic Basic Intermediate Basic Advanced Master Advanced Basic Basic Elder Intermediate Advanced Basic Basic Basic Advanced Basic Basic Basic Basic Advanced Ascendant Basic Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Advanced Master Intermediate Intermediate Intermediate Intermediate Basic Intermediate Basic Basic Master Advanced
Impressive Visage Incantation of the Shepherd Incorporeal Passage Infirm Inert Inherited Affinity Innocence of the Child’s Heart Inscription Invisible Chains of Binding Invulnerable Weakness Iron Mind Jinx Keening of the Banshee Knowledge of the Childe’s Peril Learning the Mind Enslumbered Lightning Rod Lion Heart Luminous Vitae Machine Blitz Major Creation Mark of Amaranth Mindcrawler Mirror Attunement Mirror of the Second Sight Mirror Walk Mourning Life’s Curse Nectar of the Bitter Rose Night of the Red Heart Obscure the Malice One Mind of the Covens Open Passage, the Paper Flesh Pavis of the Dark Dementia Pavis of the Foul Presence Power of Invisible Flame Power of the Pyramid Preserve Blood Principle Focus of Vitae Infusion Protean Curse Purge the Inner Demon Purify Blood Purity of the Flesh Raise the Dead Rebirth of Mortal Vanity
1 1 2 2 3 3 2 3 4 3 2 3 5 1 5 4 2 3 2 2 3 5 3 3 1 4 3 2 3 1 4 5 1 3 2 1 1 2 2 1 1 4 1
MET Storytellers Guide: 66 Camarilla Guide:110 LotN Revised: 186 MET Storytellers Guide: 70 Tremere Clan Book: 59 Laws of Elysium: 84 Tremere Clan Book: 58 Laws of the Night: 106 2nd Ed. Players Guide: 93 MET Journal #1: 46 MET Storytellers Guide: 66 Laws of Elysium: 91 Tuscola: Buried Destiny MET Storytellers Guide: 67 Night Falls, NVA Laws of Elysium: 92 New York by Night: 48 MET Sabbat Guide: 131 MET Storytellers Guide: 71 Tremere Clan Book: 63 Laws of Elysium: 92 Shadows of Cincinnati MET Sabbat Guide: 133 Laws of Elysium: 91 MET Storytellers Guide: 67 LotN Revised: 187 Tremere Clan Book: 65 New York by Night: 48 2nd Ed Players Guide: 91 LotN Revised: 185 MET Sabbat Guide: 133 Crown of Thorns, Gary LotN Revised: 187 Laws of Elysium: 89 Tremere Clan Book: 60 Laws of Elysium: 89 LotN Revised: 186 Laws of Elysium: 84 MET Storytellers Guide: 67 Tremere Clan Book: 57 Camarilla Guide: 110 MET Journal #1: 41 MET Storytellers Guide: 67
Basic Basic Intermediate Intermediate Intermediate Intermediate Basic Advanced Ascendant Intermediate Basic Intermediate Intermediate Basic Intermediate Advanced Basic Basic Intermediate Intermediate Advanced Advanced Intermediate Intermediate Basic Advanced Advanced Basic Advanced Basic Advanced Advanced Intermediate Basic Intermediate Basic Basic Intermediate Basic Basic Basic Master Basic
A Track the Transgressor Transubstantiation of the Seven Tremere’s Bane 2 4 2 2 2 2 1 5 4 1 4 2 2 1 1 1 2 2 2 1 5 2 4 3 5 2 4 3 2 5 1 1 3 2 2 4 1 5 4 3 2 3 5 MET Sabbat Guide: 131 MET Storytellers Guide: 74 Blood Magic: 96 Laws of Elysium: 84 Laws of Elysium: 91 MET Storytellers Guide: 71 MET Storytellers Guide: 68 Milledgeville. Habit of Being MET Journal #1: 42 Tremere Clan Book: 59 Laws of the Night: 105 LotN Revised: 187 Camarilla Guide: 111 MET Storytellers Guide: 68 LotN Revised: 186 MET Storytellers Guide: 68 MET Storytellers Guide: 71 Blood Magic: 97 MET Storytellers Guide: 68 Blood Magic: 91 Milwaukee: Nocturnal Rapture MET Storytellers Guide: 73 MET Journal47 Camarilla Guide: 112 C-U.Recure the Homeland Refined Digestion Rend the Mind Rending Sweet Earth Respect of the Animals Return the Heart Rite of Introduction Rite of the Vanishing Blemish Ritual of Holding Ritual’s Recognition Rotten Wood Rutor’s Hands Sanguine Assistant Sanguineous Phial Scent of the Lupine’s Passing Scribe. Fires of the Wise LotN Revised: 187 MET Journal #1: 49 Laws of Elysium: 93 Camarilla Guide: 113 Chicago: Dark Requiem Laws of Elysium: 89 MET Storytellers Guide: 71 MET Storytellers Guide: 74 MET Storytellers Guide: 74 Laws of Elysium: 89 2nd Ed. the Scry Sculpting the Perfect Servant Sense the Mystical Serenading the Kami Serenity of the Heart's Blood Severed Hand Shadow of the Wolf Shaft of Belated Quiescence Sight of the Dead Soul of the Homunculi Spider’s Web Spirit of Torment Splinter Servant Stalk the True Body Steps of the Terrified Stolen Kisses Stone of the True Form Stone Slumber Summon the Guardian Spirit Summon Mischievous Spirit Telecommunication Teleport to a Safe Haven Thirst Unquenchable Touch of Night Shade. Sabbat Players Guide: 118 MET Storytellers Guide: 72 Chicago: Dark Requiem Laws of the Night: 106 MET Storytellers Guide: 72 MET Storytellers Guide: 72 Tremere Clan Book: 61 Chicago: Dark Requiem 18 Basic Master Intermediate Intermediate Intermediate Intermediate Basic Basic Master Basic Basic Intermediate Basic Basic Basic Basic Intermediate Advanced Basic Basic Intermediate Advanced Ascendant Intermediate Intermediate Intermediate Master Advanced Intermediate Advanced Basic Intermediate Advanced Advanced Basic Intermediate Intermediate Advanced Advanced Intermediate Intermediate Intermediate Advanced .
the Weapon of the Kindred Soul Whispers of the Ghost Widow’s Spite Will o’ the Wisp Wizard's Gold Wizard’s Gift 1 3 2 2 2 4 4 3 1 5 2 2 2 1 2 2 2 3 2 2 1 2 2 1 4 1 3 2 5 5 MET Storytellers Guide: 69 Diablerie Britain LotN Revised: 188 Laws of Elysium: 85 Tremere Clan Book: 64 MET Journal #1: 43 Archon’s and Templars: pg 146 Blood Magic: 98 LotN Revised: 186 C-U. The Vires Acquirit Eundo Wake with Evening’s Freshness Walkin’s Purity of the Flesh Ward vs. Ghouls Ward vs. Demons Ward vs. Kindred Ward vs. Lupines Ward vs. Fae Ward vs. Spirits Watcher. Demons Warding Circle vs. Lupines Warding Circle vs. Kindred Warding Circle vs. Ghosts Warding Circle vs.Trima True Sight Umbra Walk Unseen Change. Spirits Warding Circle vs. Fires of the Wise Camarilla Guide: 114 MET Storytellers Guide: 73 Camarilla Guide: 114 LotN Revised: 186 Camarilla Guide: 113 Camarilla Guide: 113 Camarilla Guide: 114 Camarilla Guide: 111 Camarilla Guide: 111 Camarilla Guide: 111 Camarilla Guide: 111 Camarilla Guide: 111 Camarilla Guide: 111 Laws of Elysium: 85 2nd Ed. the Unweave Ritual Utter Destruction of Bonds Verdant Blade. Players Guide: 92 MET Storytellers Guide: 69 MET Sabbat Guide: 132 Laws of Elysium: 89 Night Falls (NVA) Night Falls (NVA) Basic Basic Advanced Intermediate Intermediate Master Advanced Advanced Basic Basic Advanced Intermediate Advanced Basic Advanced Intermediate Advanced Advanced Advanced Basic Advanced Intermediate Advanced Intermediate Methuselah Basic Basic Basic Intermediate Advanced 19 . Ghouls Warding Circle vs. Ghosts Ward vs.
this ritual will temporarily alter the readings of Taste of Vitae if used on the Thaumaturgists blood. it will not fool other rituals such as Blood Walk. if cast on the Thaumaturgist. only spilt blood. but will cleanse the area of blood thoroughly. wether as a result of foul play or rites that involve blood to mark or otherwise designate effects. Ghouls. System: With the expenditure of a Mental Trait by the Thaumaturge. This enchantment will have the same effect but will permanently alter the Blood Trait. from discerning information from the Blood. Note that certain rituals and powers require blood markings or require blood to be applied to an object (such as Ward vs. compared to the inquisitor.Table Top & OWbN Specific Thaumaturgy Ritual’s Some of the rituals listed below will not be found in any White Wolf publication. Ghouls or Impassible Trail). higher or lower generation only. will last until the following sunrise. They are included here for players and STs to appreciate the devotion that these players have had to their characters and the Tremere. The only information that is obtainable is the relative generation of the Kindred. System: The ritual requires a five minute casting time and affects a ten foot radius. Blood Test 20 . when Path of Blood’s Taste of Vitae is used upon the ensorcelled Thaumaturgist or a Trait of Blood that she has likewise enchanted. etc. This power has no effect on blood used to create active or dormant discipline effects – it could not be used to remove a Ward vs. The effects of this ritual. This ritual may also be used to enchant a Blood Trait in a vessel. Blood in containers and living things will not be affected. so long as that binding is done and over with. Note: this ritual only effects Taste of Vitae. They have been approved by the Tremere Coordinator. but not change or produce false readings. The Thaumaturge during this time may only use her blood to heal wounds. and may be included in your game with STs permission. Players of OWbN have created these Rituals.e. The thaumaturge pours a cup of purified water through the fingers of his outstretched hand while casting this ritual. as it becomes somewhat alien to her. This is most frequently used to remove bloodstains. i. Blood Into Water All spilled blood within this ritual’s reach transmutes to water. Basic Alter Blood This ritual will temporarily mask. though it could be used to clean up a blood circle drawn on the ground used to bind a demon.
It may be cast temporarily where it will work for one evening. System: The caster must have a picture or image of the target. A Storyteller may allow a player with a significant amount of influence may decrease this time. System: as a Basic Ritual this takes a casting time of 15 min. Upon speaking the power word (set during casting) the object the ritual is cast upon will begin to glow with a soft. It requires the temporary expenditure of one mental trait for a one night effect. after casting the book cannot be opened without intoning the power phrase (set during the casting). if there is enough Kindred Vitae in the ‘tested’ sample to cause a step in a blood bond or viniculum. one Mental trait. System: Once cast the influence actions of the target of this ritual take three times as long as they normally would. System: as a Basic Ritual this takes a casting time of 15 min. a lock of her hair and a black silken cord. but that is up to each local game. Bureaucratic Condemnation This ritual was created to be the opposite of Expedient Paperwork. The movement is visibly apparent to all present. The number of successes or ties. she must defeat the caster in a mental challenge (Occult retests on both sides are applicable).. dull white light. against a difficulty of five traits. If the correct phrase is not uttered before opening the book. Bind the Accusing Tongue Bind the accusing tongue lays a compulsion upon the target that prevents her from speaking ill of the caster. After this point a second power word (also set during casting) may be spoken for the object to stop glowing. The caster’s hands acquire a slight bluish tinge while the ritual is in effect. System: Casting Blood Test requires the expenditure of one Willpower. and one permanent mental trait for the permanent effect. Bring Forth the Light Within This Ritual may be cast on a ‘non-magical’ object in one of two ways. and an extended static Mental challenge. Ex Libris (Fire Trap) This ritual is simply a ward cast and scribed on the inside cover of a bound book where. The caster ties the cord around the hair while chanting. The more Kindred Vitae present in the sample. and one blood trait (used as the ink of the ward) Expedient Paperwork 21 . allowing the thaumaturge to commit literally unspeakable acts without fear of reprisal.When this Ritual is used. equals the number of blood points that can be tested during a one-hour time frame. the larger and more spectacular the movement.. or it may be cast permanently where it will last forever. the Kindred Vitae will move in a visible spiral within the blood sample. Any time the target wants to speak ill of the caster. it combusts and burns to ashes (causing no damage to the person holding the book).
financial. usable only on mortal living creatures (humans. Extreme Care This ritual allows for the creation of enchanted elixirs. The amount of time saved is up to the ST. It requires the hair of a dog that is considered loyal and protective (could be bound). etc. System: This ritual. The elixir will only retain its potency for 72 hours after casting. This Ritual has a Maximum range of 10 times the Caster's Herd Background. Garou. This is most often used to make sure an area has been cleaned sufficiently in a chantry laboratory. the Thaumaurgist.This ritual allows a thaumaturge to avoid delays that are created in modern bureaucracies (church. or 5 miles if she does not have any Herd Background. government. she will detect the closest three mortals from whom she has fed at least three times. and temporarily becomes a Ghoul.the subject moves a step closer to becoming blood bound to the vampire whose blood is used. To properly cast this ritual. . or ingested. the mortal automatically heals one Wound Level of damage and the Thaumaturge. The power of this ten-minute ritual 22 . and other such particularly nasty things should be immune to healing. This has the usual effects . rituals such as Blood Walk or Disciplines such as taste of Vitae merely reveal that it is altered Kindred vitae and little else. Luminous Vitae This ritual duplicates the effects of alternate light sources on vitae. may spend one Medical Ability to cure the patient of one viral or bacterial illness (Not cancers or hereditary diseases. The ritual takes 8 hours to complete. causing blood to glow in the caster’s sight. Incantation of the Shepherd This 15 Minute Ritual allows the user to locate. System: Once cast this decreases the amount of time that influence actions might take. all members of the Caster's Herd. The blood leaves no trace in the patient's system. It is suggested that the time required is reduced to one third of the original time. AIDS. in approximate Direction and Distance. and all but the partial Blood Bond fades completely within 3 days. but the life span of the infected person could be extended). System: To enact this ritual the caster must engage in a static mental challenge vs. into a subject's body. The caster looks through the eye of a needle when using this ritual. requires that one trait of Vampiric Blood be injected. In addition. it may not be used for Discipline or rituals against the Thaumaturge. If the Caster does not have the Herd Background. if in the presence of the use of the elixir. Once the Thaumaturgist’s blood is transformed into the elixir it loses most of its connections to the Thaumaturge. These elixirs have the ability to miraculous heal mortal creatures of disease and wounds. ghouls. Ebola.). but it has a number of useful applications outside the chantry as well. And. Mortals drinking this elixir may be brought back from the threshold of death. while intoning the names of her Herd. etc…). six traits while pouring water through his fingers. Thus. without being made into a vampire. must hold two small glass objects to her eyes and spin in a slow circle.
From the oldest bloody fingerprint on a desk drawer to a pool of blood gathering beneath a murder victim’s corpse. the effect of the ritual is determined by the amount of successes. This ritual cannot be used to heal the living or undead. willful lies. The power has no effect on blood inside a person or container. System: This ritual grants the castor 2 additional traits in her next physical action. If the other party believes she is telling the truth. after which it is mystically "soaked" in and the cotton/wool is useless. but this ritual does not allow him to see though other objects. six traits. The blood scabs over and the wound “heals” during the course of the ritual. even large stains are absorbed into nothingness. drowning. then what she says will appear to be true. One success indicates a very visible wound (that nonetheless must have healed before the victim suffered whatever trauma killed him…) while five successes heals the would flawlessly postmortem. The ritual detects the state of nervousness. True Sight "This ritual turns a vampire into an undead polygraph. Once the short ritual is performed (requiring about five minutes). allowing her to hear the slightest quaver in a person's voice. System: To activate this ritual the caster must engage in an extended static mental challenge vs. It takes 30 minutes to cast this ritual. It is often used by Justicars to catch Diabolists. Serenading the Kami By binding spirits to her physical form the thaumaturge can gain a temporary boost in strength. Rite of the Vanishing Blemish This ritual 'soaks' blood and other stains. Obscure the Malice In this ritual. during which blood on a surface no matter how small an area or how faint glows an iridescent purple. System: With a small amount of raw cotton or wool and the caster’s incantation. not whether the truth was spoken. The material must be held over the stain while the incantation is said. This action could be as simple as digging a ditch or hitting someone.lasts for one scene or one hour. This works even if the stain has dried. ect. see the minute twitching of a liar's mouth. This ritual works only for wounds – poisons. If the thaumaturge opens a vessel containing blood. will still be evident with a full autopsy. the vampire's senses become amazingly enhanced. though it can conceal evidence of feeding or other physical violence on a corpse. it all becomes visible. or notice how a liar's eyes blink too much. leaving no trace. the caster pours her own vitae into a corpse’s wound." Mechanics: "True Sight only detects deliberate. for the purposes of Auspex challenges that 23 . the Thaumaturge has a single extra investigation ability and five extra mental traits." In effect. though such results may prove misleading without other telltale marks. for the duration of the ritual. he will see the vitae in the usual purple color.
few of those elders want themselves so effortlessly found. she must win a static test against the mental traits of the caster. This ritual reveals the location of a specific Kindred to the caster. or holy water for demons). and is denied entry. In order to cross the ward. It starts at a base of 10’ radius (20’ diameter). bidding her current number of willpower traits (no traits are risked by either side). nor the other person's ability to perceive the Thaumaturgists. To indicate that this ritual is in effect. ground marble from a tombstone for ghosts. Wards can be laid inside of each other. The caster determines the size of the warding circle in the following manner. Each creature type is a separate ritual. so long as she is within a night’s travel of the caster’s current location. but are added to the caster's total for purposes of comparison or overbid. The caster may spend one mental trait and one-blood traits to increase the radius by 10’. and additionally 13 quartz Crystals. but must have at lest 20’ diameter smaller than the one they are inside of. and guard the secrets of its performance. owing to many Tremere elders harboring some degree of paranoia. They do not aid in Auspex challenges initiated against the caster because the ritual does nothing to alter the Thaumaturgists ability to hide their own reactions. and must be of different types Intermediate Beacon of the Self While Calebros ascribes a great deal of power to this ritual. If she wins the challenge she may cross.they initiate. it creates a circle of protection against many different creature types. Walkin’s Purity of the Flesh This Ritual is functionally the same as the Ritual ‘Purity of the Flesh’ with a few minor changes. These traits may not be bid. In fact. 24 . that are ‘popped like flashbulbs’ upon the Ritual’s completion System: The system for this Ritual is Identical to ‘Purity of the Flesh’ with the addition that the subject of the Ritual is also freed of any Technological enhancements (ie: Technocracy Nanites and the like) Warding Circle versus Ghouls (and others) Created as a protective ward. This ritual takes five minutes to cast and last’s one hour. This ritual requires some portion of the subject’s body. a fang. the player should get a card denoting the extra traits and the time cast from a storyteller. a severed finger. System: These rituals require three traits of blood of the appropriate creature type (handful of sea salt for spirits. or a thumbnail. The caster receives a dream-like but identifiable mental image of the subject’s current location. however small: a hair. While the ritual does indeed locate Kindred with ease. it is not so potent as he believes it to be. but still takes the three lethal damage. the ritual itself is quite rare. If she fails she takes three lethal damage. Any appropriate creature that approaches the circle will feel the power of the circle. It does require the same casting time. Attempts to leave the circle are not blocked.
with no need to expend Willpower to stay awake.e. If the ritual fails. which can neither be prevented nor soaked (you must take the damage for the ritual to work). he is awake and aware. Deny the Sun's Weight The caster gains the ability to exist on less rest than other kindred.System: The thaumaturge performs this 20-minute ritual as normal. For the rest of the evening. Another means such as Light Sleeper or the ritual Wake with Evening's Freshness would be needed to bid more Traits than your Morality would normally allow during the day. and is often worn as a ring or pendant. The Thaumaturgist must soak an Iron Hook (of at least 2 inches in length) in a mixture that must include: a point of the Thaumaturgist 's blood and the ashes of a recently (within one day) slain and cremated ‘Innocent’ human (Innocent requires the victim be of Humanity 5. Graves' Defiance With this ritual the Thaumaturge can protect against the removal of her soul from her current body. he will always seem to be the first to rise and the last to go to bed. it provides no image at all. The caster then engages in a static mental challenge vs. which must be with the caster for the duration of the ritual. this will require a conscience/conviction test if appropriate to the Thaumaturgist’s morality). Events include Disciplines used on the Thaumaturgist as well as Disciplines the Thaumaturgist may use (i. which destroys the subject’s left-behind matter in a whiff of yellow smoke. which creates the vision in her mind. tending to rise at least one hour before sunrise. This damage cannot be soaked nor prevented (but may be healed). System: The caster may awaken early and remain awake late during the first and last hour of light. at the end of which the Thaumaturgist begins the casting of the ritual. The Hook must soak for a period of seven days. At the conclusion of the ritual the Thaumaturgist expends a Temporary Willpower and inserts the hook through the flesh of her chest. or until the Lethal inflicted from the Hook is healed (whether or not the healing was intentional). The ritual takes the normal twenty minutes to cast. Based upon the ritual uses of "Body Hooks" by some Native Americans and a few African Spiritualists the Thaumaturgist "hooks" her soul to her body. This action causes a lethal damage. six traits. The caster inhales the smoke. This Ritual takes 20 minutes to cast and its duration is 24 hours. While other kindred may still be groggy. This ritual does not grant the ability to bid more Traits than your Morality would normally allow during the day. the Thaumaturgist 's soul is "hooked" to her body. though it does destroy the tissue sample. any time an event (other then Final Death) would cause the Thaumaturgist's soul to leave her body she instead suffers one level of lethal damage. or if the subject is out of range (“within a night’s travel” seems to be an arcane measurement. The primary Components to cast is A moonstone gem. For the duration of the ritual. equal to the distance the caster could travel on foot in one night). even if he's been out until dawn. the Thaumaturgist will take a lethal if she 25 . For the duration of the ritual.
attempts to use Psychic Projection. the caster of this Ritual may become attuned to said ghoul for a night allowing the use of the ghouls senses. since the lightning already exists. Following the rules of Lightning Strike (Advanced Weather) the castor must summon Lightning to the Rod. Rend the Mind Most of the Tremere are not physically powerful. The ghoul is unaware that the ritual has been cast or enacted. though the caster may choose to ‘turn off’ the effect of the Ritual. and the ritual is performed. This takes a week. however at the end of the night the Ritual is over and the ghoul must be re-attuned to use the Ritual again. however the caster may NOT interact with anything within the area of the affected ghoul. Only the castor may release her own Lightning. Lighting Rod With this Ritual a Master of the Path of Weather may utilize a Bolt of Lightning for later use. (see though the ghouls eyes. hear through the ghouls ears. A Staff or Sword is appropriate (though if a sword the Lightning Bolt cannot be released as part of a strike of the Weapon). 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. If the Thaumaturgist uses this ritual while possessing another shell (mortal or otherwise). When the ritual ends (either at sunrise or when the lethal inflicted during casting is healed) the Hook crumbles to a pile of rust and a new one must be procured to enact the ritual again. Subsume the Spirit. One trait of the casters blood is mixed with one trait of the ghouls blood. with a series of challenges (one static mental challenge each night difficulty of 10). Possession. The blood boils down to one trait and then Imbibed by the caster. This ritual combines the lethal powers of Thaumaturgy and Auspex into a powerful tool. If any fail the item is destroyed and the process must start over again. 26 . her soul is "Hooked" in that shell. If the shell dies she dies (Final Death). thus attuning the ghoul to the caster. Once the item is created it may hold One (1) Lightning Strike. System: An appropriate item must be pre-prepared to accept the bolt. ect. save the weather requirement. She or she will take 3 Lethal Wounds doing so. On the last night a Permanent Mental Trait must be spent to attune the item to the castor. for each of the Permanent Willpower that the castor has. and the Discipline will fail). If the Rod is broken the Lightning will harm anyone holding it. System: This Ritual takes 30 min. Knowledge of the Childe’s Peril With a trait of Blood from a ghoul (the caster’s or not). When the hour is up the caster may expend another trait to gain the effects of the Ritual again. to cast and lasts all night. etc. but the Lightning is also stored.) The caster’s senses take a back seat to those of the ghouls so they are effectively blind or deaf or without whatever sense they are taking from the ghoul. To release the Lightning Strike the castor must again follow all rules of Lightning Strike.
for the duration of this ritual. loose or tie. Serenity of the Heart's Blood The caster gains +2 Traits in tests to resist Frenzy and Rötschreck. When the ritual expires. This ritual allows a thaumaturge to create a temporary servant that was utterly loyal. 27 . The caster cannot expend vitae to increase Physical Traits while the ritual is in effect (thus not allowing his heart's blood to be stirred). is able to gain a degree of mastery over his beast. and fall apart. System: The stake must be of rowan wood. the affected player must make a static physical challenge against the mental traits of the caster or take one lethal damage. Healing the wounds closes the incisions and the surgeon must start over. it will return to the bowl it was summoned in. the character is staked. The servant will last for a number of days equal to the caster’s mental traits. The ritual gains its power from Inherency. Shaft of Belated Quintessence This ritual turns a regular stake of rowan wood into a particularly vicious weapon. Removing the tip via surgery requires the medicine ability. during the casting the thaumaturge must meditate and achieve a trance-like state. the tip of the stake breaks off and begins burrowing at the heart of the victim (even if you have misplaced heart). If a successful strike hits. The resulting servant is about a foot tall. When the tip touches kindred. The servant will follow the orders of the caster. The caster may re-summon the same servant and it will retain its personality and memories. If she wins a mental challenge against her target she will cause a number of bashing wounds equal to her permanent willpower. Sanguine Assistant Tremere often need lab assistants that they can trust implicitly. This ritual takes one hour to cast. and will take on the personality and mannerisms of the caster. Once 5 lethal damage has been done in this fashion. When the stake is used in combat. however. System: The caster spends 5 blood and makes a static test against 10 traits. This ritual requires 20 Minutes to cast and its Duration is 24 hours. it breaks off and burrows for the victim’s heart. She must cumulate 5 successes to remove the tip. it acts normally as a weapon. The thaumaturge may only use the power on himself. System: No physical component is necessary to empower this ritual. The surgeon enters an extended challenge against a number of traits equal to the creator of the stake’s mental traits. coated in three traits of the caster’s blood and baked over an oak wood fire. Every hour.System: This ritual allows the castor to make one telepathic attack before the next sunrise. Each challenge made will do 1 point of lethal damage win. Also the castors Primary Path must be at the second intermediate and have Telepathy. and roughly humanoid shape and is formed out of random objects in the room (but oddly enough it will never take anything that you will be using).
and the two rituals are mutually exclusive (They cannot be placed on the same stake). the stake will do normal combat damage on the initial hit. such as dropping a chair on someone’s head. System: The effect of the spirit is up to ST discretion. It is important to remember that the Spirit doesn’t want to harm the victim – it just wants to annoy the hell out of him. The poltergeist will cause a ruckus. It can move up to 30’ (9 paces) per turn. and the ritual is not expended. plumbing. The Spirit may cause almost any object to move around. and any other inanimate objects. and is immune to mental and social challenges. While mixing in x blood traits. Sight of the Dead Allows the caster to see and hear wraiths for x hours where x is the number of blood traits spent upon casting. Wizard's Gold Description: The elders of Clan Tremere have newly created this ritual. It is up three traits to avoid attacks due to small size. When the binding is torn off. it will readily cause indirect injury. He then must smear the dirt/blood mixture behind his ears. the thaumaturgist must read backwards from the Bible (“Ashes to Ashes…”). ripping little legs out of itself. Splinter Servant Another ritual designed to enchant a stake. ext. However. The length of time the spirit stays is based on a simple challenge that is thrown and repeated until a loss occurs. messing with appliances. System: The stake must be made from a tree that has been nourished by the dead (a tree from a graveyard would be a good choice) and wrapped in sheath made of nightshade twine and wax. but the tip will not break off. but it will seldom directly harm a person. the splinter servant springs to life. The splinter servant has a number of Physical Traits equal to half the Mental Traits of the caster. The stake itself becomes a minion bent on staking its target. It looses traits normally. System: The caster must obtain dirt from a freshly dug grave. Wards.) will ruin the ritual. It will remain active and attacking until it stakes its victim. electronic devices. The amount of success. or 5 combat rounds have passed. and attacking the person that it is commanded too attack (by pointing it at the target as the sheath is ripped off). furniture. it is destroyed by damage. are the number of hours the spirit will stay.If a stake enchanted with this ritual is used on someone that has her heart removed by Heart of Darkness (advanced Serpents). and on his eye lids. and ignores wound penalties. or causing a knife to fly across the room. a number of melee equal to the caster’s occult rating. It has three health levels. Splinter Servant is a progressive development of Shaft of Belated Quintessence. Summon Mischievous Spirit The Vampire with this Ritual is able to summon a poltergeist. Any damage increasing effects (Scorpion’s Touch. It was created in an effort to reduce the amount of rare and restricted rituals and paths that are 28 . and must succeed in the normal staking challenges.
Any others to be included in the ritual must be present during the initial casting. The teacher places the coin in a Silver chalice with a trait of her vitae as well as a blood trait of the student. but some may enchant shotguns. in a way reminiscent of Hearth Path. System: Casting time for this ritual takes a week. pool cues or other more exotic objects). Once completed the student is unable to teach the ritual or path. Craft Spirit Bloodstone This is a small perfectly spherical stone crafted from an opal (tourmalated opal). This Ritual is cast whenever a ritual or path that is restricted to Regents or above is taught to an Apprentice. Enchant Talisman Create talisman allows the thaumaturgy to enchant a personal magical item (the fabled wizards staff) to act as a amplifier for her Thaumaturgical might. This bloodstone may then be tracked across to the umbra. The ritual allows items such as furniture and ornaments to fly about of their own accord to follow simple orders given by the caster. so that multiple defenders may place themselves strategically to defend the Chantry. The object must be rigid and about a yard in length (swords and walking staffs are the most common. "consecrating" the grounds. and must be exposed to the moonlight during the evening. System: A Gold coin of the highest quality is used. which takes three evenings to absorb. She can speak of the path and what affects that it has. the umbra. But she is unable to impart enough knowledge to another person so that person can then learn that power. and the investment of 14 Blood Traits and the expenditure of 21 Mental Traits during that week. and the shadowlands. During the casting of the ritual the coin absorbs the blood and takes on a slightly red hue. and attuning themselves to it. Many such talismans are covered with magical writing and runes (like every ward the caster knows). Stamped on one side is the shield of House and Clan Tremere. To invest others in the ritual requires that they and their blood to be involved in the initial casting. This ritual helps the Chantry to actually defend itself. On the other are the names of the teacher and the student and the name of the ritual or path that is being taught. 29 . The opal is left in a crystal bowl of vitae (three points of your own blood). This ritual must be recast after one lunar month to maintain integrity. Another trait of Vitae must be used to fuel the ritual itself. Other casters may be added into the ritual and assigned area's or specific items that they may control in the same manner.being taught by members of House and Clan that should not be teaching such things. This can only be cast during the full moon. and the shadowlands. Advanced Active Defense This ritual is used to assist in the defense of a chantry when needed. Further the caster may track it from three planes interchangeably: the astral plane.
your birth name IS your true name). You always have an innate mental connection with your talisman. If the heart is burned or exposed to the sun.The caster is considered 2 traits up on any challenge with her Primary Path.If the item is used as a weapon. the vampire is destroyed. Decay (First Basic Hands of Destruction) will destroy the stake (the Second Basic Gnarl Wood will not work). or as small as a letter opener.The caster is considered 1 trait up when casting her rituals. beginning and ending with a new moon. they are considered three traits up in any Magical attack against you. The attacker makes three simple tests. Jonestown's sire. it takes root. 4. not two. The caster enters one extended challenge per week. and does not provide the protections of the heart that the Advanced Serpentis does). the ritual Rotten Wood will destroy the stake. Aegis may be blown to avoid death by heart deterioration. and cannot be removed without ripping out the heart and putting the vampire into torpor--a disaster for low-generation Kindred. and you can track it if moving at a normal walking pace. the defender is staked. System: A Diamond’s Doom stake gains an additional trait for use in combat challenges. and the thaumaturge must start over. You can only have One Talisman in existence at a time. Other 30 . it can be used to impale the heart of and immobilize a vampire. Other methods of removal would be by the use of Vicissitude (up to Bonecraft is required). in any case. the caster now has a potent weapon and tool. You can always tell general direction and distance. 3. The challenge is 10 static mental challenges against 16 traits. Diamond's Doom This ritual is the trademark of John Diamond. Furthermore. Like any common stake. The caster must win or tie (be sure to compare traits on a tie on the RPS) 20 times over the course of the 4 sets of challenges. and if any two of them succeed.System: This ritual takes 6 hours per night for a complete lunar cycle. It enchants a wooden object into a powerful anti-Kindred weapon. similar to the results of staking a removed heart as in Heart of Darkness. Once the enchanted weapon is in a vampire's heart. being that it is inscribed with the true name of it’s creator (and if you are a product of western society. Anyone may remove it by this method. if the heart is outside of the body of the kindred for more than one hour. it begins to decay. and will lead to the death of the kindred who’s heart it is (this ritual is not a cheap alternative to Heart of Darkness. Furthermore. it has no negative traits. it must be roughly shaped like a stabbing weapon. If successful.The caster is considered 1 trait up on any Magical attack made against her. With the following benefits (as long as the Talisman is in the hands of the caster): 1. if weapon and heart are removed--a task involving considerable strength or crude butchery--the vampire remains staked. Failure means that the effort has been wasted. The object can be as large as a wooden stake or a cane. You know if it is destroyed. 2. The heart will re-form in the body when Aegis is blown. The weapon will release its grip and slide out easily if the true name of the one who wielded it is spoken as it is pulled. If another person ever takes this item.
Anyone who tries to use Spirit's Touch or its equivalent will be overwhelmed by visions of pain and violence from the malevolent intelligence that inhabits the weapon if they attempt to "read" it. etc. Those who can see auras will notice a shimmering cloud of menace and hate around the weapon if they think to check. Import Item This ritual allows the Thaumaturgist to call forth an enchanted item into their presence. to re-derive their means of translocation. Each night requires three blood traits as well that are poured into the circle. If she fails 4 or more of the challenges the ritual is a complete failure and a certain government agency might start looking into the changes. If all of the challenges are not won there is an extended delay in the creation of the new identity. this ritual takes the caster to the general area of the person that they trust the most. so its capable of such a journey. The identity is created with great detail. Unlike its Infernal cousin that even a neonate can master – or is that ‘its masters will utilize them’? To enchant an item. This ritual will only function if the caster names one who she believes to be her friend. ‘Aport Object’. the Thaumaturgist 31 . While in this ‘problem’ time the Kindred will have as much of a hard time completing mortal activities as an ST wishes. System: The castor must make 7 challenges (they must be won). System: Unlike this ritual’s Infernal predecessor. it does not use external forces – such as demons and their ilk – to accomplish its task. Citizenship. Once the circle is complete. such as ‘Escape to a True Friend’. Escape to a True Friend One of the few rituals that provide a form of teleportation. Although this was the decided upon means – it does take a considerable trained Thaumaturgist to master it’s utilization. avoiding all physical barriers in its path. SSN number. This ritual can by no means be combined with Shaft of Belated Quintessence or Splinter Servant. System: Taking 3 hours each night for 3 nights engraving a magic circle on bare stone. and the caster permanently expends a mental trait each night. Whether they win or lose. The amount of time is up to the ST. The caster steps into the circle and speaks the name of her friend. The ritual Purity of Flesh will also expel the stake. they will gain no useful information from the Spirit's Touch. the transport may happen at any time. one for each night that this ritual takes to complete (IE one week). The Shadowlands. was deemed to be the most achievable means by which this translocation could be accomplished. while not as secure as an Umbral Pocket realm. Note that the caster is the only one that may utilize the circle. Without these forces to make the ritual possible the Tremere looked to other rituals. This ritual is powerful with real negative drawbacks if failed. The caster then appears a short (5 min) walk away from her friend. drivers license. Ghost in the system Modern false identities can be created with this ritual.methods such as burning the stake out with a blowtorch will only result in the death of the person so staked.
the item will appear where she wishes but no more than five feet from her.it allows the elders to demand current information concerning the progress of all its members' schemes. for the ninety-minute ritual. To summon an object so ensorcelled through the Shadowlands. the etched hieroglyphs (the mirror image reflection on its mate. The blood then must be left to dry." Another more common utilization of this ritual. In fact Arcades. must have this indicated on their respective ‘item cards’ or recorded on the Thaumaturgist’s character sheet for the ST’ review. If however she does not have either hand free. One Mind of the Covens "This is a very exclusive ritual used by the Regent of a given chantry during a simultaneous communication with her equivalents across the world. This is important because a Thaumaturgist may only have one enchantment of this type at any given time. no matter what location. allows those with the same variant rituals. and expend a Willpower Trait. with her vitae. After this preparation.needs soak the item in three of her Blood Traits. the creator of this ritual. identically) and brings them 'to life'. distance. Mirror Attunement This ritual requires a glass mirror. after engaging in an hour-long chant. items summoned in this manner lose their enchantment." System: "This ritual is one of the main reasons that the Tremere clan is so controlled and organized . these two mirrors. thus expending a Mental Trait (taking one full combat turn). Then the "mate" of this mirror must have the *exact* mirrored set of hieroglyphs etched in by the caster. It can even contact several (or all) of them simultaneously. a border of text. Hypothetically two Thaumaturges may each have an item enchanted by this ritual. to stare into a silver mirror and telepathically speak to their counterparts. in the waxing half-moon moonlight. and exit out the 'mate' of the mirror entered. Ward versus Spirit prevents the use of this ritual. much like that sent by the Rite of 32 . The caster then paints in. as hieroglyphics are not only a language but a set of magical symbols as well) into the glass. can be entered by someone using the ritual "Mirror Walk". Items. However be warned. Also noting the medium by which the ensorcelled item travels. if both Thaumaturgists summon the same item at the exact same instance (same action) the object goes to neither. or angle. The caster must etch (properly and with good craftsmanship. This means of communication can be maintained all night and can switch from person to person throughout the casting. even across the world. which are so attuned. postulates that items lost in this manner are displaced into the depths of the Shadowlands – but as of now this is only a hypothesis. including any flaws or extended artistic whim. Items attuned in this manner may be no larger than the Thaumaturge can hold in both hands or be more than twice her mass. Note: the item will not imbed itself within anything or anyone. Upon reaching the Thaumaturgist. the Thaumaturgist must will the object into her presence. That text being a very lengthy and poetic description of a soul passing through it’s own reflection. with each Tremere getting a signal.
with a Blood Trait of the Thaumaturgist's physical form and will remain so enchanted until broken or one month (30 days) passes. When the material focus is broken (requiring a static physical test vs. Sculpting the Perfect Servant This ritual truly has no real possible game affect. the physical form that is attuned to the circle is drawn to it at the end of the combat round. Teleport to a Safe Haven Via the utilization of a material focus and an attuned summoning circle the Thaumaturgist is capable of teleporting from anywhere to their "Safe Haven. To see any real development from a PC perspective a character would have to be alive for more than a decade. In the hands of a PC it has no purpose. teleporting the attuned body into the center of the circle. Casting cost: 1 Blood point and 1 Willpower Duration: Until the next Sunrise This Ritual was created do to a massive influx of Malkavians wielding Advanced Dementation attacking the powerful members of the city. This ritual should be used by the STs as background information for possible PCs or storyline. and Afflicting them instead. and all items are left behind. Tremere’s Bane 33 . the Tremere will find himself immune to the effect of the Malkavian Dementation. The material focus can be created out of any material but is commonly made of ceramics or something else that is easily broken when the need presents itself. alerting her to the fact that there is another that seeks her attention. he decided he needed a defense. If any of these powers should be used effectively against the Tremere while the spell is still sealed about him.Introduction. 5 traits in combat). After the amulet had been physically fashioned it is then imbued. and his personal will." System: During the ninety-minute ritual a one-meter circle is inscribed and enchanted with the proper arcane sigils and the caster permanently expends a mental trait. and by tying a Silver Cord or chain about the neck. this ritual will fail if cast on a possession suit). Thusly. Many Tremere carry pocket mirrors in compacts or cigarette cases for just such an event. Pavis of Dark Dementia By exerting both the power of the Tremere blood. These two in tandem make the ritual capable of transporting and receiving the Thaumaturgist's physical form (true body only. This is done in conjunction with enchanting a material focus. during the casting of the ritual. into the summoning circle. they will immediately reflect back upon the unfortunate Aggressor affecting. Through Apprentice Gilbert’s help and the auspices of many other kindred in the area he conducted extended research leading to the creation of this ritual. Note that the caster is retrieved naked. After the Regent Monsignor had been hit with total insanity. Only one such attunement may be placed upon any physical form at any one time.
and it lets your target know that you don’t want him dead. or tent spike – to paralyze Kindred staked with it as though it were wooden. After the chanting has reached its rhythm the dagger is plunged into the heart of the virgin. it will cost her 2 blood traits instead of one. a piton. This is a two hour long ritual where the five mages chant while the blood of a recently (same night of ritual) embraced and willing (not coerced with disciplines) virgin (male or female) is sacrificially drained into a chalice with a ceremonial dagger. The virgin will feel no pain during the ritual and she will not be killed. Verdant Blade. The weapon or item must be placed in a vat or tub along with a freshly cut tree branch. Normally it would cost her 6 Mental traits and one Blood. several ounces of sap. Carrying a heavy wooden stake is fairly conspicuous. All five castors must succeed in a Static Challenge (Diff 12). The ritual does not make the actual staking process any easier. The Ritual lasts for One year and affects a single building. and a gallon of water. the weapon is not enchanted and will shatter on impact. If the static mental is failed. Here are two examples: An 11th generation Brujah tries to lower her generation to 8th with Potency of the blood. and then holds up the dagger and everyone begins to chant. and the weapon cannot be enchanted in any other respect. The Kindred sometimes have to be taken in for judgment or (more likely) for questioning. If this ritual has been successfully cast then anyone who is not of Tremere blood will experience a difficult time employing any of the Paths of Thaumaturgy. though. 34 . The ritual temporarily enchants any sharp object – a sword or large knife. A five-pointed star is drawn on the floor (facing north). the virgin is placed in the center. when any discipline is used the cost for that discipline is doubled and if it doesn't already have a test then it will require a simple test to use. The blood in the chalice does not stay it mystically evaporates. When the ritual is complete. places the chance next to the virgin. If she loses the challenge she suffers the effects of Forcebolt herself. though a few other Archons have learned it. Several Quaesitors developed the Verdant Blade in the 1800s. it must be enchanted again if the caster wishes to use it to stake another Kindred. ten mental traits. Its use is limited largely to that group. The system for this is as follows. and must spill a second blood trait into the vat with the items described above. the weapon will paralyze a vampire when driven into its heart. The blood then begins to drain into the chalice. The mage at the north point takes the dagger and chance. If she fails the test then instead of lowering her generation she raises her generation to 13th.This very potent ritual takes five people to cast. but with Tremere’s Bane being present it will cost 12 Mental traits. 2 Blood and a simple Test. once the weapon is removed. System: the caster must expend a blood trait and make a static mental challenge vs. This effect works only once. though only one person needs to have the ritual. This process takes the whole two hours. If a Malkavian tries to Forcebolt another vampire. but a pin will not). each mage sits at one of the points. just her blood will be drained. a bone. If the tests are failed then the opposite effect of the discipline will occur. The chanting that follows takes 25 minutes. not rituals just Paths. The item or weapon must still be large enough to use as a stake (a large knife or sword will work.
If this happens it is immediately incinerated Any weapon that can be carved from ivory or bone may be used in this ritual. The Blood Trait that is stolen is absorbed into the blade to empower itself. for each level of damage it does the weapon “drinks” a trait of the victim’s blood. or coins (as this can be cast on any coins that have the persons name on it) have this ritual cast on them in the presence of the person that they affect. System: All damage done by this bone-weapon is aggravated. Elder Bone of Eternal Thirst This three night Ritual creates an ensorcelled weapon made of bone and ivory. System: The coin. 35 . In addition. It is strongly advised to STs that allow this ritual that they use common sense before approving some extended requests. and does damage per that weapon type Bone of the Kindred "This two-night ritual creates an enchanted weapon made of bone or ivory." System: When in the hands of the one to whom the Weapon is attuned. draining the strength of those it injures. Once an Apprentice attains the position of Regent she must be able to educate those Apprentices that she has been chosen to educate. The enchanted weapon becomes a powerful tool. All of the blood is absorbed into the weapon and cannot be used for any other purposes. If successful the thaumaturge is now free to teach the rituals and paths that were before closed. The player can suggest possibilities as to what affects are changed. all damage dealt by the weapon (including extra damage from Potence and wards is aggravated. but the ST has the final say so. and cannot be extracted by any means. The Thaumaturge must carve the weapon himself and then bathe it in the lifeblood of a year-old fledgling each night. It is suggest that the player carry an index card signed by an ST that says that the change is legit. The ritual requires the lifeblood of a Kindred.Vires Acquirit Eundo This ritual when cast in tandem with another ritual can increase some effects of that ritual System: The affects that are extended are completely up to the ST. Wizard's Gift Description: This ritual was created as the opposite of Wizard's Gold. the weapon seems to "drink" any blood that is on it. This blood is absorbed into the weapon and cannot be used for any other purpose. The enchanted weapon inflicts aggravated wounds. The weapon can be destroyed only if it absorbs 20 traits of blood from a single victim. and it steals a Blood Trait every time it strikes a target. When in use. including the destruction of the weapon. able to sever flesh and even bone with ease. It is nearly impossible to destroy this weapon. The third “contributor” must be the caster’s own Childe.
or even an entire city. Master Chain of the Blood Line This Ritual grants the Warlock power over another vampire’s extended brood. The caster must be walking (one seed per pace). The focus of the ritual can be any item between the size of a baseball and that of a small suitcase. When the Ritual is completed by the Diablerie. The enchantment stays in effect until one of the seeds is displaced (burying them is a good idea). and in turn their brood. Impede the Gifts of Caine allows the thaumaturge to temporarily dampen the use of Disciplines in her immediate area. and Depressed. System: The caster may utilize any disciplines that any of her thralls possess. Divorcing the Soul This is a devastating Ritual that separates one’s spirit from it’s physical element.Drawing upon the Bond This Ritual allows the caster to draw upon the power of her thralls. the Thaumaturge drops dead pomegranate seeds in a ring around the target. and conversely if the caster loses he must wait an hour before attempting to command the victim again via this ritual. so after the initial seven hour incantation. an office building. During the casting of this Ritual. AND the Negative Mental Traits of Careless. impelling them to obey. though it must be of relatively sturdy construction. enigmatic chant with each one. willpower and blood. and Slow. a city block. The target could be a single person. All challenges using that discipline uses the caster’s traits. When the caster encounters any of these Kindred. System: The affected individual(s) cannot use or regain willpower. the victim must wait an hour before attempting to challenge again. She gains the Negative Physical Traits of Lethargic. the ritual can take anywhere from 10 minutes to several years to complete. a house. While successfully under the effects of this ritual the victim is rendered incapable of attacking the Warlock. saying a short. and she becomes almost incapable of creative thought. Impede the Gifts of Caine Developed for use by Quaesitors facing superior numbers of Kindred. System: Those commanded in this manner may resist by making a Static SelfControl challenge against the number of permanent willpower traits of the caster. and so on. The Victim(s) has no motivation. he may command them in any way. the Warlock then learns the brood of the victim. This Ritual takes three nights and must end on the night of a new moon with the death of the Kindred whose brood the caster wishes to control. This Ritual should be NPC access only as it can be very unbalancing. little emotion and can only bid half traits in Dominate or Presence challenges. The Warlock must kill the Kindred by successfully committing Diablerie upon her. If the caster wins. although the spirit is kept imprisoned in the body. The item must be bathed in six traits of vitae that must come from at least two different 36 . all of her abilities and virtues drop to (and cannot rise above) one trait.
During the duration of the Ritual’s affect those who drink the blood of the caster will gain all the same benefits for an hour per trait. Disciplines. cloudless day and engraved with the symbols of life and death. allegedly known only to Tremere himself. the damage done to the item fades). heat and sunlight. During that time the caster is immune to fire. the kindred may stay awake during the day. successful or not." "The weapon created by this ritual becomes the vessel for the slain Kindred's soul and Willpower. Kindred of a lower generation than the caster remain unaffected. and commonly imbues the weapon with an overriding desire to protect the Thaumaturgist. of the Kindred slain to create it. In effect. The item functions until “turned off” or until dawn. etc. In either case. the device creates an area of power one hundred feet in diameter. as well as a Courage test to avoid Rotschreck). the weapon is a freethinking being with its own goals. The effect lasts for as long as the device is active. ten traits. The most important component is a large diamond bathed in the sun’s rays for an entire. but the weapon can use them (to the limitations of it’s form) to follow it’s own goals and desires. but all of its memories seem distant and unimportant. this blood is absorbed and may not be used in any other way. Upon completion of the ritual. The Ritual takes an entire year to cast and a massive number of complex components to complete. The gem is then consumed on the final night of the Ritual." Note that you cannot actually use the disciplines or abilities of the weapon. Abilities and mystical Disciplines. it becomes nonmagical and cannot be reused. Invulnerable Weakness This is a jealously guarded Ritual. but the caster herself is affected if she steps inside the area. the focus of the ritual is set briefly aflame (if the ritual succeeds. anyone attempting to invoke or use disciplines in the area must first enter a static mental challenge vs. engage in a static mental challenge vs. As above. Methuselah Weapon of the Kindred Soul/Blade of the Forbidden Flower "This ritual creates an enchanted weapon much like the "Bone of the Kindred" weapon from the above ritual. and must be extinguished by the bare hand of the thaumaturge (causing one level of aggravated damage. 37 . The weapon maintains all of the Abilities. centered on itself. Once active. Once activated. once deactivated. The Thaumaturgist conducting this ritual has a great deal of control over the weapon's new personality and goals. a difficulty of ten traits. The ritual requires the lifeblood of a Kindred who is also an expert in the use of the weapon to be enchanted.thaumaturges (though only one need know the ritual). The weapon is given a new name during the ritual. System: To cast this ritual the thaumaturge must expend a blood trait in addition to those in which the focus must be submerged. and can communicate with its user telepathically. and requires a full hour of casting. It will stay inside the Warlock’s body until it slowly and mystically decomposes over a period of years. Discipline use in this area is substantially more difficult. Furthermore.
The number of successes is the amount of years this ritual will work for.System: An extended physical challenge (stamina based) is entered into with occult as the appropriate retest. 38 .
Brian Goudie. rules. I thank Ian James. It is my hope that this sort of initiative continues. Ken Cummins. no infringement is intended. Packet’.Credits Firstly. Dylan Parker and Aaron Wiseman.. Thanks to all. Before them. Second. both beautifully done and sorely needed. shape or form. etc. Jessy Larpenter. as well as all those who are not mentioned here. Ross Anderson. is unauthorized. He put together both the most recent Alpha. and the cooperation on this project has shown that we are a grand organization indeed. David Gill. and aiding them in their endeavors were others. Lance Larson. The creator of this document is not affiliated with White Wolf Games Studios in any way 39 . Adam Madlinger. I acknowledge their aid as well as those who they acknowledged: Mark Roemer. Marcus Kim. Adam Gibson. Thanks to you all. and now Beta releases of the ‘Thaum. To date. OWbN is only as strong as it’s members. P. Dennis Sharpe This document is an entirely unofficial use of the Vampire: The Masquerade and A World of Darkness gaming materials published by White Wolf Game Studios and not intended as an official or profit making venture in any way. Scott Little is to be commended in his effort to release the first version of this packet. many people have created their own Rituals and have aided in converting many table top Rituals to accommodate the LARP rules systems. Although the use of these concepts.
only vampires remembered and practiced the ancient sorceries. in the case of an official who attempted a sorcerous coup using magic books he stole from Pharaoh’s library. Heka apparently died. the ancient Egyptians regarded magic as a profoundly legitimate art. The Egyptians saw no fundamental difference between a rite conducted in a temple for the benefit of Pharaoh and the state and a spell cast at a client’s house for personal benefit. The Romans forbade priests to cast spells. The ancient Egyptians also did not distinguish between “black” and “white” magic. A dreadful Inquisition in their native 40 . The Egyptians had several words for magic. and Akhu “Spells”. Egyptian priests enjoyed a reputation as the world’s greatest sorcerers. Thanks to Akhu. any more than a modern person likes being shot at. This magic art has an actual name of its own. “Magic”. The Setites themselves call it Akhu. but an Egyptian responded to hostile magic by consulting his local priest-magician for spells to protect him – and to let him shoot back. The most important were Heka. After centuries of decline among mortals. and they are not the only vampires who practice this art. As early as 1000 BCE. though the practice continued in secret. and each spell reaffirmed this bond between the human and the divine. All magic was ethically neutral. Most of these Kindred simply call this magic “Setite Sorcery”. however. A sorcerer did not blaspheme against the gods by casting spells: The Egyptian gods gave magic to humanity as a gift. lay in the theft and the assassination attempt – not in the magic itself. An Egyptian certainly did not like becoming the target of a curse. Egyptian attitudes changed during Roman times. The official’s crimes. though. and that many Setite practices grew from these centuries of propaganda. The ancient texts use these words interchangeably. however. Unlike Europeans.Setite Sorcery Introduction Akhu: The Divine Image Not a few vampires know that the Followers of Set claim an ancient magic quite different from the Thaumaturgy of the Tremere. the Followers of Set inherited this reputation. Priests doubled as community magicians. Egyptian vampires used Heka to refer to mortal sorcery and Akhu to refer to their blood magic. while Akhu went underground. In the ancient world. Except for the use of vitae. Some undead historians argue that the Setites themselves came to believe the baleful rumors spread about them and their sorcery. Clan Tremere replaced the Followers of Set as the leading purveyors of magic in Europe. Historians find only one record of an Egyptian trial for criminal sorcery. Suspicion of the “pagan” Setites and of “Satanic” sorcery fed on each other in the Christian and Muslim world. Heka and Akhu used much the same tools to cast similar spells. Egypt’s conversion to Christianity completed the transition. In the Middle Ages and Renaissance.
In 1930. Most Setites who learn Akhu simply move beyond the “mask” of the other pantheon to worship Set directly and use the old Egyptian forms. This son. he appointed Osiris as his successor. When the sun-god Ra grew too old to continue as king of the gods and the world. the sister-wife of Osiris. however. Not all Setite vampires actually worship Set directly. One prominent cult. The Pontifex. argued that House and Clan needed to master the Serpents’ magic in order to defend against it. A large percentage of these Warlocks rebelled against their clan’s hierarchy and became Setcultists themselves. however. but a significant percentage come from other lineages – such as the Tremere defectors and their childer. persuaded the Council of Seven to lift the ban. identifies Set with the Greek monster Typhon and the Roman gods Mars. In the 19th century. Champollion’s translation of Egyptian hieroglyphs led to renewed interest in all things Egyptian among Kindred and kine. recovered his body. the Egyptian religion did not grant them the benefits of divine magic. Bacchus. A large minority of Setites identifies the Dark God with deities from other pantheons. Another cult actually links Set to Jesus through some truly amazing “secret doctrines”. Muharram Rasul ibn Babar. and Pluto. but the Followers of Set teach them Akhu as freely as they teach their own childer. Even so. No divine contract gave them the right to cast spells. but Ra would not change his mind. Just as vampires stole blood from the living. They are all Setites in the sense of worshipping the Dark God. Horus. In 1973. Few Kindred of other clans adopt the Setite faith. no vampire from any other clan has learned any of these hybrid forms of Akhu. however. mummified it and magically conceived a son by her dead husband. the ancient Egyptian Kindred found ways to steal magic from the gods. grew up to avenge his father and become the next 41 . still look askance at any Warlock who shows too much interest in Egyptian magic. Raiding the Western Lands Unfortunately for the Kindred. Not all lector-priests come from the Followers of Set clan. This decision outraged Osiris’ brother Set. for instance. So far. Relatively few Setites (or Egyptian vampires of other clans) bothered to learn Akhu – not least because so few Kindred could read the ancient papyrus grimoires. their banishment from the sun’s light proclaimed them anathema to the gods.Egypt further reduced Setite power and destroyed most sorcerers from other clans. The clan’s elders. battling the chaos-serpent Apep so the sun-boat could pass the gates of dawn. A handful of lector-priests translate Akhu to exploit these other pantheons. The Tremere have lost too many secrets because of defectors. Set took revenge by murdering Osiris and dismembering his body. The warrior-god reminded Ra of his nightly service. known for his hatred of the Setites. Some Tremere became interested n the magic of their old rivals and sought to learn Akhu. Vampires lacked breath and vital force. Pontifex of Antioch. Egyptian sorcery became an increasingly rare art. the Council of Seven banned research into Akhu. the Egyptian blood magicians drew their charter from a divine legend: the Myth of Set and Osiris. Isis.
They interpret “becoming Osiris” to mean that these souls become extension of the god and feed his power through a spiritual vampirism. souls can find themselves in Amenti and become the happy. By mutilation the corpse. placing the northern jar in the south and the eastern jar in the west. The magician might load a beautiful coffin with manure and turn it into a mushroom farm. all blood magicians fuel their spells with the life force they steal from the living. Blasphemy-Shrines As the Egyptians condensed their funerary magic from the Pyramid Texts to the Book of Coming Forth by Day. They desecrate the body by breaking bones. Cultists of Set take this claim seriously. deluded slaves of the god. usabti figures. a Setite might steal and defile the commemorative plaque. 42 . part of the soul writhes and howls in pain. In a full Egyptian burial. museum or hospital. given a person who sought immortality by endowing a library. weapons and cases for unguents. monuments or a cadaver preserved for the ages. All these people joined the kingdom of Osiris. however. Some Setites believe that the wailing spirit is merely the person’s ka or “astral double”. the official stationary and other objects from the building. By Hellenistic times. For a time. This power enhances their magic. Lector-priest can cast many spells without expending vitae. Set’s book supplies insulting uses for classically Egyptian grave goods such as amulet and jewelry. The Egyptian religion may have died out. according to legend – tells them how to do it. For instance. Practitioners of Akhu go even further. the Egyptian priests opened the Western Lands to any commoner who could afford the mummification process and a copy of the Book of the Dead. Since people pass to Amenti through obsession with their cadaver or the pomp of their burial. they imitate Set’s murder and dismemberment of Osiris. relying entirely upon the power stolen from the dead and from Osiris himself. The Book of Going Forth by Night. they mystically became Osiris. they believe. Set successfully usurped the powers of light and life. the viscera went in four special “canopic jars” placed in a specific arrangement. .king of the gods. The imperishable true soul. Rich clothing becomes a rag-rug for the magician to wipe his feet upon. the greatest act of blasphemy in Egyptian legend. while Osiris became king of the dead. The Setite magician likewise mocks and perverts the grave goods. the sahu. At least. slips free of the broken ka like a snake sloughing its skin. splitting the ribcage and using hooks and cords to pull the corpse into a torturous position. but people still seek immortality through extravagant burials. furniture. A Setite reverses that arrangement. a second death to a genuine and transcendent new life. Even tonight. they allowed more people to enjoy the afterlife privileges once restricted to pharaohs. lector-priests free them from the Western Lands by reversing these conditions. The Book of Going Forth by Night says that this desecration withers the soul in the Western Lands and inflicts eternal torment upon it. Setites dealing with latter-day burials must exercise their ingenuity. In the same way. They additionally steal power from the dead by reenacting the dismemberment of Osiris. By emulating the god’s mummification. Other grave goods join the tableau after suitable defilement.a text written by Set himself.
or patchworks of these creatures with human parts. and sebau. Spells sometimes appealed to them for help. see the ritual Opening the Gate below. demotic. though.Other Setites omit this point of doctrine. the tortured cadaver eventually falls apart. called bau (singular ba). The blessed souls lie beyond the reach of Akhu. After all. called sebau. A lector-priest can perform magic elsewhere. Some sendings demand the physical presence of a copy. but these have no value in magic Demons and Messengers The Egyptians believed in several classes of spirits. and written in hieratic. The Book of Going Forth by Night Set’s book gives full instructions for “Opening the Gate”. the lector-priest can no longer perform even the simplest magic ritual. English and several other languages for their neonates to study. bau. but lector-priests can evoke mut. Arabic. transformed by the power of Set. A ba of Ptah might possess the Path of Conjuring. an Akhu practitioner absolutely must perform this rite of desecration in order t work magic. A traditionbound Setite would insist upon a copy of The Book of Going Forth by Night written in hieroglyphics upon a genuine papyrus scroll. while a ba of Seker might know Necromancy paths. and the bau of a kingship god such as Ra. Many Akhu rituals employ its legends and liturgies. Setite sorcerers greatly prefer the sebau: Some Setites believe that clanmates who suffer Final Death become sebau. The broken cadaver and tortured ka pull magical power from Amenti to the lector-priest’s ritual chamber. became the most notorious. and how to brew a vitae-laced sacramental beer (see the Rituals section for a full description of these rituals). though. Sebau look like serpents. looks like a giant snake with 12 human heads sprouting from its body. They say that anyone who serves Osiris deserves a few millennia of torture.. no matter how carefully a Setite preserves it. Mut were evil or at least unredeemed ghosts. Divine messengers possess Disciplines or Thaumaturgical paths suitable for the god that emanates them. but must conduct monthly rites to honor Set in the blasphemy-shrine. Gods could project spirit-images of themselves. Metaphysics aside. to serve as messengers and convey blessings or curses. Apep. If some ill luck destroys the blasphemy-shrine. the Great Serpent of chaos. a flint armored and knife-slashing serpent 50 feet long. Setites have translated the book into Greek. Egyptian funerary texts describe other monsters too. 43 . The ghosts of the blessed dead were called akhu (singular akh). crocodiles. or Coptic script. The Book of Going Forth by Night also tells how to inscribe a consecrated copy that makes other magic rituals more likely to succeed. and then the soul’s torment ends. Seba. such as Maka. Their chief. Less formal lector-priests accept printed copies bound as a modern book (scrolls are not very convenient). The Book of Going Forth by Night contains no other rituals of Setite sorcery. serve Set. The lesser demons. For a full description of the game mechanics behind the blasphemy-shrine. Duat held a variety of demons and monsters.
Amun. 44 . and do not have to spend their analog of blood points to fuel these powers. or Horus would have Presence. All sebau have Sepentis to The From of the Cobra.
A lector-priest character needs at least one level of Occult and one level of Linguistics: Egyptian to know the requisite mysteries of Egyptian myth. Read over the section on “Tools and Techniques” (Blood Sacrifice: the Thaumaturgy Companion pg. The following Paths can be found in previously published source books from White Wolf. ink. not from the sorcerer herself. Negative factors include wearing synthetic or animal-derived fabrics (Egyptian priests wore linen). and papyrus. If a character lacks at least one level of (an appropriate type of) Crafts. She could also draw her inscription on a moist clay tablet and bake it hard. in that its paths don't necessarily require inherent vitae expenditure. magic and language. Each path relates in some way to Set or Set-cultist activities. ancient ritual tools or a congregation of fellow Set cultists (such as a personal blood cult). Crafts: Calligraphy. They can be used with the same game mechanics. though they are finite and depend on the larger theory of Setite sorcery. Akhu also employs its own versions of other paths practiced by the Tremere or others. In fact. Crafts: Sculpture. Chiseling the spell into a stone stela and painting the hieroglyphs would merit a two-trait bonus. though usually the performance is significantly more “Egyptian-ized” and they rely on Social instead of Mental Challenges. The power for these paths usually comes from the Western Lands. may be needed for specific paths or rituals.Setite Paths Setite sorcery is unlike normal Thaumaturgy. Storytellers may impose other difficulty penalties or bonuses upon a player’s challenge. or improvised ritual tools. 21) for ideas of how to subtly change these paths to the Follower of Set outlook. Conversely. Alchemy (Alchemy): Laws of the Night Storytellers Guide Conjuring (Path of Ptah): Laws of the Night Corruption (The False Heart): Laws of the Night Storytellers Guide Curses (Sebau’s Touch): Laws of the Night Storytellers Guide Focused Mind (Path of Thoth): Laws of the Night Storytellers Guide Mars (Valor of Sutekh): Laws of the Night Guide to the Sabbat Mastery of the Mortal Shell (Vengeance of Khnum): Laws of the Night Storytellers Guide Spirit Manipulation (Path of Anubis): Laws of the Night Guide to the Camarilla Weather Control (Breath of Set): Laws of the Night Guide to the Camarilla 45 . the lector-priest is down one trait on all rituals that involve written spells. For instance. Alchemical rituals demand that the magician possess at least one level of Medicine or Science. but often gives them different names. and may not require a mental challenge. engraved amulets or other inscriptions. Presented below are Five Paths unique to Setites. Additional levels in Mummification. rituals that involve writing assume that the character employs an authentic reed pen. etc. We recommend that Storytellers do not adjust bonuses or penalties by more than three traits. scribbling spells with a ballpoint pen on a three-by-five note card would incur a two-trait penalty. these paths are more like closed-ended Disciplines than more traditional thaumaturgical paths. depending on how thoroughly the character adheres to the full pomp of Egyptian priestly tradition. Other factors that could reduce difficulties include the use of genuine Nile water.
For example. She may not even spend Willpower points to overcome the addiction. so that he'll set aside all of his moral impulses and ethical beliefs to satisfy his craving. Once the victim has successfully resisted the effects of First Taste on five occasions the power’s effects expire. After all.Warrior Setites learn the Valor of Sutekh. whenever a chance to repeat the triggered action arises the target must repeat the action unless she spends Willpower to stop. Creative-minded Setites can addict their victims to thoroughly bizarre substances or behaviors. The target must then satisfy both of the addictions. Intermediate Snake Inside The Jones The Setite reinforces a victim's preexisting addiction or compulsion. usually through role-playing. Even if he doesn't care for their favorite pursuit. The magician engages in a Social challenge with the target. and she'll gladly leave her office during the middle of work to score a hit. 46 . And again.e. so he'll want to do it again. any qualms the victim might have about removing the barriers to the satisfaction of her cravings melt away. And again. Cross-Addiction The Setite temporarily changes the focus of an addict or compulsive's dependency to a substance or behavior of her own choosing. With a successful Social challenge the Setite can force a target that is currently under the influence of an addiction to tack on a second addiction of the Setite’s choice. Basic Snake Inside First Taste The Setite uses this power while his target is conducting some minor. but have developed a special taste for the self-destruction of others. This is not a power that can be used in combat. In all uses of this path the lector-priest must be in the presence of target for the power to have affect. The Snake Inside Setites love debasement of all kinds. If successful. a cocaine addict could be made to crave the act of sex while on the rush. it's habit-forming. The effect lasts for one scene per blood point spent. The power makes him unconsciously associate his action with pleasure. The Setite engages in a Social challenge against the target and spends a blood point. Although the modern concept of addiction exists far from the ancient Egyptian worldview. The second addiction’s duration is a number of hours equal to the Setite’s permanent Willpower. tonight's Setites confidently believe that their god would approve. as their Primary Path. Priests) begin their learning with Breath of Set. Line of sight would suffice. while more scholarly inclined Serpents (i. repetitive action. they're not about to stop. If successful. or a compulsive gambler may become a kleptomaniac as well.
to block multiple addictions. Whenever she goes for three consecutive nights without indulging her addiction or compulsion. the victim suffers one health level of bashing damage from the nausea and pain of satisfying her addiction. If the subject doesn't satisfy his addiction. Some accept this task as the price of the power 47 .Fatal Compulsion The Setite twists a victim's dependency. The lector-priest engages her target in an extended Social challenge. turning it into a literal hunger. he starves to death. Like the god they from which they take inspiration. based on the nature of the victim's addiction. What's the point of preventing addictions? Forcing an addict to abstain. One success Two successes Three successes Four successes Five successes Six or more successes One night One week Two weeks One month Three months Six moths or more The sorcerer's player must select one and only one craving for Temperance to affect. practitioners of this path swear to destroy everything that makes a society work. Temperance does not work against true physiological necessities such as food (for mortals) or blood (for vampires). Storytellers may also wish to impose withdrawal symptoms on those whose addictions would likely produce such a result for "coming off the junk. Advanced Snake Inside Temperance The final power of the Snake Inside puzzles Setites who do not fully understand their clan's seductive ways. an alcoholic forced to go cold turkey might need a successful Willpower challenge to avoid vomiting when he drinks. The character may use the power more than once. however. however. Temperance renders a victim unable to take pleasure from satisfying an addiction. can shatter many habits and force a complete lifestyle (or unlifestyle) change . the character recovers all of them immediately and the power's influence ends. Storytellers may impose other problems. the subject suffers one health level of unsoakable lethal damage. If successful. the snake god vowed that he would take his revenge by working to destroy everything that his brother had held dear in life." The length of Temperance follows the table below. too.not just an easily visible addiction. The physical or psychological craving still exists. A Social challenge against the target and the expenditure of 3 blood points are necessary to invoke Fatal Compulsion. For instance. but the substance or behavior that once gave such pleasure now provokes pain and disgust. Path of the Dry Nile When the son of Osiris killed Set. The only way to regain health levels lost in this way is to satisfy the compulsion.
The Setite engages in a Static Social challenge (the difficulty is at Storyteller's discretion: a sitcom episode rates a 5. Intermediate Dry Nile Love Dies The Setite suppresses all feelings of love felt by the victim toward a specified secondary target. The magic lasts until the individual destroys or otherwise gets rid of the amulet. Basic Dry Nile Beauty Fades The Setite causes a work of art. This power doesn't require the amulet described above.which must have been love in origin 48 . ugly. badly executed and cruelly nihilistic. while viewers in other households perceive it to be nothing out of the ordinary. characters watching a television broadcast with her see it as repulsive. It takes 9 weeks minus the amount of success to induce the paranoia.Set grants them. Thereafter. For example. The victim's delusion escalates from mild unease to wild-eyed paranoia. only the one(s) in her presence is affected. the Mona Lisa. The effect lasts for the length of time required to experience the work. With an extended static Social challenge (against a difficulty of twice the target’s willpower) and the expenditure of a blood trait. Others revel in it. it may do permanent harm while active. This derangement is to be considered active when around that person. Love Dies counters romantic. such as a painting. for example. the subject's emotional attachment . won't necessarily be able to win her forgiveness after he discards the amulet and comes to his senses.) The Setite must be in the presence of the work when he uses the power. sculpture. Appropriate role-play should be encouraged. The first victim feels nothing but emptiness and confusion when he sees or thinks about the second. As listed above the target will continue to have this feeling while the faience is amongst her possessions. film or live performance. Trust Withers The victim begins to suspect that a specified. The player wins a Social challenge against the target and spends two blood points. The Path of the Dry Nile serves as their greatest weapon in this crusade. as they seek their own revenge against an uncaring universe. the Setite can induce a feeling of unease or even paranoia on a Target towards a specific trusted ally. or for one scene. to be per-ceived by its audience as repellent. The target gains the derangement Paranoia towards the person chosen by the Setite. A husband who leaves his wife under the influence of Love Dies. trusted ally or associate intends to betray him. If multiple copies of a work exist. Unless otherwise stated. novel. whichever is greater. The Setite must be in the presence of her subject to initiate this power. Using the power on a work of art that already displays one or more of these qualities is redundant. a 14. platonic and familial love. However. each power requires the Setite to place a faience (blue-glazed earthenware) amulet in the personal effects or dwelling of a target individual.
49 . a vicar. a Conformist may well "play along" grudgingly with the authority figure. the character acquires an active antipathy for some leadership figure who affects his life . ideological fervor. One success Two successes Three successes Four successes Five successes Six or more successes One night One week Two weeks One month Three months Six moths or more Advanced Dry Nile Thrones Crumble The Setite selects an individual and causes him to reexamine his loyalty to an authority figure. If successful.withers over the course of the next few nights (consider the target to eventually gain the Flaw: Hatred towards the formerly loved one). remains his choice.a manager. whereas a Rogue may make a grand show of rebellion against the leader. The player engages in an extended static Social challenge against a difficulty equal to twice the target's Willpower and spends three blood points. If the challenge is successful. It may be cured through therapy. but he might seek the company of others who oppose the leader. While in this state. The duration of this power varies by the number of successes the Setite acquired. This power does not affect blood bonds. a character may only bid a number of traits equal to her Self-Control Virtue. before this time period. a king. No matter why the target followed his leader admiration. greed or simple ambivalence he now bitterly rejects his allegiance. etc. or simply drops out of the picture. This power lasts for as long as the faience remains intact. If she wishes to use her full Traits. a president. The Setite must be in the presence of the subject at the time he invokes this power. his father . a character already predisposed toward that end may find the urge more compelling. fear. Hope Dissolves The Setite's victim subject can't shake the absolute conviction that a specified goal he meant to accomplish can under no circumstances be achieved. the subject sinks into a deep depression over the course of one day or night. drugs. The Setite must see his subject to initiate this power. The player engages the target in a social challenge and spends three blood points. Whether the victim actively works against the former object of his loyalty. Love Dies ends after a number of months equal to one-half the Setite's Willpower at the time it is used (round up). He rapidly grows disheartened and indolent. and becomes distinctly morose. should the victim seek help. she must spend a Willpower point to undertake that action. This will not always result in physical conflict.and reacts in order with his Nature against that figure.. however. Although this power is unlikely to drive a character to suicidal depression.
but most modern people do not have a True Name. divine shaper of life.000 pounds. or spirits out of beeswax.) The lector-priest must hand-craft models of people. More frighteningly. Hand of Khnum At this level of mastery. say. As a magician becomes more powerful. Typical targets might be a wooden support beam. too The composition of a model object does not matter – cardboard works as well as anything – but the model should resemble the object as closely as possible. remain immune. To cast the Hand of Khnum upon a mortal. the magician inscribes the person’s name on the wax doll and incorporates bits of the person in the doll – a snippet of hair. or fingernail clippings. The spell to activate the Divine Hand takes at least five minutes to cast. Basic Divine Hand Hand of Ptah At first. the Physical Challenge. What the magician then does to the model happens to the real object within the next 24 hours. a magician gains the power to affect mortal beings – humans and animals – with the Divine Hand. The magician can also cause instantaneous. large motorcycle or dumpster. the Divine Hand can affect people. animals. Making an adequate model requires a Mental Challenge (using the appropriate Crafts for a retest) with a difficulty determined by the Storyteller. The lector-priest identifies himself with the artisan-god Ptah. an item of furniture or a small motorcycle. If used against an inanimate object she can inflict two levels of damage. steel support beam. such as a telephone pole. and other toys are a boon to magicians with Divine Hand. The magician inscribes words of power on the model while chanting invocations to the gods. or at least they do not know it. Innately supernatural creatures such as vampires and werewolves. Every application of the Divine Hand calls for a Mental Challenge against the victim’s Physical Traits. The magician can also affect more massive objects. The magician can inflict (or repair) one health level of damage on the object or attempt to move it in a Mental vs. 50 . trucks. but only if the magician can actually see the victim. (Realistic scale model cars.Divine Hand This path deals with sympathetic magic. up to 1. The magician takes on the power of Khnum. the magician could wrap her hand tightly around a doll to immobilize the victim). A supernatural “True Name” removes the need for body relics. however. whether that victim is a car or another vampire. “real time” damage to a target. The magician can inflict one level of Lethal damage upon a mortal victim or attempt to manipulate the victim (for instance. he can affect larger objects and a wider variety of victims. What the magician does to a model of an object happens in truth to the real object. the magician can affect only small objects with the Divine Hand – 200 pounds at most.
The magic only affects spirits who manifest on Earth. At this level. To influence mortal or corporeal targets the magician needs the victim’s True Name or something 51 . the magician can use the Divine Hand against inanimate objects weighing up to 20. The character calls upon Anubis. a boxcar. or a Learjet. such as a car or a large speedboat. the magician gains the power to influence corporeal supernatural entities: vampires. The magician can also now affect inanimate objects weighing up to 5. a large yacht. mortals.000 pounds. the magician needs the victim’s True Name or a sample of her body and her mundane name. Examples include a small house (or a section of a larger building). changelings. including wraiths. or a good-sized tree. He cannot affect wraiths or other sorts of spirits. The Hand of Heka cannot transmit purely physical effects such as Feral Claws or Queitus attack. the mediator between worlds. however. Since spirits do not have corporeal forms. She can also inflict four levels of damage on an inanimate object or two Lethal damage to an animate or supernatural creature. Either the Hand or the other magic might fail. the magician can employ the Divine Hand against all sorts of spirits. but the Hand can transmit non-physical effects to objects. The player also expends whatever vitae the transmitted magic demands. For instance. and makes separate dice rolls for the Hand of Heka and the transmitted magic. Advanced Divine Hand Hand of Heka A master of the Divine Hand can transmit magical powers to affect a target anywhere in the world by calling upon Heka.000 pounds. supernatural beings and spirits. The transmitted magic can be a Discipline effect or another path or ritual power. and can inflict three levels of damage. As with the Hand of Khnum. werewolves. to overpower the innate magic of the victim’s being (and inflict one health level of Lethal damage). At this level of mastery the magician can also damage or manipulate inanimate objects weighing up to 100. The magician must make an extraordinary effort (spending two points of blood and two Willpower). such as an armored limousine. or by using the Presence power Entrancement upon the doll. The lector-priest can also affect a spirit that she sees directly. a semi. Hand of Thoth At this level of mastery. The magician’s player spends two blood points and two Willpower points to affect supernatural or spiritual targets. The Hand of Thoth cannot reach spirits in their own realms. a passenger plane.Intermediate Divine Hand Hand of Anubis t this level. and other such creatures of mixed natures. the magician needs the spirit’s True Name or (in the case of wraiths) a relic of the deceased’s khat (body) or some object (called a Fetter) that was supremely important to the person in life. The magician’s player spends two blood points and two Willpower to inflict one level of damage on a spirit. a lectorpriest could make a person fall in love with her by pouring a love potion over a consecrated doll. personified magic itself.000 pounds.
They swim in the river and coil about the limbs of the unredeemed dead. This power casts the darkness of Duat into a victim’s eyes. the god of Duat. the Path of Duat can affect any victim that the magician can see with his own eyes. Other people. more serpents appear. the Path of Duat attacks end. or line of sight. the magician smears the talisman with a drop of her own blood as an offering to Sokar. To use the Path of Duat. and one manages to coil around his body…. The magician relies upon her blasphemyshrine’s power. haunt the 12 caverns of Duat. however. the spawn of Apep. If he runs. the snake comes closer. Darkness of Duat The dead in Duat exist in darkness. The victim stars seeing a single asp slithering nearby. a practitioner of Akhu conjures the attributes of the Egyptian netherworld and inflicts them upon an enemy. it vanishes but another serpent takes its place. Basic Path of Duat A sending of Serpents Serpents. the magician must carry a talismanic gem of black onyx carved in the image of a mummified man – the form of Sokar. Before long. Except for the Advanced Level. A few minutes before using the path. use passive amulets. or employ other path or ritual magic. The victim does not need to see the magician on subsequent turns. The hypnotic aspects of the Path of Duat mean that the player is down two traits if the lector-priest does not catch the victim’s attention using the darkly glittering talisman on the turn when she initiates the magic. Through this power. rendering him blind (the victim suffers under the darkness penalties listed on p. None of the Duat powers cost blood points. they never actually bite. the magician makes her victim hallucinate about snakes. If the character does not feel the need to attract the victim’s attention. and whispers a short prayer. an observer sees no physical cause for the victim’s malady. The effects are mental and hypnotica rather than physical. Although the snakes look real and deadly. Once the magician can no longer see the victim. of course. do not see these phantom serpents and might assume that a frightened victim is on drugs or has lost his mind. If he attacks the snake. Path of Duat Through the Path of Duat. the effect lasts as long as the magician concentrates upon maintaining it. No matter what the victim does. a body relic or Fetter for wraiths. They can only frighten the victim. Affecting spirits requires possession of the spirit’s True Name. This means that the magician cannot engage in any violent physical activity. Each power calls for a Social Challenge against the victim. relieved only by the nightly passage of the ship of Ra. The lector-priest can inflict up to five levels of damage on an object or three Lethal damage to an animate or supernatural creature. The character can. another snake drops down before him or slithers from behind the furniture.from the victim’s body. 164 of Laws of the 52 .
loss of breath can kill and deliver him to the netherworld in truth if the magician persists long enough. the victim can act for that single turn (turn. If the magician succeeds in her Social challenge (in this case vs. can also expend Willpower to stay active for another turn. it merely means torpor – but since the victim is at the magician’s mercy. Intermediate Path of Duat Suffocation of the Tomb Along with their other torments. the victim’s Physical not Social traits). as if attempting to do two things at once. To survive the attack. Advanced Path of Duat Consignment to Duat The ultimate power of this path sends the victim’s entire consciousness to Duat. unable to move. difficulty 6. but the magician’s player does not have to expend more Willpower points to continue the attack. Unlike the other powers in this path. the victim can neither breathe nor speak for as long as the vampire concentrates on her. The victim also hears the soft lapping of the River of Death as it flows through the Underworld. this means death. For each turn of physical activity that a mortal attempts while suffocating. For a mortal. Through this power. The “opening of the Tomb” funerary ritual was meant to deliver the deceased from this unhappy conidtion. the victim must spend an additional trait to act. a magician renders a victim as breathless and must as the dead. the victim needs some way to break the magician’s concentration or escape her line of sight. muteness is a minor inconvenience. the magician makes her victim fell that he is trapped in a coffin. For a mortal. The Narrow House The dead in Duat rest in coffins that open only when the sun-god Ra makes his nightly passage. the player engages in a Static Physical Challenge (bidding a Stamina-related trait). unless the player spends a Willpower point. At this level. For vampires. In that case. Failure means that the character suffers another health level of bashing damage. not round). but not other sorts of spirits. While doing this. the dead in Duat cannot breathe or speak. Once a mortal loses consciousness from this attack. they do not. feeling himself die. she can live as many minutes as she has Staminarelated Traits before suffocating to death. but immediately drop to the second Bruised level.Night: Revised under Shroud of Night). The victim’s player spends another Willpower point to keep the character alive (or undead at least). The victim. other corporeal supernatural entities and wraiths. For a vampire. This power affects vampires. the magician’s player spends a Willpower point. 53 . at a two-trait penalty. Mortals can survive a few minutes of suffocation. A successfully paralyzed victim can take no action at all so long as the magician concentrates upon her. in all likelihood Final Death soon follows anyway. of course. need to breathe.
and cannot grant an Ability rating above her own. could fool a casual viewer (Static Mental Challenge against 8 Traits to detect as false). The number of mental traits spent at the time of creation indicates the realism of the animate figure. “guard” or the like. Only at the highest level of mastery can an ushabti have Virtues. the magician makes the figurine out of wax. In every case. Images of objects also became real in the death-realm. One Trait Two Traits Obviously clay or wax. At this point. fashions a model crocodile. Ushabti The name of the path comes from the figurines that prosperous Egyptians had buried with them. the player makes a Mental Challenge (retest with the Crafts ability) against a variable difficulty (6 traits for a Basic working. Ushabti creatures have Attributes and Abilities. because they have no genuine minds or free will. Humanity. A magician can use a figurine only once. or Willpower. like a china doll Lifelike. Thus. An ushabti’s “realism rating can never exceed the level of the power that created it (one trait for Basic. Three Traits Indistinguishable from life. 8 for an Advanced) to determine whether the magic succeeds. but an evil spirit possesses the ushabti and sets about making the character’s unlife miserable.Torpor induced by Consignment to Duat lasts the normal duration set by the victim’s Humanity or Path of Enlightenment rating – baring further action by the magician. Each use of this path requires a separate figurine. They cannot think for themselves. the statuette expands into a life-sized. including its name in Egyptian hieroglyphs – “digger”. two for Intermediate. animate figure. they cannot have any sort of magical powers. the statuette animates. “bullock”. If this challenge fails as well. 7 for an Intermediate. such as flight for a bird or a lion’s claw’s and teeth. If the magic works. three for Advanced). Attributes are limited only by the magician’s mastery of the path. 54 . The lector-priest writes words of power upon the model. A lector-priest cannot give an ushabti any Ability that she herself does not possess. Then she bathes the figure in honey and beer and fumigates it in the smoke of various herbs. to create a falcon. these figurines supposedly became servants who would work for the interred person’s soul. If the player fails – after all appropriate retests – a second Static Test is made. Most ushabti can only follow orders. a magician who wants to create a crocodile. Ushabti range from obviously animate manikins to simulacra almost indistinguishable from life. An ushabti has health levels identical to a human or vampire. In the Afterlife. Animal figures are as easy to animate as images of humans. or clay mixed with one blood point’s worth of her own vitae and speaks an incantation. even to preserve their own existence. Although ushabti can possess the physical abilities intrinsic to an animal form. he uses a model falcon. Egyptian magicians also brought images to life in this world.
An ushabti creature remains active for one lunar month. Laborers cannot fight. These ushabti can perform simple repetitive tasks such as digging. add six more Traits and four Abilities. Also add two dots of Abilities.” Ushabti figurines are always made for use by a specific person. no one else can employ them. Intermediate Ushabti Guard At this level. Overseer A truly skilled magician can create formidable ushabti – powerful beasts. A “slain” ushabti becomes a figurine at the moment of its “death. but it is a common application. one Mental trait. nearly mindless servants. so long as it has no contact with mundane humanity and stays within the vampire’s haven. Servitors can perform moderately complex tasks that require some small degree of common sense. At the end of this period. To the basic Laborer. Guards can have Social Attributes. and no Social traits. the ushabti reverts to wax or clay and becomes a crumbling statuette again. or servants more skilled than many humans. Most of the time. the magician can extend the ushabti’s existence for another lunar month by feeding it another blood point. Having no Social Traits represents an ushabti’s inability to perform any task requiring Social Traits. Basic Ushabti Laborer At first the magician can produce only simple. and perform complex tasks without supervision. To the basic Laborer. the magician makes ushabti for his own use. 55 . but Social and Mental Trait totals cannot rise above three. At this level these cannot be combat Abilities. (Ushabti can be beautiful. Whether human or animal. add three more Traits (but Social and Mental Trait totals cannot rise above three). neither can any Ability. if their maker fashions them so. the magician can create ushabti with simulated minds that work quickly enough to handle combat. Servitor A more skilled magician can produce ushabti with greater intelligence and usefulness. the magic degrades rapidly: within an hour. sweeping. but she can prepare ushabti for another person to use at a later time. An ushabti created with this level of mastery doesn’t have to be an actual guard. Such an ushabti can command lesser ushabti. The other person activates the ushabti using the requisite magic words. If an ushabti interacts with ordinary humans outside the creator’s haven. This costs the magician a point of Willpower.) They have no Abilities. pulling and carrying. these basic ushabti have three Physical traits. but does not need to expend vitae.
It can think for itself. NOTE: Attempting to Embrace an ushabti created with the Gift of Khnum is enough to challenge its identity and destroy the creation. due to their obscurity. Virtues and other Traits the spirit had. Humanity and Willpower like a starting Vampire character. One Setite legend tells of a faithful ushabti who served its creator for a hundred years before it saw its reflection and realized that it was just another of its master’s statues. To begin learning one of these Paths a practitioner of Akhu must have heard about the existence of the Path – difficult due to their obscurity – have a Mentor of Level 4 or greater who already knows the Path. “Lost” Paths The following Paths aren’t lost in the sense that no one knows them. An ushabti created by the Gift of Khnum does not degrade in the presence of ordinary humans. The ushabti then has whatever Abilities. a magician can craft a body for a spirit and that spirit and body will truly live. when her husband sought to discover he past and found that she did not have one. as a free-willed being from then on. 56 . A master of Ushabti can create servants of remarkable skill or power who are utterly loyal. The magician can create whatever body he pleases. or at the end of a month. Alternately. however. Another story tells of a perfectly lifelike ushabti who married and bore children to her husband. Even more remarkably. She crumbled to dust. an Occult and Setite Lore rating of 4 or greater. but remains emotionally bound to its creator as if blood bound. they require a Blasphemy Shrine of rating 3 or higher to use. add nine Traits and six Abilities. learned by the LectorPriest converting her to Set. however. but the spirit must agree of its own free will to occupy the body. neither can any Ability. attempting to ghoul one is a waste of vitae. The Gift of Khnum costs two Willpower traits. For every Willpower Trait past the two required Traits spent raises the level of the ushabti’s “realism rating”. To the Basic Laborer. they are merely extraordinarily difficult to learn. Advanced Ushabti Gift of Khnum The ancient Egyptians believed that the god Khnum shaped human beings in the womb. the magician can simply craft a body and infuse it with a pre-existing soul: either a wraith or some other sort of spirit. though they are subject to the Blood Bond. but do not know that they are fakes. if someone challenges it identity and convinces it that it is not a real person. as a potter shapes clay.To the basic Laborer. a blood-sorcerer can raise the dead – or release demons on the world. Social and Mental Trait totals cannot rise above four. Through the Gift of Khnum. In addition. One Path has fallen out of general use since the middle ages. add 12 Traits and eight Abilities. The ushabti also has Virtues. Similarly. Ushabti cannot learn Disciplines. while the other is an adaptation of a Tremere Path. It will degrade within minutes.
The Setites were very often the serpent lingering in the shadows of oracular temples such as Siwa or Delphi. Tongue of the Tempter Many Setites are chosen for their ability to manipulate the minds of mortal and Cainite alike. giving their words a hypnotic sweetness that can loosen the tightest lips and release a victim’s innermost desires.The Immanence of Set The Setite clan is grounded solidly in the belief that their creator is nothing less than a god. That night. though without remembering having done so. The Setite must invoke this power immediately after sundown. shared amongst his followers to grant them powers over mortals and supernatural creatures alike. sharing the corrupting words of the god with those seeking confirmation of their fears or ambitions. To use this power. They player may maintain the link and have the vampire communicate further by spending a Willpower point for each succeeding turn. If the invocation was successful. If successful. manipulation and destruction. Setites employ this sorcerous path to call upon the energies of the god for purposes of communication. Intermediate Immanence of Set Voice of the Prophet In ancient times. the lector-priest may communicate with any of his progeny or ghouls. the victim lets slip one of his secret fears or desires. the powers of the oracle could change a mortal life forever. bringing even the greatest heroes to glory or ruin depending on how they interpreted the words of the god. but this ability heightens these qualities to the utmost. Basic Immanence of Set Whisper of the Sands The shared blood of Set that sings in the veins of all Setites creates a bond between them that allows a Serpent to communicate his thoughts to his servants and childer. When a Setite employs this 57 . The player spends two blood points and makes a Social challenge against the target. For each Social Trait spent. and he may touch his children no matter where they are. the player spends a blood point (and an appropriate number of Social Traits) and engages in a social challenge against those he wishes to communicate with. no matter how far away they may be. Along with this belief comes the sure knowledge that they have become houses of the god – they are utterly joined with their creator. the Setite must seek out her victim and engage him in conversation for at least one halfhour. This power allows the sorcerer to share news and information with his network all over the world. and the blood that courses through their veins is the essence of Set himself. no matter how far away. though all targets receive the same message. and can consist of no more than two short sentences. one target can receive the message. The communication last for one turn. and set plans in motion from hundreds of miles away.
the people of Egypt protected their tombs and treasure vaults with foul curses that called upon the gods for vengeance. She may increase the radius of the storm by spending additional Willpower. most notably during the catastrophe at Tanis. time to summon the storm is based on the same table as well). or direct a damaging one against a particular enemy. In the presence of the intended victim the player spends two blood points and a Willpower point. If successful. The victim. the curse takes effect immediately.power he is supposedly communicating with his akh. The Setite spends three blood points and a Willpower point. Advanced Immanence of Set Dark Invocation For thousands of years. will take the message as confirmation of her secret ambitions. the Setite delivers a cryptic message to the victim that speaks directly to her deepest desires. however. as though it were a calm.it must have a single. must have a drop of the Cainite’s blood. This ability allows the lector-priest to summon up a sandstorm (or thunderstorm) of ferocious intensity. the Setite must know the victim’s name. no longer than a lunar cycle. the Setite must state specific “triggers” that would activate the 58 . the player spends four blood points and a Willpower point. In the case of a curse laid to protect a place or object. lingering in Duat and drawing on the supernatural knowledge available there. In most cases the storyteller applies a trait penalty to the target for appropriate circumstances. If successful. Once the curse has been devised. While the howling winds and sand (or rain) are severe enough to drive most sensible creatures to cover (as per the Intermediate levels of the Breath of Set. and will be driven to acting upon them regardless of the apparent risks or disadvantages. More than one Setite has used this power to hinder the movements of his enemies while making a welltimed escape. This ability allows a lector-priest to lay a curse upon an object or place. the Setite (and anyone in his immediate retinue) may travel untouched by the raging weather. and then engages in a Social Challenge against the target. increasing the area by 10 miles per Willpower point. turning a complacent pawn into a raging madman (or vice versa). The nature of this message is determined by the Storyteller. The effect can be virtually anything: let his strength wither like the parched reed. The Setite must first devise the nature of the curse . but can last much longer. The effects of the storm last for at least one scene. clear night. To lay the curse against a person. and may mean little or nothing to the lector-priest using the power. This ability can be unpredictable. Set was the god of darkness and storm. let his mind be dulled as though by strong wine. at the Storyteller’s discretion. let the skin fall from his bones. Lord of Storms Long before his incarnation as a tempter. specific effect and a specific duration. summoning a raging storm that blankets the area within a square mile of the lector-priest who summoned it. blocking out the sky and driving any sane person to cover. and in the case of a vampire. then engages in a Mental Challenge against the target. but allowing the Setite to move about quickly and easily. let his tongue speak nothing but the truth.
Basic Soul of the Serpent Serpentine Sense The most basic level allows the lector-priest to access the considerable olfactory prowess of the serpent. allowing the user to travel through water at normal land speed. the user’s outer layers of skin become smooth and scaly like those of an anaconda or other river snake. to effectively letting her “see” in the dark. swimming in this form is exceptionally efficient. The Soul of the Serpent This path was originally created as a Hermetic Path used by a Tremere under the sway of the Setite sorceress Kahina and a member of the secret society “The Eye of the Serpent”. imposing a 2 trait difficulty on all related challenges until the Serpentine Sense is no longer employed. To quote the description of the Path in Cairo by Night: “Thanks in part to the living asp residing in her stomach (EN: provided by Kahina).” The levels of this path are not “stackable” with Serpentis. like that of a spitting cobra. allowing for greater flexibility on land as well as considerable freedom of movement through water. The possible effects are varied. Functionally this power works like Tongue of the Asp for darkness penalties. The path exemplifies and embodies the perfection of the serpent’s form…. as well as its affect and duration. granting acute sensitivity to all smells for the duration of the scene. The character gains the Physical Trait Dexterous. and otherwise grants the user a 1 Trait bonus when comparing ties to smell something. and quite frequently function as a lesser (or variant) version of the powers of that Discipline. the acting Tremere regent in Cairo has developed a Thaumaturgical path of her own over several decades of intense study and experimentation – a discovery she firmly believes to be her own. I include this as an Akhu Path due to the unique circumstances surrounding its creation. 59 . Scaleskin When this application of the path is invoked. Smells not normally detectable via non-supernaturally heightened senses become apparent to the user. and this information must be inscribed around the place or object in question. Note that use of this power causes the ophidian character’s hearing to suffer commensurately. While use of this power is obvious (to say the least) it does allow for some nick-of-time escapes from handcuffs and other difficult situations. and she gains the ability to pass through any opening large enough for her head. Intermediate Soul of the Serpent Venom Curse The lector-priest can transform her own vitae into a deadly poison capable of blinding the eyes of nearby opponents. from allowing the lector-priest to identify poisons and poisoned foods by smell. In addition.curse.
e. Lupines will regenerate the blindness in short order. her body erupting tin a spectacular shower of black. the character may take no other action. Mortals bitten thus must immediately succeed in a Static Physical challenge (vs. who are blinded for live unless they receive immediate medical attention (within the hour). and gold. Touch of Typhon The lector-priest can now metamorphose her entire forearm and hand into a deadly asp. If a mortal is killed in this way. and no transition of any kind is apparent in her form. At the end of the turn. and its potency cannot be maintained outside of the lector-priest’s body. which takes three turns to complete. Effective range is only five feet. reducing the duration to 1 minute. Individuals assuming the Form of the Hydra are nearly impossible to destroy. bidding a Stamina-related Trait) or die within (total number of Stamina related traits possessed + 5) minutes from the snakehead’s virulent toxin.) Alternatively. carrying the unfortunate mortal’s essence along with it. Supernatural targets can conceivably shorten this time. The blood-venom is extremely toxic to mortals. From that point forward. Advanced Soul of the Serpent Form of the Hydra This powerful incantation – the ultimate plateau of achievement for one studying this path – allows the lector-priest to transform instantly into a writhing mass of vipers. the target must immediately make a static Physical Challenge (bidding a Staminarelated Trait) to soak the toxin. Basic. where it transforms mystically into a deadly blood-venom. The blindness lasts for a scene or an hour. doing an additional level of aggravated damage to anyone struck in combat. The player must spend two blood points to effect the change. If the attack succeeds. the venom begins to seep out of the corpse’s wound shortly thereafter. that mortal’s soul knows no peace until such time as its new “boy” is killed. If the Stamina Challenge fails the victim remains blind until the venom has run its course. her body simply bursts into a number of vipers equal to the maximum number of blood points the character can hold. however.The character coughs a point of vitae into her mouth. an 8th generation Setite using this power would explode into 15 separate snakes. red. this supernatural venom is quite thin. complete with a writhing. but the bite of the serpent “arm” is deadly. the player may opt to transform instantaneously. The vampire then spits the venom at any one opponent within range (equal to three feet per Strength related trait + level of Potence (i. 7 traits. During this time. The player engages the target in a physical challenge (bidding two traits due to the difficulty to hit the eyes). Advanced)). but she does so at a cost of five blood points rather than two. green. thus freeing the tortured spirit within. as the lector-priest may reform later if even a 60 . venomous snakehead. Thankfully. Vampires may spend three blood points to eliminate the problem. slowly coagulating to form a small supernatural asp under the control of the lector-priest. (For example. Intermediate. Every last viper must first be located. The blood-venom then pools nearby.
She seals them inside a wax figurine that she inscribes with the person’s name (as closely as hieroglyphic script can approximate it). a consecrated Book of Set increases a lector-priest’s chance of success at other rituals through its mere presence. Unlike most rituals. and gives the magician’s name. this one uses the victim’s Willpower as the difficulty. Basic rituals require a Static Social Challenge versus five Traits. the magician curses a victim to suffer terrifying dreams. nine Traits. If the magician’s player fails the ritual test. By accepting the reality of one god. Into the nightmare of darkness. the words themselves suffice. the victim loses one point of temporary Willpower. For each night in which the magician successfully curser her with nightmares. An ibis-headed man – the god Thoth – tells the dreamer how the magician has cursed her. seven Traits. This transformation last until the Warlock wills herself to assume normal form once again. Inscribing the Book of Set requires the usual Mental Challenge. While reciting the curse.single serpent remains. Powerful rituals. Apart from their absolute necessity in some powerful rituals. The victim then dreams of Duat’s horrors. Social instead of Mental. As a final magical effect. such as hair or nail clippings. which takes another three turns. No one else may handle the copy until it is complete. In this case. Setite magicians also accept the power of other gods to interfere. or made 61 . A sorcerer may also use this highly extended ritual to inscribe other texts. The magician needs some part of her victim’s body. all follow the similar challenges to those laid out in LotN:R –the only difference is in Trait type. Intermediate is vs. For some purposes. (Religious magic has the problem that it goes wrong in religious ways.) Inscribe the Book of Set Many Akhu rituals involve reading prayers from The Book of Going Forth by Night. however. On a loss of the second challenge. and Advanced is vs. using vampiric vitae for ink. monsters and death sails a shining boat staffed by animalheaded men and women. The Setites use this aspect of the ritual to keep their sacred texts out of mortal hands. demand the use of a specially consecrated scroll. Consecrated copies of The Book of Going Forth by Night are worth large amounts of money or significant boons to a Setite temple. the resulting book burns in daylight. This generally takes a few years. a second Static Challenge should be conducted. A sorcerer hand-copies the book in hieroglyphic script. the magician bathes the figurine in water made bitter with natron and declared to come from the river of Duat. on a scroll of authentic papyrus. the victim has a different dream. sunlight burns such scrolls to ash. Rituals Unless otherwise noted within the ritual’s description. but has no other magical properties. Basic Rituals Dreams of Duat By invoking Set. Failure indicates that the character did not observe some ritual condition while copying the text.
When he wants his character to gain a new ritual. It stays potent for two weeks times the level of the ritual. To adversely affect an inanimate object.too many errors. Milk of Set This entry is a catchall for a range of rituals too numerous to mention. following trail of specified individual Seek out a computer and maliciously alter contents of its hard drive. the Setite creates a salve or unguent with magical properties. The exact details of the ritual and ingredients of the salve vary depending on the desired effect. To harm mortals requires an Intermediate ritual. The more complex effects (note the gas tank ritual) raise the level of the ritual. Other supernatural creatures are resilient enough that only Advanced rituals (or above) have any effect. although this adds prestige to a copy. not where driver steers it Alter a lock so that it conforms to a key the Setite owns Bum through steel or concrete Make drug more addictive Make hollow replica of object coated in salve Melt flesh on contact Salve slithers along the ground in slug-like manner. the player specifies a desired effect. so that it goes where Setite wants. unless the effect is a common one already available to a number of Disciplines. and if you want to use it on the Prince. though many Setites have their own names for concoctions created in this fashion. if used to burn the flesh from mortals is Intermediate. the starting level of the ritual is Basic. For instance. She should rule out any effect that too closely resembles an existing path or ritual from any tradition. It takes one week per level to produce a single dose of salve or unguent. Each effect must be learned as a separate ritual. the Storyteller determines its level. Here are some common manifestations of the Milk of Set. Level Intermediate Basic Basic Basic Varies by object size Intermediate for mortals Advanced for supernaturals Two health levels of damage dealt Basic Basic Opening the Gate This ritual prepares a corpse so that it becomes a focus for the Setite's magic and allows even greater benefit from a blasphemy-shrine. the ritual to burn through steel or concrete is a Basic one. it must be created at the Advanced level. according to her judgment of the unguent's effectiveness as compared to other ritual effects. In each. Effect Add to gas tank of vehicle. Effects must change their targets for the worse. If the corpse is not already 62 . The copyist does not have to use his own vitae. and then becomes useless. The same salve. or alter them so that they serve a new purpose.
places three amulets on the body and recites a funeral prayer. Zero successes represents no similarity whatsoever. which he then attaches to a metal frame around the mummy. The ritual takes 12 hours to complete.) Opening the Mouth This magic ritual imitates one of the standard Egyptian rites performed before burial. He cannot speak of the afterlife or the Underworld. He may do this once per session and may only have one ritually desecrated mummy in use at any one time. The magician sprinkles the cadaver with water and natron (a natural salt used in mummification). showing the degree to which its funeral arrangements satisfied the requirements of The Egyptian Book of the Dead. and is usually performed by a coven of Setite priests and sorcerers. Opening the mouth works only if the body retains an intact head and tongue. forcing the body into a tortured position. and so on. succeeding only on a win (retest with the Thanatology [if Storytellers are using the new Abilities mentioned in the Genre packet} or Mummification Ability). the Setite loses a sum of blood and Willpower points (distributed by the Storyteller) equal to twice his mummy's rating and can no longer perform Akhu. the magician touches the cadaver’s mouth with his ceremonial rod while commanding it to speak. The ritualist then saws open the corpse's chest cavity and breaks open the ribcage. Once the body is prepared. he loses the points. Each success on these challenges gives the corpse a rating. The sorcerer pulls the strings tight. nor does the person know anything he did not know when alive. If anyone destroys the corpse or unstrings it from the frame. If the priest correctly performs the ritual. A successful Setite now possesses a means of siphoning energy from the Western Lands. which will most often be the case. it must undergo the procedure before the ritual begins. (If asked. The funerary rite enabled the deceased to breathe and speak in the Underworld.mummified according to ancient Egyptian tradition. placing the jar that's supposed to be positioned to the west of the body to its east. He arranges the canopic jars in reversed order. The Akhu ritual enables a dead person to speak through his own cadaver. The player engages in five simple challenges. He may at any time increase his blood or Willpower pools by a number of points equal to the rating the Storyteller assigned the mummy. He severs the corpse's spine and drills dozens of hooks into the corpse. This process alone can take several nights. The ritual does not compel the deceased to tell the truth. Without this ritual the sorcerer cannot perform the necessary magics as the energies of the Western Lands cannot be accessed. though. Into the hooks he threads catgut strings. but takes no other action. he says that Osiris forbids 63 . (*This is always the first ritual learned – just as the Tremere always learn Rite of Introduction. and informing the corpse of Set's subsequent penetration of the Western Lands and the powerless-ness of Osiris to stop his progress. At the end. the deceased can hear and speak for one minute. After the passage of a number of hours equal to his successes on the ritual. the ritualist begins the ceremony by verbally recounting the victory of Set over Osiris. and five successes signals the greatest adherence to those rituals possible in modern times.
so that a ghoul can gain one blood point per quart of the magic beer. and suffer a hangover later. beginning and ending at the dark of the moon. The brewing process multiplies the vitae. Magic is mysterious. By itself. however. the beer’s magic is limited to the fact that they can drink it at all without heaving it up seconds later. It only works if the fish devour the severed organ.) Opening the Mouth works only once for a particular magician. This beer sustains ghouls as if it were true vampiric vitae. starting with the limbs and finishing with the penis. Egyptian Setites still vend the charm. Intermediate Rituals Dismemberment of Osiris The Setite ritually dismembers the captured leader of a group or organization. Before administering the Linked Soul Elixir. The amulet requires no special effort to scribe and consecrate. including hashish. though they do not tell clients about one of its powers. opium and mandrake. A woman who wears the amulet does not miscarry. as the Dark God’s masculinity frightened the womb into shutting tight. nor to blood bond the imbiber: The brewing process negates this aspect of vitae. Vampires can drink it too. as determined by the Storyteller. a military unit could fall in battle. A lector-priest who does not know how to create Typhon’s Brew can forget about pursuing further knowledge of alchemy. but never more than that. or a religious order might experience mass defections. The organization headed by the victim suffers a serious calamity. Linked Soul Elixir This magical drug consists of Typhon’s Brew mixed with juices and resins from seven herbs. actually passes to the lector-priest: one blood point. and her menses are greatly reduces. For every gallon brewed. Typhon’s Brew has no other properties.him to speak of such things… even if the person never heard of Osiris in life. the Setite drops the phallus into a tank full offish. however. Vampires. The ritual takes six hours to complete. Brewing the Typhon’s Brew takes a full month. once a month. They can even get drunk on it.) At the conclusion of the ritual. Seal the Gates of Blood Egyptian doctor-priests prescribed an amulet of Set to prevent miscarriage and excessive menstrual bleeding. The spell otherwise lasts one month per mental trait spent at the time of casting (max 3). If the recipient does not wear the amulet through one menstrual cycle. The menstrual blood. the alchemist includes one blood point’s worth of his own vitae. the magician pours the brew over a steal bearing a spell-prayer to Anubis 64 . For vampires. It cannot be used to Embrace a mortal. Typhon’s Brew Most preparations of Setite alchemy begin with this magical. (The ritual works only on male victims. A corporation might lose half of its stock value overnight. gain only one blood point per gallon consumed – the same rate as in brewing the beer. the spell breaks. vitae-laced beer.
every linked character receives the effect of the mind control magic. For instance. The drug opens his soul and he can no longer tell which thoughts are his own. It also renders the imbiber completely unable to resist any sort of mind control. all the characters joined by Linked Soul Elixir can use each other’s Abilities as if they were their own. predetermined victim. A person under the elixir’s influence feels the pleasure. even breath mints and syringes make acceptable substitutes for the contents of the east jar. The Setite may interfere with a number of actions each night equal to the number of additional Mental Traits spent during the ritual challenge (up to three). the Setite can at any time interfere with any action performed by the victim. al the other elixir-users suffer the same wound penalty. Scorpion Sending Set dispatched a scorpion to sting the Infant Horus. 65 . Vampires as well as mortals can drink Linked Soul Elixir. though they are not so potent. This ritual emulates the myth by creating a magical scorpion that attacks a single. People who drink the elixir feel each other’s sensations and emotions. The remaining bits of a meal half-eaten by the target work as substitute contents of south or north jars. gaining advantage over the chosen victim. if one elixir-user suffers a wound penalty. thoughts and emotions of every other elixir-user within sight. Each preparation of the Linked Soul Elixir creates two doses. The Setite can still direct a working against a target even if he lacks the requisite bits of flesh. On the other hand. An imbiber of Linked Soul Elixir cannot resist Dominate. and any number of other significant yet indirect effects. Prepare Canopic Jars The Setite takes bodily tissues of a desired victim and places them in the four canopic jars used in ancient Egyptian funerary practice. What’s more. he can use an object stolen from the victim that symbolically resonates with the desired organ. or any other sort of mind control magic. The ritual takes four hours to perform. all the other elixir-users must do so. Once completed. Drugs or alcohol once in the possession of the target can represent the liver and gall bladder in a jar of the west. Samples of other tissues can be used. Heart pills and asthma inhalers. He may do this until the jars are moved or destroyed. The prayer recalls the god’s role in judging the dead and demands a similar power to see into the hearts of others. pain. as long as they remain within line of sight of each other.and collects the liquid in a basin. The target’s player cannot expend Willpower to resist the magic. lose her wallet. Examples of interference include making the victim miss a bus or plane. He inverts the ritual designed to ensure speedy passage to the Western Lands. If one user’s player must roll for the character to resist frenzy or Rötschreck. Every use of such Disciplines or magic automatically succeeds. provided he is somehow aware of the target's current activities. a subject engages in a Static Physical Challenge (difficulty 8 bidding a Stamina-related Trait) to throw off the effects. Presence. Every hour after drinking the elixir. become the subject of a random mugging. The jars and their associated tissue types are described fully in Blood Magic: Secrets of Thaumaturgy page 115.
Severing Sand A handful of consecrated Nile sand can force all sorts of spirits to return from whence they came. The victim might see the scorpion before it strikes (a Mental Challenge difficulty 11.The scorpion’s magical venom has an excellent chance of killing a mortal and can seriously inconvenience a vampire. If the player fails the ritual challenge. The sand retains its power until sunrise. Then she leaves the model scorpion in a place frequented by the victim. using clay mixed with one blood point of his vitae. Seker affects vampires. This effect lasts one minute. If the magician wants the sebau-fiend to attack a specific enemy. reduce the difficulty to 9 if the character is actively looking). A vampire. incorporating hair. one magician used Nile sand to prevent a magical giant snake from re-joining its severed halves. The spirit cannot return to Earth until the next nightfall. the magic sand works against all spirits. The scorpion’s venom inflicts one health level of lethal damage every 15 minutes. not just Egyptian ones. Failure of the second challenge means the demon attacks the magician. It also affects Lupines. Against wraiths. changelings and other supernatural races that have physical bodies. If the target kills the scorpion before it stings him. the magician can command one service from the sebaufiend that the demon can accomplish in one night. Summon Sebau A lector-priest can use a clay model to summon sebau – the demons of Duat – and send them to harry her enemies or perform other tasks. If the scorpion dies after stinging. he needs the victim’s True Name or some part 66 . or something else that came from the victim’s body. natron and a few drops of her own vitae and chants a litany of praise to the Nile. An exorcised spirit returns to its home. If the ritual succeeds. The magician must make the model with his own hands. A wise magician intuitively knows what god works best for particular circumstances. it stays a real scorpion. The next time the victim comes near the model it becomes a real scorpion and stings him. Indeed the Severing Sand possesses a limited power over all supernatural creatures. he must immediately make another Static Challenge (no traits risked). spittle. nail clippings. She sprinkles the sand with perfumes. The magician must obtain authentic Egyptian river sand. a magician might call upon Anubis to pull the ghost back to the Underworld. She writes the name of Set on the wax scorpion in green ink and recites the myth of the poisoning of Horus. The venom harms both mortals and vampires. werewolf or other supernatural creature temporarily loses whatever healing powers it may possess. For instance. When using the Severing Sand. A magician may enchant Severing Sand in advance. Ra or Set work equally well to banish the demons of Duat. The damage ends if the victim’s player succeeds in a Physical Challenge (bidding a Stamina related trait) at a Static difficulty of 9 (check at every increment of damage). The magician makes a model scorpion out of wax. the magician invokes an appropriate Egyptian god counter to whatever supernatural creature he faces. it reverts to a wax model. washed clean and dried in sunlight.
Typical hybrid mummy forms included animal-headed men and women in imitation (or parody) of the Egyptian gods. then covers her genitals with this unguent. incense. an asp. Completing the final prayer while burning off one’s own hand costs a point of permanent Willpower. vitae and papyrus are ingredients. The lector-priest spends a between one and three Social traits and engages in a Social challenge against the target of the spell. The Followers of Set still craft these cippi on rare occasions. Enchanting the stela requires several hours of prayers. The Setite completes the ritual by coming into skin contact with the victim before the next sunrise. more generally. and crushed scorpions. Warding Cippus The ancient Egyptians prized stelae carved with the figure of the infant Horus trampling on crocodiles and strangling serpents or scorpions in his fists. Such statues – called cippi – served as amulets to repel these harmful creatures and. This enchanted stela protects against spirits. mummify them and invite a spirit to occupy and animate the patchwork khat. No special conditions apply to the carving of the cippus. She brews an unguent in which the tissue sample. the victim can't refresh either pool for one night. If the ritual succeeds. all the malign forces of the world. hyena or other scavenging predator for at least 24 hours. they vanish back to Duat. Elder Rituals Hybrid Mummy A magician can stitch together parts of human and animal cadavers. continuously. Note that this also means taking one health level of aggravated damage. exorcisms with sand and water. Setites seldom use figures of Horus in their magic. If they try. Some Warding Cippi are thousands of years old. beer and the blood of a crocodile. The Warding Cippus works by itself from then on. Further. Spirits of Duat cannot approach within 100 feet of a Warding Cippus. not material animals. the magician lets the rising sun burn his hand to ash while it rests upon the cippus. 67 . but the power of an enemy is still power. A consecrated cippus bars all but the most powerful or determined demons of Duat from its proximity. the sample must have steeped in the urine of a jackal. or at least require medical attention. Advanced Rituals Dismembering the God The Setite removes from a canopic jar a tissue sample taken from the chosen victim. or beasts given human heads and hands.of the victim’s body. the victim loses both a number of Willpower points and a number of blood points equal to twice the caster's number of Traits spent. At the end. For information and stats on Sebau see the Sebau and Others section on page 21. Note that a significant blood loss (3 or more points) may very well kill a mortal. and bathing the stela in honey.
though. The magician’s player defines a hybrid mummy’s Traits beforehand. A hybrid mummy starts with three Traits in the Physical and Mental categories. however. but are considered to be accessible to lector-priests who have the appropriate resources to gather them. Similarly. Although the Hybrid Mummy spell requires the normal Social Challenge to succeed. stronger parts. Hybrid mummies are more durable than Necromantic zombies: They can endure for thousands of years as long as they remain in subterranean crypts and labyrinths. and raise their Charisma-. the magician conducts an hour-long invocation to Apep and other dreadful. Hybrid mummies can learn through experience. Its creator may bind its will with other spells or Disciplines. A new hybrid mummy cannot have any Ability that its creator does not. they decay quickly when exposed to sunlight and a incredulous modern world. debased lector-priests call upon evil and insane ghosts called specters who somehow escaped judgment and the Eater of Hearts. or demons of Duat that were never human at all. patchwork cadaver over a noxious and stinking fire. The sources each ritual can be found in are listed following the ritual name. The physical process takes 40 days. (They have no Social Traits. the magician spends one Willpower point. deathly powers of the Underworld while smoking the wrapped. Wits-related Traits and Abilities.Creating a hybrid mummy requires suitable human and animal body parts and typical mummification equipment. Few normal ghosts consent to occupy such a butchered. while Strengthrelated and Stamina-related traits can go as high as the magician wants (as adjudicated by the Storyteller): the sorcerer just uses bigger. composite cadaver. A lector-priest can make a hybrid mummy with up to three Dexterity-related Traits. Mercifully. A few powerful Setite magicians employ hybrid mummies as their servants. but the hybrid has a mind and interests of its own. or at a higher level. Mental Traits or Abilities. The hybrid mummy is a character in its own right. At the end. Manipulation-related. Instead. just like a normal. Raising a Trait costs four experience points each. Basic Blood Rush (Sabbat pg 130) Brand of the Paramour (ST Guide pg 65) Defense of Sacred Haven (Warding of the Tomb) (LotN: R pg 185) Devil's Touch (Bes' Disfavor) (LotN: R pg 185) 68 .) For every three traits in Attributes or Abilities they hybrid mummy receives. Other Rituals The following rituals have been culled from other sources. and includes various subsidiary rituals. the magician’s player also spends a variable number of points of Willpower in the final rite. Hybrids can also have up to two Traits in each Intelligence-. non-supernatural mummy. if a ritual is traditionally common among the Priests or Warriors of Set a notation is made as well.
A few drops of cold pressed extra virgin olive oil from Egypt are placed on a platter decorated with 69 .Priest Eyes of the Night Hawk (Sabbat Guide pg 130) Illuminate the Trail of Prey (Sabbat Guide pg 131) .Warrior Ward (and Warding Circle) vs Ghouls (LotN: R pg 186) Intermediate A Touch of Nightshade (Scorpion’s Sting) (ST Guide pg 72) .Priest The Curse Belated (Osiris Defied) (ST Guide pg 70) Major Creation (Gift of Ptah) (ST Guide pg 71) Return of the Heart (Balance of Ma'at)(ST Guide pg 71) Scry (Eyes of Hathor)(ST Guide pg 71) .Domino of Life (Return from Du’at) (Sabbat pg 130) Encrypt Missive (Secret of Thoth) (ST Guide pg 65) .Warrior Severed Hand (Set's Judgment or Rending of Osiris)(ST Guide pg 73) Ward vs Ghosts (Ka)(Camarilla*) Ward vs Cainite (Camarilla*) Note: Since no rituals from the Table Top Guide to the Camarilla appeared in Laws of the Night: Camarilla Guide.Warrior Incantation of the Shepherd (Calling of the Worshippers) (Camarilla*) .Priest Splinter Servant (Ptah’s Shaft pg 113) (the Akhu version requires the lector-priest possess at least the Intermediate Level of Ushabti before this ritual can be learned) (Camarilla*) . Player-created Rituals Basic Milk of Set Variant: Snake Oil This ritual takes one week to cast and the lector-priest may only have one measure of this ritual undergoing ritual preparation at a time.Warrior Cleansing of Flesh (the Akhu version requires the subject to be ritually shaven from head to toe before immersion in water) (ST Guide pg 69) . use the commonly accepted guidelines for these rituals.Priest Rebirth of Mortal Vanity (ST Guide pg 67) Recure of the Homeland (Nile's Favor) (the Akhu version of this ritual requires Nile mud instead of soil from one's homeland) (Sabbat pg 131) Steps of the Terrified (Pursuit of Set) (Laws of Elysium pg 89) .Warrior Stolen Kisses (ST Guide pg 71) Ward (and Warding Circle) vs Fae (Eshu) (ST Guide pg 73) Ward (and Warding Circle) vs Lupines (Camarilla*) Ward (and Warding Circle) vs Spirit (Bau)(Camarilla*) Ward (and Warding Circle) vs Demon (Sebau) (This should be fairly prevalent considering the use of Sebau in Akhu) Advanced Cobra's Favor (Blessing of the Asp)(ST Guide pg 73) .
etc. At the end of this time the olive oil is enchanted such that if it is placed in a bottle of perfume (or another cosmetic scent – aftershave and cologne work just as well) it will raise the perceived quality by one (Crafts +1). If the possessor of the talisman attempts to use engage the caster in a Social Challenge. In addition the caster need not bid a Social Trait against the user. and the wearer gains the negative Social Trait: Vain. The sorcerer who enchanted the oil is up two traits in social or mental challenges that attempt to influence the wearer (Presence. She must then place a cippis of disguise (a small amulet with the hieroglyph for disguise) in the mixture for a lunar cycle starting at the new moon. Path of Corruption. Chicago. The enchantment of the talisman lasts for 1 month after creation unless it is bathed in the suns rays and one blood trait from the caster at least once during that month. this amulet will raise the wearer’s visage to the levels usually reserved for supermodels and Tzimisce. The caster however takes on the clan weakness of the clan impersonated in addition to her own. granting no supplementary Social Traits. The wearer of the scent is also up one trait in social challenges for determining ties if the challenger can smell the scent. To cast this ritual. the magical item fails to perform as usual. The ritual activates when the concoction is imbibed. Dominate. This talisman grants the user four Social Traits. and gains a free retest. With beauty comes vanity. She must also pass a static Social Challenge each time she passes a mirror – or other reflective surface – to avoid staring at her own perfection. and Gary. Upon a successful casting the ritual. Intermediate Courtesan’s Smile When worn. determined by the caster when the item is made. They may be bid and lost as normal traits. Winona. in use in Milwaukee. though. Alternately. something had to be done to pass the tests of the meddling Tremere and other Blood Sorcerers. they may be refreshed at the cost of one willpower point per trait. However it takes one full day for the traits to refresh once lost. No sorcerer can have more than three preparations of this ritual in existence at a time. Green Bay. Submitted by Aaron Rice. any magical means to determine clan of origin on the recipient of the ritual will reveal her to be of the same clan as the blood consumed for the casting. 70 . This milk of Set variant requires a trait of blood from a vampire of a given clan. Milk of Set Variant: Blood of the Aeons With the Setite penchant for impersonating other clans. The ritual allows the caster to modify his blood for the purposes of Thaumaturgy path of blood: Taste of Vitae.hieroglyphs of and incense must be burned on the platter each night while the ritual is being cast. the lector-priest creates a mixture of Fennec fox blood and a pint of Typhon’s Brew made of blood from a given clan of the Aeons (one of the 12 core clans). These traits stack with the wearers and can even raise them above her normal generational maximum.) All effects of this ritual fade two weeks after it is cast.
Storytellers: it is highly suggested that you only allow the Sadhana and Nahuallotl to NPC’s. These paths are only taught to “priests” of the particular religion and only by other holy men. The others come at sorcery from a completely different angle. Candomblé. Obeayisne. as do the lector-priests. how many of the willpower tests the sorcerer won. but also because they are based in such a secretive religious paradigm. Palo Mayombe. Powers placed inside the uas (common priest-architect’s measuring-rod with a twisted crossbar at the top) are determined by the lector-priest's ST and should reflect how "appropriate" the sacrifice was. For game purposes. a process that usually takes several years. The paths cease to be strange to Western Cainites when any character can go down to the local Hindu Temple and learn the secret paths of the Brahmin. Bloodline Paths and Rituals Four distinct bloodlines exist within the Setite Clan. perform their own Brahmin-style sorcery called Sadhana. and the Daitya. this is ritual allows the Sorcerer to sacrifice dark energy directly to the Father himself. Shango cults. your new level) every hour. There are many levels of initiation into the mysteries of that particular brand of sorcery that one must learn before being able to practice the magic. The caster has no control over what powers the Father gifts him with. Santería. and be initiated into their magics. and a willpower test (vs. seek out a teacher. Success however has great rewards.This ritual lasts for one night and immediately fails if Caitiff or bloodline blood is used. The ritual takes the form of an entire night of prayer and sacrifice. Tlacique still give homage to Tezcatlipoca with the pre-Columbian Nahuallotl. unlike the formulaic Thaumaturgy of the Tremere. Serpents of the Light practice the Caribbean Wanga with its decidedly necromatically bent. Unless otherwise noted. All these religions and more developed from the slave populations taken from the 71 . The Warriors practice their martial sorcery within the standard framework of Akhu. both due to the character type’s status as Rare and Unusual. Wanga Voudoun. and mostly the personality of the sorcerer. The ritual is very taxing on the will of the Sorcerer as well requiring a minimum of one willpower point spent every two hours. the Holy Blasphemers. Like Akhu they approach magic from a religious stance.000 "vessels") and a minimum of three sacrifices of either mortals or kindred. requiring massive amounts of "dark" emotions (a minimum of 2. calling on certain gods or spirits to perform tasks. or asking their favor. Advanced Celebration of the Defeat of Osiris Castable only on the anniversary of Set's victory over Osiris. if a character does not actively practice the belief system espoused (on a nightly basis) she cannot call upon the necessary forces to perform the sorcery. a character must be an active adherent to the religious tradition.
Many wangateurs eventually branch out towards necromancy considering the degree of ancestor-worship inherent in Wanga. however. all wangateurs must have real faith (though not necessarily True Faith) in the God and spirits revered by these religions. the Flow of Ashé does not require the expenditure of blood to invoke. and many require the presence of specific items or components. Despite their varied practices. 72 . In addition. she must engage in a second Static challenge. Most requisite powders and herbs are relatively rare and require that the wangateur frequent occult and specialty shops in order to obtain them. If. most Kindred wangateurs practice a mishmash that combines many aspects of any or all of these religions. In addition. These materials are consumed in the process. Failure of this follow-up challenge causes the character to lose two points of blood. The wangateur can perform supernatural feats without the need to spend the blood in his system. Blood: Laws of the Night Conjuring: Laws of the Night Corruption: Laws of the Night Storytellers Guide Curses: Laws of the Night Storytellers Guide Spirit Manipulation: Laws of the Night Guide to the Camarilla The Flow of Ashé Kindred who master the Flow of Ashé learn to draw power from sources of ashé other than vitae. If the “blood” is not used in the turn immediately following. Wanga claims at least three unique paths detailed below.Yorba. Created from the multitude of religious practices born in the slave dens that most Americans call Voodoo. the wangateur must call aloud (though it need not be at great volume) upon the power of an appropriate spirit (orisha. The level five power). While some vampires adhere to the precepts of a specific AfroCaribbean faith. The Flow of Ashé can create only one “phantom blood point” at a time. as that would largely defeat the purpose. it is lost and the path must be attempted again. This path does not affect powers that require more than one blood point to activate. Wanga is as much a religion as a method of magic. They share another common feature in the sorcerous practice we call Wanga. the herbs and other components are still consumed. Unlike other Thaumaturgical paths. Several standard paths of Thaumaturgy are available to practitioners of Wanga. The player must invoke this path the turn immediately before she wishes to spend the substitute blood point (ex. Unless stated otherwise these paths are activated in the standard manner (with the expenditure of one blood point) and require a mental challenge. the player fails the challenge. Those who don’t believe have a great deal of difficulty with Wanga. Ewe and Fon tribes of Western Africa. if you will – from components carried on his person. in addition to any other penalties. loa. Storytellers are encouraged to treat those who fail both challenges as having “botched” and should show the faithless wangateur how the spirits feel about those who call upon them faithlessly. The player of a Kindred who is not one of the faithful must bid two Traits in any Wanga challenge and must succeed in an additional Static test. He instead draws the power – “a phantom blood point”. Enkisi or the like).
a box of cigarettes won’t do) and a handful of powdered ivory. all her attention must be concentrated on applying the salve and activating its power. 73 . a wangateur may not use this power to heal while engaged in any other activity. Wounds close as though she’d spent a blood point to repair the damage. Unlike normal healing. the character must smear a paste on the wound.Basic Flow of Ashé Touch of Life The wangateur may perform the most minor feats of blood – causing her skin to flush. The components include two handfuls of herbs and powdered minerals including jurubeba (an herb often used to cure stomach and liver ailments. the power fails to function. including other Thaumaturgy paths (but not rituals). The effect lasts for one scene. In addition. powdered human bone and at least a few drops of blood (human or animal and it need not amount to even a single blood point’s worth. This power may be used only to activate a Discipline. causing her heart to beat and the like – without actually spending a blood point The character must have in her possession two handfuls of herbs and powdered minerals including aroeira (a Brazilian herb used to treat skin ailments) and copper shavings. it cannot be used to maintain a power already active. not aggravated. Once Favor of the Orishas has been used to power another Discipline. The wangateur may not shed her own blood to invoke this power. In order to use this power. The ingredients must be mixed immediately prior to the invocation of the path. Note this can only heal lethal or bashing damage. If it dries for more than a minute or so after mixing. Strength of Root and Stone The wangateur may use the Flow of Ashé to power an increase in Physical Traits – for a scene – as though she’d spent one blood point. Favor of the Orishas At this level. all rules and systems of that Discipline – including challenges. the mixture must include a few drops of blood. This paste includes crushed cambara (an shrub once used for the treatment of cuts and skin injuries). maintenance costs. however. though the blood of a foe struck in melee combat is acceptable. duration and so forth – apply as normal. Intermediate Flow of Ashé Breath of Life The wangateur calls upon the power of Ashé to heal injuries to herself. come from the wangateur herself). the wangateur may substitute other sources of Ashé even when powering Disciplines. it cannot. The wangateur must possess several leaves of tobacco (this must be pure. and for the treatment of general weakness) and pure iron filings.
the wangateur beseeches the spirits to bring fortune to herself and his allies. she may still fail. allowing her to heal a single wound level without spending blood should be forced to do so.Advanced Flow of Ashé Gift of Ashé At this level. 6 traits. the wangateur can use orisha’s Favor to prevent catastrophe. The wangateur can target anyone in her line of sight. A wangateur may have a number of pastes and powders prepared at any time equal to her Intelligence. the wangateur must physically shed the blood point when the power is activated. The blood point required cannot simply be spent. Furthermore. driving. The wangateur chooses her subject – either herself or an ally. The effects of the power may be delayed for an entire scene. the character may activate the stored power. merely get the attention of the spirits. then give the paste to a companion. and misfortune to his foes. the powders or pastes created by levels 1 through 3 of the Flow of Ashé may be imbued with enough power that they hold their magic for a time. Fortune’s Blessing The wangateur requests the orisha’s aid for herself or an ally. To enact Sheltering Hand the player must succeed in a Static Mental Challenge vs. By spending his own blood in sacrifice. For the duration of the scene the target is considered to have one bonus Ability of that type (for use in retest or for the ability to perform a task that the subject does not normally have the Ability to do). Basic Orisha’s Fortune Sheltering Hand At this level. Similarly the blood point shed is magically consumed shortly after it leaves the wangateur’s body and cannot be collected by other thaumaturges for use against her. but she finds disasters occurring far less frequently. The subject is granted just a bit of extra fortune. the vagaries of random chance. tasks become simpler and less likely to fail and the recipient may even find herself capable of feats that would normally be too difficult to perform. shooting. a wangateur who anticipates combat might invoke the Breath of Life and mix the paste. Orisha’s Fortune Orisha’s Fortune allows the thaumaturge to manipulate the whim of luck. Luck is with her. The specific task – hacking. For instance. The wound need not cause any health levels of damage. the ashé in these components may be granted to other Kindred for their use if the wangateur chooses to do so. either on her own person or on another Kindred. Because of this requirement the fourth level of the Flow of Ashé cannot power Orisha’s Fortune. and need not be used the following turn. 74 . The next action taken by the subject gains a 1-Trait bonus. or any other mundane action – must be declared when the power is invoked. At any point.
the wangateur is protected by an effect that seems to combine aspects of the previous two powers. this power allows the wangateur to inflict minor misfortune upon an enemy. she must then be successful in a follow-up Static challenge (no traits risked. Intermediate Orisha’s Fortune Fortune’s Curse The reverse of Fortune’s Blessing. Any attempt to use it on someone already under its influence automatically fails. Fortune’s Favor The wangateur calls upon the spirits to perform some truly hefty twisting of the laws of probability. though she is encouraged to have such “botches” result in truly catastrophic results. If the target fails her next action. making a single task more difficult and likely to fail. Blows that should land. success on a win only. To enact. If the target wins the next challenge. The target must bid an additional trait on all challenges. sets the power of the orishas directly against a foe. the caster must choose a specific individual against whom this power operates. the caster is considered to be up one trait. The caster engages the target in a Mental Challenge. To enact Sheltering Hand the player must succeed in a Static Mental Challenge vs. she must still engage in the follow-up Static challenge (no traits risked. not a tie) otherwise the action fails. this power lasts for the scene. 7 traits. her victim adds an increased difficulty to his next action. sneaking or the like – when the power is invoked and then must defeat the victim in a Mental Challenge. This power is not cumulative.Multiple uses of this power are not cumulative. The caster cannot use Fortune’s Favor while under the effects of Fortune’s Bless. success on a win only. The target of the spell must spend an additional Trait when attempting that action. not a tie) though in this case a failure would result in a “botch” (effects determined by the storyteller. Once this power is invoked. 75 . and should be considered a failure if used on someone already under its influence. contests that clearly favor the opposition – all seem to shift inexplicably in favor of the wangateur. Fortune’s Favor lasts for a number of turns equal to the number of Mental Traits spent by the wangateur’s player. nor can she use it against anyone already influenced by Fortune’s Curse. the caster must spend a variable number of traits (between one and three) and defeat the target in a Mental Challenge. but only when they are in direct opposition. The caster must declare a specific sort of action – brawling. Smiting Hand. even as compared to “normal” botches). Advanced Orisha’s Fortune Smiting Hand A truly nasty magic. If the wangateur’s player is successful. This follow-up challenge is conducted after all retests have been conducted. transforming almost any attempted task into a catastrophic failure. At the moment of casting. and may not be “retested”.
With the expenditure of three Mental Traits. the power is effective enough to fool an animal ghoul. the Lupine or Kindred notices something subtly off about the caster’s scent. If an additional Mental Trait is spent she could smell like that animal in a particular emotional state. animals of the specified variety (dogs being the most common in modern cities) simply don’t notice the Kindred’s presence unless she specifically does something to attract attention (touching the animal. Kindred in animal form. This must be rubbed on the sample as the blood is spent and a Static Mental Challenge (difficulty 6) is conducted. drop of blood. Any attempt to create a scent strong enough to affect a human or Kindred not using Auspex (duplicating the spray of a skunk. the Kindred gives off a scent identical to that of the target animal for the remainder of the scene. tooth. but they gain the benefit of a Perception-related Mental challenge vs. For the remainder of the scene. The caster must have in her possession a sample (tuft of fur.Voice of the Wild Quite possibly the oldest Wanga path still practiced. hair. six Traits. Basic Voice of the Wild Scent of the Beast The magician can produce scents and pheromones appropriate to a particular species of animal. This power requires the expenditure of 3 Mental Traits to fool Lupines or Kindred in animal form or using Auspex and that the caster defeat them in a Mental Challenge. Hide from Hunter’s Eyes With this power. This applies to scent and hearing as well as sight. etc. Used in ancient nights to attract game and ward of predators. the Kindred causes animals to overlook her completely. for instance) also requires the expenditure of a Mental Trait. a drop of perfume or any other strongly scented material. duplicate the scent of a scared cat or a dog in heat. the animal will approach to within a few yards. this path requires certain materials that are consumed by the magic during casting.) from the animal she wishes to smell like. for instance. whisker. but no closer. control goes to whoever has the highest rating in their respective Discipline (tied levels go to the character with Animalism). Three Mental Traits will also permit the caster to fool Lupines. it finds similar use tonight among more creative wangateurs. the caster. she could. Voice of the Wild was originally created to grant influence over the predators of the savannas and jungles. If they succeed. or a tooth will suffice) from the kind of animal she wishes to hide from and a pinch of pepper. A wangateur may attempt to influence the same animal as a Kindred utilizing Animalism. making any noise louder than low conversations or the like). Assuming both challenges are successful. If successful in a static Mental challenge vs. and may well investigate further. In addition to vitae. without the expenditure. Any attempt to attract an animal requires the expenditure of a single Mental Trait to inspire the creature to overcome its instinctive aversion to vampires. 76 . or Kindred using Auspex. The wangateur must have a body part (fur.
The caster must have in his possession some body part (see above) from the type of animal to be influenced. Intermediate Voice of the Wild Marking the Prey Working off the premise.” this power allows the caster to fix the attention of a given variety of animal on a specific target. I just have to run faster than you. The claws of a bear are sufficient for shredding opponents. shouting at them accomplishes nothing). etc. This power lasts for one scene. The beasts in question will focus only on that individual. If successful. The animal cannot be made to perform specific tricks for which it has not been trained.It functions on animal ghouls without the Trait expenditure. and a pinch or drop of something that animal might find attractive (catnip for cats. but they too are allowed the Mental Challenge. Although not as particular as the control granted by Animalism. The target must be visible to the wangateur and must be defeated in a Mental Challenge to take affect. whereas hostile animals will attack. This means more than just “angry” or “sad”. as animals react on a much more emotional and instinctive level than humans. The target can be made to calm down. Guiding Spirit This power allows the wangateur to manipulate the emotional state of an animal. The caster must make eye contact or direct physical contact with the animal as she spends vitae and engages in a Static Mental Challenge (vs. “I don’t have to run faster than the bear. It is ultimately the Storyteller’s call as to what is and is not possible with Guiding Spirit. Guiding Spirit can create some truly impressive results. become playful or any other emotional effect on which the Storyteller and the player can agree. The caster must have a sample from the variety of animal to be influenced. the fur of a small rodent for snakes. all animals of the chosen variety in the area will focus exclusively on the target for the duration of the scene. Friendly animals will frolic and play around the target. 77 . and entirely differently to another. unless someone else makes a concerted effort to get their attention (physical contact is required. nor can it be made to place itself in the path of certain harm (though it can be made to take risks). or until the target is able to escape their immediate vicinity (and avoid pursuit) for several minutes. The caster can achieve a specific degree of control by causing the animal to react one way to some stimuli. The eyes of a cat will allow vision in areas of very low lighting (though not complete darkness). The exact limits of this power are deliberately vague. The animal may make this a contested challenge instead of a Static by spending a Willpower and only if the wangateur is influencing it to do something totally against its instincts or training. grow enraged enough to attack a specific target. Advanced Voice of the Wild Mantle of the Beast The caster may assume a single physical characteristic of an animal. These must be combined at the time the blood is spent to invoke the magic. 7 Traits) to invoke this power.). and aid in climbing to boot.
This power duplicates a single feature only. The Ara Orun. a kisengue or other religious talisman. a wangateur must wield an asson. allowing you o glide to (relative) safety. the failed ritual backfires on the wangateur in some way. Wangateurs have access to several rituals of “traditional” Thaumaturgy. Any time such a ritual is attempted and failed. Intermediate is vs. Unless otherwise noted within the ritual’s description. all follow the similar challenges to those laid out in LotN:R – basic rituals require a Static Mental Challenge versus five Traits. the character could not take a snake’s ability to wriggle through small places. divinations. call specifically on ancestor spirits. And though Kindred aren’t built for flight. nine Traits. such as Grandfather’s Gift. and must be replaced if the caster wishes to try again. various bone-related rituals and those that are designed to cause injury or consternation from a distance (“curse” rituals). seven Traits. can also be malicious and cruel on whim. If this challenge fails. Wanga has its own rich library of unique magics that call upon the spirits and the ashé of the world around them. Ori Sight. Wanga Rituals To perform a ritual. Claws created with Mantle of the Beast do a level of aggravated damage. Suggested rituals include: Basic Devil's Touch (LotN: R) Defense of Sacred Haven (LotN: R) Impassable Trail (ST Guide) Ward (and Warding Circle) vs Ghouls (LotN: R) Intermediate Bone of Lies (LotN: R) Bottled Voice (LotN: R) 78 . retest with Athletics) to use properly. however. an ekwele. a set of wings will at least break your fall. Thus. the Ara Orun have proven exceptionally hostile this night.The nose of a bloodhound can tell you exactly where that snooping reporter ran off to. take the compressible ribcage of a mouse and accomplish must the same thing. A protective covering like a turtle’s shell or a insect’s carapace adds two bonus Traits to a character’s Physical Trait total for soaking damage only. the player must engage in a Simple Challenge (success on a win or tie). Some rituals. They also grant two bonus traits for climbing. as that is a single physical feature of the animal. Kindred can glide for a distance of 100 yards (further with a strong tailwind). because that is a factor of the snake’s body structure and not a specific feature. These include many wards and other defensive rituals. she could. In addition. The character must have on her person a sample (as above) of the animal whose feature she wishes to duplicate. Advantages for taking other features are at Storyteller discretion. and Advanced is vs. while often generous and helpful. A failure on this challenge indicates that the magic has not been properly invoked. in addition to listed components. any required components are still consumed. and she can safely fall almost any distance without taking damage. Wings require a Static Stamina-related Physical challenge (difficulty seven. and Shackles of Blood.
and the magician can always determine direction and approximate distance to thee charm. suffers from ailment such as headaches and muscle pains and is unable to concentrate. which is then placed in a pot or other metallic receptacle. The caster must mix two points of his own blood. The garde may look like nearly anything – a small leather pouch. a doll or a bit of ornamental jewelry are all common forms. Basic Rituals Singing Charm A small item is enchanted to send out a constant call that only the caster can hear. which must be sewn shut. nine pinches of graveyard dirt and a sample taken from the 79 . The victim feels ill. The garde functions for a week. the caster slices off an earlobe. talismans designed to protect the bearer against hostile magics. The Singing Charm can be heard by the wangateur as long as he is within a hundred miles. and it much touch the bearer’s skin. It must be worn at all times to be effective. During this time. Craft Gris-Gris The wangateur creates a gris-gris that will bring harm and misfortune to the recipient. The ash is then placed in a small leather or hide pouch (about the size of an apricot). The entire mixture must be burned and the remains mixed with the ashes of a cremated corpse. use the commonly accepted guidelines for these rituals. and the charm sings for a week. To this is added one point of the caster’s blood and the tongue of a bird. any attempt to use blood magic rituals (but not paths) against the bearer has its difficulty increased by 2 Traits. and distance to within a few yards).) from the intended recipient of the garde. This “song” is audible for many miles. the caster need merely concentrate to learn the object’s approximate direction and distance (direction is accurate to within a few degrees. Craft Garde The caster creates gardes (also called paquets Congo). the finger bone of an infant. fingernail. This ritual does not allow the caster to create a talisman to protect herself. etc. The caster mixes two points of her own blood with various powdered healing herbs (such as jurubeba). The garde thus created will function only for that person. On Sunday night.The Curse Belated (ST Guide) Scry (ST Guide) Ward (and Warding Circle) vs Fae (ST Guide) Ward (and Warding Circle) vs Lupines (Camarilla*) Ward (and Warding Circle) vs Spirit (Camarilla*) Ward (and Warding Circle) vs Demon Advanced Ward vs Ghosts(Camarilla*) Ward vs Cainite (Camarilla*) Note: Since no rituals from the Table Top Guide to the Camarilla appeared in Laws of the Night: Camarilla Guide. For the duration. exactly nine drops of rum and some sample (hair.
The poltergeist has six Physical Traits for enacting all of its pranks and attacks. cigarettes. the ori is the soul. If the ghostly force shoves a victim while he walks down a steep flight of stairs. fruits. The candle is large enough to burn for three 20-minute periods. Grandfather’s Gift The wangateur contacts the Ara Orun and asks them to grant her their skills and knowledge. or throws something while the victim drives a car. though. This only happens when no one else is looking. The caster must mix one full handful of graveyard earth and an offering to the spirits into a small container while spending between one and three Mental Traits. For instance. The magician must be within (Willpower x 10) miles of the victim. but each 20 minutes of use costs the magician one blood point. the curse is merely a nuisance. The poltergeist plagues the victim for 24 hours for each use. the magician creates a black candle incorporating the brains and bones of a dead man. the magician may attempt to use the senses of someone else’s ori. three Mental Traits could be used to raise the caster’s Occult by two for one turn or by one for two turns. Against Kindred the gris-gris functions for one night per Mental Trait spent during the ritual. Other people will soon think that the victim is crazy. the spirits grant her temporary knowledge. This offering should consist of rum. The Curse Candle does not require any expenditure of vitae to create. Every mental trait spend must be divided between Abilities and turns of duration. the magic is permanent until the gris-gris is located and removed. that resides in the head. using whatever props it finds on hand. By burning the candle for 20 minutes each night while concentrating on the victim. Intermediate Rituals Curse Candle On a Friday night. against mortals. All actions performed while under the effects of the gris-gris have a one trait penalty. the magician plagues the victim with poltergeist-like activity such as thrown objects or furniture that moves to trip him.intended victim. The gris-gris must then be hidden within a few feet of the victim’s home or haven. Ori Sight In voudoun. of both the individual and her family. The caster must burn one of her own eyes and ears (removing these causes three levels of unsoakable aggravated damage. Most of the time. It will try to cause serious harm at least once every night that it harasses the victim. clumsy or both. A wangateur with a higher level of Wanga than the caster who finds the hidden gris-gris can turn its effects back on the caster with a successful Mental Challenge. pepper. If successful. (to a maximum of three Traits) unless the gris-gris is moved first. pennies and any other gifts she feels appropriate. the victim might be seriously injured. By petitioning the Ara Orun. which can be healed in the normal 80 . thus seeing through the subject’s eyes and hearing through her ears. The ability raised must be one that the caster’s deceased ancestors – Kindred or kine – could reasonably have possessed. the leaves of an itching plant and other herbs. nine pinches of cemetery dirt.
The candle may be burned three times. numerous herbs (with both healing and hallucinogenic effects). but the magician may try again the following night. If the ritual expires before a 81 . Candle of Rage This is constructed much like the Curse Candle. The resulting ash must be placed inside a human skull and mixed with a splash of rum. The caster may shift back and forth between her own senses and those of the target at will. The ritual lasts until the player spends blood to heal the injuries to her eye and ear. the victim finds the difficulty of all Self-Control Challenges raised by two traits for the night. she may include a number of people in the spell equal to he level of Wanga. If the caster has eyelashes or blood from more than one individual. The gauging out of an eye and the slicing off of an ear each require a Willpower challenge (difficulty 8). Advanced Rituals Shackles of Blood The wangateur must spill three points of her own blood. Every night the candle is burned. This takes three full hours of stirring. This often results in a great deal of bloodshed as the victim loses his temper or frenzies on a regular basis. when drunk by the subject. The Candle of Rage does not require any expenditure of vitae to create. The caster may attempt to create a true blood bond with the victim during this time. and may shift back and forth between her own senses or any of theirs as she chooses. tobacco and the heart of a recently deceased person (male if the intended victim is female and vice versa) into a nganga. tobacco and an eyelash or drop of blood from the individual in question. The result must then be strained through unbleached cotton. save that the brains and bones must come from a man who died violently. The false bond lasts for a number of nights equal to the number of Mental Traits spent at the time of creation (between one and three). the caster may influence the victim’s emotional state. The most common result is to drive the target into a rage. are invoked. creates an instant – though temporary – emotional attachment that is equivalent to a blood bond. but each 20 minutes of use costs the magician one blood point. including the Ara Orun. various peppers. The resulting paste must be applied to the caster’s empty eye socket and the flesh where her ear used to be. and that nightshade is substituted for pepper. The liquid produced. The Candle of Rage will affect mortals and other creatures that do not normally frenzy. but other options exist.fashion). Targets that do not have a SelfControl Trait (such as animals) should use instead use their Willpower at half its normal level. the wangateur engages the victim in a mental challenge. defeat means the candle has no effect that night. These enter into a near-mindless. This occurs even if the victim has never fed from the magician. The mixture is then stirred with an iron rod as many of the orishas. though they gain none of the benefits normally associated with a Kindred frenzy. She may then see and hear everything the target experiences. By burning the candle for 20 minutes each night while concentrating on the victim. berserk rage. If the ritual functions.
She still knows her primary path to the level of her full Thaumaturgical mastery. a sadhu’s player can retest Sadhana with Meditation instead of Occult – but at the cost of the power taking as much time as a ritual of the same level. Based largely on ancient practices of the Hindu religion. as if the victim had never fed from the magician. When her player raises the character’s Meditation Trait. though she may perform rituals at a higher level. At the end of this time the character engages in a mental 82 . “Lore”. any partial bonds are instantly nullified. “Rulership. At the Storyteller’s discretion. The Path requires one minute of concentration per level. Ancient contact between the Daitya and their Setite cousins in Egypt led to a Sadhana version of the Path of Duat. Contact with the Middle Eastern ashipu inspired other paths. Kindred who feed from a mortal who has consumed this mixture within the past 24 hours are themselves affected as though they themselves had drunk it directly. Practiced primarily by Daitya and Ravnos rakta-sadhus (blood sorcerers). Hindu for “Ganing”. Unlike Hermetic magi. it is the closest to Hermetic Thaumaturgy of the theocratic sorceries. employs a mental challenge. Sadhus independently developed some versions of well-known Hermetic paths. rather than a social one. she simply lacks the spiritual force or focus to use it. however. the Brahminist tradition holds that a letter-perfect sacrifice compels the gods to work the sadhu’s will. Along. A sorcerer cannot employ path magic at a higher level than her Meditation Trait rating. with meditation. Many Indian Path names include the suffixes –Raja. Meditation is not quick. a sadhu must learn the Meditation ability to practice her sorcery. Sadhana Sadhana. Like Tremere Thaumaturgy. Alchemy (Rasayana): Laws of the Night Storytellers Guide Conjuring (Brahma-Vidya): Laws of the Night Elemental Mastery (Yaksha-Vidya): Laws of the Night Guide to the Camarilla Focused Mind (Echo of Nirvana): Laws of the Night Storytellers Guide Hands of Destruction (Hand of Mahakala): Laws of the Night Guide to the Sabbat Movement of the Mind (Rishi’s Hand): Laws of the Night Oneiromancy (Lakshmi’s Wishes): Laws of the Night Storytellers Guide Snake Inside (Temptation of Mara): OWbN Thaumaturgy Guide Spirit Manipulation (Asura-Raja): Laws of the Night Guide to the Camarilla The Path of Blood Nectar The Path of Blood Nectar allows the sadhu to convert their blood into a potion that briefly grants the drinker any one of her powers. This “Path of Yama” named after the Hindu king of the Dead. during which the vampire engages in yogic and vitae-shifting exercises and meditation.true bond is formed. is the blood-magic of the Indian sub-continent. and does not require any sort of talisman. mantras. she can use the path to a higher level. Sadhana paths call for a Mental challenge (unless otherwise noted) and rituals function the same. fasting and mandalas. Mastery” or –Vidya.
As a guideline. Only one Discipline cannot be contained by the Path of Blood Nectar: the Path of Blood Nectar itself. If two of the same potency are consumed. a sorcerer can store a Discipline to a higher level Confer the first Basic level of a Discipline or Path. Someone who consumes the elixir created gains that Discipline or Path. even to knowing a person’s previous incarnations. they cancel each other out. a level 3 nectar of Dominate would give the imbiber Command. Mesmerism and Forgetful Mind for the scene). an Indian sorcerer can learn many secrets about another person’s life. The sorcerer then opens a vein and releases the blood nectar. Each does confers one of the sadhu’s powers (Disciplines or Thaumaturgical Paths – not rituals) to another for one scene. Each power requires the expenditure of one blood point. Unlike most paths. the Storyteller should describe each impression in one short paragraph of 83 . The Path of Karma Knowledge of other people’s pasts is one of the most common powers claimed for Indian magicians. The sorcerer cannot impart a Discipline at a higher level than she herself knows. a sadhu can call upon the Abilities from his pas lives. After engaging in a Static Mental Challenge against the target. At higher levels. Because of the heavy reliance on Storyteller involvement. Through the Siddhi of Karma. and may opt to continue in an extended challenge after success of the first for further impressions. Knowledge of the future is nearly as easy. As mastery of the Path of Blood Nectar increases.e. the Blood Nectar has no effect except to grant one blood point’s worth of vitae. Confer the second Basic level of a Discipline or Path. the character receives one brief impression of an important event in the target’s past. Basic Path of Karma Threads of the Past The first siddhi of this path is knowledge of another person’s past – the events that made her who she is tonight. A true master can wrench control of the cycle of reincarnation to change destinies in this life and beyond. leaving nothing. Confer the second Intermediate level of a Discipline or Path. A character can only be under the effects of one nectar at a time. Confer the Advanced level of a Discipline or Path. If the target already knows the Discipline at that level or higher. Blood Nectar costs one blood point per level to use. Any mystic worth his title can remember his own past lives. it is recommended that this path only be used in the presence of a Storyteller.challenge vs (Path level +5) traits. Confer the first Intermediate level of a Discipline or Path. and a step towards a blood bond to the sadhu. and brought her to her present place. which must be immediately consumed (within 1 minute) to have any effect. up to the level that the sorcerer chose to store (i. Upon consuming a second draught. the higher-level potion cancels out the lower-level. both past and yet to come.
or a person who will become important to him in some way – and may opt to continue in an extended challenge after success of the first for further facts. The events may be good or bad. Hindu’s believe. but the Certain Fate often presents dire but obscure warnings. but only rarely. Again.pure description. but this is never reliable. The sorcerer also learns the target’s common name (though not his True Name). these aren’t necessarily bad things. A person can try to avoid foreseen dangers. After engaging in a Static Mental Challenge against the target. with no explanation of context or meaning. A sadhu cannot use this power on herself. He cannot learn about events from his own future until all the events previously foreseen either have taken place or he has successfully avoided them. the visions include a scene of the subject’s most probably death and whether or not a mortal subject is destined to become a Kindred. a Sadhu obtains moderately detailed. Intermediate Path of Karma Certain Fate At this level. Weave of the Future The sadhu can receive brief impressions of potentially important events within the next year of the subject’s existence. people believe that events in this life reward and punish their deeds in past lives. past lives. If the sadhu uses this power on a Kindred. however. the sadhu sees one brief scene from the target’s future (or his own). Once again. the sooner you can accumulate merit for a better life in your next incarnation. If successful. If the sadhu succeeds three or more times. Sometimes the very action taken to avoid an event causes it to take place. In India. a sadhu can see farther and pick out the events. Past Lives At this level. people and forces that inexorably shape the person’s future. like a snapshot. 84 . the Storyteller should describe these in one image. but the subject has less chance to change the future. A sorcerer can examine her own past lives. too. The player engages in Static Mental Challenge vs. like a snapshot. The magician gains more detailed knowledge. though the character can see if the subject faces obvious danger. As is the way with prophecies. he can only guess at their interpretation. 7 Traits. the list of impressions always includes the subject’s Embrace as the single most important event in that person’s existence. so knowing previous incarnations can help one cope with life’s trials. A sadhu can use this power for his own benefit. The events grow from the whole shape of the person’s life and. wraith or kuei-jin. capsule biographies of a person’s previous incarnations. an important conflict he will face. The sooner you expiate your sins. dangers or opportunities. The sadhu does not receive these impressions in any particular order. the character receives one fact about the subject’s entire future existence – for example. the sorcerer sees the setup of future situations but generally not how they turn out.
he can perform one of the following feats: Ordain one fact about that person’s future life (nearly anything. Transform a mortal (not a vampire) into whatever or whoever she will be in her next life. The Ability lasts for a single scene. a thousand-year-old sadhu would not be able to call upon her past lives for potential with the Computer Knowledge. A sadhu can also use this power to “remember” Abilities from her own past lives. A master of Karma can not only look ahead to see a person’s next incarnation. Sadhana Rituals 85 . The subject temporarily becomes a different character. but cannot use any of the other powers on himself. A sadhu who uses Master of Samsara often takes a casual attitude toward the prospect of Final Death. since the sadhu has already selected a comfortable next incarnation… possibly including revenge on his enemies. but demand that the player spend one point of permanent Willpower. Preordain that a person becomes a wraith or Cathayan vampire upon death… or not. subject only to the limitation that she cannot raise any Ability above three “dots”. and are thus limited by the age of the Cainite in question. By itself. the sadhu not only receives a capsule description of the person’s next life. Advanced Path of Karma Master of Samsara Samsara is the cycle of birth. but it’s a great way to impress one’s aptitudes on other people: They instinctively know that the sadhu tells them the truth. Even more amazingly. Transform a mortal (not a vampire) into whatever or whoever she was in a previous life for one scene. this has no immediate. She can thus gain virtually any skill she wants. All applications of this power require only a Mental Challenge against the individual the sadhu is attempting to affect. For example. The target character retains only a dreamlike awareness of her “current” self. he can shape that incarnation to some degree. or Set the circumstances of his own next incarnation An undead sadhu can view and select his own future existence after his destruction as a vampire.On a more practical level. transform the subject into her immediately previous incarnation. Not that the Ability comes from a past life. or leave it all to chance and the Storyteller’s whim. he has a limited power to reverse the wheel or samsara and briefly restore people to a previous incarnation. Each use of this power (by defeating the subject in a Mental Challenge) provides an overview of one of the subject’s past lives. After winning a Static Mental Challenge (vs. For this. comparable in power to imposing a Dark Fate but it could just as easily be a good thing). a sadhu can use this power to temporarily gain Abilities that she knew in her past lives. practical benefit. The sadhu can choose among the incarnations revealed by the Past Lives power. death and rebirth. 8 traits) the sadhu gains one Ability of her choice.
the magician gains magnification on her eyesight as per the table below. the magician can walk on water. Then she imagines opening her eyes. 86 . the god of waters. then vanishing into the basket once more. the sadhu gains the classic holy man’s power of walking on water. Animaa This ritual grants one of the classic sidshis. as if he were the size of a bird. however. the magician does not physically shrink. These rituals can affect several dozen people. though. or microscopic vision. Another ritual makes the audience seen the magician levitate. these illusions call for a Social Challenge against the audience (simply choose any one member of the audience to contest the challenge without risking a trait). Water Walking Through a sacrifice of porridge and ghee to Varuna. For instance. Basic Rituals Armor of Diamond Serenity This tantra beseeches Shiva. one maya ritual makes and audience see the Indian Rope Trick. She concentrates and closes her eyes. seven Traits. dancing for the amusement of the crowd. This foretaste of Enlightenment temporarily grants a will as unyielding as diamond If the ritual succeeds the magician becomes immune to frenzy and Rötschreck for the rest of the night. the demon king Bali or some other ascetic god to purge the magician’s mind of all the snares of mortal passions. Intermediate is vs. A third produces the hypnotic illusion of maidens leaping out of a basket. the power of clairvoyant shrinking. Each ritual enables a magician to hypnotize a willing audience into seeing one specific illusion. a grain of dust. an ant. the magic ends and the sadhu splashes into the water. all follow the similar challenges to those laid out in LotN:R – basic rituals require a Static Mental Challenge versus five Traits. The character is also up 2 Traits on Willpower challenges. Rakta-Maya Rituals This label covers numerous rituals. If the tantra succeeds. and finds herself apparently shrunk to the appropriate size. or even smaller. nine Traits.Unless otherwise noted within the ritual’s description. a mouse. On the other hand. the magician cannot expend vitae to gain Physical Traits while this ritual remains in effect. and Advanced is vs. The power is entirely clairvoyant. The magician can see tiny things clearly. If something should knock the sorcerer off his feet. For each mental trait spent while casting the ritual. Unlike other rituals. The power last a full scene. whom the magician sets apart form the mundane world through an enclosure scratched in the ground.
” She cannot set supernatural conditions. The magical force acts in a purely passive way to resist other forces.” “a skilled mathematician” or “a person of absolute honesty”. Destiny’s Call dissipates at dawn.” Since the sorcerer cannot specify every aspect of who comes. such as “a werewolf” or “a Methuselah. or mental conditions such as “a person interested in Ming pottery. If the ritual succeeds an effective 17 Physical Traits resists any force that attempts to move the magician against his will. The magician then gathers the ash of the sacrifice and stores it in a box or jar. The magician can perform the ritual again on subsequent nights. The target feels drawn to the sorcerer’s location without 87 . Garimaa This ritual grants another classic siddhi. god of fire and the sacrifice. the magician becomes almost impossible to knock off her feet or push in any direction she does not want to go. This ritual acts like the Presence power of Summon. such as “an old man with green eyes” or a “blonde virgin girl”. such as “the richest man in Benares” or “a recently jilted lover. Somehow. but who proves surprising in other ways. until the person appears or the sadhu gives up. The sadhu does not personally gain any Physical Traits. The desired person might not appear by then: This may happen if the only person who fits the conditions started at a great distance. A handful of the ash. Each does of ash extinguished 100 square feet of flame. extinguishes any mundane blaze. Intermediate Rituals Destiny’s Call Indian magicians have a reputation for weaving the strands of fate. the power of becoming “immovably heavy. he cannot lift boulders or crash through walls. while beseeching the god to withdraw his favor from the fires of the magician’s enemies. coincidence brings the magician and the target together – although the magician does not know in advance precisely who comes at Destiny’s Call. The sadhu can set physical conditions. This tantra enables the magician to meet a person having whatever qualities she wants. Destiny’s Call draws in an unknown person who meets three conditions set by the magician. The magician games one dose of magic ash that she (but no one else) can use later. she must stay alert to recognize when the desired person appears. or social conditions. scattered on a fire.Traits spent 1 Mental Trait 2 Mental Trait 3 Mental Trait Magnification 10x 30x 50x Ash of Agni’s Curse The magician burns an offering to Agni. Sometimes the sadhu calls a person who fits all the conditions.” For a time. but instead of a specific person known to the sorcerer.
to poison a child of their choice.knowing why. The ritual involves drawing a mandala on a golden tray underwater. Indra and other gods of light and life to deliver the victim unto Nirriti. not a magical simulation. Sadhus have learned to imitate this feat. Correctly performed. Milk of Puutanaa Indian legend tells of a demoness called Puutanaa who kills infants by suckling them with her poisoned milk. however if the victim uses it within one month of contracting the disease. Leper’s Curse The Atharva-Veda includes several charms to cure leprosy… but a Brahmin can reverse a sacred rite and turn it into a curse upon an enemy. a magical fire that burns under water. Through an oblation of milk and ghee and an amulet of lead. a sadhu can ban the snake-demoness from a woman’s womb and guarantee that she delivers a safely human child. the mortal victim contracts leprosy within a week. or (most particularly) the weresnakes of India do not inherit any supernatural heritage. the magician can carry the tray about and use the aurava to set other things on fire. a sadhu calls upon Agni. The ritual also negates the condition of being born a revenant and the potential for any other innate supernatural talent other than True Faith. The sadhu needs a sympathetic link to the victim consisting of the child’s name and the names of the child’s parents. Warded Womb The Indians have a story about a snake-demoness who destroys a pregnant woman’s embryo and replaces it with one of her own spawn. If the sadhu performs the curse correctly. so the woman gives birth to a snake. Aurava Some Indian sorcerers can conjure aurava. or something other than water extinguishes them. and they burn until the magic fire runs out of fuel. It also eradicates any supernatural taint from the infant. This is true leprosy. To curse a mortal with leprosy. the ritual protects a pregnant woman against miscarriage and guarantees an easy delivery of a healthy child. the goddess of misery and destruction. The magical golden fire burns on the tray for a full scene. Substances that would be flammable in air can catch fire from the aurava. and challenging Agni to claim his due. When the offering bursts into flame. and may well resist the call even though outrageous coincidences help her along the way. The curse cannot affect anyone after his first adult tooth grows in. 88 . which always kills. placing an offering at the center. The next milk that the child drinks carries Puutanaa’s venom. The leprosy-curing spell from the Atharva-Veda can remove the curse. werecats. Progeny of werewolves. by their family connection as fellow demons. Undead sadhus can all upon Puutanaa.
The sadhu performs the ritual at a shrine to Shiva previously consecrated by the magician and used for worship for at least a year. understand his experiences. The possessing sadhu can act freely during the day – her own body doesn’t have to stay awake because it doesn’t exist – and she can riffle freely though the victim’s memories and use his Abilities as if they were her own.” Although the sexual possibilities are not lost on sadhus. or even have accompanying Humanity problems. The zone of maya lasts until dawn. but they cannot resist its power – assuming the ritual challenge was successful. When the possession ends. 89 . The ritual works only on mortal humans (not anyone with any sort of supernatural powers). That scene then appears in solid form – real to every test that mortal senses can devise. the victim regains control of his mind and body. but had best be sure that her shrine is not then in daylight…. this ritual enables an undead sadhu to live again in another person’s body. the spiritual violation might place the victim in a coma for days. it vanishes like a dream. The sadhu can voluntarily end the body-filling before then. soma and her own vitae within a special mandala. If the sadhu engages in abhorrent crimes and degradations while in the victim’s body. but with certain advantages and limitations.Advanced Rituals Transcendentally Satisfying Body-Filling In Sanskrit. and even enjoy his wives. The power of illusion has three limits. At the sun’s rising. an oblation of soma and finally drinking the soma dregs mixed with the horse’s blood. The magician burns an oblation of milk. such as hair or feces. the possessor cannot use any Disciplines at all. the sacrifice of a horse to Shiva. If the magician passively “rode along”. The sadhu vanishes and merges with the victim. The possession ends at the next sunset. when the sadhu reappears in his own body at the site of the sacrifice. then burns a picture of a scene she wants to create. if only for a short time. which likewise burns in the sacrificial fire. ghee. The spell also requires something that came from the mortal victim’s body. the victim might suffer nothing worse than a few nightmares. The effect resembles the Dominate power of Possession. they also find more practical uses for the ritual. The tantra requires a drum made from the top of a human skull. The effect on the victim depends on the Storyteller’s discretion. Master Rituals Loom of Vishnu This potent tantra enables a magician to usurp the god Vishnu’s power of cosmic illusion. The sorcerer can then “learn his mind. If she wants. For instance. The ritual works no matter how great the target’s distance. wherever he may be. On the other hand. this powerful tantra has the sesquipedalian name of parapurakayapravesa. the sorcerer can simply “ride along” and share the victim’s mind and experiences while remaining hidden. It enables a magician to enter and possess the body of anther person.
Blood (Flower of the Divine Liquor): Laws of the Night Corruption (Secret Ways of Tezcatlipoca): Laws of the Night Storytellers Guide Flames (Huehueteotl’s Glory): Laws of the Night Spirit Manipulation (Rites of Tezcatlipoca): Laws of the Night Guide to the Camarilla 90 . The magician can set whatever rules he wants for this pocket of altered reality: People can fly. To Heightened Senses. In addition. The Tlacique believe that their magic comes from Tezcatlipoca and other ancient gods of Central and South America. everything in the scene looks a little too regular. If a person dos something stupid and hurts himself. a “heathen” nahualli suffers the same penalties to her challenges as do faithless wangateurs (see the Wanga section). The Storyteller should not come out and tell players that their characters have entered an illusion. the Spirit’s Touch detects no psychic impressions on objects. but even if one did. such as placing it in a fireplace or disguising it as a campfire. but it remains a distinct and incompatible Discipline due to its forms and procedures. the fifth age. however that’s not the illusion’s doing. that the sun requires blood and hearts to keep it alive from day to day. In addition Nahuallotl claims one unique path. and their religious rites – and their magic – reflect the need to offer constant sacrifice to the powers that be. The magician can place it in some context that hides its significant. Extinguishing the fire instantly breaks the illusion Auspex hints at the falsity of the scene. they become rotting animate corpses. The Aztecs believed that blood from the earlobe. The Tlacique believe this still. Nahuallotl employs the same mechanics as Hermetic thaumaturgy. she must physically spill the blood points spent. They believe these gods demand sacrifices.The illusion has a maximum diameter of 60 feet (although it may seem much larger from inside). Nahuallotl is as much a religious system as a form of magic. only names and procedures vary. The illusion cannot cause real harm to anyone who enters it. Nahuallotl Like Wanga. Although they were created independently. without the fine detail of real things. If a person steps outside the illusion’s actual boundary. he returns to normal reality. The most common paths of Nahuallotl and their Thaumaturgical equivalents follow. No recorded occurrence of a Tlacique willingly teaching Nahuallotl to an outsider exists. and many nahualli carry a large cactus spine used to draw the required blood. let them figure it out for themselves. Aztec faith maintained that the Earth has already died four times and that the end of this. The zone of maya must include the magician’s sacrificial fire. tongue and genitals was of particular potency. will be the end of all that is. Illusory creatures lack auras. anything. but the maya itself cannot inflict any real damage. most of Nahuallotl’s paths emulate those invoked in more familiar forms of blood magic. When a nahualli invokes a path power. gods upon whom the Tlacique still call. the caster prays aloud to the gods.
A nahualli may not transfer more pain – or penalties – than she currently suffers. This does not actually heal any damage. it simply dulls pain. six Traits) and spending between one and three Mental traits the caster’s wound penalties are considered to be at one wound category (Healthy. She does not actually take any wounds. Incapacitated. Basic Lash of Xipe Totec Another’s Burden The nahualli can lessen the pain of another by taking some or all of his suffering onto herself. The power lasts for a scene or until the nahualli chooses to deactivate it.” is the god of suffering. she may engage the magician in a Mental Challenge. The power is activated just like Another’s Burden (with a Mental Challenge against the subject). Bruised. Incapacitated. The power lasts for a scene or until the nahualli chooses to deactivate it. or Torpor) higher for each Trait spent. just the penalties associated with them. or Torpor) higher and the subject is considered to be at one category lower. This path allows the nahualli to control pain itself. The caster touches the subject after shedding a blood point and praying to Xipe Totec. For each Trait spent. She does not actually take any wounds. The caster must touch the subject while shedding a blood point and praying to Xipe Totec.Weather Control (Breath of Quetzacoatl): Laws of the Night Guide to the Camarilla Lash of Xipe Totec Xipe Totec. and many of his rites involved the flaying of the skin from the victim with an obsidian blade. If the subject wishes to resist the power for whatever reason. This power may be used on the caster only. Wounded. Obsidian’s Edge 91 . Incapacitated. After engaging in a Static Mental Challenge (vs. Bruised. just the penalties associated with them. For each Trait spent. Intermediate Lash of Xipe Totec Burden Another The caster may reduce his own pain by inflicting it upon another. Bruised. or Torpor) higher and the sorcerer is considered to be at one category lower. Wounded. Wounded. The nahualli engages in a Static Mental Challenge (vs six Traits) and spends between one and three Mental Traits. the subject’s wound penalties are considered to be at one wound category (Healthy. the sorcerer’s wound penalties are considered to be at one wound category (Healthy. The nahualli sheds a blood point and prays to Xipe Totec. Obsidian Shattered The nahualli may temporarily ignore wound penalties. “Our Lord of the Flayed One.
Basic Rituals Mirror of the Gods The nahualli utters a prayer to Tezcatlipoca and smears a mixture of his own blood (one point) and the blood of a sacrificial animal (anything the size of a cat suffices) across the surface of a mirror. Wounds appear on the target’s skin as though an invisible blade is being applied. all follow the similar challenges to those laid out in LotN:R – basic rituals require a Static Mental Challenge versus five Traits. the reflection of any person or item currently under the effects of a path or ritual (from any variety of blood magic. This power may target anyone within line of sight. Most of the Tlacique’s sacrifices come from three potential groups. the nahualli’s own vitae serves as sufficient sacrifice. Rituals require an offering of life. seven Traits. The nahualli normally sacrifice a human by opening the chest and rib cage and removing the heart. Obsidian’s Edge requires the standard prayers and shedding of blood. nine Traits. in exchange for promises of wealth and protection for their families. however. but the most powerful require human life. Necromancy. Intermediate is vs. They see this as doing their part to keep the sun rising day to day. The Tlacique treasure those few people who volunteer for the procedure. they find members of their community desperate enough to go under the knife willingly. Occasionally. and Advanced is vs. Unless otherwise noted within the ritual’s description.The nahualli may now cause actual damage at a distance. shed blood. the gods demand more. Flay requires the caster to pray. even when not casting Nahuallotl rituals. many Tlacique hate the Sabbat so much that anyone connected with that sect becomes an enemy. Finally. and a potential sacrifice. Nahuallotl Rituals When invoking paths. it otherwise employs the same mechanics as Obsidian’s Edge. Some less potent rituals function with animal sacrifice. be it Thaumaturgy. The challenge in this case pits the caster’s Mental Traits against the victim’s Physical Traits and the caster inflicts one level of damage per Mental Trait spent (to a maximum of Three Traits). a willing sacrifice lowers the difficulty of the ritual by 2. The power can target a number of victims in a single turn equal to the number of Intelligence-related Mental Traits currently possessed by the caster (to a maximum of five). Flay may be used to cause severe pain and injury to multiple foes at once. Where rituals are concerned. not just vitae. the Tlacique perform such sacrifices regularly. For the rest of the night. The blood fades as it is smeared. or any others) 92 . When they feel they can get away with it. and engage the victims in the same challenge as with Obsidian’s Edge. Other sacrifices come from those criminals who dare prey upon a Tlacique’s community. Advanced Lash of Xipe Totec Flay A further enhancement to the power of Obsidian’s Edge.
If the subject of the ritual is Kindred. however. the nahualli gains one Trait of the appropriate type. Shroud of Day Developed so the besieged Tlacique might move or otherwise make use of captured foes without their knowledge. followed by the sacrifice of the subject with an obsidian-bladed knife. To invoke this ritual. the caster gains a number of temporary Traits of that type to match. she must have in her possession the heart of the Kindred whose eyes and ears she wishes to use. If the Attribute category (Strength-related. require the caster to remove her own eye and ear. If she wishes to see through the eyes of a mortal. in that it allows the nahualli to see and hear through the eyes and ears of another. however. This ritual does not grant any other special powers or qualities to the weapon. If the victim’s Attribute category is equal or lower. Their blood is mixed with a single point of the caster’s own vitae. the caster spends a blood point while uttering a prayer to Tezcatlipoca. The increase lasts for the rest of the night. Shroud of Day is cast upon a sharp wooden implement of sufficient size to stake a vampire. If the mirror is made of obsidian. 93 . as does Ori Sight. the victim had only 2 Intelligencerelated Traits. the ritual lasts an additional night. Intermediate Rituals Brother’s Eyes This ritual is identical. and the stake is soaked in this mixture for two hours. The consumption is symbolic. Thus if the nahualli has 2 Intelligence-related Traits and consumes the brain of someone with 5 Intelligence-related Traits. Dexterity-related and Stamina-related for Physical. The ritual requires the sacrifice of two small animals. The ritual does not. she gains 3 Intelligence-related Traits of her choice. Strength of the Vanquished The nahualli absorbs the strength of her foes by consuming specific portions of their bodies. one nocturnal. she must have in her possession the heart of a close blood relative of the person. The subject must be alive – or undead – when the ritual begins. as the organs are quickly vomited up in one pulpy mass. to Ori Sight (see the Wanga section). one diurnal. The nahualli‘s player must spend one Willpower point to make the character consume the organs. Attributes can be raised to 1 higher than generational maximum. in most respects. if.) of the “donor” is higher than that of the caster. etc. The nahualli gains a temporary increase to one or more of her Attribute categories (determined by the parts consumed). This ritual requires an hour of prayer to both Tezcatlipoca and Xipe Totec. he is not aware that time has elapsed at all.glows softly when viewed in the mirror. the caster gains a single Intelligence-related Trait of her choice. This power does not function if the victim is a vampire of sufficient age to decay immediately upon Final Death. The next vampire staked with that particular weapon is put to sleep (as though the sun were up) in addition to being paralyzed. This prevents the victim from seeing or hearing what is happening around him. along with one blood point for each organ consumed.
no matter how far away the other vampire might be. Causing one level of damage to a mortal’s heart kills her. Most often. The ritual greatly resembles the Serpentis power Heart of Darkness. even if she uses this ritual on herself. head. Crueler nahualli use the ritual to sever an enemy’s head and send it. with all of the benefits and the drawbacks. A vampire with a removed heart is affected just like Heart of Darkness. Nahualli who know this ritual routinely extract the hearts of captured enemies. the nahualli will remove his or another vampire’s heart. as it connects to fundamental aspects of their religious. god of the dead. for cheating him of a death. The severed part must immediately be placed in the consecrated clay urn with a blood point of the magician’s own vitae. It is also their greatest secret. to the victim’s allies as a warning while keeping the vampire’s body. A nahualli who holds a vampire’s heart may use Disciplines on that vampire as if he were actually present. a variety of amulets. and a human sacrifice to appease Mictlantecuhtli. preferring to force service from them instead of simply killing them. The magician must inflict one health level of aggravated damage while cutting out the body part. Using this ritual a nahualli can remove any part of a vampire’s body without killing the vampire – heart. whatever – and keep the body part undead and potentially animate. still animate and speaking. a previously consecrated urn. but it works on other body parts as well as the heart. The ritual itself demands an obsidian-bladed knife. however. when Texcatlipoca is most powerful.Organ Heart Soles of Feet Lungs Lips Tongue Face Eyes Brain Spine (a portion only) Attribute category Strength Dexterity Stamina Charisma Manipulation Appearance Perception Intelligence Wits Advanced Rituals Severance This ritual is one of the most important to the Tlacique blood sorcerers. Cutting out one’s own heart or severing one’s 94 . The magician can cast this ritual only at the dark of the moon.
head or hand (unlikely. 95 . but it could happen) demands the expenditure of two Willpower points.
Lector-Priests can summon a sebau by spending the appropriate number of traits listed up to their Akhu level. Presence. A demon who displays “Disciplines” usually does so in accordance with its role in service to Set. That being said they aren’t demons in the Judeo-Christian-Muslim sense. 5 Abilities. These Traits are restricted by exact level. Basic Imp (cost 1 Social Trait): 6 Attribute Traits. and do not show up as “Infernal” by the usual means of detection. Mut should be considered Spectres. 6 Basic & Intermediate Disciplines Advanced Duat Lord (8 Socials): 28 Attributes. 8 Abilities. yet they were also praised and feasts held in their honor as invisible and unknown. Obfuscate. and it suffers no wound penalties. on the other hand. Sebau. rather than by Basic/Intermediate/Advanced classification: a character who only knows Akhu at the first Intermediate level cannot summon sebau with the second set of Intermediate traits. 1 Willpower Trait Fiend (2 Socials): 10 Attributes. 3 Abilities. are the demons of Egyptian myth. Any sebau has a number of Health Levels equal to its number of Physical Traits. 108. Commonly they display Potence. 4 Basic Disciplines Servitor (6 Socials): 21 Attributes.Sebau and others Egyptian demons and spirits can come in many forms. keeping in mind that every one has Serpentis up to Form of the Cobra. They are not barred by demon wards. The Storyteller creates the exact traits for the sebau. In game terms we will be using the demon traits from LotN: Sabbat pg. It is recommended that previously established rules be used for each category of entity. A “killed” sebau returns to Set and Seba. Akhu should use the rules for Wraiths (Oblivion). Due to its unique nature. and Bau uses the spirit rules from Laws of the Wild: Revised. 2 Basic Disciplines Intermediate Shade (4 Socials): 15 Attributes. and that particular creature may not be summoned again for a year and a day. 13 Abilities. In Egyptian myth and legend the sebau would cause mischief among humans and sometimes cause harm. though any Discipline is available and no “blood” needs to be spent to power them (spend Attribute Traits instead). 8 Willpower. 10 Disciplines through Advanced 96 . only a Warding Cippus can keep a sebau out 100% of the time. Path of Corruption. 2 Ability Traits. but their unique nature should pose an interesting storytelling experience for those (read: Tremere) who thought they knew everything about “spirits”. nor by spirit wards. 6 Willpower. 4 Willpower. 2 Willpower. Auspex and Celerity. Nor are they just spirits or banes in the Werewolf-oriented sense. The following Traits define the power of the sebau that the lector-priest may summon with “Summon Sebau” varied by her mastery of Akhu. Sebau were usually uprooted from wherever they were causing trouble by gods (through their statues) or more powerful spirits. Storytellers may rule that heavily warded areas (that incorporate both demon and spirit wards) may keep sebau out.
HOWEVER. This requires them to spend the learn time. as this can dilute the mystique of each school of blood magic. In order for them to make it work. one can create the statue (win the Mental Challenge. but the Followers of Set teach them Akhu as freely as they teach their own childer. in effect.. it will fail to work. to their Hermetic/mental paradigm. People with Thaumaturgy In-Clan can "steal" Setite Sorcery. Few Kindred of other clans adopt the Setite faith. Can I build an ushabti to bring to life at a later point? Yes. etc. A Blasphemy Shrine must also be accessible so that the fledgling blood-magician has access to the energies of the Western Lands required to work the eldritch art. and the power simply fails. They are all Setite in the sense of worshipping the Dark God. reconstructing it to achieve an identical effect from their paradigm.. This list does not exclude Akhu versions of other paths. I’m playing a member of the Cult of Typhon. but you will have to be taught by a lector-priest who shares or can incorporate your beliefs. if they just attempt to duplicate what they saw. Can someone not of the lineage of the Followers of Set learn Akhu? Yes.FAQ I’m playing a Tremere/Assamite/Caitiff can I “steal” Setite Sorcery? Yes. they are effectively trying to spend the wrong types of traits.” In other words if you are a Cainite who wants to learn Akhu. Can I learn Akhu? Yes. and a Setite Lore of at least 4. as a Setite Sorcerer can learn? To quote from Blood Sacrifice.. and in addition. learning the power (ie. but often gives them other names. Are these the only Paths of Blood Magic that I. “Not all lector-priests come from the Followers of Set Clan. and no. but we recommend that Storytellers not import too many paths from other styles.) but spend the vitae and speak the “words of power” at a later date. but a significant percentage come from other lineages….) If they do not convert the power. to convert the power. What do I need in order to teach Setite Sorcery? If a lector-priest wishes to teach Akhu to another she must first have mastered (learned to the Advanced Level) Serpentis and two Paths of Akhu (including the Path to be taught). as long as all of the prerequisites are carried out before hand. page 24: "Akhu employs its own versions of other paths presented in various Vampires supplements. multiplied by ten. they must then spend the learn time. they take 11 times as long to learn it. you must find a Setite teacher and be on the Path of Sutekh (or at least Typhon). 23.. they must "convert" the Path/Ritual/Whatever from the Setite religious/social paradigm. have an Occult Ability rating of 5. Akhu is religious magic and fails without belief in the Dark God (and the rest of the Egyptian pantheon) that can bring forth the magic." 97 . To quote from Blood Sacrifice: the Thaumaturgy Companion p.
some hear Set's call to worship and that brings them to a more spiritual outlook and leadership role. Hesha Ruhadze is a great example of this. As Akhu is a greatly religious working.If your game wants to add Path of Blood. only that these are the Paths most often learned by those Followers.a Warrior must have mastery over the mind as well as the body Ushabti . What Path(s) should I learn as a Priest/Citizen/Warrior? Priests . Movement of the Mind. or Hands of Destruction (listed in the newest sourcebooks as common to “all sects”) or any of the other paths. Note that other games may not accept them as Setite Sorcery Paths. and those relating to the spiritual aspects of their god. Onieromancy. For them the Paths of Influence and Corruption are foremost.How better to learn the physical form. they may feel free to do so. The False Heart (aka Corruption) The Snake Inside The Dry Nile Warriors . they tend to learn the most paths of sorcery.the primary path for the followers of theLord of Storms Alchemy Conjuring Curses Spirit Manipulation Path of Duat Divine Hand Immanence of Set Path of Thoth (aka Focused Mind) Ushabti Citizens .should be the Warrior's primary Path Vengeance of Khnum (aka Mastery of the Mortal Shell) . then to create it? This is not to say that any of these Paths are exclusive to any of the divisions within the clan.control over the body of others Path of Thoth (aka Focused Mind) . etc).as Set's Vengeance made manifest. they are best suited to those paths that in some way aid them in their martial aspect. For instance one potential variation would have the Cult of Typhon use the Greek Rituals and Paths from Blood Magic (Vine of Dionysus. Lure of Flames. he has no temple yet he conducts Set's will in other ways. In fact it is recommended that the specific cults have their own paths outside of the normal realms of Akhu. Therefore the following paths are recommended for Warriors: Valor of Sutekh (aka Mars) .defined as those Setites not of the Warrior way who have not chosen to become Priests of Set. Blood Mead. 98 . Breath of Set (aka Weather Control) . Trima.
Parts of this document have been adapted or reproduced without permission from: Blood Sacrifice: the Thaumaturgy Companion (softcover), ISBN 1-58846-222-6, pages 17-31, 62-67, 70, 77-83, 88-90. Authors: Dean Shomskak and Ari Marmell (c) Copyright 2002 White Wolf Publishing, Inc. Blood Magic: Secrets of Thaumaturgy (softcover), ISBN 1-56504-246-8, pages 113119. Authors: Jim Moore, Jess Heinig, Justin Achilli, Patrick Lambert, Robin D. Laws, and James Moore (c) Copyright 2000 White Wolf Publishing, Inc. Libellus Sanguinis 3: Wolves at the Door (softcover), ISBN 1-56504-203-4, pages 105106. Author: Michael B. Lee (c) Copyright 2000 White Wolf Publishing, Inc. I’d also like to thank the following resources that helped me cross-reference and keep everything in balance: The compliers of the OwbN Thaumaturgy Guide located at: http://clans.owbn.org/tremere and all those who have contributed to it, especially Dennis Sharpe. http://www.bloodmagic.net/ and those who keep it up and running. They allowed me to reference the Blood Magic stuff when I didn’t have the book in front of me. Jeff Meehan (with the assistance of my lovely wife) for showing me the depths of depravity that a Deacon and Sunday school teacher can conjure up. And, of course, Tony Davis, the lovable, huggable, Followers of Set Coordinator for One World by Night, his subco-ord, Sarah Klein, Jefferson Davis, Aaron Rice, Wyatt Wheeler, and everyone else who suggested and debated with me.
The Purpose of this packet is to create a consistent set of rules for OWBN for Assamite Sorcery. This is only a set of suggested rules, and conversions. It is for the reference of storytellers and players alike. Do not assume that anything in this packet is official in your chronicle unless your storyteller has said so. Also this is a work in progress. This will never truly be finished. When new products are published by White Wolf, if there is stuff in there that should be converted and a need is shown for that conversion, we will get to it in due time. If there is something that you have done yourself and would like to submit it, please do so.
Learning Assamite Sorcery
Unlike Tremere Thaumaturgy the blood magic of the Assamites is highly spiritual, as it stems from various middles eastern, Indian, and biblical cultures. As much as Tremere magic is regimented in practice, instruction, and research, Assamite sorcery is diverse. 100 Sorcerers standing in a row casting the same spell 100 times would never repeat themselves or one another. Where as 100 thaumaturges casting the same spell 100 times would never deviate in all but the slightest. Thus the two practices (or any clan’s sorcery) are all but exclusive to one another. Assamite Sorcerers (from here on just referred to as sorcerers) get one path as their primary at in-clan costs. Along with this, two basic, two intermediate, and one advanced ritual are learned. Others “Freebee” rituals are available at the discretion of the Storytellers. Any secondary paths may be learned with the following restrictions. You must have a teacher. You cannot learn ANY secondary paths beyond the second Basic until your Primary Path is at Advanced. If you have advanced in your primary path, you may learn advanced in any secondary path. Rituals may be learned at a cost of two points per level of the ritual (two for a basic, four for a intermediate, and six for a advanced). You may not learn a ritual of a level higher than your primary path of thaumaturgy. Learning Rituals requires that you either have a teacher or have made arrangements for the appropriate tomes to be in your possession.
Learning Sorcery out of Clan
As stated above Sorcery is very different from other blood magic, however there is still the basic similarity that you are bending the universe to your will (never an easy task). It is my suggestion that like Tremere thaumaturgy, it should take a monumental amount of time to learn sorcery. If a player wishes to Learn Sorcery, on her own, it simply shouldn’t happen. Without an Assamite to instruct in even the rudiments of the discipline there is no basis for even the simplest concepts within such a diverse form of sorcery, as the ritual, and somatic gestures of the paths are not from where the magic flows. Should the individual find and Assamite instructor than, a minimum of a year of study to retrain the individuals understanding of the universe. This study should interfere in the learning of other things (disciplines, abilities, gaining influence, etc…), because of the intense amount of time that the student needs to put towards breaking her paradigm, (almost impossible for most vampires). At this point I would like to note that simply because the Assamites have joined the Camarilla does not mean that they are everyone’s buddy and are willing to teach their magic. Like the Tremere they would rather sell you their services rather than teach you how to do it yourself. “Give a man a fish he eats for a day. Teach a man to fish, he doesn’t need you anymore.” If an individual is chosen he should have gone to considerable lengths for clan Assamite within whichever sect they happen to be a part of. The applicant should be arguably worthy of clan friendship, and still only the more mundane paths (weather control, movement of the mind, etc…) should be made available.
Path and Ritual Access
Not all of the Paths and Rituals are readily accessible to average Sorcerers. As a matter of fact many Paths should not be in the hands of a PC. The following system of rarity has been established for ease of understanding, which Paths and Rituals are to be accessible. No matter what a Storyteller is the final call for which Paths and Rituals are to be allowed in her game. Rating: Common: These Paths and Rituals are common to most Assamites. They are likely to be found by any Assamite researcher. They still require a teacher for Paths and access to tomes for Rituals. Uncommon: These Paths and Rituals are more difficult to find and require more effort. A mentor is of some merit (L3 or higher) recommended Rare: These are taught only to the most trusted of the Clan. These Paths and Rituals are nearly impossible to find to find and require en expenditure of great effort
You can’t read what I’ve written in this book. No conversions are given for them for just this reason. it’s just gibberish to you. The practitioner can perform and enjoy sex as though a mortal. Most Rare: These Paths and Rituals are restricted in such a manner that they are Rarely seen outside the fortress of Alamut. Like: If you open this book everything written will disappear. Kindred would pay heavily for such luxuries that most power gamers would consider “useless”. A mentor is of some merit (L5 or higher) is also a possibility. It is my recommendation that they should never allow anything that has combat applications. Way of the Worlds Blood (Original Source: Libra Sanguinus II: Keepers of the Word) Way of the Shadow World (Original Source: Libra Sanguinus II: Keepers of the Word) Way of Passage (Original Source: Dark Ages Compendium) Prey on the Soul’s Fear (Original Source: Dark Ages Compendium) Path and Ritual Creation Creating new Rituals & Paths can open up some serious problems if STs are not careful. and cannot be learned by anyone.and resources (L6 occult for example). 102 . The following paths are Dead Paths. Things that effect mortals and inanimate objects are a good idea. Rarely consider anything that has application in challenges with other kindred or duplicates another discipline.
Paths Path Name Awakening the Steal Blood’s Curse Path of Conjuring Curses Elemental Mastery Father’s Vengeance Hearth Path Hunter’s Wind Mars Mastery of the Mortal Shell Morpheus Neptune’s Might Hands of Destruction Lure of Flames Movement of the Mind Weather Control Whispers of the Heavens Rarity Level A. For those games that would prefer a house rule to limit this discipline to something less powerful (rather than ban it altogether). In addition. Also note: Quietus 2 and 4 are supernatural enhancements for the purposes of this power’s limitations.Only allow this discipline’s use once per turn.These paths may be chosen as the sorcerer’s primary path (with storyteller’s permission of course). 103 .Only allow this to be used in conjunction with non-wooden edged weapons. Special note (b): It is strongly recommended that an ST closely review Whispers of the Heavens before allowing a player to purchase it.Paths so marked are clan Assamite specific.Below MET Camarilla Guide: 81 LoTN Revised: 183 LoTN Revised: 178 LoTN Revised: 180 MET Camarilla Guide: 93 Libellus Sanguinis (3): 67 * . A . 4*. Special note (a): It may be seen by some STs that Awakening the Steel level 5. special note (b) Location Clan book Assamite Revised: 74 MET Storytellers Guide: 56 LoTN Revised: 182 MET Storytellers Guide: 58 MET Camarilla Guide: 76 MET Sabbat Guide: 127 MET Storytellers Guide: 51 Secrets of Blood Magic: 123 MET Sabbat Guide: 125 MET Storytellers Guide: 53 LoTN 2nd: 103. Strike the True Flesh can be somewhat unbalancing. 3* 4 3 4 2* 2 1* 1* 1* A.No more than 2 points of damage be unpreventable by this attack. . . 3* special note (a) 3 1 3 2* 3 2 A. due to the prophetic nature of said path an ST will likely be required for any use of its powers. I recommend one or more of the following: .
those attempting to determine the scent of the individual must defeat the sorcerer in a mental challenge with occult being the sorcerer’s retest and investigation being the investigator’s retest. In many ways this is like Mask of 1000 faces for smell. The caster may not use any powers or harm the target in any way. nor does this power grant any control over the dream itself. with the additional effect that the effects of the power linger. 104 . individuals attempting to track him are receive a –5 trait penalty to their tracking attempts and he may use his occult abilities to retest against his pursuers. If he chooses to alter his scent to that of another individual (to incriminate someone else in an assassination for example). Hunter’s Wind I have reduced the power level of this path a bit more so as to make it playable in MET. Please always remember that in ALL uses of the Paths of Sorcery a blood trait must be spent ABOVE any cost that is listed by the path. Basic Scent of deception The Assamite sorcerer may alter or eliminate his scent. Gift of Morpheus Dreamscape (Second Intermediate) This allows the caster to enter the dreams of a sleeping target. Skin of the Chameleon This power is in all ways like the Visceratika power Chameleon Skin. If he chooses to eliminate his scent. please submit your version of the MET write up to the Sorcery Co-ord. This will facilitate the use of this path by others. unless specifically mentioned in the description of a power in a Path. As well as have a consistency of Sorcery rules throughout OWBN. System: You must possess a personal item of the target and engage in a Static Mental challenge with a difficulty equal to the total permanent (not temporary) willpower of the target. The Target is not aware of the presence of the caster in her dream.Table Top Path Conversions & other Path information When a new path is released in a White Wolf book. There is no inherent penalty to this test as with deadening the scent.
Just like obfuscate unseen presence. Once activated with a static mental challenge against a static difficulty of 6. or by astral travelers who have detected him. use willpower for health levels. If an obvious threat becomes present or a noticeable combat ensues this power ends immediately. the sorcerer cannot be detected by anyone with less Auspex than his path rating in Hunter’s Wind. He can be detected in the same manner as one would attempt to detect those on the astral plane. He can be attacked by other Ghost Bodies. or a clown at the local biker bar. If he succeeds they become blissfully unaware of their surroundings for 15 minutes or the remainder of the scene which ever comes first. However. Though he may heal as normal with blood. and occult as retests. You can walk through walls. He cannot use any disciplines while in this form. If the astral traveler fails to see the ghost body he may not attack him. no disciplines can be used. Example: Dressed like a bum at a Ventrue board meeting. The Ghost body uses physical traits. 105 . he will be completely ignored by all those around him including the crowd he has faded into. So long as he remains within a group of at least two other characters and does not look entirely out of place. but he can see. Note: Though a combat for the Ghost Body is physical. he is simply knocked back into the “real” world if his health levels are reduced to zero. Note: someone is astral projection does not automatically see the ghost body they must perform the normal aura perception challenge after the expenditure of a mental trait to find the Assamite first. a Ghost Body cannot be lost to the astral plane nor does he suffer any real damage or wound penalties. his normal health levels.Intermediate Unassuming Pose The sorcerer may make himself unnoticed by those perusing him by fading into a crowd. Whiff of Khalif The sorcerer may engage any and all targets that are paying attention to him in a mental challenge. If the Auspex rating is equal to or greater than the Sorcerer’s Hunter’s Wind rating than the character must make a mental challenge with the sorcerer to notice his target. Travel limitations for Ghost Body: You only travel at your normal unaided walking/running pace. He cannot hear. Astral travelers attack with mental traits. Also Note: Should the Assamite be in Blood of Potency before he enters the ghost body plane he retains all its benefits. and investigation as retests as normal. You cannot benefit from vehicular travel. Advanced Ghost body With the expenditure of three blood traits (instead of the usual one for thaumaturgy) the sorcerer becomes completely intangible. though strange visions have been known to haunt a sorcerer while in this realm (possibly ghosts or nearby astral travelers). and invisible. as such Potence and Fortitude do not apply.
The player performs a static mental challenge against a difficulty assigned by the storyteller. and will be away from guards and the safety of his castle. When picking the lock on the door to the prince’s chamber he is one trait up on the security test. Whispers of the Heavens Note: The primary focus of Whispers of the Heavens is to prophesize the future. If successful. Tie – 1 mile Win – 10 yards Read the Heaven’s Plans The character must be standing in the place or touching the person on whom he wants to use this power. He tells Mohamed that Friday June 14th will be the best night to make his attack. as the prince will be traveling to a far away land.You cannot go under ground though you may travel through floors to lower levels of buildings. While sneaking past a guard he is one trait up in the stealth challenge. there is a season” This power allows the sorcerer to predict the best time to perform a given task. Basic Map the Skies The player performs a static mental challenge against a difficulty of 4. and four traits down in a storm.He is aware of his location within 100 miles. Or he/she may envision a serpent coiled around the Brujah Primogen. The caster performs a static mental challenge against difficulty 8. Mohamed takes his advice and uses said night to attack. This discipline should not be a license to Meta game. He consults the sorcerer who casts this power on him. If successful he then performs a simple test with the following results: Loss . BE VAGUE. If successful the caster receives premonitions of evens that will occur within the next season (a season takes roughly 3 lunar months) involving that person or place. This could be a premonition of a major Sabbat offensive. once he enters combat Mohamed’s own skills will have to suffice. Intermediate Call Down the Hunter’s Moon “To everything. The sorcerer is two traits down in any use of this power in overcast weather. Which could mean he will be making a deal with the Followers of Set sometime soon. For example: The sorcerer may see the city ablaze and battle in the streets. This power may not be used at all if the sorcerer cannot see the sky at all. the beneficiary is considered one trait up in any action directly related to the performance of said task (aside from combat challenges). However. 106 . For example: Mohamed wishes to kill a prince.
He then enters a static mental challenge with his target.” – High melee score “You see chaos all around him. This is because the original text of the path grants a more powerful version of the Elder Auspex: Clairvoyance. If successful the difficulty drops by two for each subsequent turn. or be viewed as. therefore numbers should not be given when presenting the information gleaned by this power.” – Demeanor: Autocrat Advanced Ripples on the Sea of Stars You can perceive any scene that is occurring beneath the same the same stars that he sees (roughly 100 miles). Any failure resets the difficulty back to 10. Path (and approximate rating). date of embrace. etc… Storytellers are strongly cautioned regarding this power to strongly consider the benefits it will confer as it can easily lead to. Divination is not a science.At narrators discretion this power may give a more tangible effect such as giving the time to sneak into the Giovanni mansion when he (the ST) knows the Giovanni player will be visiting another chronicle. Demeanor. until it reaches four.” – Nature: Eye of the Storm “You see a mask of a king. You must perform a static challenge against difficulty 10 to perceive the scene. Suggestions: “You sense a great force of will. or the birth name of the subject. or the tempest will be strong and the wraith will be unable to defend it. for one turn. Note: People with WW lore 5 will note that this is considerably different from the actual mechanics of the tabletop version of this path.” – High willpower “You see a mighty sword. Also note that each turn you wish to perceive the scene costs a blood trait as with any use of thaumaturgy. notable skills or disciplines. favoritism. or approximate willpower. 107 . Upon success the storyteller may grant one piece of the following information: Nature. You may use no other powers in conjunction with this discipline to effect the scene in question unless those powers specifically allow it of their own accord such as summon. Trace the Soul’s Favor In order to use this power the sorcerer must know the date of mortal birth.
Q 1 3 1 2 1 2 3 2 3 1 1 2 A. 4 2 3 3 A. Q 3 A. 1.89. Basic Below Laws of Elysium: 82 Intermediate Laws of Elysium: 83 Intermediate MET Storytellers Guide: 69 Intermediate Laws of Elysium: 86 Basic LotN Revised: 187 Advanced See Below Intermediate MET Sabbat Guide: 130 Basic Laws of Elysium: 80 Basic Libellus Sanguinis (3): 71 Basic see Blood Call.Rituals Ritual Name Approach the Veil Bind the Accusing Tongue Binding the Beast Bladed Hands Blood Allergy Blood Call Blood Contract Blood of the Chameleon Blood Rush Blood Walk Blood’s Cry for Vengeance Blood of Peace Bone of Lies Bottled Voice Brand of the Paramour Burning Blade Calling the Restless Spirit Cleansing of the Flesh Clinging of the Insect Craft Bloodstone Curse of Clytaemnestra Defense of Sacred Haven Deflection of Wooden Doom Devil’s Touch Directing Ahriman’s Lance Dominion Dominoe of Life Donning the Mask of Shadows Eldritch Glimmer Engaging the Vessel of Transference Enhancing the Curse Expedient Paperwork Extinguish Eye of the Translator Rarity A. 2 3 1 1 3 A. LoE: 86 Laws of Elysium: 86 Basic LotN Revised: 186 Intermediate Laws of Elysium: 90 Intermediate MET Storytellers Guide: 65 Basic Cam Guide: 110 Basic Laws of Elysium: 80 Basic MET Storytellers Guide: 69 Intermediate MET Sabbat Guide: 132 Intermediate MET Storytellers Guide: 65 Basic Laws of Elysium: 85 Advanced LotN Revised: 185 Basic LotN Revised: 185 Basic LotN Revised: 185 Basic Blood Magic: 125 See Intermediate below Laws of Elysium: 92 Advanced MET Sabbat Guide: 130 Basic Laws of Elysium: 80 Basic Laws of Elysium: 90 Camarilla Guide: 110 MET Storytellers Guide: 65 Blood Magic: 87. 1. 3 4 2 1 4 1 2 1 1 1 Location Level Blood Magic: 125 See Intermediate below Camarilla Guide: 109. Below MET Storytellers Guide: 66 Libellus Sanguinis (3): 70 108 Intermediate Basic Basic Basic Basic Basic .
Q 2 2 1 2 3 1 2 3 3 2 2 1 A. A 1 2 A.Eyes of the Beast Eyes of the Nighthawk Eyes of the Past Flesh of the Fiery Touch Friend of the Trees From Marduk’s Throat Gentle Mind Ghost in the System Gift of Mithra’s Bull Haunted House Haven’s Passage Healing Blood Heart of Stone Illuminate Trail of Prey Illusion of Peaceful Death Impassable Trail Impressive Visage Incantation of the Shepherd Incorporeal Passage Infirm Inert Innocence of the Child’s Heart Jinx Keening of the Banshee Learning the Mind Enslumbered Light of Vengeance Lion Heart Machine Blitz Major Creation Messenger of the Wind Mirror of the Second Sight Mirror Walk Paper Flesh Pebble from the Mountain Power of the Invisible Flame Principle Focus of Vitae Infusion 2 3 2 2 3 4. 2. 3 3 A. Q 3 3 2 A. 2. Below Blood Magic: 125 See below Laws of Elysium: 83 See Below Laws of Elysium: 87 Laws of Elysium: 83 MET Sabbat Guide: 131 Laws of Elysium: 84 MET Storytellers Guide: 66 MET Storytellers Guide: 66 Camarilla Guide: 110 LotN Revised: 186 MET Storytellers Guide: 70 Laws of Elysium: 84 MET Storytellers Guide: 66 Laws of Elysium: 91 MET Storytellers Guide: 67 Laws of Elysium: 86 Laws of Elysium: 92 MET Sabbat Guide: 131 MET Storytellers Guide: 71 Libellus Sanguinis (3): 71 See below MET Sabbat Guide: 133 Laws of Elysium: 91 MET Sabbat Guide: 133 Blood Magic: 124 see below Laws of Elysium: 89 LotN Revised: 18 109 Advanced Basic Intermediate Intermediate Intermediate Master Intermediate Advanced Basic Intermediate Intermediate Advanced Intermediate Basic Intermediate Basic Basic Basic Intermediate Intermediate Intermediate Basic Intermediate Basic Intermediate Advanced Basic Intermediate Intermediate Intermediate Intermediate Advanced Basic Basic Basic . 1 3 4 4 A. 4 A. 2 3 1 See below Laws of Elysium: 92 MET Sabbat Guide: 130 Laws of Elysium: 83 Laws of Elysium: 83 Laws of Elysium: 90 Blood Magic: 126 See below Laws of Elysium: 83 Blood Magic: 97.
2 3 Laws of Elysium: 84 MET Storytellers Guide: 67 Camarilla Guide: 110 MET Storytellers Guide: 67 MET Sabbat Guide: 131 MET Storytellers Guide: 74 Laws of Elysium: 84 Laws of Elysium: 91 MET Storytellers Guide: 71 Blood Magic: 125 See below Blood Magic: 126 See below LotN Revised: 187 MET Storytellers Guide: 68 LotN Revised: 186 MET Storytellers Guide: 71 Blood Magic: 97. Blood Magic: 93 MET Storytellers Guide: 71 MET Storytellers Guide: 74 Laws of Elysium: 89 Laws of Elysium: 90 MET Storytellers Guide: 66 LotN Revised: 185 MET Storytellers Guide: 68 Laws of Elysium: 85 Laws of Elysium: 85 MET Storytellers Guide: 72 Blood Magic: 124 see below Blood Magic: 98. Below MET Storytellers Guide: 73 Camarilla Guide: 112. 4 1 1 4 3 3 2 1 1 1 2 2 2 1 1 2 1 3 A. 4 A. Below 110 Intermediate Basic Basic Basic Basic Master Intermediate Intermediate Intermediate Intermediate Advanced Intermediate Basic Basic Intermediate Advanced Advanced Basic Basic Advanced Intermediate Advanced Intermediate Basic Intermediate Advanced Basic Intermediate Basic Basic Basic Intermediate Intermediate Intermediate Basic Advanced . 4 2 1 1 3 2** A.Protean Curse Purge the Inner Demon Purity of Flesh Rebirth of Mortal Vanity Recure of Homeland Refined Digestion Rending the Sweet Earth Respect of the Animals Return the Heart Rite of Marduk Triumphant Rite of Marduk Slain and Risen Rutor’s Hands Sanguineous Phial Scent of the Lupine Passage Scry Sculpting the Perfect Servant Seeing with the Skies Eyes Sense the Mystical Serenading the Kami Severed Hand Shaft of Belated Quiescence Spirit of Torment Splinter Servant Steps of the Terrified Stolen Kisses Stone of the True Form Summon the Guardian Spirit The Haunting The Imp’s Affliction The Open Passage The Scribe The Unseen Change The Watcher Touch of Nightshade Touch the Earth Vires Acquirit Eundo 3 3 1 1 3 3 2 2 2 A. Below Laws of Elysium: 93 Camarilla Guide: 113. Below Laws of Elysium: 89. Below Blood Magic: 126 See below MET Storytellers Guide: 68 Blood Magic: 91.
Q – Rituals so marked are Quietus rituals by Laws of Elysium.Rituals marked with an A are Assamite only. Below Camarilla Guide: 111. Below Camarilla Guide: 111. Below Laws of Elysium: 89 See below Basic Advanced Advanced Basic Advanced Intermediate Advanced Advanced Advanced Basic Advanced Intermediate Advanced Basic Basic Basic Intermediate A . Below Camarilla Guide: 111. Below MET Storytellers Guide: 69 MET Sabbat Guide: 132. Below Camarilla Guide: 111. The equivalent levels of Quietus should still be prerequisite for these rituals however. 1 LotN Revised: 186 Camarilla Guide: 114 Camarilla Guide: 114 LotN Revised: 186 Camarilla Guide: 113 Camarilla Guide: 113 Camarilla Guide: 114 Camarilla Guide: 111.Wake with Evening’s Freshness Ward versus Demons Ward versus Ghosts Ward versus Ghouls Ward versus Kindred Ward versus Lupines Ward versus Spirits Warding Circle versus Demons Warding Circle versus Ghosts Warding Circle versus Ghouls Warding Circle versus Kindred Warding Circle versus Lupines Warding Circle versus Spirits Whispers of the Ghost Widow’s Spite Will o’ the Wisp Words of Undoing 1 2 2 1 2 2 2 3 2 2 1 2 2 1 2* 2 A. Table Top Thaumaturgy Ritual Conversions (Plus some) 111 . Q. but for all other purposes consider them sorcery. Below Camarilla Guide: 111. however it is the opinion of this coord that such rituals be considered sorcery rituals as sorcerers are now given their own place in White Wolf mechanics.
This ritual only lasts for the evening. 112 . As noted above I strongly recommend against customized rituals and paths as they are often not properly tested and created by the player of the character that will be learning them. the target may pay the sorcerer in vitae for his or her services. If this ritual is successful he can translate the writing on the page so long as he does not leave it for more than 10 minutes. and meditates for an hour. It does not grant the user the ability to speak the language (though it may justify the caster the beginning to learning it). Blood bubbles out of the incision but then vanishes. then withdraws it and passes it to the target (via Touch the Earth). He soaks the stone in his own blood. He gives the stone to that Assamite while chanting an incantation naming himself and the subject as successors to Tiamat.Some of the rituals listed below will not be found in any White Wolf book (unless they deicide to include them some day). reappearing in the wine skin. and all the shiatans of Hell. They are included here for a sense of completeness and to stay in line with the Tremere Thaumaturgy packet. then in the blood of another Assamite. Any time the target wants to speak ill of the caster. The subject cuts an incision in his or her chest. a lock of her hair and a black silken cord. sharp blade inside a wine skin. The sorcerer places a small. Pebble From the Mountain The sorcerer takes a stone from Mount Alamut. The caster ties the cord around the hair while chanting. Players of OWBN have created these rituals. He then engages in a static mental challenge difficulty determined by the storyteller. System: The caster must have a picture or image of the target. allowing the thaumaturge to commit literally unspeakable acts without fear of reprisal. Ahriman. Note: In the final nights this ritual would be all but unused by Schismatic Assamites. Gift of Mithra’s Bull With this ritual Sorcerer and subject must be connected by Touch the Earth or Pebble From the Mountain. she must defeat the caster in a mental challenge (Occult retests on both sides are applicable). places it in his mouth. They are only to be included in your game with the STs permission. Eye of the Translator The sorcerer cuts himself above the left eye and allows his vitae to spill upon the page he is trying to translate. Basics Bind the Accusing Tongue Bind the accusing tongue lays a compulsion upon the target that prevents her from speaking ill of the caster. Through this method.
However. This action could be as simple as digging a ditch or hitting someone. and so he does not directly gain the use of the discipline. Using a mortar and pestle. The eye must be big enough so that a cat. the sorcerer uses chalk or paint to draw on the tiled floor of his ceremonial chamber the stylized image of an eye. as the power does not affect the Assamite recipient it affects his opponent. in ancient Mesopotamian script. Restrictions: The path used by the caster to aid the Assamite must be their primary path of sorcery. Long in advance of the ritual. still-wet. he would not be allowed to grant Awaken the Steel: Strike the True Flesh. Whispers of the Heavens. clay tablet. This ritual takes an hour and a half to perform. When the sorcerer speaks into the animal’s ear. the magic rests in the stone. Touch the Earth This ritual allows the sorcerer to contact another Assamite for the purpose of aiding him with further magical effects. the sorcerer reduces the tablet to powder. Like if he had some Koldunic magic for example. The Sorcerer may also pass to the target any object small enough to fit in the palm of his hand. When he chooses to begin the ritual. the Sorcerer takes a stylus and writes. the name of a lesser-generation Assamite Once hardened. pupil and iris. with white. he can hear his target’s voice. which he places in front of the animal. This works no how much distance separates the sorcerer and target. When the animal has ingested the food. System: This ritual grants the castor 2 additional traits in her next physical action. the other Assamite can initiate a mystical link between herself and the sorcerer identical to that created by Touch the Earth. the tablet is placed in an acid to weaken it again. the Assamite whose name was written on the tablet hears his voice. When the sorcerer listens at the animal’s mouth. The sorcerer may proceed to use any Assamite path or other ritual to benefit the target. which always works if the initial casting was successful. He mixes it into food. The sorcerer may simply not use anything on his Brother that he learned as non-Assamite magic. For example: The sorcerer may use Hunter’s Wind: Skin of the Chameleon to aid an assassin in infiltrating a haven.At any subsequent point. the sorcerer cuts its throat with a knife and waits until the pool of spilled blood has expanded in at least four places past the line denoting the white of the eye. It takes 30 minutes to cast this ritual. by placing the stone in her mouth and repeating the incantation. on a small. Serenading the Kami By binding spirits to her physical form the sorcerer can gain a temporary boost in strength. She is not performing sorcery. Awaken the Steel). It must be an Assamite path (Hunter’s Wind. This is not a usage of the discipline by the beneficiary. Note: Any Assamite sorcery path is considered an Assamite path. Warding Circle versus Ghouls (and others) 113 . dog or rodent can be placed inside it.
it creates a circle of protection against many different creature types. System: The sorcerer may cast this ritual upon himself or another. If she wins the challenge she may cross. Quietus. Wards can be laid inside of each other. He ingests kalif-laden blood. then an 114 . and Assamite lore 5). He does so by soaking the recipients weapon in a mixture of their own blood. The caster may spend one mental trait and one-blood traits to increase the radius by 10’. Words of Undoing This ritual allows the Assamite to commit suicide if necessary to avoid capture (and to prevent closet teachers for Sorcery. Any appropriate creature that approaches the circle will feel the power of the circle. Once cast this ritual is active until used. The caster determines the size of the warding circle in the following manner. He must first ward off a distracting cascade of unpleasant memories. Attempts to leave the circle are not blocked. and ashes of nightshade. etc…) but no damage is actually dealt. bathes in the blood of a fresh killed bull and meditates. she must win a static test against the mental traits of the caster. this is not considered diablerie and he does not become a wraith. It starts at a base of 10’ radius (20’ diameter). The target may be tormented with pain and uncomfortable sensations by manipulating the doll (sticking pins in it. System: The caster must create a doll that resembles (no matter how crudely) the target. and is denied entry. Each creature type is a separate ritual. If she fails she takes three lethal damage. Once cast the recipient of this ritual may at any time immediately destroy himself. but still takes the three lethal damage. tickling it with feathers. the venom of a scorpion. punching it. but must have at lest 20’ diameter smaller than the one they are inside of whether they are different types Widow’s Spite This ritual will cause pain and uncomfortable sensations in another person – The traditional voodoo doll. System: These rituals require three traits of blood of the appropriate creature type (handful of sea salt for spirits. It is recommended that the STs encourage appropriate Role-playing with the target of this ritual. So long as the recipient of the ritual is conscious and willing (no coercion of any kind) he may activate this effect. bidding her current number of willpower traits (no traits are risked by either side). In order to cross the ward. Intermediate Approach the Veil The sorcerer enters a transcendental state required to experience visions of the veil. The sorcerer then uses the weapon to trace the symbol of death over the recipient’s heart. ground marble from a tombstone for ghosts. or holy water for demons).Created as a protective ward.
Enacting this ritual requires no challenge only time. He waits an hour and then cuts it out of his belly. it still has the potential to be interpreted in an over powered manner. If the sorcerer does not take advantage of the ritual’s benefits before he loses his next blood point it is wasted (remember you expend one blood point for waking). Haven's Passage First. The ritual allows the caster to modify his blood for the purposes of Thaumaturgy path of blood: Taste of Vitae. seeking the secrets of apotheosis.even more tempting series of sensual pleasures. Directing Ahriman’s Lance The sorcerer takes an accurate image of the target or a personal possession of theirs and swallows it. the Sorcerer needs a stone. Note: This ritual is vastly reduced in power compared to its tabletop origin. The bearer may then begin moving forward at which point 115 . Blood of the Chameleon This is purely an Assamite ritual created by the character Isaac al-Rahim. Even so. a peek past the veil of truth does grant direct benefits. the Sorcerer performs the ritual. Until the next sunrise. The sorcerer automatically succeeds in his next challenge for sorcery or rituals. To cast this ritual. Upon successfully casting the ritual. STs are cautioned to monitor its use. rock. any thaumaturgical means to determine clan of origin will imply the castor to be of the same clan as the blood consumed for the casting. or pebble from the excavation site or other original interior space of a building or other structure. "Guide me spirits of earth and air. this character was a PC and it is unlikely that he would have taught it unless the elders of the clan ordered it. This ritual requires a live chameleon drowned in the blood of a vampire of a given clan (or caitiff). Once completed. Note: This benefit does not apply to challenges against other players. you must imbibe a trait of blood from a given clan after a chameleon has been drowned in it. This character is now an NPC controlled by Bay of Blood: Baltimore Under Siege. and give me your conveyance. the donor of the vitae may hold the stone and speak the words." in any language while facing an exterior of the wall of the space the bearer wishes to enter. Although the sorcerer performs if for research purposes. The possessor of the ritualized item is two traits up on all non-combat challenges that would bring you closer to killing the target (ST discretion). The caster however takes on the clan weakness (if applicable) of the clan impersonated. The ritual takes 8 hours. Then while pouring vitae over the stone. only static difficulties such as ritual challenges and Whispers of the Heavens. any Assamite in possession of the image or object improves her chances of killing the target. Then comes the opportunity for revelation.
If a successful strike hits. of weaker generation than the sorcerer. If successful (which is known upon completion) the sire brood mates. the affected player must make a static physical challenge against the mental traits of the caster or take One Lethal damage. He rolls the message and ties it with a white silken cord. The sorcerer may increase the penalty of any action taken by an Assamite by the number of participants (no greater than half the sorcerer’s total mental traits). Removing the tip via surgery requires the medicine ability. It will appear in the recipient’s hand at noon of the next day. For every 10 minutes that each of these individuals is in the presence of either the castor or the diablerist they loose a temporary willpower and suffer flashbacks of the victim’s demise. This penalty comes in the form of trait reductions for ties and overbids. When the stake is used in combat. The surgeon enters an extended challenge against a number of traits equal to the creator of the stake’s mental traits. Messenger of the Wind The sorcerer must write a message on clean linen with a pen made from the feather of an eagle. She must cumulate 5 successes to remove the tip. The sorcerer ritually enacts the coronation of Marduk. The message cannot be further enchanted in any way. The bearer becomes corporeal again when he stops moving or reaches a second exterior wall. it breaks off and burrows for the victim’s heart. He then must throw the message into the open sky where the wind carries it away. Rite of Marduk Slain and Risen The beneficiary of this ritual names a target he wishes to diablerize. Once Five Lethal damage has been done in this fashion. it acts normally as a weapon. It is only applicable in any action. donning mask and robe. the tip of the stake breaks off and begins burrowing at the heart of the victim (even if you have misplaced heart). coated in three traits of the caster’s blood and baked over an oak wood fire. System: The stake must be of rowan wood.he become incorporeal and can pass through exterior walls. When the tip touches kindred. may participate in the ritual. childer and all those blood bound to the victim of diablerie loose one blood and three temporary willpower. the character is staked. Rite of Marduk Triumphant This ritual allows a Sorcerer to assert her authority over a lesser clan member. The diablerist gains all of this with excess going to the rituals castor (all other excess is lost). This ritual takes one hour to cast plus twenty minutes for each additional participant. Shaft of Belated Quintessence This ritual turns a regular stake of rowan wood into a particularly vicious weapon. On the cord he writes the recipients name in their (not his) blood. Each challenge made 116 . thereby increasing its effects. Every hour. The effects last 1 month. which threatens his life or position. Other Assamites.
Seeing with the Sky’s Eyes 117 . When the binding is torn off. SSN number. Any damage increasing effects (Scorpion’s Touch. Healing the wounds closes the incisions and the surgeon must start over.) will ruin the ritual. While in this ‘problem’ time the Kindred will have as much of a hard time completing mortal activities as an ST wishes. ripping little legs out of itself. drivers license. It has three health levels. and attacking the person that it is commanded too attack (by pointing it at the target as the sheath is ripped off). and the ritual is not expended. Splinter Servant Another ritual designed to enchant a stake. It looses traits normally. Sculpting the Perfect Servant This ritual truly has no real possible game affect. or 5 combat rounds have passed. The splinter servant has 10 dexterous physical traits. It will remain active and attacking until it stakes its victim. To see any real development from a PC perspective a character would have to be alive for more than a decade. Splinter Servant is a progressive development of Shaft of Belated Quintessence. and ignores wound penalties. System: The castor must make 7 challenges (they must be won). lose or tie. it is destroyed by damage. the splinter servant springs to life. The amount of time is up to the ST. one for each night that this ritual takes to complete (IE one week). and the two rituals are mutually exclusive (They cannot be placed on the same stake). If she fails 4 or more of the challenges the ritual is a complete failure and a certain government agency might start looking into the changes. If a stake enchanted with this ritual is used on someone that has her heart removed by Heart of Darkness (advanced Serpents). the stake will do normal combat damage on the initial hit. In the hands of a PC it has no purpose. ext. If all of the challenges are not won there is an extended delay in the creation of the new identity. It is up three traits to avoid attacks due to small size. Advanced Ghost in the system Modern false identities can be created with this ritual. a number of melee equal to the caster’s occult rating. The identity is created with great detail. The stake itself becomes a minion bent on staking its target. etc.will do 1 point of lethal damage win. Wards. System: The stake must be made from a tree that has been nourished by the dead (a tree from a graveyard would be a good choice) and wrapped in sheath made of nightshade twine and wax. and must succeed in the normal staking challenges. but the tip will not break off. It can move up to 30’ (9 paces) per turn. Citizenship. This ritual should be used by the STs as background information for possible PCs or storyline. This ritual is powerful with real negative drawbacks if failed. and is immune to mental and social challenges.
as I horribly plagiarized their work. Credits I’d like to thank all the people who worked on the OWBN Tremere packet. This was to have both a sense of completeness as well as a standard format that everyone would be used to. but the ST has the final say so. Elder From Marduk’s Throat This ritual allows Assamites to lower their generation though blood collection. Dave Hoffman 118 . Mike Dusseau. as it grants free backgrounds ingeneration without repercussions. Ian Wolfenden. Vires Acquirit Eundo This ritual when cast in tandem with another ritual can increase some effects of that ritual System: The affects that are extended are completely up to the ST. John Mann. Other than the OWBN Tremere thaumaturgy packet being used as a template. no matter where on earth she is. I’d like to thank. The player can suggest possibilities as to what affects are changed. and in so doing learns the target’s precise. It is suggest that the player carry an index card signed by an ST that says that the change is legit. Adam Bisco. As this is primarily performed in Alamut. He must have on his person an accurate image of the target. It is strongly advised to STs that allow this ritual that they use common sense before approving some extended requests. and al-Ashrad would not want the secrets of this ritual to be known to the general public of the Camarilla. He then sees a vision of the target.The sorcerer enters a trance state and concentrates on a subject individual. Thank you. and Adam Sartori for their help in putting together this packet. current location. or an object she once owned. Therefore it is the recommendation of the coord that schismatic PCs benefiting from this ritual should be prohibited.
but that the young Tzimisce today learn Thaumaturgy. although most Koldun learn the Way of Spirit first. It is quite likely that the Tremere "stole" the path originally from the Tzimisce. They claim to have always lived in the Carpathian Mountains. Although there are only five paths mentioned in the book Blood Magic. Koldun operates under the same principle. It functions similar to Thaumaturgy. the ancient vampiric clan of the Tzimisce ruled the lands of Eastern Europe. Three main branches of the clan exist. Other paths may so be developed. This is a trite argument. who was said to live beneath the Transylvanian Mountains in the Cathedral of Flesh. it should here be noted that both Libellus Sanguinus 1 and Children of the Night state that there is indeed a Way of Blood. for they knew all that took place in their domain. There are a number of differences between Thaumaturgy and Koldun. The get of Bylebog lived in the lands of Lithuania to the north. even their name is only so recent. And the religious figure known as the Dracon. Koldunism. as pointed out in the book Blood Magic: Secrets of Thaumaturgy. or Obertuse. No one really knows much about these elusive vampires. Second. lived in the metropolis of Constantinople. in part because of the recent death of the Sabbat Thaumaturges of House Goratrix. is an umbrella hedge magic and discipline. technically all disciplines are Thaumaturgy of sorts. for two reasons.The Tzimisce For years immeasurable. Some would argue that the Tzimisce of Old once knew Koldunic sorcery.Koldunic Sorcery Part One . Most Tzimisce learn Animalism. keeping an unholy vigil over the twisted swamps therein. it can therefore be assumed to be identical to the already printed Path of Blood under Thaumaturgy. and the true Thaumaturges have found the secret of linking and codifying similar arts together under a general Overhang. by far the largest is the brood of Yorak the Metamorphosist. 119 . Vicissitude may. and the Tzimisce have developed the creative capacity to expand it beyond its basic paths. called the Eldest. They were also fleshcrafters of incredible means. it explicitly states that the elders of clan Tzimisce are once again teaching the lost arts of Koldunism to their childer. however. however. Aupsex. Since it is not listed in Blood Magic. and it is said that their founder was Diablerized beneath an ancient church in the Carpathians. and Vicissitude as clan Disciplines. * There is no required primary path of Koldunism. Moreover there are any number of possible minor paths. First. All three were known as masters of Auspex. Part Two – Koldunism Koldun is an unusual discipline. named as it were for the famous lords of the Byzantine Empire in Eastern Europe. like Thaumaturgy. fine-tuning it in the process. Stories also whisper of other things buried beneath the Carpathians. It is said that all three died during the Anarch revolts with their sire. and thus it is a moot point. be replaced by Dominate or Koldunic sorcery. Some even believe these rumors. and the Way of Sorrow is an example of this presented in Clanbook: Tzimisce. And they were unparalleled Sorcerers like their sire.
121 Children of the Night. even among the Tzimisce.Blood Magic: Secrets of Thaumaturgy pg. brown for earth. and has begun to spread among the ranks of the Sabbat's youth. cling to no myopic opinions about the nature of reality and have yet to fortify their emotional walls against the spirit world. knowledge and philosophy of Koldunism is more frequently shared with anyone willing to learn of its existence. 63-67 Sins of the Blood. 126 “Koldunic Sorcery used to be the province of a few Old World koldun. it may be assumed that the Way of Blood is also physical in nature.. Sources: The following are a list of books that storytellers may find helpful when dealing with Koldunic powers: Libellus Sanguinus 1. pale blue for air. never a blood trait. pgs. pg. and white for spirit. 62-63 Transylvania by Night. Neonates. Some suspect that enterprising Fiends have leaked a bit of their wisdom to the sect in order to keep the old ways in practice.* Koldun paths always require the expenditure of a willpower trait to activate. orange for fire. The voice of the land speaks more clearly to the young. pgs. pgs. Now. the lower levels of this dark art are becoming more readily available among the covens. The Way of Fire and the Way of Spirit require social traits and challenges.Clanbook Tzimisce. the ancient sorcerous arts of the Fiends seem to be on the rise in popularity”. * The Way of Water and the Way of Air require mental traits and Challenges. as it did to Lugoj and Velya. pgs 110-114 Guide to the Sabbat. 23 and 96 Blood Magic: Sectrets of Thaumaturgy.” . pg.. Even a few neonates know the ways. 97-101 “The practice of Koldunic Sorcery is a well-kept secret among the Tzimisce of the Sabbat. pgs. aquamarine for water.. other effects (such as skin turning to rock for Way of Earth) may be evident.63 120 . wide-eyed and newly undead.. Once exceedingly rare. The Way of Earth requires physical traits and challenges.. * Koldunism affects the eye color of the wielder: Red for blood.. In addition.Guide to the Sabbat.126-133 Clanbook: Tzimisce (2nd ed. No Koldunic sorcerer may have any path higher than the number of traits she Possesses in Koldunism. .. Koldunism has always been a young Cainite's art. 121 “With the mysterious disappearance of the Tremere antitribu. * The retest for Koldun is the ability Koldunism. Now that the Tremere influence has suddenly vanished from the sect..” .). the art trickles down through the generations. pg. pgs.
like the disciplines of Celerity. and Fortitude. This is different than Auspex. Using other koldunic paths with this power still require their willpower activation costs. 100-yard radius 121 . and may be maintained for one scene per willpower spent. A second ability that the Koldun has is that she may never be surprised by anything in the radius of effect. To pierce any of the disciplines and powers listed below requires a static social vs. Thus if the Koldun knows the first intermediate level of Way of the Spirit. Initiating challenges during the duration of this art does not cost any additional willpower. masters of their surroundings. the Koldun may view alternate locales within the given distance as if she were there. but only of an equal level. Basic 50-foot radius The Koldun may "see" through such sight altering powers as Obtenebration and Chimerstry and other sense-altering powers. and should not be considered merely another way of seeing those things hidden. this path has been modified from its original form. not the senses. This power is exceptionally difficult to translate from the book Blood Magic into LARP terms. All rules for surprise in combat are nullifed by this power. the Koldun may "see" the events. One of the abilities Way of the Spirit allows is for a Koldun to "watch" events in another locale. Every effort has been made to maintain both the feel of the power and playability. Note that Horrid Reality and the discipline of Dementation affect the mind. gaining insight and understanding of their surroundings. Way of the Spirit does allow a Koldun to activate other Koldunic paths from a distance of up to the radius given. in part because it is extremely difficult to role-play through a vampire knowing about everything going on in up to a five mile radius. but not hear them. The Way of the Spirit costs one willpower to activate. Koldun may switch their perception to the spiritual realms. she may use other Koldunic paths up to first intermediate within her sphere of effect. listen. however. and are thus not countered by knowledge of Way of the Spirit. the Koldun must be informed of the attacks so that she may react accordingly. The books state that the koldun "feels" events. This is no more so evident than in their ability to manipulate the spirit realms. and storytellers are encouraged to attempt to maintain this "feel" in game. She may not. Ranged attacks that originate outside the radius of influence are unaffected by the Way of the Spirit. if nothing else. mental challenge. For this reason. A set distance is given with each level of power.Ways of Koldunic Sorcery The Way of the Spirit The Koldun are. Potence.
the target's mental traits. the target is immobilized. indeed. but at a price. Thereafter. sequestering himself in a land rich in magic that would be his own. The Koldun may simply make a static social vs.At this level. mental challenge to pierce the Obfuscted targets. they chose the land over their brethren. or strengthen. somewhere between the knees and the hips. Advanced 5-mile radius At this level. Tzimisce learned long ago to tap into the power that bound them to the soil. It is said that the Eldest left the first city before its fall. an opponent. the target may escape with a static 122 . and is not handled as per Auspex vs. This applies to all levels of Obfuscate below Mastery. the Koldun is utterly aware of her surroundings. the Koldun's eyes change to brown and patches of stone ripple across the Koldun's skin. The Koldun may now pierce the near Umbral realms. Basic Soil Silhouette The Koldun can cause the earth to rise up and immobilize anyone target within 100 feet. Only the most distant of realms (such as Arcadia and the Horizon realms) are beyond her. including the Shadowlands. only the furthest of the realms escape her notice. The earth crawls up the victim and hardens. 1-mile radius The Koldun may now pierce most of the Umbral realms. This is powerful magic. magic that can seriously weaken. Intermediate Quarter mile At this level. The Koldun must be in direct contact with the earth for these powers to be used. This requires the same challenge as the other arts of this path. It should here be noted that the Way of Earth requires a physical challenge to activate in addition to the expenditure of a willpower trait. they were forever bound to the land. the Koldun may pierce the illusion offered by Obfuscate. One of the most powerful paths of Koldun is the Way of the Earth. The Koldun must make a physical challenge against the target. When using the Way of Earth. from the rich Carpathian soil. and are now capable of seeing those in psychic projection and astral form. the challenge is a static social challenge vs. where she may see wraiths and Necromancers who are traveling in the lands of the dead. If successful. She may peer into the deep Umbral realms. His childer in turn gained his power. Koldun begin to pierce the barriers that divide the realms. Again. and from then until now the land still calls out to them. The Way of Earth The power of the ancient Tzimisce came from the earth. She may now detect Umbral spirits and shapeshifters who have traveled into the Umbral realms. Obfuscate.
but the expenditure of a physical trait per level of effect (see below). The target may leave the ground at any point she chooses. the target may not move from the waist down. she heals one wound level. the effects should be felt very much by all those present. and require a blood trait to be spent by the target per aggrevated wound level. but no challenge is made. and may only be used for the sake of absorbing damage. Physical Traits 1 2 3 4 5 Area of Effect One structure Five structures Residential street Half a city block Full city block 123 . Mortals. Nevertheless. Root of Vitality The Koldun must spend a willpower trait to activate this power. This requires not only the expenditure of a willpower trait. The Koldun gains the ability to soak Aggravated damage for the scene as well. These traits only last for one scene. All those within the area of effect will take a number of lethal damage equal to the number of physical traits that the koldun spends on the art. The Koldun spends a willpower and makes a physical challenge against her target. the target is sucked into the ground. and creatures that still must breathe will risk a level of lethal damage each round trapped beneath the earth from suffocation. Thereafter the target is trapped unless they can win a static physical challenge against the Koldun's physical traits.physical challenge made against the Koldun's physical traits. hopelessly trapping her within the soil. and storytellers are encouraged to announce the dramatic affects of the localized earthquake that will certainly damage many things during the brief quake (it lasts but one turn). such damage may be soaked or dodged as appropriate. up to her head. Advanced Dracula's Restless Soul The Koldun can command the very ground to tremble and quake. the target must relent. While immobilized. this damage may be soaked. ghouls. For each round that the target remains underground. The target is pulled into the earth up to her neck. Intermediate Soil of Death The Koldun can cause the very earth to swallow a target up. If successful. creating in effect a very localized earthquake. where the rich soil will slowly heal her wounds. to a maximum of five. Aggrevated wounds are more problematic. Unearthly Stamina The Koldun may spend a willpower trait and gain two stamina traits for the duration of the scene.
Only a small amount of magma appears (about enough to fill a bathtub). The path given here is based upon that presented in Blood Magic: Secrets of Thaumaturgy. Living beings (and vampires) cannot be affected by this power. Intermediate Gates of Magma The Koldun spends a willpower trait and a social trait to call up a ring of magma ten feet tall that surrounds the Kodlun. Basic Shatter The Koldun spends a willpower trait and a number of social traits. Objects up to the size of a car cannot be affected by this power. Perhaps these fire dancers first discovered how to harness such terrible forces. due in large part because it was the least accessible of the elements. Rouse the Molten Rock The Koldun summons a small amount of molten lava to bubble up from the earth's core. two for a medium sized object (a chair). like the rest of Koldun. These arts. the eyes of the Koldun turn a brilliant orange. perhaps House Flambeau. require the expenditure of a willpower trait. The object will superheat and combust. While heated. losing a level of Aggravated damage each round. Storytellers are advised to keep careful wraps on this one. The Way of Fire was the least known of the Koldunic paths. either bursting into flame or shattering instantly. It is even debated where the Tzimisce first learned this path. Some claim that they were taught the path by members of the Order of Hermes. Any vampires attempting to approach the wall of magma 124 . and one social trait per round that the magma remains superheated. and points at an object. the magma does 3 levels of Aggravated damage per round to that which it comes in contact with. Others think that maybe there was a forgotten breed of the Tzimisce that lived in a more volatile climate. Certainly there is proof of a family of the Fiends living in India. and this in no way was more visible than in their control over the elements. caught up among the Hindu population. who may bid physical traits if possible to dodge the effects. This is one of the most powerful and destructive of the sorcerous paths. The Ways of Fire require a social challenge to be made against a target. and it tends to flow downhill. A book). The Koldun spends a willpower trait. The magma begins to cool once the Koldun quits fueling it with social traits. The ring of magma can be maintained for two rounds per social trait spent. but like the Way of Spirit has been modified to fit in a live-action setting. and three traits for a large objects (a motorcycle).The Way of Fire The Tzimisce Koldun were masters of the elements. Note that the nature of the art protects the Koldun from her own arts. The size of the object determines the number of social traits that must be expended by the Koldun: one trait for a small object (ie. When employing the Way of Fire. but not the arts of other Koldun.
The magma cools at a rate of one less level of Aggravated damage per round. If the Koldun succeeds. These voices plague her for the duration of the art.must succeed in a courage challenge and suffer a level of Aggravated damage. She spends a willpower trait and makes a social challenge against her target. At the cost of a willpower. the target takes 3 levels of lethal damage from the superheated air. The Way of Wind requires mental challenges be made (when necessary) and the expenditure of a willpower trait. This lasts for the duration of the night. which is one round per social trait spent by the Koldun. whether mortal or their dread enemies. the Koldun engages her target in a mental challenge. Heat Wave The Koldun summons a gust of superheated air that blasts her opponent. Combined with the Way of 125 . If she succeeds. to a minimum of one.This power has been modified from its original format in Blood Magic. but do need to spend a willpower trait if they intend to pass through the magma. When using the Way of Wind. Basic Winds of Guilt The Koldun can afflict a target with whispering voices that only the target can hear. Normal mortals need not make the courage check. Note . or even earth. Advanced Volcanic Blast The Koldun can summon a fiery blast of magma to erupt from the earth in a rainy torrent that showers down upon all within twenty feet. This path was of incredible use to the Tzimisce. while not all Koldun had access to water. To cross through the magma requires that a vampire spend a willpower trait and suffer three levels of Aggravated damage. the Thaumaturges of Clan Tremere. all had access to the winds of the world whipping through their demesnes with fury and potence. a gust of wind whips up around the Koldun. the target is considered down two courage traits. whenever she is in the presence of the Koldun. who resists with a physical challenge. The magma will flow thereafter and continue to do three levels of Aggravated damage each round it lasts. Kindred also lose three blood traits as the vitae evaporates from their system. both in controlling their own lands and in repelling invaders. and her eyes turn a pale blue color. whispering to her greatest sins and all the terrors a Koldun could afflict on the person. The Ways of Wind The Way of Wind is one of the more common paths Tzimisce Koldun of old learned. All those within the radius suffer three levels of Aggravated damage. fire. The effect will last for one night. and one additional night per mental trait spent. and has been placed on a level of power on par with the Tremere Thaumaturgical power of Cauldron of Blood.
and minus two physical traits the third round). The Koldun becomes intangible and indistinct. Anything over 250 miles away is beyond the range of this power. Moreover. The Koldun may remain in Zephyr form for as long as she chooses. She may only use other Way of the Wind arts. The wind springs up gradually (a breeze the first round. The target will be aware of who she is afraid of. This is not to say that it was completely foreign. She moves at a blinding 250 mph. for the Koldun can maneuver while flying.Spirit. Biting Winds With the expenditure of a willpower trait. To others. provided they had a moat or river nearby. All those within must succeed in a static physical challenge (vs. the Koldun can cause an extremely cold biting wind to mystically fill an area. It takes one full round to activate. for most Tzimisce lived in the Carpathian mountains and had little use for a path of sorcery that concerned the little occurring element of water. and may now walk through walls and crowds effortlessly. and may double her movement rate (6 steps per combat round). and lasts one scene. and will reach her destination within a scene. Those attempting to enter the area must spend one willpower trait and suffer a level of bashing damage from the sudden onslaught of the wind. This art lasts for two rounds per mental trait spent on the power. but not enough to survive the insides of a building. and everyone loses a "step" per round movement. They also suffer a one step per combat round movement penalty. many a voivode found the use of this powerful path invaluable when defending their castles. minus one physical trait the second round. thus the round the willpower is spent is not the round the Body of Zephyr may be used. the Koldun will suddenly blur and be gone. Intermediate Winds of Lethargy The Koldun spends a willpower trait and summons a harsh wind that encompasses an entire 200-foot radius (roughly one building). subtracting two physical traits from all within. The Way of Water The Way of Water may have been the rarest of the Koldunic paths in ancient nights. no other disciplines may be used by the Koldun while in this form. the 126 . Advanced Body of Zephyr The Koldun must spend a willpower trait to activate this art. the Koldun's mental traits) or halve their physical traits for the remainder of the scene due to the extreme lethargy that encompasses them. This art must be used outside. the power can have effective range. Movement within the area is severly limited. Traveling the Winds The Koldun may spend a willpower trait and allow the winds to carry her off.
but may never leave the water. the Setites. Intermediate Water Walk Quite simply. one creature is summoned. Watery Minions The Koldun spends a willpower trait to activate this power. The Koldun spends a willpower point. the Assamites. The Way of Blood Although the Tremere claim to be the masters of Thaumaturgy. The stats of the minion should be determined by the storytellers. The creatures may leave the confines of the water. Most curious is the wide usage of the Path of Blood. For each mental trait. The path of water indelibly marks its practitioner. the Assamite Viziers and 127 . although the Koldun most certainly have an opinion. The illusion lasts three rounds before it begins to dissipate. The Koldun may walk on water for a number of scenes equal to the number of mental traits spent to activate this art. and swamps. Bashing damage will not harm them at all. Advanced Doom Tides The Koldun can create a mighty whirlpool with the expenditure of a willpower trait and a mental trait. This does not protect her from hazards in the water (such as sharks).children of Bylebog in the Lithuanian lands and the Obertus of Constantinople had ample access to the watery depths of the seas. the Koldun spends a willpower trait and a mental trait and may walk on water for an entire scene. similar to the Protean power of Earth Meld. The Koldun spends a mental trait and sinks into the water to slumber away the day. The Way of Water requires a mental challenge to use all the arts. almost aquamarine. The illusion may move and even speak mystically. Basic Pools of Illusion The Koldun can command the mists above the water to swirl into a threedimensional illusion. Whether it was the Cappadocians. This requires a static mental challenge (difficulty determined by the storyteller. The whirlpool is assumed to have 15 physical traits. but only follow the most basic of commands. they are by no means the first to discover it. but will mystically protect her from the harmful light of the sun. or the Tzimisce is unknown. unless otherwise noted. rivers. this art neither costs willpower nor requires a challenge. based perhaps on the amount of water available). and is itself effectively intangible. each additional mental trait spend increases the strength of the whirlpool by five traits. The water need barely cover the Koldun. and a mental trait per watery minion summoned. although fire does an extra two points of damage. and her eyes will turn a deep green color. Watery Solace Unlike other Koldun powers.
even going so far as to ally themselves with the Tzimisce. This lasts for one scene. Be that as it may. they consider it no more central to their existence than the other elements. or such. the amount of blood in a target. It is interesting that nearly a thousand years later House Tytalus has reversed its stance. The Koldun's eyes remain blood red for the duration of this art. Moreover. Basic A Taste for Blood With the expenditure of a willpower trait and a static physical challenge (difficulty equal to the physical traits of the target). the Koldun's claim to have practiced Blood Magic as long as they can remember. effectively mimicking the Methuselahs and elders of the clan. such as generation. The Blood is Life. like the other Koldunic paths. all challenges made are physical challenges. it is still different enough that they find themselves working under completely different systems. The Koldun must spend a willpower trait for each generation the Koldun will drop. Intermediate Blood of Potency The Koldun may temporarily lower her generation for a scene. and although the path is quite similar for all three groups. for the Koldun's see the Blood of Life as the Strength of reality. When using the Way of Blood. If she does grapple her target. to a maximum of three. the Path of Blood requires the expenditure of a willpower trait for each spell. and they deal with it as they would any other element.. the Koldun's eyes will turn blood red. The stories say that House Tytalus taught the Tzimisce a few things. the Koldun may determine a piece of information from a taste of the target's blood. for they define it as one of the six cardinal elements. she may force the target to spend a blood trait (even beyond her generational limit) as the Koldun sees fit. Theft of Vitae 128 . Things get even more curious when you throw the mages of House Tytalus in.. for unlike the Tremere the Koldun do not put as heavy an emphasis on Blood as they do on exercising one's will over her surroundings. Tytalus was a group of wizards in the Order of Hermes that declared war on the neighboring House Tremere at one point. Blood Rage The target grabs her opponent with a physical challenge and spends a willpower trait. and is especially useful for purposes of Dominate and blood expenditure. All three claim to have developed it first. As such.the Tremere Thaumaturges have this path in addition to the Koldun's. begging the Order of Hermes to readmit House Tremere.
the Way of Sorrow. but sadly the arts were lost through the long nights. Advanced Cauldron of Blood The Koldun may engage her target in a physical challenge and spend a willpower trait. they are obscure for a reason. the target loses a number of blood traits. quite visible to those around. which is not reprinted here (as it is already presented in that book in a live-action format). If the Koldun wins. but should not be given out frivolously. 129 . koldunism is making a comeback. After this expenditure. the Koldun engages her target (from afar) in a physical challenge. But with the resurgence of the kolduns as the premier mages of the Sabbat. If the Koldun wins. The Obscure Paths There were initially many more paths of Koldunism than the six elemental paths. This blood rushes across the distance and is absorbed into the Koldun. Other paths must be worked out with the storytellers.The Koldun spends a number of physical traits equal to the amount of blood she wishes to steal (to a maximum of three) and one willpower trait. and new paths are being discovered (or rediscovered) nightly. Clanbook Tzimisce prints the most common of these obscure paths. equal to the amount of physical traits spent. she may spend up to three physical traits to cause the target's blood to boil and do one aggravated wound to the target per physical trait spent.
however. The following is a list of the Koldunic Rituals found in the White Wolf books. 133) The Koldun may drip one blood point into a source of water. and the embrace will creep upon her. In this they function like Thaumaturgical Rituals. and serve merely for information. This ritual must be performed nightly. For the duration of the night the koldun is up two traits for the purpose of dealing with any elemental spirits (such as casting the level three ritual Conjure Lesser Demon). The Koldun may never exceed her maximum willpower rating. Basic Hospitality (Libillus Sanguinus 1 pg.98) 130 . replacing it with an equal amount of her own. Note that many of these rituals are quite powerful and players may in fact want to perform many of them nightly. Reawakening the Dead Water (Blood Magic pg. This ritual takes a half-hour to perform and may only be performed once per night. If at any point during the ritual the sire is destroyed. They are. The Koldun then regains a point of willpower. Storytellers should be kept aware of this. The target will slowly sicken. and then ingests that water. Upon emerging. The possessed objects may speak. 142) The Koldun may draw out the embrace of a mortal.Koldunic Rituals Unlike the Paths of Koldunic Sorcery. companionship. Enlightenment (Sins of the Blood pg. incapable of any movement. Mephistophelean Minx (Sins of the Blood pg. the Rituals of Koldunic Sorcery do in fact require the expenditure of a blood trait per level of the ritual (unless otherwise noted). the childe will be a vampire. and warning. and will develop unique personalities. often to suit their form. 98) The koldun may attune himself to the spirits around him by casting this ritual. and modify the available blood pool of Kolduns accordingly. Ritual of Death's Embrace (Transylvania by Night pg. the ritual is cancelled and the target reverts to normal. Each night the Koldun drains the target of one to three points of blood. 62) The Sorcerer can summon the local spirits to inhabit and possess the furniture and belongs of the Koldun. The ritual is complete when the target finally has ingested ten points of blood and is buried underground.
and then perform this ritual over the stolen object sometime during the next twenty-four hours. for they will dissipate at sunrise. for it doesn't actually summon demons. and suffers an immediate level of non-soakable damage. but may manifest visibly and audibly. the blood is again available to the koldun. This ritual lasts for a number of minutes equal to the number of willpower traits the koldun has. 98) By spending a blood trait and inscribing a glyph on a victim (and making a social challenge against her). wooden pencils count. The Koldun may maintain a number of sworn demons equal to her 131 . his skin turn ashen gray. The target loses two physical and two social traits for the duration of the power. Thereafter the cat will seek out sleeping children and "steal" their essence. but rather Umbral spirits. following which she attempts to entice them into servitude to her by binding them to her very body.e. even looking behind curtains and in desk drawers. The koldun will then be able to fully examine the "room" that the object came from. This power lasts for one week.The koldun feeds a number of blood traits to a cat (or a number of cats). Withering Agony (Sins of the Blood pg. and make excellent spies and emissaries. Each extra blood trait spent binds a spirit to her. The object must be primarily natural (i. and a sickly sap will ooze from his pores. 62) This power is a bit of a misnomer. the blood trait offered to the spirit remains inert within the body of the koldun and may not be used for any purpose. Once the spirit is released. Children drained so three nights in a row will die from a loss of essence. which is mystically transferred to the koldun as willpower points throughout the night (one point per blood trait invested). Reflections (Blood Sacrifice pg. vampires spend two blood points to awaken each night instead of one for the duration of this art. The willpower traits so gained must be spent that evening. such entities are not physical. 98) The koldun spends a point of blood and entices the local spirits to attend her. Intermediate Conjure Lesser Demon (Libillus Sanguinus 1 pg.85) The Koldun may "steal" an artifact from a location. The target will visibly sicken. but not plastic ones). his hair will begin to fall out. and can "bind" it to servitude if she can convince it to drink a point of her blood. the koldun entices the spirit of a dying tree to enter into the body of the target. The Koldun summons a spirit. Moreover. Otherwise the demon is free to negotiate and bargain at will. Each object may only ever be used once for this ritual. rapid weight loss will occur. As long as the spirit servitor is bound. Service For Souls (Sins of the Blood pg.
either one level of a path or one ritual. The experience must still be paid for the art. this art does not require that the "permanent loan" of a blood trait to the spirit. the demons still retain freedom of will. and the summoner must know that the deceased had the specific power taught. 133) If the Koldun spills her own blood over the soil.a cell phone 3 traits . but the deceased will act as a mentor just long enough to pass on the teachings of a specific art before journeying to the lands of the dead. and lasts until the next half moon.a small car Ties That Bind (Blood Magic pg.99) By spending a blood point and chanting over the body of a recently slain (but not diablerized) koldun.a television 4 traits . This ritual must be cast on the night of a half moon. Beyond the Wall of Death (Sins of the Blood pg. The summoner may then convince the koldun to teach it one of the arts of koldunic sorcery. thus causing the object so affected to be destroyed instantly. turning to dust and falling apart almost instantly. 132 . Similar to the ritual Service for Souls. and gain the flaw Eerie Presence for the duration of about two weeks. 99) The koldun excises the spirit of an object permanently. and even modern objects such as telephones may be affected (although living beings may not). although they will be favorably disposed towards the sorcerer.intimidation traits. the target will manifest a number of negative appearance traits. gaining the flaw of the Nosferatu vampires (unable to initiate social challenges). and then ingests the soil. 1 trait . This ritual may only be used once every three nights. to a maximum of five. Even when sworn. Only one power is taught.a fountain pen 2 traits . Incubus Visage (Sins of the Blood pg. Thereafter. 99) By ingesting (and spending) the blood of a boar and eating a piece of the victim's skin. she effectively gives herself one bonus trait in each category that may only be used for Koldunic sorcery. will lose all appearance related social traits. The target also gains a number of "bestial" or "repugnant" traits equal to the number of social traits the koldun spends. Raze the Lelek (Sins of the Blood pg.a sofa 5 traits . the koldun can command a malicious spirit to inhabit and manifest in an offending target with a successful social challenge. The effects of this power are permanent. The number of blood traits spent is based upon the size of the object. This lasts for the next three nights. the caster summons the soul of the deceased.
pg. thus gaining a good night's sleep. The blood oath may even be warped into abject fear. However. Such elementals will last one night before their body will revert to its original form and the elemental will return to the spirit plane. obeying only simple one sentence commands. each trait after the third gives the ghoul a derangement and the negative social trait "bestial" or "repugnant". Conjure Lesser Demon. and the ghoul will be difficult to control due to the number of conflicting personalities that possess it. Each blood point spent on this ritual (used to "mark" the ghoul) binds a spirit into the ghoul. Earth's Embrace (Blood Sacrifice pg. It may not be bound and retained. the koldun entices one the spirits in his command (via Service for Souls. Many Koldun are hesitant to use this power for obvious reasons. Note that this power turns mortals into inanimate objects for the duration of the power. The ghouls can be quite enhanced by this power. and must be completely bargained with. The spirit will cause available material to form into a body for it.86) This ritual allows a Tzimisce to avoid their clan's curse.100) By spending four blood points. and each such bound spirit increases the ghoul's physical traits by one. Two blood traits and one willpower trait must be spent for this ritual to succeed. This ritual lasts for one day. Cast within an hour of dawn. and will not work at all on other supernatural creatures. the Koldun may intensify the feelings of a blood oath. but will lose a level of creative intelligence. 100) The koldun can command the various spirits to inhabit a ghoul. 62) Unlike other rituals. If she succeeds. resentment. Advanced The Inmost Tug (Libillus Sanguinus 1 pg. In days of old the Tzimisce 133 . save that a Greater Spirit of the Umbra is summoned. or even hatred. the Tzimisce may substitute the local soil for her native soil. to a maximum of 18 traits.Merging of the Souls (Sins of the Blood pg. and may only be performed once per week. thus providing extra prowess to the ghoul. The Koldun engages a target in a social challenge. Conjure Greater Demon (Libillus Sanguinus 1. thus becoming an elemental. or refined to fraternal devotion. Elemental Savior (Sins of the Blood pg. This art lasts for a number of nights equal to the number of social traits spent when activating this art. 63) This power is identical to the Conjure Lesser Demon ritual.) to take on physical form. Love may be turned to lust. etc. this ritual requires no blood expenditure. if but for a night.
found that golems of rock and tree were useful. although kindred will revert to their natural form after one year (usually coming out in a blood frenzy). and considering the restrictions on such rare and unusual creatures in a live-action setting. the origin of the revenant families predate the Tremere. 134 . who must be present for the entirety of the hour-long ritual. pg. this is appropriate. Gaze of the Gorgon (Blood Sacrifice. willpower challenge. If the Koldun succeeds. 86) The koldun may transform a captive victim into a stone statue. this is a series of four advanced rituals that all must be learned separately. pg. and to apply whatever dramatic system is appropriate to their chronicle. They are: Stimulation of the Male's Essence Stimulation of the Female's Essence Protection of the Revenant Essence Perfection of the Revenant Essence Rules for these rituals may be found in the live-action guide to the Sabbat. Specifically. 135) No system is given for this ritual. Create Revenant Line (Laws of the Night: Sabbat Guide. the target becomes a stone statue. and a third. Storytellers who wish to allow this ritual are advised to do so with caution. The koldun then engages the target in a willpower vs. pg. and the live-action books are notorious for referring to koldunism as "Tzimisce Thaumaturgy". For mortals. but modern koldun have discovered that concrete and stainless steel golems are quite impressive. Create Blood Brothers (Blood Magic. but it is rather obvious what this refers to. This ritual requires the expenditure of two bllod traits. to be force fed to the victim. this is permanent.171) While it says that this is an advanced thaumaturgy ritual.
as a more complete set of the existing Dark Thaumaturgy printed in the White Wolf source material.Dark Thaumaturgy Rules Notes: 1) There is no Primary Path for those starting on the road of Dark Taumaturgy 2) This format is based off both the East Coast Thaumaturgy Sub-Coord Ian James' "Alpha" Release of compiled Thaumaturgical related material. Rare: Only with major Sacrifice. Path and Ritual Classification: ATTENTION-It is suggested that the levels of Uncommon. Common: All Infernalistist Uncommon: Those with superior contracts or Proven Loyal. Contract Very Rare: Only in the MOST dire situations. To add to that. and Very Rare require notification to the R&U Coord as to why a Demon/Infernal Master is allowing someone to have access to the Uncommon/Rare/Very Rare paths/rituals. or with huge amounts given in exchange 135 . and Jon Matras’ Midwest Thaumaturgy rules. All Paths that are in this packet are INFERNAL ONLY. Rare. 3) These rules are only proposed. or 10pt.
Sabbat Storytellers Guide: 55 2nd Ed. Sabbat Storytellers Guide: 57 136 .Paths Common: Fires of the Inferno Path of Torture Path of Pestilence Uncommon: Path of Phobos Chains of Pleasure Rare: Path of Secret Knowledge Very Rare: Taking of the Spirit Path Name Fires of Inferno Path of Phobos Taking of the Spirit Chains of Pleasure Path of Pestilence Path of Secret Knowledge Path of Torture Rarity 1 2 4 2 1 3 1 Location MET Sabbat Guide: 100 MET Sabbat Guide: 102 MET Sabbat Guide: 103 2nd Ed. Sabbat Storytellers Guide: 53 2nd Ed. Sabbat Storytellers Guide: 57 2nd Ed.
Sabbat Storytellers Handbook: 53 MET Sabbat Guide: 109 MET Sabbat Guide: 107 2nd Ed. the Soul Leech Summon Grantel Summon Lucricia Summon Tivilio Very Rare: Into the Abyss Summon Barliagus Transfer Essence Ritual Name Aport Object Bind the Interloper Bind Tivilio Call Forth the Host Close the Ways Curse of Oedipus Dismiss Tivilio Felis Negrum Haunting Memories Inner Furnace Into the Abyss Plague’s Secret Domain Sign of the Moon Sign of the Wraith Soul Leech Spectral Mask Summon Barliagus Rarity 1 2 3 2 2 2 3 2 1 3 4 2 2 2 3 1 4 2nd Ed. Sabbat Storytellers Handbook: 52 2nd Ed. Sabbat Storytellers Handbook: 53 2nd Ed. Sabbat Storytellers Handbook: 52 2nd Ed. Sabbat Storytellers Handbook: 52 MET Sabbat Guide: 105 MET Sabbat Guide: 109 MET Sabbat Guide: 106 2nd Ed. Sabbat Storytellers Handbook: 52 2nd Ed. Sabbat Storytellers Handbook: 51 MET Sabbat Guide: 106 2nd Ed. Sabbat Storytellers Handbook: 52 MET Sabbat Guide: 107 2nd Ed. Sabbat Storytellers Handbook: 51 2nd Ed.Rituals Common: Aport Object Haunting Memories Spectral Mask Video Nefas Uncommon: Bind the Interloper Call Forth the Host Close the Ways Curse of Oedipus Felis Negrum Plague’s Secret Domain Sign of the Moon Sign of the Wraith Turn to Toad Rare: Bind Tivilio Dismiss Tivilio Inner Furnace. Sabbat Storytellers Handbook: 137 Location Level Basic Basic Intermediate Basic Advanced Basic Advanced Intermediate Basic Advanced Advanced Intermediate Basic Intermediate Advanced Basic Master .
Sabbat Storytellers Handbook: 52 2nd Ed.. This Project is the combined work of Aaron Wiseman. no infringement is intended. not be the last. It will. Sabbat Storytellers Handbook: 53 2nd Ed. We hope it aids you as it was intended. etc. The creator of this document is not affiliated with White Wolf Games Studios in any way. Although the use of these concepts. to date. Sabbat Storytellers Handbook: 52 2nd Ed. 138 . rules. and myself. Adam Madlinger. Sabbat Storytellers Handbook: 52 MET Sabbat Guide: 106 Basic Intermediate Intermediate Master Intermediate Basic End Note: To the Best of my knowledge this is the first attempt to be made. shape or form. Thank you. to log Dark Thaumaturgy. most likely.Summon Grantel Summon Lucricia Summon Tivilio Transfer Essence Turn to Toad Video Nefas 3 3 3 4 2 1 53 2nd Ed. is unauthorized. Sabbat Storytellers Handbook: 51 2nd Ed. Dennis Sharpe This document is an entirely unofficial use of the Vampire: The Masquerade and A World of Darkness gaming materials published by White Wolf Game Studios and not intended as an official or profit making venture in any way.
instruction in several paths is easily found. Harbingers of Skulls. out-of-clan (Samedi. (BM 101) These are not interchangable. Learning Necromancy For those with Necromancy In-Clan. Nagaraja) 2) Those with necromancy Out-of-Clan (Nearly everyone else) 3) Those who can learn necromancy on their own. much like different schools of Thaumaturgy. 139 . by a Vampire with Necromancy In-Clan. so all Out-of-Clan necromancy is Western. Some Serpents of the Light (BM 110) There are two different types of necromancy: 1) Voudoun 2) Western. They learn they type of Necromancy that their teacher knows (Voudoun or Western). In practice. All clans currently with Necromancy as an In-Clan discipline practice Western Necromancy. every level of necromancy must be taught separately. It is part of the blood. there are no Vampires with Voudoun Necromancy in-clan. necromancy comes about as easily as any other discipline. They are based on very different belief systems. Interact with the world in a very different way. and as a result. Individual paths and rituals of necromancy do require some instruction. and inherent to necromantically inclined vampires. but for these clans. For those with Necromancy Out-of-Clan.Necromancy Key to Book References: LotNR Laws of the Night Revised LotNR-C Laws of the Night Camarilla Guide LotNR-S Laws of the Night Sabbat Guide LotNR-ST Laws of the Night ST Guide DE Dark Epics CB:G Clanbook Giovanni CB:G2 Clanbook Giovanni 2nd Ed BM Blood Magic BS Blood Sacrafice Necromancy basics There are three different types of necromancer: 1) Those with necromancy In-Clan (Giovanni.
and all paths may also be learned to the Advanced level. and may have one or more secondary paths. the Primary Path of their Teacher. Teaching Necromancy A student necromancer always receives as their Primary path. they may learn the basic levels of one Secondary Path. The Clans and Paths: All Giovanni have the Sepulchre Path as their primary path (LotNR 152) All Samedi have the Sepulchre Path as their primary path (LotNR 152) All Harbingers of Skulls have the Mortuus Path as their primary path (LotNR-S 116) All Nagaraja have the Sepulchre Path as their primary path (LotNR-ST 27) 140 . When the Primary Path is known to the Advanced level. Advanced paths of necromancy may only be taught Out-of-Clan by elders of 7th Generation or better. they may not know any secondary paths. It is suggested that Storytellers reinforce this concept.Those who can learn Necromancy without a teacher are actually learning from the Baron (BM 106-112). All Necromancers have a primary path. additional secondary paths may be learned. The Baron only teaches Voudoun Necromancy. When the Primary path is known at only the Basic level. Path Basics: Repeating from LotNR 152: There are different paths of Necromancy. When the Primary Path is raised to the intermediate level.
Ex Nihilo: Depending on the Maelstrom. The sepulchre path deals with contacting. Rarity: Fairly common for all necromancers Common Variations: Voudoun Variation: For the power Ex Nihilo. This is the most basic of all necromantic concepts. you know this. summoning and controlling wraiths. If the ST wins this overbid. (BM 111) Weak Shroud Variants: (CB-G 58-59) The first three levels of this power suffer a one-trait penalty on any challenges.The Paths The Sepulchre Path (LotNR 152) This is what most people think of when they think about necromancy (and who doesn't). and the difficulty is double your current total. The Ash Path (LotNR 153) The Ash path deals with the shroud. One trait penalty to compel souls. kindred will generally take one level of lethal damage per hour/scene unless they win/tie a Simple Test. and as such. several spectres may appear. the Voudoun version of the power requires a six hours trip across a body of water. slipping through the surface. Rarity: If you know necromancy. The Bone Path (LotNR 155) 141 . Haunt or Compel the spirit of someone who practiced or believed in Voudoun (Mostly a Caribbean thing) (BM 111) Weak Shroud Variants: (CB-G 58) One trait bonus on challenges to summon souls. the ST can overbid you. the barrier between the skinlands and the Shadowlands. is the Primary Path for all necromancers other than the Harbingers of Skulls. but if you fail. Common Variations: Voudoun Variations: There is a two-trait penalty for a Voudoun Necromancer attempting to Summon.
I expect some of these will turn into necromancy in the future. Soul Stealing: Targets of soul-stealing get a one-trait bonus to resist. 4 Mental. The Mortuus Path (LotNR-S 116) The Mortuus path is a path-based offshoot of the Dark Ages power. Brawl. and only those whohave proven both competence and loyalty over a period of time. Dominate. 0 Social. Giovanni embraced prior to 1444 (Premascines) also have access to this path. the created Zombie is a "Shambler". Rarity: Fairly common for all necromancers Common Variations: Weak Shround Variants (CB-G 58): Apprentices Brooms and Shambling Hordes: Make a simple test when using this power (retest Thanatology/Occult). Telepathy. It deals with the physical effects of death. Intimidationx3. Fortitudex3. with the following traits: 9 Physical. The Vitreous Path (LotNR-ST 26) 142 . but are basically zombies that are not under the control of the necromancer who created them. It should rarely be taught to PC Giovanni. Immune to Dementation. it must spend a Willpower trait or gain a permanent derangement. Variants: none published. For each hour/scene that a soul is forced from its body. Mortus. due to it's origins. Mortus. Rarity: Known primarily to Harbingers of Skulls. normal health levels (for Fortitude) and no wound penalties. has been converted into a handful of paths. Comments: With the publication of the Revised Dark Ages. If unable to spend Willpower (out of traits/quelled) permanent willpower may be sacrificed to prevent the acquisition of any derangements.The Bone path deals with the application of necromantic energies to subjects in the living world. If you lose. However. Shamblers are described on page 56 Clanbook: Giovanni. Eyes of the Serpent. Presence. the Capadocian discipline.
Variations: Weak Shroud Variant (CB:G 59): The first three levels of this power suffer a one trait penalty. used by the Ghiberti (Minor Giovanni Family) to locate recently dead ghosts. The fourth and fifth levels of this power gain a one trait bonus. Rarity: only members of the Ghiberti sub-family of the Giovanni. and possibly Giovanni who have studied in African for some amount of time know this path.The Vitreous Path uses the entropic energies of the underworld to various effects. 143 . Rarity: This path is only known to the Nagaraja. Variants: None published. PC's with this pathshould not exist. The Cenotaph Path (CB-G 67): The Cenotaph path is an offshoot of African Nigrimancy.
Rituals must be of the necromantic type the necromancer is familiar with. Voudoun rituals will not work for Western Necromancers, and Vice-Versa. What follows is a list of published necromantic rituals, where they may be found, level, what type they are, and any comments.
Call of the Hungry Dead Eyes of the Grave Spirit Beacon
Cadaver's Touch Call on the Shadow's Grace Ritual of the Unearthed Fetter
Grasp the Chostly All rituals in LotNR can be found in both Western and Voudoun versions fairly easily.
Sabbat Guide (118)
Eldritch Beacon Puppet
Din of the Damned Peek Past the Shroud
Chill of Oblivion These rituals are uncommon for the Sabbat, and Rare for Non-Sabbat necromancers. They are all based in Western Necromancy.
Giovanni Clanbook Revised (71-73)
Ritual of the Smoking Mirror Ritual of Pochtli
Ritual of Xipe Totec
Ritual of Teyolia These five rituals are Pisanob Necromancy. The Pisanod are a South American branch of Giovanni. Non-Pisanob Giovanni characters are unlikely to know any of these rituals besides the Ritual of Pochtli. Non-Giovanni should consider these five rituals very rare. These rituals are considered Western Necromancy.
Giovanni Clanbook Revised (74-77)
Minestra Di Morte The Hand of Glory Occhoi D'Uomo Morto
Tempestra Scudo Bastone Diabolico
Esilio These rituals are Rare to non-Giovanni, and Uncommon among the Giovanni. They are all Western Necromancy.
Blood Magic (105-106):
Basic Circle of Cerberus Rape of Persephone Judgement of Rhadamanthus
Drink of Styx's Waters Drink of Lethe's Waters
Chair of Hades These rituals are all Western Necromancy. They should be considered Rare for all Necromancers.
Blood Magic (111-113)
Knowing Stone Two Centimes
Blood Dance Baleful Doll
Dead Man's Hand These rituals are all Voudoun Necromancy, and should be considered Rare for all necromancers.
Blood Sacrifice (85)
Part the Veil
Eyes of the Dead
Garb of Hades These rituals should be considered Uncommon, and can be found in both Western and Voudoun forms.
The following rituals have been created by players and storytellers in OWBN. Their inclusion here should not be taken as a sign of official approval; they are simply presented for reference. Storytellers are encouraged to use their own discretion when allowing any of these rituals to be used, taught, or learned by characters in their games. Again, disclaimer: None of these rituals are "approved" by OWBN. They have all been approved by a Storyteller, but you are free to allow or disallow them as you see fit.
Approaching the Shroud This disturbing ritual brings a vampire closer to the grave, making her body unfeeling and pale, like that of a bloodless corpse. It takes an hour to cast, and requires a handful of soil from the grave. When the ritual is activated, the caster will feel her body grow cold and numb. During the ritual, the caster is down one trait in all Social Challenges and acquires the Negative Physical Trait "Sickly" for the duration of the ritual. However, because the Vampire can feel no pain, she suffers no wound penalties to traits bid. The effects of the ritual last for one night. Warding the Family This ritual is frequently used by the Giovanni to ensure the well being of those family members that are ghouls rather than Cainites. The ritual takes a whole night to cast, but its effects last for one year. The Giovanni must anoint herself with the fluids from a human eyeball, and then drink at least two points of blood from the recipient of
such as combat. 84) Required: Five minutes. the caster may use the Auspex power of Telepathy upon the target. corpus damage) or would permanently bind the spirit. she does not have to be near the body. as well as some of that person's blood. only include actions that would either do 'physical' harm to the spirit (e. Note that if the subject is a Cainite. For the rest of the night. then the ritual ends. from which the blood and bone were taken. unless dismissed. and the bone must be crushed into a powder and mixed with at least one blood point from the target until it becomes a paste. If the conversation is seriously interrupted.. in the case of this ritual. Manipulation and commanding of the spirit does not violate the protection that this ritual conveys to the Necromancer. UE pg. This ritual must be cast within 10 feet of the corpse. the caster will sense this. Of course. Offensive actions. Mechanics: By enacting this ritual. especially if they have seen it before and don't feel like talking. you can summon up a ghost for five minutes of conversation after succeeding on a Simple Test. due to the disjointed nature of being dead. and conversation is usually haltingly at best. Lastly some ghosts may not let the Necromancer finish casting the ritual. Calling the Restless Spirit (Chicago by Night pg. but must be in the area the ghost haunts.g.. he will not know that he is in mortal danger and the ritual will not activate. LoE pg. the caster can gain supernatural knowledge of that person's thoughts. Duration: Five minutes or until interrupted. Then the recipient drinks a bit of blood from the Giovanni to complete the ritual. if the victim dies suddenly and is taken by surprise (such as from a knife in the back). but not through diablerie. 121. 121. For the duration of this five-minute ritual the spirit may not attack or adversely affect the Necromancer unless she takes offensive actions towards the spirit. once cast the spirit is required to remain present. 80) Time Required: Ten minutes. even if the caster does not possess that power. Wisdom of Bone By obtaining a fragment of bone from an individual. This ritual allows the caster to speak with someone who has died. If the caster attempts to communicate with a ghost. 147 . and get a sudden mental image of whatever the subject sees at that moment (for instance the vampire about to put a bullet through the subject's head). the caster is one step towards becoming Blood Bound to the target when he drinks the paste. Duration: Permanent." Spirits summoned so may not be very helpful. Illusion of Peaceful Death (Chicago by Night pg. Components: The name of or the area haunted by the one to whom she wishes to communicate. This will work on a vampire who has died the Final Death. for the duration of the ritual.. whenever the recipient of this ritual believes that he is in mortal danger. or even cooperative. which the caster swallows at the end of the ritual. For the duration of this ritual's effect. The ritual takes an hour. But.this ritual.
54. The ritual produces enough of the liquid to cover one large adult corpse. 83) 148 . The caster must dust the body with awhile feather and expend two Mental Traits. Components: None. making it appear as if the person has died of natural causes. who is not specifically looking for exsanguination (death by blood loss). Intermediate Haunted House (Milwaukee by Night pg. believes the person to have died of natural causes. knocking on the bed. This ritual heals visible wounds on a corpse. a special liquid composed of decaying organic materials and rare herbs. Ability: Occult 1. coating the material to be preserved. It is a widely known ritual among the Nagaraja as well as a rare few Giovanni Necromancers. The effect is virtually permanent. Once enacted the Necromancer cannot be surprised for the duration of this ritual. The body must also contain at least one Blood Trait within its system and must not be missing any major limbs for the ritual to be effective. but will remove reasons for a person to check for blood loss. This power allows the vampire to summon a spirit for the express purpose of guarding him. 118. Preserve Corpse Time Required 30 min to prepare elixir Duration: Permanent once applied Components: A liquid composed of decaying organic materials and rare herbs. If however exsanguination is specifically investigated a Static Mental Challenges versus the Necromancer's Mental Traits is necessary to diagnose the real cause of death. the material is protected indefinitely. The spirit serves the vampire for 24 hours. however normal decaying will occur. LoE pg. Once the liquid dries into the surface.Components: White feathers. Mechanics-. it may communicate by ringing a bell. etc. Summon Guardian Spirit (Sabbat Players Guide pg. It does not add blood to a corpse. If successful the spirit cannot do more than warn you of danger through interaction with the surrounding environment. Mechanics: The ritual requires the caster to use her hand. the spirit will only be visible to the vampire during times of danger. This ritual enables the user to create a special elixir that keeps dead things from rotting and deteriorating. Anyone investigating the body.Basic. Prerequisites: Necromancy: Primary Path . Mechanics: The Necromancer must win a Static Social Challenge (difficulty of five Traits) to summon the spirit. The spirit aids the vampire in no way except to alert him to danger. In addition. The elixir will lose potency unless applied within a week of its manufacture. Though the spirit cannot speak. 89) Time Required: Thirty minutes Duration: 24 hours. LoE pg.
This ritual actually opens a type of window into the Shadowlands for its duration. they experience a sense of macabre and must avoid the area completely for a week's time before they can muster up the courage to try again. save for the Necromancer. mortals will begin to rationalize the place as merely run-down or just weird. And. they are down two additional Traits in all Challenges. Duration: As long as the Necromancer remains within visual range of at least a portion of the affected area. Even those who profess disbelief will avoid the place. who fail the Static Mental Test. The Necromancer can summon a light. The ritual will last for IO years. In terms of Wraith: the Oblivion the ensorcelled location is considered a Haunt (W:10 pg. Duration: Ten years.. Those who look closely can see the shapes of people swirling about in the wind." Mechanics: "You must spend three Blood Traits to cast this ritual. The wind can even be summoned inside an enclosed area. if ever.Advanced Ability: Spirit Lore I or Occult 2. supernatural wind. leading many to shun it. who wish to approach the 'Haunted House'. Components: None." Therefore the Haunted House may in fact actually become legitimately haunted. The ritual lasts as long as the Necromancer remains within visual range of at least a portion of the affected area (she need not remain within. 79) Time Required: One hour.Intermediate Ability: Spirit Lore I or Occult 2. Components: Three Blood Traits. run away in fear and cannot return for a minimum of one hour or until they spend a Willpower Trait to regain their nerve. Prerequisites: Necromancy: Primary Path .. but buildings so ensorcelled have Shroud ratings from 2. with the average at 6. This ritual may have negative effects. including ghouls and Garou." Any mortals. screams and laughter of the dead carried on it. After casting. curses.Time Required: Three hours. Commonplace Shroud ratings vary from 4-10. unless individuals.the ensorcelled location is considered a Haunt (W:tO pg. even for the Necromancer. in terms of Wraith: the Oblivion . which serves more to frighten than to harm. with more Blood Traits increasing the effect. "This ritual may be cast on any Kindred's haven. must succeed in a Static Mental Challenge against the number of Blood Traits that were expended in the ritual's casting. at which time. And. Mechanics: The Haunting Breeze increases the difficulty of all perception-based Mental Challenges by four Traits. with the average at 8. and those who listen can hear the warnings.8. Any mortals within the area. automatically gains a Mental Trait (which can be bid for purposes of crossing the Shroud). 16 1) and a wraith automatically gains a Mental Trait (which can be bid for 149 . rumors begin to circulate of the location being haunted. however. 16 1) and a wraith ". Haunting Breeze (Black Hand Book pg. or even relatively near the area). Prerequisites: Necromancy: Primary Path . within the affected area succeed in a Static Mental Challenge against the Necromancer for each round they attempt to take an action. expiring when she leaves the area or causes the ritual to end. It is chilling. If unsuccessful.
Duration: Variable. LoE pg. but its intentions are to frighten. you may summon a malevolent spirit to cause fear in a target. The Haunting (Sabbat Players Guide pg.STs discretion." In addition. survivors must engage in a Static Test versus 12 Traits to see if they suffer a permanent Derangement from the incident. this spirit will play tricks on a subject.. The customary spirit that is summoned with the ritual will possess 12 Social Traits. 120.. survivors ". or any others that are similarity following naive ideologies unless they possess at least one point of Spirit Lore or two Occult Abilities. Some Necromancers actually utilize this ritual as a sort of reward for wraiths that have served her well.Panic and alarm freezes the target in place for a few minutes. 1 success . instead of dying. The Necromancer may use those not so lucky as to survive in their next existence on other victims of this ritual.. By casting this ritual. to death if it can. Morality Traits lost and 150 . 2 successes .one in which most 'gravely missed. the spirit makes Simple Tests until it loses to determine how much harm it can do. Upon waking the victim is down 2 traits on all challenges for that evening and the following evening. she receives a Morality check or a Psychological Flaw as she is driven insane ." Also. While Kindred cannot be 'frightened to death' .they can and will be terrified if they are relatively ignorant of the Spirit World. At the end of the three days the victim engages in a static test Vs 8 traits to see if she suffers a permanent derangement.can kill the target unless she wins a Static Physical Challenge. After the incident the victim is down one trait on all challenges for the remainder of the evening. Being told that such a place exists does not in itself strengthen one's reality against the terror that can be unleashed by one of its denizens. Like a poltergeist. this may vary with ST discretion. Components: None. Mechanics: This spirit cannot directly harm the victim but if it wins a Social Challenge against her..Horror and shock causes her to faint. 3 successes absolute fright causes her to become Incapacitated. The Narrator playing the spirit determines exactly what the spirit does. This ritual will affect kindred that are on the Path of Humanity with two or fewer Beast Traits. When consciousness is regained she will be three traits down on all challenges for the following three evenings and temporarily suffers from Paranoia of Spirits. If four successes are scored against the Kindred victim. Commonplace Shroud ratings vary from 4-10.may awaken to find their hair turned white from the experience. 90-91) Time Required: One hour. the Shroud within the area is reduced by half of its normal rating. 4 Successes Terror incarnate "... most wraiths will look most favorably upon the Necromancer whilst this ritual is in effect -for it gives them the chance to more easily interact with the material realm . If successful. History: Note. with the average at 8.purposes of crossing the Shroud)." versus 12 Social Traits.
and the character can bring anything that he can carry. The ritual is finished when both parties sign the agreement in their own blood. 79) Time Required: Five minutes Duration: One hour Components: None. If any one of the individuals signing the Contract does not sign in her own Blood the Contract becomes active but is nonbinding.reference the select ways in which a Contract can be destroyed below for more details. Duration: Permanent or until the one meets the criteria for contractual completion. the poltergeist will attempt another 'haunting' against the victim of this ritual. Mechanics: To initially create a Spirit Contract the Necromancer must enchant a parchment. For a Contract to be valid the signer. must sign in their own blood. or signers. Prerequisites: Necromancy: Primary Path . the Necromancer designates a specific number of individuals. during the course of a night. The contract must be written in the caster's blood and takes about one night to complete. or names. is signed does. The nature of Spirit Contracts dictates that 151 . Until the specified number of individuals signs the Spirit Contract it remains inactive. 90 and LoE pg. During the process of enchantment.Intermediate.such as Phobia of Spirits or Paranoia. or names. Each night. The only way out is to complete one's part of the bargain or burn the contract. naming one. needed to sign the Spirit Contract. past the first.Intermediate. signed on the Spirit Contract do not affect its viability. the Contract turns to ash . Components: The contract must be signed in the Blood of both parties. Spirit Contract (See Blood Contract in VPG pg. Ability: Occult 2. 85) Time Required: One Night. after which they are compelled to abide by the terms as stated. Spirit Contracts can be utilized to restrict or compel the actions of those that sign them. The name. This ritual allows the Necromancer to enter or leave the Shadowlands by painting an X over each eye and then stepping into an extremely dark shadow.Flaws gained in such a manner should have some correlation to the Haunting . Prerequisites: Necromancy: Primary Path . The spirit will remain for a period of time based on the number of Occult Ability that the Necromancer possesses (as follows). the Blood by which the name. Mechanics: The shadow will open up into the corresponding Shadowland. and legibly inscribe it's written contents in the Necromancer's own blood. 1-2 Occult One Evening 3 Occult Two Nights 4 Occult Four Nights 5+ Occult Seven Nights Shadowgate (Black Hand Book pg. Ability: Occult 3 This ritual creates an unbreakable bond between the two parties of a contract. The X must be marked on with powder made of coal and human ashes. Thus.
Those who sign the Contracts are "compelled to abide by the terms" of the Spirit Contract. Thus, the signers cannot unwillingly or unknowingly breach any portion of the Contract by delusion, trickery or other such means. If the individual who is contractually bound unwittingly attempts to break any clause in the contract she feels a sense of "impending doom." If she ignores the sense of "impending doom' and wishes to continue with her course of action she must expend 3 Willpower Traits and succeed in a Simple Test. If she is successful in breaching the Spirit Contract, in the aforementioned manner, a Spirit then haunts her. Note Ward vs. Spirits, Circle vs. Spirits, Ward vs. Wraiths, Circle vs. Wraiths, etc will not save someone that breaks a Spirit Contract; the Spirit will just haunt them in more roundabout ways. In fact, as long As the Contract is intact the Spirit will continue to haunt those who are in abeyance of its contractual agreements. The spirit has 13 Physical Traits, seven Social Traits and three Mental Traits, It has three Willpower Traits, the Abilities of Brawl x 3, Subterfuge, Intimidate x 3 and Occult. It also has the following: Disciplines: Heightened Senses, Aura Perception, Might, Unseen Presence, Mask of 1000 Faces and Cloak the Gathering. When trying to frighten someone, the spirit gains three bonus Social Traits (Frightening x 3). Furthermore, the Spirit has the ability to move objects weighing less than 25 lbs. with its mind and while Unseen. In its normal form, the spirit is incorporeal, but it can spend a Mental Trait in order to become corporeal for five minutes. The appearance, actions and other details of the spirit are left up to the discretion of the Narrator. There are, in fact, only a select few ways out of a Spirit Contract and they are as follows: A Spirit Contract's power will fade once the completion of one's part of the bargain is achieved, such as the acquisition of an item or the completion of a specified task. The next way out of a Spirit Contract is to have the actual Contract physically destroyed by burning the contract. Note no other means of physical destruction is possible. The Contract cannot, for example, be torn asunder and will not deteriorate over the centuries. Also, the Spirit Contract will be destroyed if the Contract was, when originally drafted, signed by multiple individuals (this is not a requirement) and only one individual remains, others having met Final Death or the final criteria, which follows. Overall, once a Spirit Contract is non-binding the Contract turns to ash and the Necromantic Aura surrounding it dissipates. Note, regarding the Discipline of Dominate, because “The command cannot be blatantly suicidal or self-destructive... attempts to Dominate someone, who is bound by a Spirit Contract, into breaking said Contract will fail outright. But note, Dominate may be utilized to force some to sign a contract in as far as the Contract is not "...blatantly suicidal or self-destructive. In other words; if the Contract allows the individual a means of survival, no matter how stringently their actions may be restrained, they cannot avoid signing it in this manner. It should also be noted, to players and Storytellers alike, that it is a VERY bad idea to leave any of the clauses in a Spirit Contract AT ALL ambiguous. Clauses for the most part should be black and white in their interpretations; this cuts down on endless amounts of strife over interpretations of the clauses. Thus, things like "One must follow the Oath of the Tremere", something that is purposefully riddled with inconsistencies and contradictory phrases, should NOT be included in a Spirit Contract. Specific clauses out of the Oath, on the other hand, which have black and white
interpretations such as "I shall obey those the House sees fit to name my superiors...” are commonly found in Spirit Contracts. Also, such sweeping statements like "One must follow the Traditions of the Camarilla" are highly unadvisable (for example, if a Prince removes her "acknowledgement" from a Kindred within her Domain, whose contract bears the aforementioned restriction, the individual is in abeyance of the 5th Tradition of Hospitality, which brings a more literally deadly meaning to "Without the word of acceptance, thou art nothing." Also, the contracted individual may not even disagree on any level with a Prince without breaking the 2nd Tradition of Domain, for "None may challenge thy word while within thy domain.") So overall, it is suggested that one does not allude to any other 'laws' or 'codes' from within a Spirit Contract - instead writing them out in detail to avoid any potential problems or contradictions. Bottled Death To cast this ritual, the caster needs a small bit of flesh from a Cainite. The flesh (preferably fresh), must be mixed with at least two blood points from either a lupine or a changeling (ingredients which are both difficult to obtain, due to the ferocity of the first and the elusiveness of the second). The mixture of flesh and blood is then placed in a small glass vial that is engraved with a mystical symbol. After chanting the words of the ritual, the vial is stooped and left in absolute darkness for a week. After this period, the flesh gobbets have liquefied and become absorbed into the blood, which has become a deadly poison to kindred. If the from the vial is subsequently drunken by or injected into a Vampire, it inflicts three health levels of Aggravated Damage for each point consumed. The blood is especially lethal to the Cainite whose flesh was used in the ritual, for if he so much as touches the blood, it is instantly absorbed into his skin, and he takes damage as though he had consumed the blood. Skull Sentry This old ritual was allegedly developed by the Giovanni during the Dark Ages, to protect them from spies using Obfuscate (although some say that the ritual was actually taught to a Giovanni by a Celtic necromancer). The ritual is also effective against kindred using Vicissitude to change their appearance so they can infiltrate the Giovanni. To cast this ritual, the Giovanni must cut the head from a living creature using a special knife that is engraved with runic symbols and lightly powdered with gold dust. Then the severed head must be completely drenched in blood. Any blood may be used, but typically the caster uses her own blood as well as that of a few trusted ghouls (because the ritual activates when an individual whose blood was not used in the casting approaches the head). The head is then buried underground until all the flesh has decayed from it. At this point, the skull is extracted, polished, and placed near an item or area that the caster wishes it to guard. Thereafter, any individual whose blood was not used in the casting of the ritual will, when approaching within twenty feet of the skull, activate a disturbing effect. Blood will drip from the eye sockets of the skull, which starts to glow with a ruddy hue. This effect ends when the person that has triggered it leaves the area. Thirst of the Beast
This ritual is very useful for Giovanni that are trying to locate Kindred that are attempting to lose pursuit by blending into a crowd of Kine. However, it does have some drawbacks, and is best used only by those kindred who have few, if any, Beast Traits. The 30-minute long ritual requires some fetid water be drunk with at least one blood point of Kine Vitae. At this point, the caster will be unable to gain any nourishment at all from human vitae for the rest of the night; only the blood of vampires will provide any nourishment whatsoever. The advantage is that should the caster's blood pool fall to five or fewer traits during the night, he will be able to identify all vampires within fiftyfeet by succeeding in a Static Mental Challenge against a difficulty of two traits. He senses the Vampire by the distinctive odor of their blood. Unfortunately, the caster must spend a point of willpower to avoid frenzy and exsanguinating the Kindred whose blood he smells. It is rumored that if this ritual is used overmuch, its effects become permanent, especially upon Vampires that are already quite old and are beginning to experience the thinning of the blood. Ancestor's Graces Dismisses Summoning one whole evening, like the Thaumaturgy ritual Pavis, and acts as if the summoning simply fails. The requirements for this ritual are the at least 200 years old bones of one of the caster's direct mortal ancestors that have lain at least one evening in The Loggia. The bone must then be pulverized into a fine powder and placed on the Giovanni's forehead in the sign of the cross (just like Ash Wednesday.) Due to the specific component only the Giovanni Clan know and use this ritual. Scream of the Banshee Time Required: 6 hours Duration: Permanent until activated Components: The finger bone of a corpse Prerequisites: Necromancy: Primary Path - Intermediate, Ability: Occult 3 This ritual allows a Necromancer to infuse the scream of a banshee into a finger bone of a corpse. Mechanics: The Necromancer chants over a finger bone of a corpse for 6 hours investing as many mental traits as she wants into the bone. Once the ritual is complete, the bone becomes a one-shot dangerous weapon. When the finger bone is crushed, all Characters within 30' or inside a room (whichever is smaller) must make a physical challenge vs. the number of mental traits invested in the bone. If they fail, they take 1 level of lethal damage and are deaf until that wound is healed. If a character has heightened senses up at the time of the finger bone's destruction, they are 6 traits down on this challenge and if they fail, they take 2 levels of lethal damage that needs to be healed before the character can hear again.
Curse of Clytaemnestra (Milwaukee by Night pg. 53, LoE pg. 85) Time Required: One day
etc. then pours out and soaks the moist soil of the empty grave. This is usually accomplished by having Ghouls do so. then he is merely crippled and takes three normal wounds. and therefore ending the ritual.to either where the ritual was enacted or to their current corresponding location in the Skinlands. the Necromancer can return herself. This blood soaked soil is then used to lightly cover the Necromancer and her entourage. 80) Time Required: Ten minutes Duration: varies Components: A silver dagger. If the subject ties. to somewhere other than the directly corresponding Shadowlands. whist they lay in graves. Mechanics: To enact this ritual the Necromancer must sacrifice a sentient creature (Mortal..and failing into a body of 155 .. “rapidly. Ability: Occult 3." (3-7-99) Mass Grave (Black Hand Book pg. decaying him into nothing".) by plunging a specially prepared pure silver dagger into its chest. and her possible entourage. Garou. Due to these actions. Through use of this ritual the Necromancer. The blood." "Members of the Black Hand use(d) this ritual to get to Enoch. The target can resist by winning a Static Physical Challenge. the Necromancer and her entourage will cross the Shroud into the Shadowlands. is able to destroy one male mortal (including ghouls) by aging him Mechanics: The Necromancer "must have a personal possession of the subject. the difficulty determined by the number of Blood Traits invested by the caster during the ritual. Everyone going to the Shadowlands must be buried together in one grave. as well as at least one Blood Trait. Ability: Occult 3 "The vampire can physically pass into any location of the Shadowlands. flowing from the dagger's wound. 80) Time Required: One action Duration: varies Components: A silver dagger Prerequisites: Necromancy: Primary Path . If she does not accompany them. Ability: Occult 3 This ritual is like Shadowland Passage except that it can affect an entire group.Duration: Permanent Components: A personal possession of the target as well as some of his blood. Once in the Shadowlands. using dirt mixed with the remains of at lest one freshly killed intelligent creature. Prerequisites: Necromancy: Primary Path ..Advanced. The ritual takes one full day to cast. Shadowland Passage (Black Hand Book pg.Advanced. a sentient sacrifice and empty graves Prerequisites: Necromancy: Primary Path ." Mechanics: "The necromancer symbolically kills herself by plunging a specially prepared dagger into her heart. and the -other. they my only step into the corresponding Skinlands. Vampire.Advanced." (doing one Wound Level) "..provided that she has been in that location before. The Necromancer must have been in the location in the Shadowlands sometime previously if she is attempting to transport herself.
The dagger must be made from the purest silver. the spirit obeys your commands to the letter. and draw mystical symbols upon one of her own limbs. 121. 93) Time Required: Ninety minutes Duration: Varies Components: None Prerequisites: Necromancy: Primary Path ." Spirit Of Torment (Sabbat Players Guide pg. The Necromancer. The appearance. She then must cut off the limb of a living Kine. "When she returns from the Shadowlands. at any one point in time. but it can spend a Mental Trait in order to become corporeal for five minutes. the Abilities of Brawl x4. The Necromancer must have been in the location in the Shadowlands sometime previously if she is attempting to transport herself to somewhere other than the directly corresponding Shadowlands. you must win a Social Challenge.. the caster must have at least one drop of blood from the individual that she wishes to subject to this gruesome torture. by winning a Mental Challenge. Echoed Sacrifice To begin this ritual. the spirit flees.unless other means of control are exerted over the spirit. Ability. Might. LoE pg. Occult/ Spirit Lore 1-2 3 4 5+ Duration One Scene One Hour One Night One Week "The spirit has 13 Physical Traits. this ritual lets you summon a spirit to do your bidding. Furthermore.. Intimidate x 3 and Occult. until to it takes damage to its physical form. Once the challenge is won. That limb 156 . may carry any items that she carried on her while casting this ritual into the Shadowlands. Only one such Spirit can be summoned and sustained.water deep enough to cover her. Occult 3 "Similar to 'The Haunting'. It has three Willpower Traits. without other means of control. the spirit is capable of taking on physical form and doing real damage to others. It also has the following Disciplines: Heightened Senses." In its normal form.Advanced. When trying to frighten someone." . the spirit can see and identify anything in the local Near Umbra. seven Social Traits and three Mental Traits. the spirit is incorporeal. in a method similar to Shadowgate. and the hilt must have at least one vampire fang worked into it. Mask of 1000 Faces and Cloak the Gathering. At that point. the spirit gains three bonus Social Traits (Frightening x 3). Unseen Presence.Wraith Lore. actions and other details of the spirit are left up to the discretion of the Narrator. she will reappear in the water. Aura Perception." Mechanics: "in order to summon the spirit. This time. "The spirit will stay only for a limited time based upon the Necromancer's Occult Ability and/or her Spirit Lore.
Spirit Lore 2 This ritual allows a Necromancer a quick leap into the Shadowlands. Torment the Shattered Spirit This powerful ritual helps the necromancer hide all evidence of diablerie. and facial expressions of the diablerized being are evident in the vessel. To return you just need to expend a willpower trait. In the one documented incident when this occurred. The mannerisms. bathing the finger bone in 3 traits of their blood. You cannot pull living or undead creatures in with you. however and in fact the will be cursed with one or two additional soul shards after the ritual is complete. however. Should the tormented subject die or drop into torpor before the caster ends the ritual. You must be a Necromancer to enter the Shadowlands. the caster's limb is permanently shriveled and unusable and the subject suffers permanent trait loss due to severe pain). The caster may end the ritual at any time by severing her shriveled limb (this may be regrown in one week through the expenditure of Blood Traits). and investing as many mental traits as she wants into the bone. for ideas about what would happen should this unlikely event occur. the level of the shroud. this is inadvisable since the being will be hostile once the remnants of the diablerized victim have been channeled into it. may also serve as a vessel. Soul shards are not removed. Duration: Permanent until activated Components: The finger bone of the Necromancer Prerequisites: Necromancy: Primary Path . It requires a living Kine to serve as a vessel for the remnants of the spirit that the necromancer has diablerized.' a supplement for Wraith. Spirit Bringer 157 . The caster will experience no pain from this self-mutilation. This eliminates all black veins gained by the diablerie of that Kindred (but not black veins gained from other diablerie) from the aura of that caster. Although other beings such as Garou. The vessel is then sacrificed in another elaborate ritual lasting one hour.Advanced.. and is one trait down in all three categories while this ritual is in effect. Precautions must also be taken to ensure that the vessel does not escape. If you succeed. When the finger bone is destroyed you make a static challenge of the Mental traits invested into the finger bone vs. burning a Willpower. Mechanics: The Necromancer chants over a finger bone that they have removed from themselves for 6 hours. Kindred. You can take with you only the inanimate objects that you carry. all effects of this ritual become permanent (i. Ability: Occult 4. Once the ritual is complete. the bone becomes a one-shot leap for the Necromancer into the Shadowlands. the target of this ritual will be subjected to hellish agony. It should be noted that this ritual is used only to torture an enemy. speech patterns.) Leap into the Shadowlands Time Required: 6 hours. etc. and almost never to weaken them in preparation for an attack upon them. you leap into the Shadowlands. the vessel allegedly developed strange supernatural powers and evinced an obsession with getting vengeance upon the caster.will suddenly shrivel and become unusable.e. (Storytellers should see 'The Risen.
When a creature that can become a Wraith dies in the presence of the item. 10 (i. All Wraithly powers affect this individual with greater ease and severity (Storytellers using Oblivion should require the target to bid an additional trait when Arcanoi are directed against the bearer of the beacon). it becomes a drone with only the staff as a five-point fetter.this staff may be used stake vampires using the tip. These retests are used after any normal retests. Three destroyed fetters and at least one blood trait from each Necromancer that will be attuned to the item. the wraith does up to five mental challenges vs. they get two extra retests to become a Wraith. If someone not attuned to the item grabs it.Heavy Damage. Plus the total Occult and Wraith Lore abilities must be. the traits of the Necromancer who created the item until he wins. This means that if someone dies in the presence of the item and they become a wraith there is a chance that the wraith becomes fettered to the item Mechanics: To create the ritual the Necromancers prepare an appropriate item and then bathes the item in their blood for 16 hours (minus 1 hour for every level of occult ability and wraith lore). Once the ritual is complete. One Necromancer with Occult 3 and Wrath lore 3 another with Occult 3 and Wraith lore 1). Each failure means the item becomes a one-point fetter. +2 traits Negative Traits. A Necromancer attuned to the staff may choose to make any of the item's drones visible to the skinlands All effects are permanent until the item is destroyed. Prerequisites: At least one Necromancer with two Necromancy Paths at Advanced. Each Necromancer involved in the ritual must expend one willpower trait.Tough*8. This drone cannot escape the presence of the item and is considered compelled to the owner. This ritual allows 2 or more Necromancers to imbue an item with the ability to create a fetter with any Wraith that is created in its presence. If the creature becomes a Wraith without using the two extra retests.Time Required: 16 hours (minus 1 hour for every level of Occult Ability and Wraith Lore possessed by the caster) Duration: Permanent Components: Object to be imbued with Spirit Bringer. at least.e. Staff is super hard and strong as the Staff is hardened with Arcanoi. 158 . If the creature becomes a Wraith and had to use these retests. they are highlighted in the Shadowlands with a pale red aura and all wraiths fettered to the item will attack the person until the item is in the possession of someone attuned to it.one of bashing Special Ability. the Necromancers involved are attuned to the item and the item has the following properties. Spirit Bringer Staff Bonus Traits.
Although the use of these concepts. rules. is unauthorized. Dan Herbstreith From Setite: Tony Davis. More than 160 pages of it. If You aren’t mentioned here.End Credits To tell the truth I really can’t believe it’s finally done. This project has eaten more hours than you could possibly realize. All My Thanks. just didn’t have to cooperate. etc. It’s done. then know that I will thank you in person. and you have in front of you the first packet of it’s type. with more than 30 people’s contributions in submissions. They worked their butt’s off. 159 . Without the contributions of all on this project it wouldn’t be as good as it is.. Dennis Sharpe OWbN Tremere Coordinator This document is an entirely unofficial use of the Vampire: The Masquerade and A World of Darkness gaming materials published by White Wolf Game Studios and not intended as an official or profit making venture in any way. to be honest. Everyone did. The creator of this document is not affiliated with White Wolf Games Studios in any way. I may not agree with all that is contained here. From Tremere: Dennis Sharpe. but the effort that brought it to you in this format is thanks the cooperation of many people that. or have thanked you in person. editing. Dave Hoffman From Sabbat: Matt Solon. Free time went out the window. Josh Tanner From Assamite: John Hawthorne. Jason Brandon From Giovanni: Alex Kallend There were so many more contributors that I can’t begin to name them all. I couldn’t be more proud with this final product. formatting. no infringement is intended. shape or form. Kevin Wilhite. and loads more help. and you know you helped. and real life was on hold.
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