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Research and Adaptation by: Dennis Sharpe, Aaron Wiseman, & Adam Madlinger January 14, 2002
1) Path of Blood is the Primary Path for all new starting Tremere, barring ST approval. 2) This is based off both the East Coast Thaumaturgy Sub-Coord Ian James' “Alpha” & “Beta” Release of compiled Thaumaturgical related material, and Jon Matras’ Midwest Thaumaturgy rules. 3) These rules are only proposed, as a more complete set of the existing Thaumaturgy printed in the White Wolf source material.
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 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.
Note- Non-Tremere clans that have some type of Thaumaturgy may not have rituals listed here unless instructed by a Tremere/Thaumaturgist or their clan already has rituals that accompany the style of Thaumaturgy in question (Types of Thaumaturgy are Assamite Sorcery, Kuldonic, etc.).
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. The MET ST Guide it states a suggested process (Paths pgs. 44-46 & Rituals pgs. 63-64). 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, of her Primary Path.’ By this description there cannot be any new advanced rituals created unless an NPC, with Elder Thaumaturgy, is considered the ‘creator’ of the Path or Ritual. 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, 7:Intermediate, & 8:Advanced, same levels for Paths), however local House Rules may vary. Again, by the printed description, a single Tremere, working on her own could not create even the most Basic of Rituals. Such a task could be achieved by an Elder Tremere or by multiple Tremere working together in the creation process, with the minimum level of influence. Now depending on how your local game uses influence, two or more Tremere working together could create a Basic or higher ritual. To restate for the record, it is all up to your local Storytellers. If you do create a Ritual or Path, please submit it to the Tremere Coord for possible approval to be included in this packet. If it is not submitted to the Tremere Coord, for approval, it will not be accepted into OWbN as a whole. This means that the ritual or path can only be used in your home game, and other games that approve it individually.
Lure the Flame Movement of the Mind Path of Blood Path of Conjuring Path of Weather Control The Green Path
Alchemy Hearth Path Path of Elemental Mastery Path of Spirit Manipulation
Hands of Destruction Master of the Mortal Shell Onieromancy Path of Neptune’s Might Path of Corruption Path of the Focused Mind Path of Transmutation Path of Shadow Crafting Technomancy Vine of Dionysus
Bio-Thaumaturgy Borealis Fathers Vengeance 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
*The following paths are Dead Paths, and cannot be learned by anyone. No conversions are given for them for just this reason. 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 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 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 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 (printed below) Tremere Clan Book: 51 Tremere Clan Book: 53 Dark Ages OWbN 5 .
Thaumaturgical Alchemy. Contact with fire or sunlight will destroy all wards created by this path. Basic Bar the Common Passage This will reinforce the physical stature of any object. 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. Traits of items affected are subject to the storyteller’s discretion. a difficulty equal to the level of the change +5. To do this he must win a Mental challenge vs. A character can affect a transformation up to the level he knows. laboratory setting. Glyph of Scrying The magus can see the area around the ward as if she was there. While looking through this glyph. Furthermore. Eyes of the Beast) can be used through the ward. etc). and succeed in a simple test. the magus has no 6 . This path must be used in a controlled. This can be placed on portable objects to act as remote sensors. he must spend one mental trait per level of this path that he is using. Nothing larger than a Car can be affected. 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. Sensory amplification (heightened senses.Additions & Table Top Path Conversion Alchemy This power is rated in levels rather than the typical system found on other paths. spirit eyes. 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. this is to facilitate its use. After activated (see above) the affected object doubles it traits to resist breaking/battering. 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).
Thaumaturgical effects that you can meet the restrictions on can be used through this conduit (Generally. portals. Multiple uses of this power will not have any effect other than sealing new breaches in walls. over a period of five minutes. Intermediate Runes of Power This protective ward will do lethal damage equal to the number of mental traits the magus permanently expends at the time of use. Gift of Morpheus This path allows you to control others’ sleep and dreams. you can spend a Willpower Trait to affect a vampire (you must still win a Mental Challenge). but he will. any sentient creature will feel the power emanating from the rune. gradually drift into a sleep from which loud noise or physical contact can wake him. a touch will not be noticed). Theft of Vitae will steal the blood and find the most direct route to you if there is one). Basic Cause Sleep By winning a Mental Challenge with the victim. and will not be able to willingly touch it unless they expend a willpower trait (cannot be dominated into touching it). and doors shut and become magically sealed (Cannot be opened but can be destroyed. Current breaches in the original structure are covered with a magical wall of force that cannot be destroyed. you can cause him to fall asleep. The victim will not fall over and snore on the floor. If successful. Mass Slumber 7 . The ward cannot be moved more than it’s normal range of motion (a door can swing on it’s hinges. While the ritual is intended primarily for use against mortals.awareness of her current physical surroundings save for if damage is dealt to her (must be damage. She draws a glyph at the exact center of the building (requiring the expenditure of a willpower trait and a static mental test vs. but can be circumvented (by knocking down a different wall). no touch. 10 traits). but a sword would loose the effect as soon as it was picked up) after this rune is inscribed on it. Advanced Secure the Sacred Domain This powerful incantation allows the magus to protect an entire building. all windows. Glyph of Enlightenment The caster may create glyphs that can both act as glyph of scrying. All restrictions of the second basic of this path still apply. Furthermore. and allow for 2-way communication.
Borealis Basic Ran’s Touch By concentrating the thaumaturge can freeze a small area. This event should be achievable. This cannot be employed on a living or undead target. Physical challenge. 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). Advanced Dream Mastery You may enter the mind of a specific sleeper and induce nightmares or use Disciplines such as Presence. though not necessarily easy. Any Discipline used on the sleeper must incorporate the usual number of challenges and other Blood and Willpower expenditures. The Target is not aware of the presence of the caster in her dream. nor does this power grant any control over the dream itself. “She may not awaken until her body is physically transported to the planet Mars. If used on a player character.By spending a Willpower Trait. mortals must spend a Willpower Trait and test against you in a Mental Challenge. This is best used on a Narrator character. you can cause a group of mortals to fall asleep. To invoke this sleep. To resist. although she will be down two Traits in all areas. The caster may not use any powers or harm the target in any way. This ritual is best invoked in the presence of a Storyteller. The sleeper may take normal action in her dream. This requires you to win a Mental Challenge and spend one Mental Trait. If there are ghouls or Garou present in the “mortal” crowd. Storytellers may choose not to allow you to set impossible conditions such as. you must engage in individual Mental Challenges with each non-mortal. 8 . An additional Blood Trait must be spent for a currently moving target. You effectively gain control over the sleeper’s dreams and can do as you wish.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 will rouse if her life is threatened. Dominate or Auspex if you possess them. you must spend a Willpower Trait and initiate a Mental Challenge. then the caster engages in a Mental vs.” Dreamscape This allows the caster to enter the dreams of a sleeping target. rendering simple devices useless. they could cause the player to be effectively cut out of the game for at the least the duration of the evening. you should remember that if the conditions are unachievable in-game. To activate this power the target must be touched and single blood trait must be spent.
The Ice can halt movement of a person or machine. For Kindred this would make the blood unusable for 5 Minutes or the end of a scene. Advanced Tomb of Buri This power can completely incase a single target in a Tomb of Ice. and render that blood permanently useless fluid. Physical Challenge against the target. up to 3 Traits of Blood are frozen in the target’s veins. 6 traits). and has health levels equal to half of the Mental Traits spent to cast it. destroying the health levels of the ice. The victim of this power may attempt to break out.Grasp of Magni A slightly larger area of space can now be frozen and the thaumaturge no longer needs to touch the target. and will last until melted or broken (static Physical vs. In both cases the target would be down one Physical trait for each blood trait frozen. expend a Willpower Trait and initiate a Mental vs. By spending a Mental Trait the caster may create a small (up to a cubic foot) block of ice. Physical Challenge. The Thaumaturgist must concentrate for a full turn. Intermediate Forseti’s Silence With this level of control the thaumaturge can create a wall of Ice. Rituals 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 9 . rounded down. Physical challenge against the target. by initiating a physical challenge from within it. For mortals this would cause a lethal wound for each blood frozen. The Tomb has as many Enduring Physical Traits as Mental Trait spent to cast it. rounded down. If a Mortal is trapped in the Block of Ice he or she will take one Lethal wound each round until broken free. the caster must engage in a Mental vs. and has health levels equal to half of the Mental Traits spent to cast it. A Mental Trait must be spent for each Blood Trait frozen. By spending a Willpower and winning a Mental vs. has as many Enduring Physical Traits as Mental Trait spent to cast it. The wall is three cubic feet of ice for each Mental Trait spent to cast it. The wall must be summoned in unoccupied space within 50 feet of the caster. If targeting a person or something that a person is grasping. Hel’s Kiss The thaumaturge can literally freeze the blood of his chosen target.
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. Ghouls Warding Circle vs. 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) 10 . the Whispers of the Ghost Uncommon: Abandon the Fetters of Blood Bind the Accusing Tongue Bladed Hands Blood Contract Cleansing of the Flesh Craft Dream Catcher (Oneiromancy/Morpheus) Crimson Sentinel Curse Belated.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 Mourning Life Course Open Passage. Kindred Watcher. 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.
the Incorporeal Passage Infirm Inert Inscription Jinx Major Creation (Path of Conjuring) Mark of Amaranth 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 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. Fae Ward vs. the Heart of Stone Imp’s Affliction. Kindred Ward vs. Lupine Ward vs. Ghosts Ward vs. Ghouls Warding Circle vs. Spirit Warding Circle vs. Demons Ward vs. Lupines Warding Circle vs.Eyes of the Past Fire Walker (Sabbat ONLY) Friend of the Trees (Sabbat ONLY) Ghost in the System Haunting. Spirits Will o’ the Wisp (Sabbat Only) Rare: Blood Allergy Blood Certamen Blood Rush (Sabbat ONLY) Bottled Voice Clinging of the Insect Cobra’s Favor 11 . Ghosts Warding Circle vs. the Unweave Ritual Ward vs.
C-U) Chain of the Bloodline Chill of the Windsaber Craft Spirit Bloodstone Dedicate the Chantry (Cast by the Lord in the area when a new Chantry is built) Deny the Intruder (See Dedicate the Chantry) Diamond’s Doom (C:DR) Divorcing the Soul Dominion Drawing upon the Bond Eyes of the Ever Vigilant 12 . Tuscola) Machine Blitz Mind Crawler Mirror of the Second Sight Mirror Walk Night of the Red Heart One Mind of the Covens Pavis of the Dark Dementia (Gary) Power of the Invisible Flame Shaft of Belated Quiescence Spirit of Torment Stone of the True Form Touch of Nightshade. Demons Widow’s Spite (Sabbat Only) Very Rare: Alter Blood (C:DR) Blade of the Forbidden Flower Blood Call (Assamite Only) Blood of Peace (Assamite Only) Blood Test Bone of Contention Bone of Eternal Thirst Bone of the Kindred Bring Forth the Light Within (Apprentice Magius’ Ritual. A Transubstantiation of the Seven True Sight Vires Acquirit Eundo Warding Circles vs. C-U) Extreme Care (C:DR) 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 Iron Mind Keening of the Banshee Knowledge of the Childe’s Peril (Regent Blake’s Ritual.Court of the Hallowed Truth Eldritch Glimmer (Sabbat ONLY) Enchant Talisman Escape to a True Friend Ex Libris (Apprentice Magius’ Ritual.
the Healing Blood (Assamite Only) Import Item (C:DR) Invulnerable Weakness Light of Vengeance (Assamite Only) Lightning Rod (Regent King's Ritual. C-U) Spider’s Web Stalk the True Body (C:DR) Summon Mischievous Spirit Teleport to a Safe Haven (C:DR) Thirst Unquenchable Tremere’s Bane (C:DR) Utter Destruction of Bonds Walkin’s Purity of the Flesh (Regent Walkin’s Ritual. NVA) Lion Heart Mirror Attunement Nectar of the Bitter Rose Paper Flesh Raise the Dead Refined Digestion Rite of the Vanishing Blemish (HoB) Ritual of Holding Rotten Wood Shadow of the Wolf Sight of the Dead (Regent Daemos.Fire in the Blood Gift. C-U) Weapon of the Kindred Soul Wizard’s Gift Wizard's Gold Ritual Name Abandon the Fetters of Blood Alter Blood Bind the Accusing tongue Binding the Beast Blade of the Forbidden Flower Bladed Hands Blood Allergy Blood Call Blood Certamen Blood Contract Blood Mastery Blood Mead Blood of Peace Blood Rush Blood Test Blood Walk Bone of Contention Bone of Eternal Thirst Bone of Lies Rarity 2 4 2 1 4 2 3 4 3 2 1 1 4 3 4 1 4 4 1 Location Tremere Clan Book: 65 Chicago: Dark Requiem Camarilla Guide: 109 Laws of Elysium: 82 Blood Magic: 99 Laws of Elysium: 82 MET Storytellers Guide: 69 Laws of Elysium: 86 Tremere Clan Book: 61 LotN Revised: 187 Tremere Clan Book: 56 MET Storytellers Guide:64 Laws of Elysium: 86 MET Sabbat Guide: 130 Chicago: Dark Requiem Laws of Elysium: 80 Tremere Clan Book: 66 Blood Magic: 99 LotN Revised: 186 13 Level Advanced Basic Basic Intermediate Methuselah Intermediate Intermediate Basic Intermediate Advanced Basic Basic Basic Basic Basic Basic Elder Master Intermediate .
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 14 Elder Intermediate Basic Basic Basic Basic Master Advanced Intermediate Intermediate Advanced Basic Advanced Basic Intermediate Advanced Basic Intermediate Advanced Basic Basic Basic Basic 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 .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. 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 LotN Revised: 185 LotN Revised: 185 Tremere Clan Book: 58 LotN Revised: 185 Chicago: Dark Requiem 2nd Ed. the Curse of Clytaemnestra Dedicate the Chantry Defense of Sacred Haven Deflection of Wooden Doom Deny the Intruder 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 4 3 1 4 1 1 4 4 2 3 3 1 3 1 2 4 2 2 2 4 1 1 4 2 4 4 4 2 1 4 3 3 1 1 2 3 3 1 1 3 2 4 2 2 4 2 3 2 1 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 Laws of Elysium: 92 MET Sabbat Guide: 130 Laws of Elysium: 80 2nd Ed.
the Healing Blood Heart of Stone Illuminate Trail of Prey Illusion of Peaceful Death Imp’s Affliction. NVA Laws of Elysium: 92 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 2nd Ed Players Guide: 91 LotN Revised: 185 MET Sabbat Guide: 133 Crown of Thorns.Ghost in the System Gift. the Haunted House Haunting. 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 2 4 3 2 4 2 3 1 2 1 4 1 1 2 2 3 3 2 3 4 3 2 3 3 1 4 4 4 3 2 2 3 4 3 3 1 4 3 3 1 4 3 1 3 2 1 1 2 2 Blood Magic: 97 MET Journal #1: 45 Laws of Elysium: 83 Laws of Elysium: 90 Laws of Elysium: 87 Laws of Elysium: 83 MET Sabbat Guide: 131 Laws of Elysium: 84 MET Storytellers Guide: 66 MET Storytellers Guide: 66 Chicago: Dark Requiem 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. 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 15 Advanced Master Intermediate Intermediate Advanced Intermediate Basic Intermediate Basic Basic Advanced Basic Basic Intermediate Intermediate Intermediate Intermediate Basic Advanced Ascendant Intermediate Basic Intermediate Intermediate Basic Intermediate Intermediate Advanced Basic Intermediate Intermediate Advanced Advanced Intermediate Intermediate Basic Advanced Advanced Advanced Basic Advanced Advanced Intermediate Basic Intermediate Basic Basic Intermediate Basic . the Impassable Trail Import Item 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 Light of Vengeance Lightning Rod Lion Heart 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 One Mind of the Covens Open Passage. Players Guide: 93 MET Journal #1: 46 MET Storytellers Guide: 66 Laws of Elysium: 91 Tuscola: Buried Destiny MET Storytellers Guide: 67 Laws of Elysium: 86 Night Falls.
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 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. 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 MET Storytellers Guide: 73 MET Journal47 Camarilla Guide: 112 C-U. A Track the Transgressor Transubstantiation of the Seven Tremere’s Bane Trima True Sight Umbra Walk 1 1 4 1 2 4 2 2 2 2 1 4 4 1 4 2 2 1 1 1 2 2 2 1 2 4 3 4 2 4 3 2 4 1 1 3 2 2 4 1 4 4 3 2 3 4 1 3 2 Tremere Clan Book: 57 Camarilla Guide: 110 MET Journal #1: 41 MET Storytellers Guide: 67 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. 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 MET Storytellers Guide: 69 Diablerie Britain LotN Revised: 188 16 Basic Basic Master Basic Basic Master Intermediate Intermediate Intermediate Intermediate Basic Basic Master Basic Basic Intermediate Basic Basic Basic Basic Intermediate Advanced Basic Basic Advanced Ascendant Intermediate Intermediate Intermediate Master Advanced Intermediate Advanced Basic Intermediate Advanced Advanced Basic Intermediate Intermediate Advanced Advanced Intermediate Intermediate Intermediate Advanced Basic Basic Advanced .Purify Blood Purity of the Flesh Raise the Dead Rebirth of Mortal Vanity 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.
Lupines Ward vs.Unseen Change. the Weapon of the Kindred Soul Whispers of the Ghost Widow’s Spite Will o’ the Wisp Wizard's Gold Wizard’s Gift 2 2 4 3 1 4 2 2 2 1 2 2 2 3 2 2 1 2 2 1 4 1 3 2 4 4 Laws of Elysium: 85 Tremere Clan Book: 64 MET Journal #1: 43 Blood Magic: 98 LotN Revised: 186 C-U. 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. of her Primary Path. As for creating new rituals.’ This means that there cannot be any new advanced rituals created unless an NPC. 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. with Elder Thaumaturgy. & 17 . Ghosts Warding Circle vs. Demons Ward vs. Players of OWbN have created these Rituals. Ghouls Warding Circle vs. Spirits Watcher. Players Guide: 92 MET Storytellers Guide: 69 MET Sabbat Guide: 132 Laws of Elysium: 89 Night Falls (NVA) Night Falls (NVA) Intermediate Intermediate Master Advanced Basic Basic Advanced Intermediate Advanced Basic Advanced Intermediate Advanced Advanced Advanced Basic Advanced Intermediate Advanced Intermediate Methuselah Basic Basic Basic Intermediate Advanced Table Top & OWbN Specific Thaumaturgy Ritual’s Some of the rituals listed below will not be found in any White Wolf publication. Ghouls Ward vs. Ghosts Ward vs. In addition to that in the MET Camarilla guide it states that a minimum levels of Occult influence are needed to create a Ritual (6:Basic. the Unweave Ritual Utter Destruction of Bonds Vires Acquirit Eundo Wake with Evening’s Freshness Walkin’s Purity of the Flesh Ward vs. Kindred Warding Circle vs. They are included here for players and STs to appreciate the devotion that these players have had to their characters and the Tremere. is considered the ‘creator’ of the ritual. 7:Intermediate. Fae Ward vs. Kindred Ward vs. Demons Warding Circle vs. it should be noted that in the Blood Magic book it states suggested rules for creating rituals. Spirits Warding Circle vs. They are only to be included in your game with permission. Lupines Warding Circle vs.
This means that a single Tremere. will last until the following sunrise. compared to the inquisitor. The number of successes or ties. but not change or produce false readings. But that is up to your local Storytellers. Now depending on how your local game does influence two or more Tremere working together could create a Basic or higher ritual.e. The Thaumaturge during this time may only use her blood to heal wounds. from discerning information from the Blood. working on her own. The effects of this ritual. etc. it will not fool other rituals such as Blood Walk. Unless that Tremere is an Elder with the minimum level of influence. as it becomes somewhat alien to her. System: With the expenditure of a Mental Trait by the Thaumaturge. System: Casting Blood Test requires the expenditure of one Willpower. if there is enough Kindred Vitae in the ‘tested’ sample to cause a step in a blood bond or viniculum. Basics Alter Blood This ritual will temporarily mask. and an extended static Mental challenge. the larger and more spectacular the movement. against a difficulty of five traits. The only information that is obtainable is the relative generation of the Kindred.8:Advanced). this ritual will temporarily alter the readings of Taste of Vitae if used on the Thaumaturgists blood. This enchantment will have the same effect but will permanently alter the Blood Trait. The more Kindred Vitae present in the sample. Note: this ritual only effects Taste of Vitae. Bring Forth the Light Within 18 . could not create even the most Basic of Rituals. higher or lower generation only. when Path of Blood’s Taste of Vitae is used upon the ensorcelled Thaumaturgist or a Trait of Blood that she has likewise enchanted. Blood Test When this Ritual is used. The caster’s hands acquire a slight bluish tinge while the ritual is in effect. the Kindred Vitae will move in a visible spiral within the blood sample. please submit it to the Tremere Coord. This ritual may also be used to enchant a Blood Trait in a vessel. equals the number of blood points that can be tested during a one-hour time frame. i. for possible approval to be included in this packet. if cast on the Thaumaturgist. If you do create a Ritual. one Mental trait. The movement is visibly apparent to all present.
Bureaucratic Condemnation This ritual was created to be the opposite of Expedient Paperwork.. The caster ties the cord around the hair while chanting.This Ritual may be cast on a ‘non-magical’ object in one of two ways. after casting the book cannot be opened without intoning the power phrase (set during the casting). a lock of her hair and a black silken cord. allowing the thaumaturge to commit literally unspeakable acts without fear of reprisal. but that is up to each local game. It requires the temporary expenditure of one mental trait for a one night effect. Upon speaking the power word (set during casting) the object the ritual is cast upon will begin to glow with a soft. Bind the Accusing Tongue Bind the accusing tongue lays a compulsion upon the target that prevents her from speaking ill of the caster. she must defeat the caster in a mental challenge (Occult retests on both sides are applicable). and one blood trait (used as the ink of the ward) Expedient Paperwork 19 . System: Once cast the influence actions of the target of this ritual take three times as long as they normally would. After this point a second power word (also set during casting) may be spoken for the object to stop glowing. Ex Libris (Fire Trap) This ritual is simply a ward cast and scribed on the inside cover of a bound book where. or it may be cast permanently where it will last forever. Any time the target wants to speak ill of the caster. 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. dull white light. System: as a Basic Ritual this takes a casting time of 15 min. and one permanent mental trait for the permanent effect. it combusts and burns to ashes (causing no damage to the person holding the book). System: The caster must have a picture or image of the target. It may be cast temporarily where it will work for one evening. If the correct phrase is not uttered before opening the book.
Garou. This has the usual effects . and all but the partial Blood Bond fades completely within 3 days. The blood leaves no trace in the patient's system. but the life span of the infected person could be extended). without being made into a vampire. etc. System: This ritual.This ritual allows a thaumaturge to avoid delays that are created in modern bureaucracies (church. usable only on mortal living creatures (humans. To properly cast this ritual. AIDS. the Thaumaurgist. financial. ghouls. if in the presence of the use of the elixir. and other such particularly nasty things should be immune to healing. or ingested. Mortals drinking this elixir may be brought back from the threshold of death. requires that one trait of Vampiric Blood be injected. it may not be used for Discipline or rituals against the Thaumaturge. must hold two small glass objects to her eyes and spin in a slow circle. government.). she will detect the closest three mortals from whom she has fed at least three times. Thus. the mortal automatically heals one Wound Level of damage and the Thaumaturge.the subject moves a step closer to becoming blood bound to the vampire whose blood is used. These elixirs have the ability to miraculous heal mortal creatures of disease and wounds. rituals such as Blood Walk or Disciplines such as taste of Vitae merely reveal that it is altered Kindred vitae and little else. It is suggested that the time required is reduced to one third of the original time. may spend one Medical Ability to cure the patient of one viral or bacterial illness (Not cancers or hereditary diseases. Rite of the Vanishing Blemish 20 . It requires the hair of a dog that is considered loyal and protective (could be bound). while intoning the names of her Herd. all members of the Caster's Herd. into a subject's body. and temporarily becomes a Ghoul. Ebola. in approximate Direction and Distance. or 5 miles if she does not have any Herd Background. The amount of time saved is up to the ST. Once the Thaumaturgist’s blood is transformed into the elixir it loses most of its connections to the Thaumaturge. The elixir will only retain its potency for 72 hours after casting. The ritual takes 8 hours to complete. System: Once cast this decreases the amount of time that influence actions might take. etc…). This Ritual has a Maximum range of 10 times the Caster's Herd Background. Extreme Care This ritual allows for the creation of enchanted elixirs. In addition. And. Incantation of the Shepherd This 15 Minute Ritual allows the user to locate. . If the Caster does not have the Herd Background.
for the duration of the ritual. the vampire's senses become amazingly enhanced. If the other party believes she is telling the truth. allowing her to hear the slightest quaver in a person's voice. These traits may not be bid. that are ‘popped like flashbulbs’ upon the Ritual’s completion 21 . This ritual takes five minutes to cast and last’s one hour. True Sight "This ritual turns a vampire into an undead polygraph. It is often used by Justicars to catch Diabolists. see the minute twitching of a liar's mouth. nor the other person's ability to perceive the Thaumaturgists. Walkin’s Purity of the Flesh This Ritual is Functionally the same as the Ritual ‘Purity of the Flesh’ with a few minor changes. System: With a small amount of raw cotton or wool and the caster’s incantation. but are added to the caster's total for purposes of comparison or overbid. The material must be held over the stain while the incantation is said. Once the short ritual is performed (requiring about five minutes). or notice how a liar's eyes blink too much. the Thaumaturge has a single extra investigation ability and five extra mental traits. The ritual detects the state of nervousness. and additionally 13 quartz Crystals. after which it is mystically "soaked" in and the cotton/wool is useless. not whether the truth was spoken. the player should get a card denoting the extra traits and the time cast from a storyteller. 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." In effect. This works even if the stain has dried." Mechanics: "True Sight only detects deliberate. then what she says will appear to be true. willful lies. This action could be as simple as digging a ditch or hitting someone. for the purposes of Auspex challenges that they initiate.This ritual 'soaks' blood and other stains. It does require the same casting time. To indicate that this ritual is in effect. Serenading the Kami By binding spirits to her physical form the thaumaturge can gain a temporary boost in strength. System: This ritual grants the castor 2 additional traits in her next physical action. even large stains are absorbed into nothingness. leaving no trace. It takes 30 minutes to cast this ritual.
Each creature type is a separate ritual. Attempts to leave the circle are not blocked. The caster may spend one mental trait and one-blood traits to increase the radius by 10’. thus attuning the ghoul to the caster. Any appropriate creature that approaches the circle will feel the power of the circle. The blood boils down to one trait and then Imbibed by the caster. and must be of different types Intermediates Knowledge of the Childe’s Peril With a trait of Blood from a ghoul (the caster’s or not). or holy water for demons). If she wins the challenge she may cross. When the hour is up the caster may expend another trait to gain the effects of the Ritual 22 . Wards can be laid inside of each other. the caster of this Ritual may become attuned to said ghoul for a night allowing the use of the ghouls senses. and the ritual is performed. hear through the ghouls ears. It starts at a base of 10’ radius (20’ diameter). 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.) 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. (see though the ghouls eyes. The caster determines the size of the warding circle in the following manner. though the caster may choose to ‘turn off’ the effect of the Ritual. System: This Ritual takes 30 min. bidding her current number of willpower traits (no traits are risked by either side). but must have at lest 20’ diameter smaller than the one they are inside of.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. it creates a circle of protection against many different creature types. One trait of the casters blood is mixed with one trait of the ghouls blood. etc. and is denied entry. but still takes the three lethal damage. In order to cross the ward. she must win a static test against the mental traits of the caster. ground marble from a tombstone for ghosts. If she fails she takes three lethal damage. to cast and lasts all night. however the caster may NOT interact with anything within the area of the affected ghoul. The ghoul is unaware that the ritual has been cast or enacted. System: These rituals require three traits of blood of the appropriate creature type (handful of sea salt for spirits.
Also the castors Primary Path must be at the second intermediate and have Telepathy. for each of the Permanent Willpower that the castor has. This takes a week. 23 . with a series of challenges (one static mental challenge each night difficulty of 10). The caster may re-summon the same servant and it will retain its personality and memories. System: This ritual allows the castor to make one telepathic attack before the next sunrise. however at the end of the night the Ritual is over and the ghoul must be reattuned to use the Ritual again. This ritual combines the lethal powers of Thaumaturgy and Auspex into a powerful tool. If the Rod is broken the Lightning will harm anyone holding it.again. The servant will last for a number of days equal to the caster’s mental traits. 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). save the weather requirement. The servant will follow the orders of the caster. 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. and fall apart. If she wins a mental challenge against her target she will cause a number of bashing wounds equal to her permanent willpower. To release the Lightning Strike the castor must again follow all rules of Lightning Strike. On the last night a Permanent Mental Trait must be spent to attune the item to the castor. but the Lightning is also stored. This ritual allows a thaumaturge to create a temporary servant that was utterly loyal. and will take on the personality and mannerisms of the caster. System: The caster spends 5 blood and makes a static test against 10 traits. If any fail the item is destroyed and the process must start over again. This ritual takes one hour to cast. Following the rules of Lightning Strike (Advanced Weather) the castor must summon Lightning to the Rod. She or she will take 3 Lethal Wounds doing so. Rend the mind Most of the Tremere are not physically powerful. A Staff or Sword is appropriate (though if a sword the Lightning Bolt cannot be released as part of a strike of the Weapon). Sanguine Assistant Tremere often need lab assistants that they can trust implicitly. it will return to the bowl it was summoned in. since the lightning already exists. When the ritual expires. The resulting servant is about a foot tall. System: An appropriate item must be pre-prepared to accept the bolt. Once the item is created it may hold One (1) Lightning Strike.
and the two rituals are mutually exclusive (They cannot be placed on the same stake). If a successful strike hits. it acts normally as a weapon. Splinter Servant is a progressive development of Shaft of Belated Quintessence. and the ritual is not expended. When the binding is torn off. the thaumaturgist must read backwards from the Bible (“Ashes to Ashes…”). System: The stake must be of rowan wood. ripping little legs out of itself. the tip of the stake breaks off and begins burrowing at the heart of the victim (even if you have misplaced heart). Every hour. Once 5 lethal damage has been done in this fashion. When the stake is used in combat. Each challenge made will do 1 point of lethal damage win. Splinter Servant Another ritual designed to enchant a stake. She must cumulate 5 successes to remove the tip.Shaft of Belated Quintessence This ritual turns a regular stake of rowan wood into a particularly vicious weapon. The surgeon enters an extended challenge against a number of traits equal to the creator of the stake’s mental traits. While mixing in x blood traits. but the tip will not break off. If a stake enchanted with this ritual is used on someone that has her heart removed by Heart of Darkness (advanced Serpents). coated in three traits of the caster’s blood and baked over an oak wood fire. the character is staked. System: The caster must obtain dirt from a freshly dug grave. He then must smear the dirt/blood mixture behind his ears. When the tip touches kindred. 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. the affected player must make a static physical challenge against the mental traits of the caster or take one lethal damage. 24 . 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 on his eye lids. it breaks off and burrows for the victim’s heart. the stake will do normal combat damage on the initial hit. The stake itself becomes a minion bent on staking its target. loose or tie. Healing the wounds closes the incisions and the surgeon must start over. Removing the tip via surgery requires the medicine ability. the splinter servant springs to life.
are the number of hours the spirit will stay. However. 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. System: A Gold coin of the highest quality is used. The splinter servant has a number of Physical Traits equal to half the Mental Traits of the caster. and any other inanimate objects. The poltergeist will cause a ruckus. Another trait of Vitae must be used to fuel the ritual itself. It can move up to 30’ (9 paces) per turn. It looses traits normally. The Spirit may cause almost any object to move around. furniture. electronic devices. On the other are the names of the teacher and the student and the name of the ritual or path that is being taught. but it will seldom directly harm a person. it will readily cause indirect injury. It is up three traits to avoid attacks due to small size. Once completed the student is unable to teach the ritual or path. Wizard's Gold Description: The elders of Clan Tremere have newly created this ritual. This Ritual is cast whenever a ritual or path that is restricted to Regents or above is taught to an Apprentice. It will remain active and attacking until it stakes its victim. and must succeed in the normal staking challenges. System: The effect of the spirit is up to ST discretion. a number of melee equal to the caster’s occult rating. But she is unable to impart enough knowledge to another person so that person can then learn that power. or 5 combat rounds have passed. The amount of success. The length of time the spirit stays is based on a simple challenge that is thrown and repeated until a loss occurs. Summon Mischievous Spirit The Vampire with this Ritual is able to summon a poltergeist. plumbing. Stamped on one side is the shield of House and Clan Tremere. messing with appliances. 25 . It was created in an effort to reduce the amount of rare and restricted rituals and paths that are being taught by members of House and Clan that should not be teaching such things. Any damage increasing effects (Scorpion’s Touch. and is immune to mental and social challenges. ext. The teacher places the coin in a Silver chalice with a trait of her vitae as well as a blood trait of the student. such as dropping a chair on someone’s head.) will ruin the ritual. She can speak of the path and what affects that it has. it is destroyed by damage. Wards. It has three health levels. or causing a knife to fly across the room. and ignores wound penalties. During the casting of the ritual the coin absorbs the blood and takes on a slightly red hue.and attacking the person that it is commanded too attack (by pointing it at the target as the sheath is ripped off).
The castor is considered 1 trait up on any Magical attack made against her. System: This ritual takes 6 hours per night for a complete lunar cycle.Advanced Craft Spirit Bloodstone This is a small perfectly spherical stone crafted from an opal (tourmalated opal). This can only be cast during the full moon. The opal is left in a crystal bowl of vitae (three points of your own blood). beginning and ending with a new moon. but some may enchant shotguns. 4. 3. The caster enters one extended challenge per week. Many such talismans are covered with magical writing and runes (like every ward the caster knows). the caster now has a potent weapon and tool. The object must be rigid and about a yard in length (swords and walking staffs are the most common. and the thaumaturge must start over. This bloodstone may then be tracked across to the umbra. pool cues or other more exotic objects). 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. The castor is considered 1 trait up when casting her rituals. 2. the umbra. 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. If successful. With the following benefits (as long as the Talisman is in the hands of the castor): 1. and must be exposed to the moonlight during the evening. If the item is used as a weapon. which takes three evenings to absorb. The castor is considered 2 traits up on any challenge with her Primary Path. and the shadowlands. and the shadowlands. Failure means that the effort has been wasted. it has no negative traits. Further the caster may track it from three planes interchangeably: the astral plane. The challenge is 10 static mental challenges against 16 traits. 26 .
Furthermore. it must be roughly shaped like a stabbing weapon. 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. the vampire is destroyed. the ritual Rotten Wood will destroy the stake. The ritual Purity of Flesh will also expel the stake. Jonestown's sire. It enchants a wooden object into a powerful anti-Kindred weapon. Whether they win or lose. Other methods such as burning the stake out with a blowtorch will only result in the death of the person so staked. Those who can see auras will notice a shimmering cloud of menace and hate around the weapon if they think to check.If another person ever takes this item. Other methods of removal would be by the use of Vicissitude (up to Bonecraft is required). 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. Like any common stake. it begins to decay. If the heart is burned or exposed to the sun. the defender is staked. Once the enchanted weapon is in a vampire's heart. You always have an innate mental connection with your talisman. Anyone may remove it by this method. Furthermore. You can always tell general direction and distance. in any case. if weapon and heart are removed--a task involving considerable strength or crude butchery--the vampire remains staked. similar to the results of staking a removed heart as in Heart of Darkness. and if any two of them succeed. it takes root. your birth name IS your true name). 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. they will gain no useful information from the Spirit's Touch. Decay (First Basic Hands of Destruction) will destroy the stake (the Second Basic Gnarl Wood will not work). The object can be as large as a wooden stake or a cane. 27 . The attacker makes three simple tests. it can be used to impale the heart of and immobilize a vampire. and cannot be removed without ripping out the heart and putting the vampire into torpor--a disaster for low-generation Kindred. and does not provide the protections of the heart that the Advanced Serpentis does). and you can track it if moving at a normal walking pace. System: A Diamond’s Doom stake gains an additional trait for use in combat challenges. if the heart is outside of the body of the kindred for more than one hour. they are considered three traits up in any Magical attack against you. Diamond's Doom This ritual is the trademark of John Diamond. being that it is inscribed with the true name of it’s creator (and if you are a product of western society. not two. or as small as a letter opener. Aegis may be blown to avoid death by heart deterioration. You know if it is destroyed. You can only have One Talisman in existence at a time.
The identity is created with great detail. Ghost in the system Modern false identities can be created with this ritual. while not as secure as an Umbral Pocket realm. Import Item This ritual allows the Thaumaturgist to call forth an enchanted item into their presence. the transport may happen at any time. While in this ‘problem’ time the Kindred will have as much of a hard time completing mortal activities as an ST wishes. The Shadowlands. If all of the challenges are not won there is an extended delay in the creation of the new identity. etc. System: Unlike this ritual’s Infernal predecessor. This ritual will only function if the caster names one who she believes to be her friend. SSN number. The amount of time is up to the ST. The caster steps into the circle and speaks the name of her friend. Citizenship. 28 . 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. The caster then appears a short (5 min) walk away from her friend. Each night requires three blood traits as well that are poured into the circle. This ritual is powerful with real negative drawbacks if failed. and the caster permanently expends a mental trait each night. one for each night that this ritual takes to complete (IE one week). drivers license. Once the circle is complete.This ritual cannot be combined with Shaft of Belated Quintessence or Splinter Servant by any means. it does not use external forces – such as demons and their ilk – to accomplish its task. such as ‘Escape to a True Friend’. Note that the caster is the only one that may utilize the circle. this ritual takes the caster to the general area of the person that they trust the most. System: Taking 3 hours each night for 3 nights engraving a magic circle on bare stone. ‘Aport Object’. was deemed to be the most achievable means by which this translocation could be accomplished. to re-derive their means of translocation. Without these forces to make the ritual possible the Tremere looked to other rituals. Escape to a True Friend One of the few rituals that provide a form of teleportation. System: The castor must make 7 challenges (they must be won). avoiding all physical barriers in its path.
with her vitae. these two mirrors. The blood then must be left to dry. postulates that items lost in this manner are displaced into the depths of the Shadowlands – but as of now this is only a hypothesis. The caster must etch (properly and with good craftsmanship. Ward versus Spirit prevents the use of this ritual. Hypothetically two Thaumaturges may each have an item enchanted by this ritual. can be entered by someone using the ritual "Mirror Walk". Note. thus expending a Mental Trait (taking one full combat turn). for the ninety-minute ritual. the Thaumaturgist needs soak the item in three of her Blood Traits. which are so attuned. items summoned in this manner lose their enchantment. 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. Upon reaching the Thaumaturgist. That text being a very lengthy and poetic description of a soul passing through it’s own reflection. the creator of this ritual. if both Thaumaturgists summon the same item at the exact same instance (same action) the object goes to neither. To summon an object so ensorcered through the Shadowlands. Items attuned in this manner may be no larger than the Thaumaturge can hold in both hands or be more than twice her mass. Also noting the medium by which the ensorcered item travels. including any flaws or extended artistic whim. or angle. distance. Then the "mate" of this mirror must have the *exact* mirrored set of hieroglyphs etched in by the caster. identically) and brings them 'to life'. the item will appear where she wishes but no more than five feet from her. a border of text. the Thaumaturgist must will the object into her presence. Mirror Attunement This ritual requires a glass mirror. This is important because a Thaumaturgist may only have one enchantment of this type at any given time. the item will not imbed itself within anything or anyone. If however she does not have either hand free. in the waxing half-moon moonlight. as hieroglyphics are not only a language but a set of magical symbols as well) into the glass. the etched hieroglyphs (the mirror image reflection on its mate. However be warned. no matter what location. The caster then paints in. Items. so its capable of such a journey. After this preparation. and exit out the 'mate' of the mirror entered. In fact Arcades. and expend a Willpower Trait. must have this indicated on their respective ‘item cards’ or recorded on the Thaumaturgist’s character sheet for the ST’ review.Although this was the decided upon means – it does take a considerable trained Thaumaturgist to master it’s utilization. Unlike its Infernal cousin that even a neonate can master – or is that ‘its masters will utilize them’? To enchant an item." 29 .
they will immediately reflect back upon the unfortunate Aggressor affecting. 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. Sculpting the Perfect Servant This ritual truly has no real possible game affect.System: "This ritual is one of the main reasons that the Tremere clan is so controlled and organized . and by tying a Silver Cord or chain about the neck. much like that sent by the Rite of Introduction. even across the world. with each Tremere getting a signal." Another more common utilization of this ritual. 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. After the Regent Monsignor had been hit with total insanity. Through Apprentice Gilbert’s help and the auspices of many other kindred in the area he started doing extended research. the Tremere will find himself immune to the effect of the Malkavian Dementation. Many Tremere carry pocket mirrors in compacts or cigarette cases for just such an event. In the hands of a PC it has no purpose. This is done in conjunction with enchanting a material focus. If any of these powers should be used effectively against the Tremere while the spell is still sealed about him. alerting her to the fact that there is another that seeks her attention. These two in tandem make the ritual capable of transporting and receiving the Thaumaturgist's physical form (true body only. after engaging in an hour-long chant. This means of communication can be maintained all night and can switch from person to person throughout the casting. It can even contact several (or all) of them simultaneously.it allows the elders to demand current information concerning the progress of all its members' schemes. Pavis of Dark Dementia By exerting both the power of the Tremere blood. this ritual will fail 30 . allows those with the same variant rituals. and his personal will. To see any real development from a PC perspective a character would have to be alive for more than a decade." 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. to stare into a silver mirror and telepathically speak to their counterparts. and Afflicting them instead. he decided he needed a defense. This ritual should be used by the STs as background information for possible PCs or storyline.
After the chanting has reached its rhythm the dagger is plunged into the heart of the virgin. Thusly. The blood then begins to drain into the chalice. but with Tremere’s Bane being present it will cost 12 Mental traits. the physical form that is attuned to the circle is drawn to it at the end of the combat round. When the material focus is broken (requiring a static physical test vs. The virgin will feel no pain during the ritual and she will not be killed. 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.if cast on a possession suit). A five-pointed star is drawn on the floor (facing north). Here are two examples: An 11th generation Brujah tries to lower her generation to 8th with Potency of the blood. though only one person needs to have the ritual. Tremere’s Bane This very potent ritual takes five people to cast. not rituals just Paths. 5 traits in combat). If she loses the challenge she suffers the effects of Forcebolt herself. into the summoning circle. teleporting the attuned body into the center of the circle. 31 . just her blood will be drained. All five castors must succeed in a Static Challenge (Diff 12). and all items are left behind. This process takes the whole two hours. Only one such attunement may be placed upon any physical form at any one time. If the tests are failed then the opposite effect of the discipline will occur. 2 Blood and a simple Test. After the amulet had been physically fashioned it is then imbued. Normally it would cost her 6 Mental traits and one Blood. places the chance next to the virgin. If she fails the test then instead of lowering her generation she raises her generation to 13th. The system for this is as follows. The Ritual lasts for One year and affects a single building. 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. each mage sits at one of the points. Note that the caster is retrieved naked. during the casting of the ritual. it will cost her 2 blood traits instead of one. 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. If a Malkavian tries to Forcebolt another vampire. the virgin is placed in the center. The mage at the north point takes the dagger and chance. The blood in the chalice does not stay it mystically evaporates. with a Blood Trait of the Thaumaturgist's physical form and will remain so enchanted until broken or one month (30 days) passes. 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. and then holds up the dagger and everyone begins to chant.
able to sever flesh and even bone with ease. The third “contributor” must be the caster’s own Childe. In addition. System: The coin. The ritual requires the lifeblood of a Kindred. Wizard's Gift Description: This ritual was created as the opposite of Wizard's Gold. The enchanted weapon becomes a powerful tool. If successful the thaumaturge is now free to teach the rituals and paths that were before closed. All of the blood is absorbed into the weapon and cannot be used for any other purposes. Once an Apprentice attains the position of Regent she must be able to educate those Apprentices that she has been chosen to educate. The Thaumaturge must carve the weapon himself and then bathe it in the lifeblood of a year-old fledgling each night. System: All damage done by this bone-weapon is aggravated. and does damage per that weapon type Bone of the Kindred "This two-night ritual creates an enchanted weapon made of bone or ivory. 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. It is strongly advised to STs that allow this ritual that they use common sense before approving some extended requests. If this happens it is immediately incinerated Any weapon that can be carved from ivory or bone may be used in this ritual. This blood is absorbed into the weapon and cannot be used for any 32 . It is suggest that the player carry an index card signed by an ST that says that the change is legit. but the ST has the final say so. draining the strength of those it injures. for each level of damage it does the weapon “drinks” a trait of the victim’s blood.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. The weapon can be destroyed only if it absorbs 20 traits of blood from a single victim. The player can suggest possibilities as to what affects are changed. It is nearly impossible to destroy this weapon. Elder Bone of Eternal Thirst This three night Ritual creates an ensorcelled weapon made of bone and ivory.
Drawing upon the Bond This Ritual allows the caster to draw upon the power of her thralls. he may command them in any way. When in use. Divorcing the Soul This is a devastating Ritual that separates one’s spirit from it’s physical element. This Ritual should be NPC access only as it can be very unbalancing. The Blood Trait that is stolen is absorbed into the blade to empower itself. and cannot be extracted by any means." System: When in the hands of the one to whom the Weapon is attuned. the weapon seems to "drink" any blood that is on it. impelling them to obey. 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. When the Ritual is completed by the Diablerie. All challenges using that discipline uses the caster’s traits. While successfully under the effects of this ritual the victim is rendered incapable of attacking the Warlock. When any of these Kindred are encountered by the caster. and it steals a Blood Trait every time it strikes a target. and in turn their brood. The enchanted weapon inflicts aggravated wounds. System: Those commanded in this manner may resist by making a static self control challenge against the number of permanent willpower traits of the caster. the Thaumaturge drops 33 . The Warlock must kill the Kindred by successfully committing Diablerie upon her. although the spirit is kept imprisoned in the body. and so on. System: The caster may utilize any disciplines that any of her thralls possesses. the Warlock then learns the brood of the victim. including the destruction of the weapon.other purpose. Master Chain of the Blood Line This Ritual grants the Warlock power over another vampire’s extended brood. If the caster wins. willpower and blood. and conversely if the caster loses he must wait an hour before attempting to command the victim again via this ritual. all damage dealt by the weapon (including extra damage from Potence and wards is aggravated. the victim must wait an hour before attempting to challenge again. During the casting of this Ritual.
" Note that you cannot actually use the disciplines or abilities of the weapon. 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." "The weapon created by this ritual becomes the vessel for the slain Kindred's soul and Willpower. AND the Negative Mental Traits of Careless. The most important component is a large diamond bathed in the sun’s rays for an entire. a house. or even an entire city. The Ritual takes an entire year to cast and a massive number of complex components to complete. of the Kindred slain to create it. Abilities and mystical Disciplines. The enchantment stays in effect until one of the seeds is displaced (burying them is a good idea). the kindred may stay awake during the day. It will stay inside the Warlock’s body until it slowly and mystically decomposes over a period of years. 34 . a city block. and can communicate with its user telepathically.dead pomegranate seeds in a ring around the target. The caster must be walking (one seed per pace). In effect. The Victim(s) has no motivation. an office building. the ritual can take anywhere from 10 minutes to several years to complete. The weapon maintains all of the Abilities. Invulnerable Weakness This is a jealously guarded Ritual. so after the initial seven hour incantation. saying a short. enigmatic chant with each one. The ritual requires the lifeblood of a Kindred who is also an expert in the use of the weapon to be enchanted. and commonly imbues the weapon with an overriding desire to protect the Thaumaturgist. cloudless day and engraved with the symbols of life and death. The weapon is given a new name during the ritual. The gem is then consumed on the final night of the Ritual. Disciplines. heat and sunlight. and Slow. During that time the caster is immune to fire. all of her abilities and virtues drop to (and cannot rise above) one trait. Furthermore. She gains the Negative Physical Traits of Lethargic. but all of its memories seem distant and unimportant. and she becomes almost incapable of creative thought. and Depressed. allegedly known only to Tremere himself. but the weapon can use them (to the limitations of it’s form) to follow it’s own goals and desires. 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. etc. System: The affected individual(s) cannot use or regain willpower. little emotion and can only bid half traits in Dominate or Presence challenges. this blood is absorbed and may not be used in any other way. The Thaumaturgist conducting this ritual has a great deal of control over the weapon's new personality and goals. The target could be a single person. As above. the weapon is a freethinking being with its own goals.
This could just be line of sight. This is not a power that can be used in combat. Detailed descriptions of the background of Setite Sorcery can be read in Blood Magic: Secret’s of Thaumaturgy pages 113-119. The number of successes is the amount of years this ritual will work for. to also be addicted to a second thing. What is listed here is just the suggested MET rules for the powers listed in those pages. repetitive action. Cross-Addiction With a Social challenge the Setite can force a target that is currently addicted to some thing. Follower of Set Paths: The Snake Inside In all uses of this path the Setite must be in the presence of target for the power to have affect.System: An extended physical challenge (stamina based) is entered into with occult as the appropriate retest. The target must satisfy both of the addictions at the same time. This sense of pleasure can force the target to repeat the action until she spends Willpower to stop. Basic First Taste With a Social challenge the Setite can induce a sense of pleasure to a minor. Appropriate role-play is to be encouraged in the target. The second thing is the Setite’s choice. As the connection to the power of casting these magic’s is directly related to the Blood of the Setite. The duration is equal to a number of hours equal to the Setites permanent Willpower. Setite Sorcery The Followers of Set can. The relationship of the Setite to Set himself is required for the Sorcery to work. Intermediate 35 . only use setite sorcery or ‘thaumaturgy’.
the player spends a blood trait and makes an extended social challenge. Advanced Temperance While the character is near the target." The sorcerer's player must select one and only one craving for Temperance to affect. Storytellers may impose other problems. Fatal Compulsion With a Social challenge and spending 3 blood traits. Storytellers may also wish to impose withdrawal symptoms on those whose addictions would likely produce such a result for "coming off the junk. to immediately feel the need to satisfy that addiction. Temperance does not work against true physiological necessities such as food (for mortals) or blood (for vampires). to block multiple addictions. based on the nature of the victim's addiction. too. Number of Successes One Two Three Four Five Six or more Duration One Night One Week Two Weeks One Month Three Months Six Months The victim suffers one health level of bashing damage from the nausea and pain of satisfying her addiction. That blood must be spent the same turn as the power is activated. however.The Jones With a Social challenge and the expenditure of a Blood trait the Setite can force a target that is currently addicted to some thing. an alcoholic forced to go cold turkey might need a successful self-control test to avoid vomiting when he drinks. By spending blood the Setite can increase the duration (one blood per scene). For instance. Each 3 nights that the target does not satisfy her addiction she will take a lethal wound. This effect lasts one scene. The character may use the power more than once. 36 . The target must immediately seek out her addiction to the best of her ability. The number of successes determines the duration of the Temperance effect. As soon as the addiction is satisfied this affect will end. the Setite can make an addiction so powerful that the target will suffer damage unless the addiction is satisfied.
The power lasts until the amulet is found and destroyed. must be placed in the personal effects or dwelling of a target. Basic Beauty Fades With a static Social challenge (difficulty up to the Storyteller: a TV sitcom diff 5. etc…) or a scene whichever is greater. Trust Withers With an extended static Social challenge and spending a blood trait. This derangement is to be considered active when around that person. The duration of the effect is as long as it takes to experience the work (TV Show. Intermediate Love Dies This power is restricted in the fact that it can only be used on someone that feels Love towards someone or something. must win an extended static Social challenge (diff = twice the targets permanent willpower) and spend three blood traits. while in the presence of the target. By winning a Social challenge and spending two blood. Hope Dissolves will end even this belief for a time. The difficulty of the challenge is equal to the twice the target’s permanent willpower. The target gains the derangement Paranoia towards the person chosen by the Setite. no matter their standing. the Setite can induce a feeling of unease or even paranoia on a Target towards a specific trusted ally. a piece of artwork becomes repulsive instead of attractive. While in the presence of her target the Setite can induce a feeling of loathing towards the targets love. While in this depression the target can never bid more traits than her Self Control Virtue.Path of the Dry Nile In most cases of the following powers a faience (blue-glazed earthenware) amulet. To cause a target to be affected by this power the Setite. Opera. Appropriate role-play should be encouraged. the Mona Lisa 13). the targets feelings of love end and feelings of hatred begins. Hope Dissolves As all Kindred believe that all things will come to them in time. As listed above the target will continue to have this feeling while the faience is amongst her possessions. Once this is done the target will fall into a deep depression. This power does not affect the blood bond in anyway. The target gains the Hatred flaw for a number of two-week periods equal to the Setite’s permanent Willpower. It takes 9 weeks minus the amount of success to induce the paranoia. 37 .
Each having a level based on the power of the effect that the salve has. Intermediate and Advanced respectively. Here are some suggested effects: Effect Level of Ritual Alter a lock so that a key that the Setite has works on it Basic Make a drug more addictive Basic Burn through steel or concrete (only has that effect) Intermediate Salve follows a target (must be seen at use) like a slug Intermediate When added to a gas tank. By winning a Social challenge and spending three blood traits the Setite can induce this new feeling in her target.The duration will be as follows: Number of Successes Duration One One Night Two One Week Three Two Weeks Four One Month Five Three Months Six or more Six Months The Target can also come out of this depression with ‘counseling’. for a Setite to succeed in casting a Ritual. Basic. Setite Rituals Just as the Tremere. The rituals coast 2. working in opposition to her ‘former’ leader. she needs to win a Static mental challenge. Intermediate and Advanced) Milk of Set The Milk of Set is a title given to salves or unguents that can be created by Setites for a multitude of purposes. This should be done through an ST. the car will go were the Setite Wishes Advanced Causes two lethal wounds on contact 1 Level for 2 Wounds 38 . Advanced Thrones Crumble With this power the Setite can cause an individual to work against a person that she perceives to be her leader in one way or another. This power will last as long as the faience is in existence.4 & 6 in experience (Basic.7. Appropriate role-play is to be encouraged by the STs. Each of the salves is a unique ritual unto itself. according to her Nature.9. From this point on the target will. The difficulty is 5.
I thank Ian James. many people have created their own Rituals and have aided in converting many table top Rituals to accommodate the LARP rules systems. it is listed as a Level Two ritual in tabletop. David Gill. It will last for as many weeks equal to the Setite’s permanent willpower. It is my hope that this sort of initiative continues. Other items that the target used or owned that ‘symbolically resonates’ the organ that the Canopic jar should have in it: Jar South North East West Original Organ Stomach Small Intestines Heart & Lungs Liver Possible substitute Something that was eaten or partially eaten Something that was eaten or partially eaten A pacemaker. and now Beta releases of the ‘Thaum. He put together both the most recent Alpha. unless some severe restrictions are placed on it. I would suggest that the limit of only one of these ‘mummies’ could be owned by a Setite. Thanks to all. Thanks to you all. Marcus Kim. Second. The Salve is potent for a limited duration. OWbN is only as strong as it’s members. Given the possible power of the ritual I would almost place it out of the reach of most PCs. This ritual is designed for Table Top. I also disagree with that. The Setite should try and collect bodily tissues of his desired target. At a minimum it should be an Advanced one. Brian Goudie. both beautifully done and sorely needed. Lance Larson. Prepare Canopic Jars The Canopic jars of Egyptian funeral proceedings are the focus of this ritual. by making it an Elder ritual. Scott Little is to be commended in his effort to release the first version of this packet. and the cooperation on this project has shown that we are a grand organization indeed. Before them. I acknowledge their aid as well as those who they acknowledged: Mark Roemer. There is no limit on the number of ‘mummies’ that a Setite can have. Adam Madlinger. as well as all those who are not mentioned here. Adam Gibson. Ross Anderson. Ken Cummins. Opening the Gate I am unsure if this ritual should be allowed in MET. and Aaron Wiseman. and aiding them in their endeavors were others. breath mints or asthma inhaler Drugs or alcohol Credits Firstly. Packet’. heart pills. Jessy Larpenter. 39 . One final point. The ritual could give the Setite access to unlimited amounts of Blood and Willpower. There is no ‘expiration date’ placed on the ‘mummies’. The maximum blood and the willpower that can beget from the ‘mummy’ is up to each local game AND it could only be used in that game.Other effects can be suggested/created by the Setite with the permission of the Storyteller. To date. P.
Although the use of these concepts. 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. Common: All Infernalistist Uncommon: Those with superior contracts or Proven Loyal. no infringement is intended. is unauthorized. Path and Ritual Classification: ATTENTION-It is suggested that the levels of Uncommon. Aaron Wiseman. or with huge amounts given in exchange 40 . To add to that. Rare. as a more complete set of the existing Dark Thaumaturgy printed in the White Wolf source material. 2002 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. & Adam Madlinger January 14. Rare: Only with major Sacrifice. The creator of this document is not affiliated with White Wolf Games Studios in any way Dark Thaumaturgy Rules Research and Adaptation by: Dennis Sharpe. rules. shape or form. 3) These rules are only proposed.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. and Jon Matras’ Midwest Thaumaturgy rules. or 10pt. All Paths that are in this packet are INFERNAL ONLY.. etc. Contract Very Rare: Only in the MOST dire situations.
Sabbat Storytellers Guide: 57 2nd Ed. Sabbat Storytellers Guide: 55 2nd Ed. Sabbat Storytellers Guide: 53 2nd Ed.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: 57 Rituals 41 .
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 Rarity 1 2 3 2 2 2 3 2 1 Location 2nd Ed.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: 52 MET Sabbat Guide: 107 2nd Ed. Sabbat Storytellers Handbook: 52 MET Sabbat Guide: 105 MET Sabbat Guide: 109 MET Sabbat Guide: 106 2nd Ed. Sabbat Storytellers Handbook: 51 MET Sabbat Guide: 106 2nd Ed. Sabbat Storytellers Handbook: 52 42 Level Basic Basic Intermediate Basic Advanced Basic Advanced Intermediate Basic .
not be the last. Although the use of these concepts. to date. It will. Sabbat Storytellers Handbook: 53 2nd Ed. most likely. Sabbat Storytellers Handbook: 53 MET Sabbat Guide: 109 MET Sabbat Guide: 107 2nd Ed. We hope it aids you as it was intended. Adam Madlinger. This Project is the combined work of Aaron Wiseman. etc. no infringement is intended. Sabbat Storytellers Handbook: 52 2nd Ed.Inner Furnace Into the Abyss Plague’s Secret Domain Sign of the Moon Sign of the Wraith Soul Leech Spectral Mask Summon Barliagus Summon Grantel Summon Lucricia Summon Tivilio Transfer Essence Turn to Toad Video Nefas 3 4 2 2 2 3 1 4 3 3 3 4 2 1 2nd Ed. to log Dark Thaumaturgy. Sabbat Storytellers Handbook: 52 2nd Ed. Sabbat Storytellers Handbook: 52 2nd Ed. The creator of this document is not affiliated with White Wolf Games Studios in any way. 43 . Thank you. Sabbat Storytellers Handbook: 52 MET Sabbat Guide: 106 Advanced Advanced Intermediate Basic Intermediate Advanced Basic Master Basic Intermediate Intermediate Master Intermediate Basic End Note: To the Best of my knowledge this is the first attempt to be made. Sabbat Storytellers Handbook: 53 2nd Ed. is unauthorized. 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. Sabbat Storytellers Handbook: 52 2nd Ed.. Sabbat Storytellers Handbook: 51 2nd Ed. shape or form. Sabbat Storytellers Handbook: 53 2nd Ed. and myself. rules. Sabbat Storytellers Handbook: 51 2nd Ed.
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