Post by Skir on Jul 26, 2013 14:44:49 GMT -8
Admixture of Just Acquiescence
•This is a long forgotten ritual created by those involved in the original Gargoyle project. Characters should have a very good reason for knowing this ritual.
•This ritual works for any Cainite, not just a Gargoyle.
•The duration is based on the caster's Permanent Willpower.
•If out of combat, the target loses one blood point per 30 seconds until once again acting in accordance with the Thaumaturge's orders.
•The specific orders must be given at the time the Humor is being infused. Future orders during the duration carry no additional compulsion.
Bind the Accusing Tongue
•The effects of this ritual rely on the victim to appropriately roleplay the effects. For this reason, the target of this ritual should be informed of the rituals effects.
•Negative words spoken are defined as any words spoken with negative implications or intent, not only overtly negative statements.
•This ritual is no barrier to writing negative things, only to verbalizing them.
•Should a victim attempt to say something negative about the caster and fail the roll, he will gag on his own tongue and be unable to speak for a full turn unless he succeeds in resisting the ritual.
Blood Into Water
•This ritual affects a 10 yard radius around the caster. While it is possible to measure spitting distance in a LARP, none of us really want to.
•This ritual will clean any blood stain no matter how old, though it leaves the stained material wet.
Blood Mastery
•This ritual requires a full point of blood from both the user and the victim.
•This ritual uses up the blood sample of the victim.
•The automatic success on this ritual applies even to contested checks, meaning that the Thaumaturge will automatically score one success more than his opponent did if the roll is contested.
•The effects of this trigger the first time a roll is made against the victim, regardless of the desires of the caster. If the caster is forced to make a roll before his designs come to fruition, then the ritual is expended on the first roll.
Blood Rush
•This ritual removes the need to make any hunger frenzy roll for one full hour.
•If this ritual is used on a vampire in hunger frenzy (though this ritual is not normally capable of being used on another, there are methods that would allow this scenario) it immediately pulls him out of frenzy and prevents the need for further hunger frenzy rolls for a full hour.
•If the person affected by this ritual is still hungry when the ritual ends (less than or equal to 7 – Self-Control/Instinct blood points left) he must immediately roll for Hunger Frenzy again.
•This ritual may be invoked on a target already affected by it. This resets the time to one hour from the point of the last casting.
Brand of the Paramour
•The twins whose blood must be used do not need to be identical, only actual twins.
•This ritual may only be used on a ghoul of the Thaumaturge.
•The phantom pain alerts the Thaumaturge to the kind of damage suffered and the general location of the injury, but not the severity. A stubbed toe will register the same as having one’s foot cut off.
•This ritual remains active indefinitely until the ghoul dies or is embraced. If the ghoul ever stops being a ghoul, the ritual will also end.
•This ritual may be used on any ghoul, whether human or animal.
Cloak of Blood
•This ritual may be performed on the Thaumaturge himself or on any other diabolist.
•For a mortal to be innocent, he or she must have a humanity score of 7 or higher. The blood taken from that mortal must be taken without force or coercion. Use of Mental and Social disciplines on the innocent count as coercion for these purposes, though the passive benefit from Presence to social rolls as well as other powers that affect the Thaumaturge himself do not.
•If the Thaumaturge is Hungry when taking the blood point from the innocent (7 – Self-Control/Instinct in blood remaining) he must roll for Hunger frenzy at difficulty 6. Should he enter blood frenzy, the ritual is ruined and must be begun anew with a new 7 days of fasting.
•This ritual lasts as long as there are blood points from the innocent in the Thaumaturge’s system. Blood points leave the body in the order of first in, first out. The beneficiary of this ritual should carry a card denoting how many of the innocent blood points are in his system and at what point in the rotation they are.
•Should a diablerie be committed while under the effects of this ritual, the amount of successes needed to detect diablerie lines in an aura is reduced to 3 for the next month.
•This ritual cannot remove the lines of an Assamite Warrior, as they are not gained from true diablerie.
Communicate With Kindred Sire/Communicate With Sire
•This ritual may only be cast to communicate with the Thaumaturge’s natural sire. If his sire is dead or in torpor, this ritual has no effect.
•The sire may choose whether or not to accept communication from his childe when this ritual is used.
•The mental link is purely for communication purposes. Neither party gains any sort of mind-reading on the other. Mental images may be sent as well as words.
•Should the sire be asleep when this ritual is used, this ritual’s use provokes an Awakening roll on the part of the sire.
Counting Coup
•The Thaumaturge must know the name of the intended recipient(s) to leave them a message.
•No matter what the image, this ritual can cause no damage or other mechanical effect, though the content may provoke Frenzy checks.
•The image triggers immediately upon the proximity of the intended individual. The dormant recording will last indefinitely until triggered.
•The Wits + Intimidate roll must be made after the ritual is cast successfully. Botching this roll also counts as a Thaumaturgy botch.
•At the conclusion of the ritual, all traces of the Thaumaturge's presence are erased, including Psychic residue that may be picked up by the Spirit's Touch and all signs of magic. Powers such as Wooden Tongues may still work as the spirits still saw what they saw.
•The recording may be anything the Thaumaturge can imagine within the guidelines laid out based on successes.
Dedicate the Chantry
•As long as multiple buildings are connected in any way, such as a covered walkway or a tunnel, they count as a single structure.
•This ritual only lowers the difficulty on those rituals that specifically affect or surround the structure itself or any lesser area within.
•This ritual only applies to rituals of Hermetic Thaumaturgy.
Defense of the Sacred Haven
•This ritual does not require a physical structure to contain the effect, though it will be a significant Masquerade breach should anyone stumble on a 20 foot radius outside where sunlight simply does not enter. Should this ritual be cast outside of a containing structure, the Thaumaturge must paint a circle in his own blood marking out the 20-foot radius.
•This ritual, even when cast inside a structure may risk significant masquerade breaches if basic precautions are not taken such as putting up actual blackout curtains.
•When within the effects of this ritual, a Kindred need not roll Rotschreck or take any damage from the sun, though the Weight of the Sun still applies, forcing him to make rolls to remain awake and reducing his dice pools as normal.
•This ritual lasts until the sunset following the ritual's casting.
•This ritual prevents sunlight from entering the area but has no effect on any form of artificial light.
Deflection of Wooden Doom
•This ritual only affects an attempt at the staking maneuver. It has no effect on wooden weapons not aimed at the heart.
•This ritual cannot stop non-wooden weapons enchanted with The Verdant Blade.
•This ritual will affect any wooden weapon, regardless of size or quality that is used in an attempt to stake the Thaumaturge.
•While the splinter is under the Thaumaturge's tongue, he should role-play difficulty speaking and is treated as though he possessed the Speech Impediment Flaw.
•This ritual affects thrown weapons and projectiles intended to stake as well as those used in melee.
•This ritual affects the first weapon used in a staking attempt regardless of the success or failure of the attempt.
•This ritual cannot be cast on the same Thaumaturge more than once.
•The magic can sense a feint or other insincere attempt to stake the Thaumaturge and will not be triggered. This ritual will trigger only on the first genuine attempt to stake the Thaumaturge.
•If the Thaumaturge is asleep when this ritual activates, he may make an awakening roll.
Devil's Touch
•The effects of this ritual are treated as the third level of Path of Curses, Pariah, save that it can only affect mortals, including ghouls and other "lesser templates" (kinfolk, kinain, sorcerers, etc.) but not any "major template" supernatural (werewolves, changelings, mages, etc.).
•In addition to the effects of Pariah, the victim suffers a +4 difficulty on all Social rolls for the duration of the power.
•This ritual lasts until the sunrise following the ritual's activation or until the penny is no longer on his person.
•The magic is in the penny, not the victim, and the victim does not need to be present for the full casting, but must be personally given the penny by the Thaumaturge for this ritual to take effect. The victim need not know that he has been given the penny.
•This ritual need not be used with any small denomination of any local currency roughly equivalent to a penny in value. It need not be an American or British penny.
Domino of Life
•This ritual may be cast up to five times, each producing a different effect to simulate humanity.
•Each time this ritual is cast, the subject's apparent Humanity score is increased by 1.
•Each separate casting requires a separate vial of human blood to be carried.
•This ritual cannot cause the Thaumaturge's aura to show him as human.
•The human blood must be fresh, acquired the same night as the ritual is to be cast. Stored blood whether preserved mundanely or mystically will not work for this ritual.
•The effects of this ritual last until sunrise or until the vial of human blood is no longer on the Thaumaturge's person.
Encrypt Missive/Epistle of Babel
•This ritual costs a blood point as the thaumaturge must write the missive in his own blood. This may cost more at the Storyteller's discretion if writing a novel.
•The Thaumaturge must know the name of the intended recipient to use this ritual.
•This ritual may only be used on a missive the Thaumaturge has handwritten himself in his own blood.
Engaging the Vessel of Transference
•This ritual only functions if it makes skin contact.
•The Intelligence + Occult check to recognize the sigil only applies if someone actually sees the sigil, which may be covered or hidden.
•When the ritual is cast, the blood in the vessel must be the caster's, however this can be exchanged for another's via the ritual.
•Opening the vessel ends the effect and requires the vessel to be re-enchanted.
•The vessel must be capable of holding a pint of liquid.
•No one, the caster included, is immune to the blood transfer if they touch the vessel.
•Feeling the chill of this effect does not mean the victim knows what has happened to him unless he scores 3 successes on a Perception + Occult at difficulty 6.
Evocation of the Taper/Quench the Tallow
•This is a single ritual granting both effects.
•This ritual requires Lure of Flames 1 to learn.
Expedient Paperwork
•This ritual reduces the amount of time of a Bureaucracy Influence action by one third, rounded up to a minimum of one week.
•This ritual can also be used to bypass such troublesome mortal bureaucratic problems as audits. The paperwork just seems to get exactly to where it needs to be and checks out.
Flatline
•This ritual requires either the subject’s True Name or a personal possession. It does not require that you know where they live.
•This ritual puts the victim in a coma-like state of suspended animation in which no sign of life is detectable.
•This power lasts until sunrise.
•This power has no effect on mystical powers that may detect life, only mundane physical and technological means.
Illuminate the Trail of Prey
•The destination of the journey is defined as the ultimate desired destination. Someone getting on a plane’s destination is the eventual stop of the plane, not the airport. Similarly stopping somewhere along the way does not count as having reached their destination.
•The trail glows such that only the Thaumaturge can see it. Thus sending others to follow the trail is useless.
•The Trail ends after a week’s time should the target not reach the destination of his journey.
•The trail is the path the subject has taken, not a direct path from the Thaumaturge to the victim. Thus if the Thaumaturge doesn’t know where the victim’s journey began, he cannot track him by this ritual until he locates the trail.
•The Trail cannot be hidden from the Thaumaturge. If he is in the vicinity of the trail (within line of sight) he will see it and be able to follow it.
Impressive Visage
•This power raises the user’s Appearance by 2. This may cause Masquerade problems if raised above 5 as the Thaumaturge takes on an impossible, angelic beauty.
•Should the caster wish, he may narrow the scope of this ritual, only granting the bonus to one specific feature of himself, and thus only getting the bonus dice when directly displaying that feature (brilliant teeth, beautiful eyes, etc.).
•This power is of no help to those characters who have an Appearance of 0 due to Clan Weakness or some other factor, but does stack with any Appearance gained from Mask of One Thousand Faces.
Incantation of the Shepherd
•This ritual increases the Thaumaturge’s effective Herd rating by 1 during any week he casts it.
•If the Thaumaturge does not have the Herd background, this ritual grants a +1 die on feeding as it locates nearby mortals that the caster has already drank from.
•This ritual can be justification to obtain and increase Herd.
•This ritual cannot track Minions or any other group of people than the Thaumaturge’s own Herd.
Learning the Mind Enslumbered
•This can only detect the cause of a Kindred’s Torpor or Final Death.
•This power can only give knowledge that the torpored or dead Kindred possessed themselves. If they did not see the attack coming or did not recognize it, this ritual cannot give that information.
•The message comes in the voice of the dead or torpored Kindred, whispering in the Thaumaturge’s ear. The message is auditory only, like the subject is describing the events to him. This ritual cannot convey images or other sensory data.
Luminous Vitae
•This ritual does not differentiate between types of blood, or how old. All blood appears the same under this ritual.
•This ritual does not detect blood within creatures, but does within jars or other vessels. However if the vessel is opaque, the Thaumaturge may not notice the glow.
•This ritual affects all blood within a 10 foot radius of the Thaumaturge.
Now Its Sight Is Ours
•The eye must be removed during the ritual. This cannot be used with a stored eye.
•The potions, though made with the Thaumaturge’s vitae, do not cause a Blood Bond. All power is consumed in the ritual.
•The eye is mystically preserved and will not rot.
•A drinker of the potion can switch back to his own senses at any time during the 10 minutes duration, but doing so ends the effect of that potion.
•While under the effects of the potion, the drinker is completely blind, but still retains all other senses at the actual location of his body.
Preserve Corpse
•This ritual may be applied to any solid organic matter and preserves it indefinitely as long as the dried liquid is not scraped off.
•The preservative liquid must be scraped off completely in order to use the preserved body parts for any thaumaturgical purpose.
•This ritual cannot preserve blood.
•This ritual can be used to preserve the bodies and body parts of kindred past when they would usually crumble to dust with the rising sun.
Purge the Inner Demon
•While this ritual is in effect, the subject cannot spend Willpower for any reason.
•The Manipulation + Empathy roll must be made after succeeding on the usual ritual roll. Botching this roll also counts as a botch on Thaumaturgy.
•This ritual cannot be cancelled early unless by means of another power.
•This ritual also affects Rotschreck.
Purify Blood
•This ritual can purify only one blood point at a time, regardless of generation or volume.
•This will remove any foreign substance from the blood.
•This will not cleanse transmuted blood such as that changed by Quietus or Vicissitude.
•This ritual does not change anything innate about the blood.
Purity of Flesh
•This ritual can remove Vicissitude infection if used before the user has purchased the first level. If he has already acquired Malleable Visage, the infection is too deeply rooted to be removed in this manner.
•This ritual will remove Quietus poison from the subject.
•This will remove any foreign item that has been implanted in the subject by means such as Vicissitude.
•This ritual must be performed naked. This is not an excuse to permanently destroy some unwanted item by carrying it in a pocket while performing this ritual.
•Anything removed in this manner is disintegrated, leaving a non-descript, thaumaturgically inert ring of gray dust around the caster at the conclusion of the ritual.
Rebirth of Mortal Vanity
•This ritual resets the subject’s appearance to match the new hair. Every night thereafter, the subject’s appearance will reset to the new look gained by use of this ritual.
•The hairs from the child must be plucked the same night as the ritual is cast.
•The hair can be grown in any style the Thaumaturge desires, though it will always be the color of the subject’s own hair.
Rite of Introduction
•This ritual is the expected standard protocol for a new Tremere entering a city. Not using it may cause social issues among the clan, particularly for higher ranking Tremere who should know better.
•This ritual contacts all Tremere within a 30 mile radius. The Tremere receive the message in order of Rank and Circle of Mysteries, beginning with the highest and then descending to the lowest. Only the highest ranked Tremere may respond to gain the 5 minute conversation, though he may pass this down the line to the next highest ranking Tremere if he wishes. This is particularly important in cities with multiple Chantries. For the purpose of this ritual, an Astor is considered a Regent of the 6th Circle, but can never respond, this duty being passed to the next highest.
•This ritual contacts all those of who have ever undertaken the Transubstantiation of Seven ritual, regardless of station or acceptance within the Pyramid. Those who are not part of the Pyramid are contacted last.
Sanguine Lodestone
•This ritual is the same as Craft Bloodstone. Despite its lower level here ECC uses the modern nights version at level 2.
Sanguineous Phial
•The earthenware jar may be of any size and contain any amount of blood.
•The jar must be buried for two days before any application of this ritual. The ritual itself takes only 5 minutes. Wise Thaumaturges who wish to continue using the same jar simply keep it buried for this reason.
•This may be used to preserve transmuted blood such as created by Quietus or Vicissitude to preserve the effect.
•This ritual preserves blood only. No other substance may be preserved with this ritual.
•This ritual preserves the blood to the same state of freshness it was in when the ritual was cast.
•This ritual may preserve Kindred blood.
Scent of Lupine’s/Garou’s Passing
•This ritual may only detect actually present Lupines, not any scent they might leave behind. It is completely ineffective at tracking Lupines.
•The ritual creates the mixture that must be sniffed to gain the effect. Anyone may sniff the mixture to gain the ability to scent Lupines for the scene if the Thaumaturge says the necessary incantation as they sniff. The mixture retains its potency until sunrise.
•If the sniffer has smelled a particular Garou before while under this ritual, he may identify the particular Garou’s smell again with 3 successes on the Perception + Alertness roll.
Sense the Mystical
•The glittering is visible to all who can see the object, not just the Thaumaturge.
•This only detects vampiric magic, not any supernatural effect of Sphere Magic or any other power.
•This gives no information as to the kind of magic or the nature of the effect, only that magic is present in the person or object.
•The light from the candle itself activates the tell-tale sparkling effect - thus, if the candle light does not touch the magical person or item, such as if it were obscured or hidden in some way, the item will not sparkle.
•The candle must be lit as part of the 5 minute ritual. The ritual ends if the candle ever goes out, requiring the ritual to be cast again.
Serenading the Kami
•This ritual cannot aid an extended action that will take more than a single night to complete.
•This ritual enlists the aid of Umbral spirits in the task.
•This affects only the first physical action taken after the ritual is completed. The physical action must be taken within one minute of completing the ritual or the effect is lost.
The Carrion Fly Delayed
•The preservation granted by this ritual remains perfect regardless of the conditions the flesh or blood is stored in. Samples may be moved and used as desired while under the effects of this ritual.
•This ritual may be used on the same sample multiple times. Each time it is used, the duration resets based on the casting of the latest ritual.
•This may preserve samples that have been altered mystically such as blood altered with Quietus or Vicissitude. This preserves the alteration should that alteration have a duration.
The Imp's Affliction
•Despite its name, this ritual has nothing to do with the Infernal.
•This power may be used on living supernatural creatures such as werewolves and mages, though they may have their own protections against such.
•This does not require the True Name, only the name by which the victim identifies himself.
The Scribe
•This same ritual incorporates the variant that transcribes their words to computer files.
•Use of this ritual halves the time needed to scribe a Lore or Thaumaturgical Path or Ritual, or a
•A Thaumaturge may cast this ritual multiple times, though all will make copies of the same thing.
•The Scribe cannot write in any language or code that the Thaumaturge does not speak in. The Scribe has perfect and elegant handwriting, but cannot mimic another hand, the Thaumaturge's or anyone else's.
True Sight
•The doubling of Perception only applies to social rolls based on Perception, such as sensing deception or determining emotional state.
•This does apply to social based disciplines using Perception, such as Aura Perception.
Wake With Evening's Freshness
•This ritual wakes the caster without need for an Awakening roll.
•After the two turns have passed, the caster is subject to the usual penalties for remaining awake in the day and must immediately make a roll to remain awake.
•This ritual will waken the caster under any condition that might trigger the Danger Sense merit. The caster will wake before the event that might cause him harm occurs.
•If not directly in a combat situation when this ritual is triggered, the effects last for 1 minute.
Widow's Spite
•This ritual causes no true mechanical effect, more often used to scare victims with unknown pains and itches.
•The pain or itch lasts for the remainder of the scene in which the ritual is used.
•The Thaumaturge must have seen the target before using this ritual, though a full body photograph is enough.
Will o' the Wisp
•The ball of light cannot travel outside of the Thaumaturge's line of sight.
•The ball of light cannot produce light bright enough to cause penalties to anyone without the Light Sensitive flaw.
•The ball of light can be directed to cause distraction in combat, giving the person it is distracting +1 difficulty on all actions. The Concentration merit negates this penalty.
•Commanding the ball of light does not take mental actions on the part of the Thaumaturge and in combat, takes actions on the Thaumaturge's initiative.
•The ball of light lasts until dawn or until dismissed by the Thaumaturge.
•This is a long forgotten ritual created by those involved in the original Gargoyle project. Characters should have a very good reason for knowing this ritual.
•This ritual works for any Cainite, not just a Gargoyle.
•The duration is based on the caster's Permanent Willpower.
•If out of combat, the target loses one blood point per 30 seconds until once again acting in accordance with the Thaumaturge's orders.
•The specific orders must be given at the time the Humor is being infused. Future orders during the duration carry no additional compulsion.
Bind the Accusing Tongue
•The effects of this ritual rely on the victim to appropriately roleplay the effects. For this reason, the target of this ritual should be informed of the rituals effects.
•Negative words spoken are defined as any words spoken with negative implications or intent, not only overtly negative statements.
•This ritual is no barrier to writing negative things, only to verbalizing them.
•Should a victim attempt to say something negative about the caster and fail the roll, he will gag on his own tongue and be unable to speak for a full turn unless he succeeds in resisting the ritual.
Blood Into Water
•This ritual affects a 10 yard radius around the caster. While it is possible to measure spitting distance in a LARP, none of us really want to.
•This ritual will clean any blood stain no matter how old, though it leaves the stained material wet.
Blood Mastery
•This ritual requires a full point of blood from both the user and the victim.
•This ritual uses up the blood sample of the victim.
•The automatic success on this ritual applies even to contested checks, meaning that the Thaumaturge will automatically score one success more than his opponent did if the roll is contested.
•The effects of this trigger the first time a roll is made against the victim, regardless of the desires of the caster. If the caster is forced to make a roll before his designs come to fruition, then the ritual is expended on the first roll.
Blood Rush
•This ritual removes the need to make any hunger frenzy roll for one full hour.
•If this ritual is used on a vampire in hunger frenzy (though this ritual is not normally capable of being used on another, there are methods that would allow this scenario) it immediately pulls him out of frenzy and prevents the need for further hunger frenzy rolls for a full hour.
•If the person affected by this ritual is still hungry when the ritual ends (less than or equal to 7 – Self-Control/Instinct blood points left) he must immediately roll for Hunger Frenzy again.
•This ritual may be invoked on a target already affected by it. This resets the time to one hour from the point of the last casting.
Brand of the Paramour
•The twins whose blood must be used do not need to be identical, only actual twins.
•This ritual may only be used on a ghoul of the Thaumaturge.
•The phantom pain alerts the Thaumaturge to the kind of damage suffered and the general location of the injury, but not the severity. A stubbed toe will register the same as having one’s foot cut off.
•This ritual remains active indefinitely until the ghoul dies or is embraced. If the ghoul ever stops being a ghoul, the ritual will also end.
•This ritual may be used on any ghoul, whether human or animal.
Cloak of Blood
•This ritual may be performed on the Thaumaturge himself or on any other diabolist.
•For a mortal to be innocent, he or she must have a humanity score of 7 or higher. The blood taken from that mortal must be taken without force or coercion. Use of Mental and Social disciplines on the innocent count as coercion for these purposes, though the passive benefit from Presence to social rolls as well as other powers that affect the Thaumaturge himself do not.
•If the Thaumaturge is Hungry when taking the blood point from the innocent (7 – Self-Control/Instinct in blood remaining) he must roll for Hunger frenzy at difficulty 6. Should he enter blood frenzy, the ritual is ruined and must be begun anew with a new 7 days of fasting.
•This ritual lasts as long as there are blood points from the innocent in the Thaumaturge’s system. Blood points leave the body in the order of first in, first out. The beneficiary of this ritual should carry a card denoting how many of the innocent blood points are in his system and at what point in the rotation they are.
•Should a diablerie be committed while under the effects of this ritual, the amount of successes needed to detect diablerie lines in an aura is reduced to 3 for the next month.
•This ritual cannot remove the lines of an Assamite Warrior, as they are not gained from true diablerie.
Communicate With Kindred Sire/Communicate With Sire
•This ritual may only be cast to communicate with the Thaumaturge’s natural sire. If his sire is dead or in torpor, this ritual has no effect.
•The sire may choose whether or not to accept communication from his childe when this ritual is used.
•The mental link is purely for communication purposes. Neither party gains any sort of mind-reading on the other. Mental images may be sent as well as words.
•Should the sire be asleep when this ritual is used, this ritual’s use provokes an Awakening roll on the part of the sire.
Counting Coup
•The Thaumaturge must know the name of the intended recipient(s) to leave them a message.
•No matter what the image, this ritual can cause no damage or other mechanical effect, though the content may provoke Frenzy checks.
•The image triggers immediately upon the proximity of the intended individual. The dormant recording will last indefinitely until triggered.
•The Wits + Intimidate roll must be made after the ritual is cast successfully. Botching this roll also counts as a Thaumaturgy botch.
•At the conclusion of the ritual, all traces of the Thaumaturge's presence are erased, including Psychic residue that may be picked up by the Spirit's Touch and all signs of magic. Powers such as Wooden Tongues may still work as the spirits still saw what they saw.
•The recording may be anything the Thaumaturge can imagine within the guidelines laid out based on successes.
Dedicate the Chantry
•As long as multiple buildings are connected in any way, such as a covered walkway or a tunnel, they count as a single structure.
•This ritual only lowers the difficulty on those rituals that specifically affect or surround the structure itself or any lesser area within.
•This ritual only applies to rituals of Hermetic Thaumaturgy.
Defense of the Sacred Haven
•This ritual does not require a physical structure to contain the effect, though it will be a significant Masquerade breach should anyone stumble on a 20 foot radius outside where sunlight simply does not enter. Should this ritual be cast outside of a containing structure, the Thaumaturge must paint a circle in his own blood marking out the 20-foot radius.
•This ritual, even when cast inside a structure may risk significant masquerade breaches if basic precautions are not taken such as putting up actual blackout curtains.
•When within the effects of this ritual, a Kindred need not roll Rotschreck or take any damage from the sun, though the Weight of the Sun still applies, forcing him to make rolls to remain awake and reducing his dice pools as normal.
•This ritual lasts until the sunset following the ritual's casting.
•This ritual prevents sunlight from entering the area but has no effect on any form of artificial light.
Deflection of Wooden Doom
•This ritual only affects an attempt at the staking maneuver. It has no effect on wooden weapons not aimed at the heart.
•This ritual cannot stop non-wooden weapons enchanted with The Verdant Blade.
•This ritual will affect any wooden weapon, regardless of size or quality that is used in an attempt to stake the Thaumaturge.
•While the splinter is under the Thaumaturge's tongue, he should role-play difficulty speaking and is treated as though he possessed the Speech Impediment Flaw.
•This ritual affects thrown weapons and projectiles intended to stake as well as those used in melee.
•This ritual affects the first weapon used in a staking attempt regardless of the success or failure of the attempt.
•This ritual cannot be cast on the same Thaumaturge more than once.
•The magic can sense a feint or other insincere attempt to stake the Thaumaturge and will not be triggered. This ritual will trigger only on the first genuine attempt to stake the Thaumaturge.
•If the Thaumaturge is asleep when this ritual activates, he may make an awakening roll.
Devil's Touch
•The effects of this ritual are treated as the third level of Path of Curses, Pariah, save that it can only affect mortals, including ghouls and other "lesser templates" (kinfolk, kinain, sorcerers, etc.) but not any "major template" supernatural (werewolves, changelings, mages, etc.).
•In addition to the effects of Pariah, the victim suffers a +4 difficulty on all Social rolls for the duration of the power.
•This ritual lasts until the sunrise following the ritual's activation or until the penny is no longer on his person.
•The magic is in the penny, not the victim, and the victim does not need to be present for the full casting, but must be personally given the penny by the Thaumaturge for this ritual to take effect. The victim need not know that he has been given the penny.
•This ritual need not be used with any small denomination of any local currency roughly equivalent to a penny in value. It need not be an American or British penny.
Domino of Life
•This ritual may be cast up to five times, each producing a different effect to simulate humanity.
•Each time this ritual is cast, the subject's apparent Humanity score is increased by 1.
•Each separate casting requires a separate vial of human blood to be carried.
•This ritual cannot cause the Thaumaturge's aura to show him as human.
•The human blood must be fresh, acquired the same night as the ritual is to be cast. Stored blood whether preserved mundanely or mystically will not work for this ritual.
•The effects of this ritual last until sunrise or until the vial of human blood is no longer on the Thaumaturge's person.
Encrypt Missive/Epistle of Babel
•This ritual costs a blood point as the thaumaturge must write the missive in his own blood. This may cost more at the Storyteller's discretion if writing a novel.
•The Thaumaturge must know the name of the intended recipient to use this ritual.
•This ritual may only be used on a missive the Thaumaturge has handwritten himself in his own blood.
Engaging the Vessel of Transference
•This ritual only functions if it makes skin contact.
•The Intelligence + Occult check to recognize the sigil only applies if someone actually sees the sigil, which may be covered or hidden.
•When the ritual is cast, the blood in the vessel must be the caster's, however this can be exchanged for another's via the ritual.
•Opening the vessel ends the effect and requires the vessel to be re-enchanted.
•The vessel must be capable of holding a pint of liquid.
•No one, the caster included, is immune to the blood transfer if they touch the vessel.
•Feeling the chill of this effect does not mean the victim knows what has happened to him unless he scores 3 successes on a Perception + Occult at difficulty 6.
Evocation of the Taper/Quench the Tallow
•This is a single ritual granting both effects.
•This ritual requires Lure of Flames 1 to learn.
Expedient Paperwork
•This ritual reduces the amount of time of a Bureaucracy Influence action by one third, rounded up to a minimum of one week.
•This ritual can also be used to bypass such troublesome mortal bureaucratic problems as audits. The paperwork just seems to get exactly to where it needs to be and checks out.
Flatline
•This ritual requires either the subject’s True Name or a personal possession. It does not require that you know where they live.
•This ritual puts the victim in a coma-like state of suspended animation in which no sign of life is detectable.
•This power lasts until sunrise.
•This power has no effect on mystical powers that may detect life, only mundane physical and technological means.
Illuminate the Trail of Prey
•The destination of the journey is defined as the ultimate desired destination. Someone getting on a plane’s destination is the eventual stop of the plane, not the airport. Similarly stopping somewhere along the way does not count as having reached their destination.
•The trail glows such that only the Thaumaturge can see it. Thus sending others to follow the trail is useless.
•The Trail ends after a week’s time should the target not reach the destination of his journey.
•The trail is the path the subject has taken, not a direct path from the Thaumaturge to the victim. Thus if the Thaumaturge doesn’t know where the victim’s journey began, he cannot track him by this ritual until he locates the trail.
•The Trail cannot be hidden from the Thaumaturge. If he is in the vicinity of the trail (within line of sight) he will see it and be able to follow it.
Impressive Visage
•This power raises the user’s Appearance by 2. This may cause Masquerade problems if raised above 5 as the Thaumaturge takes on an impossible, angelic beauty.
•Should the caster wish, he may narrow the scope of this ritual, only granting the bonus to one specific feature of himself, and thus only getting the bonus dice when directly displaying that feature (brilliant teeth, beautiful eyes, etc.).
•This power is of no help to those characters who have an Appearance of 0 due to Clan Weakness or some other factor, but does stack with any Appearance gained from Mask of One Thousand Faces.
Incantation of the Shepherd
•This ritual increases the Thaumaturge’s effective Herd rating by 1 during any week he casts it.
•If the Thaumaturge does not have the Herd background, this ritual grants a +1 die on feeding as it locates nearby mortals that the caster has already drank from.
•This ritual can be justification to obtain and increase Herd.
•This ritual cannot track Minions or any other group of people than the Thaumaturge’s own Herd.
Learning the Mind Enslumbered
•This can only detect the cause of a Kindred’s Torpor or Final Death.
•This power can only give knowledge that the torpored or dead Kindred possessed themselves. If they did not see the attack coming or did not recognize it, this ritual cannot give that information.
•The message comes in the voice of the dead or torpored Kindred, whispering in the Thaumaturge’s ear. The message is auditory only, like the subject is describing the events to him. This ritual cannot convey images or other sensory data.
Luminous Vitae
•This ritual does not differentiate between types of blood, or how old. All blood appears the same under this ritual.
•This ritual does not detect blood within creatures, but does within jars or other vessels. However if the vessel is opaque, the Thaumaturge may not notice the glow.
•This ritual affects all blood within a 10 foot radius of the Thaumaturge.
Now Its Sight Is Ours
•The eye must be removed during the ritual. This cannot be used with a stored eye.
•The potions, though made with the Thaumaturge’s vitae, do not cause a Blood Bond. All power is consumed in the ritual.
•The eye is mystically preserved and will not rot.
•A drinker of the potion can switch back to his own senses at any time during the 10 minutes duration, but doing so ends the effect of that potion.
•While under the effects of the potion, the drinker is completely blind, but still retains all other senses at the actual location of his body.
Preserve Corpse
•This ritual may be applied to any solid organic matter and preserves it indefinitely as long as the dried liquid is not scraped off.
•The preservative liquid must be scraped off completely in order to use the preserved body parts for any thaumaturgical purpose.
•This ritual cannot preserve blood.
•This ritual can be used to preserve the bodies and body parts of kindred past when they would usually crumble to dust with the rising sun.
Purge the Inner Demon
•While this ritual is in effect, the subject cannot spend Willpower for any reason.
•The Manipulation + Empathy roll must be made after succeeding on the usual ritual roll. Botching this roll also counts as a botch on Thaumaturgy.
•This ritual cannot be cancelled early unless by means of another power.
•This ritual also affects Rotschreck.
Purify Blood
•This ritual can purify only one blood point at a time, regardless of generation or volume.
•This will remove any foreign substance from the blood.
•This will not cleanse transmuted blood such as that changed by Quietus or Vicissitude.
•This ritual does not change anything innate about the blood.
Purity of Flesh
•This ritual can remove Vicissitude infection if used before the user has purchased the first level. If he has already acquired Malleable Visage, the infection is too deeply rooted to be removed in this manner.
•This ritual will remove Quietus poison from the subject.
•This will remove any foreign item that has been implanted in the subject by means such as Vicissitude.
•This ritual must be performed naked. This is not an excuse to permanently destroy some unwanted item by carrying it in a pocket while performing this ritual.
•Anything removed in this manner is disintegrated, leaving a non-descript, thaumaturgically inert ring of gray dust around the caster at the conclusion of the ritual.
Rebirth of Mortal Vanity
•This ritual resets the subject’s appearance to match the new hair. Every night thereafter, the subject’s appearance will reset to the new look gained by use of this ritual.
•The hairs from the child must be plucked the same night as the ritual is cast.
•The hair can be grown in any style the Thaumaturge desires, though it will always be the color of the subject’s own hair.
Rite of Introduction
•This ritual is the expected standard protocol for a new Tremere entering a city. Not using it may cause social issues among the clan, particularly for higher ranking Tremere who should know better.
•This ritual contacts all Tremere within a 30 mile radius. The Tremere receive the message in order of Rank and Circle of Mysteries, beginning with the highest and then descending to the lowest. Only the highest ranked Tremere may respond to gain the 5 minute conversation, though he may pass this down the line to the next highest ranking Tremere if he wishes. This is particularly important in cities with multiple Chantries. For the purpose of this ritual, an Astor is considered a Regent of the 6th Circle, but can never respond, this duty being passed to the next highest.
•This ritual contacts all those of who have ever undertaken the Transubstantiation of Seven ritual, regardless of station or acceptance within the Pyramid. Those who are not part of the Pyramid are contacted last.
Sanguine Lodestone
•This ritual is the same as Craft Bloodstone. Despite its lower level here ECC uses the modern nights version at level 2.
Sanguineous Phial
•The earthenware jar may be of any size and contain any amount of blood.
•The jar must be buried for two days before any application of this ritual. The ritual itself takes only 5 minutes. Wise Thaumaturges who wish to continue using the same jar simply keep it buried for this reason.
•This may be used to preserve transmuted blood such as created by Quietus or Vicissitude to preserve the effect.
•This ritual preserves blood only. No other substance may be preserved with this ritual.
•This ritual preserves the blood to the same state of freshness it was in when the ritual was cast.
•This ritual may preserve Kindred blood.
Scent of Lupine’s/Garou’s Passing
•This ritual may only detect actually present Lupines, not any scent they might leave behind. It is completely ineffective at tracking Lupines.
•The ritual creates the mixture that must be sniffed to gain the effect. Anyone may sniff the mixture to gain the ability to scent Lupines for the scene if the Thaumaturge says the necessary incantation as they sniff. The mixture retains its potency until sunrise.
•If the sniffer has smelled a particular Garou before while under this ritual, he may identify the particular Garou’s smell again with 3 successes on the Perception + Alertness roll.
Sense the Mystical
•The glittering is visible to all who can see the object, not just the Thaumaturge.
•This only detects vampiric magic, not any supernatural effect of Sphere Magic or any other power.
•This gives no information as to the kind of magic or the nature of the effect, only that magic is present in the person or object.
•The light from the candle itself activates the tell-tale sparkling effect - thus, if the candle light does not touch the magical person or item, such as if it were obscured or hidden in some way, the item will not sparkle.
•The candle must be lit as part of the 5 minute ritual. The ritual ends if the candle ever goes out, requiring the ritual to be cast again.
Serenading the Kami
•This ritual cannot aid an extended action that will take more than a single night to complete.
•This ritual enlists the aid of Umbral spirits in the task.
•This affects only the first physical action taken after the ritual is completed. The physical action must be taken within one minute of completing the ritual or the effect is lost.
The Carrion Fly Delayed
•The preservation granted by this ritual remains perfect regardless of the conditions the flesh or blood is stored in. Samples may be moved and used as desired while under the effects of this ritual.
•This ritual may be used on the same sample multiple times. Each time it is used, the duration resets based on the casting of the latest ritual.
•This may preserve samples that have been altered mystically such as blood altered with Quietus or Vicissitude. This preserves the alteration should that alteration have a duration.
The Imp's Affliction
•Despite its name, this ritual has nothing to do with the Infernal.
•This power may be used on living supernatural creatures such as werewolves and mages, though they may have their own protections against such.
•This does not require the True Name, only the name by which the victim identifies himself.
The Scribe
•This same ritual incorporates the variant that transcribes their words to computer files.
•Use of this ritual halves the time needed to scribe a Lore or Thaumaturgical Path or Ritual, or a
•A Thaumaturge may cast this ritual multiple times, though all will make copies of the same thing.
•The Scribe cannot write in any language or code that the Thaumaturge does not speak in. The Scribe has perfect and elegant handwriting, but cannot mimic another hand, the Thaumaturge's or anyone else's.
True Sight
•The doubling of Perception only applies to social rolls based on Perception, such as sensing deception or determining emotional state.
•This does apply to social based disciplines using Perception, such as Aura Perception.
Wake With Evening's Freshness
•This ritual wakes the caster without need for an Awakening roll.
•After the two turns have passed, the caster is subject to the usual penalties for remaining awake in the day and must immediately make a roll to remain awake.
•This ritual will waken the caster under any condition that might trigger the Danger Sense merit. The caster will wake before the event that might cause him harm occurs.
•If not directly in a combat situation when this ritual is triggered, the effects last for 1 minute.
Widow's Spite
•This ritual causes no true mechanical effect, more often used to scare victims with unknown pains and itches.
•The pain or itch lasts for the remainder of the scene in which the ritual is used.
•The Thaumaturge must have seen the target before using this ritual, though a full body photograph is enough.
Will o' the Wisp
•The ball of light cannot travel outside of the Thaumaturge's line of sight.
•The ball of light cannot produce light bright enough to cause penalties to anyone without the Light Sensitive flaw.
•The ball of light can be directed to cause distraction in combat, giving the person it is distracting +1 difficulty on all actions. The Concentration merit negates this penalty.
•Commanding the ball of light does not take mental actions on the part of the Thaumaturge and in combat, takes actions on the Thaumaturge's initiative.
•The ball of light lasts until dawn or until dismissed by the Thaumaturge.