From: BRETT C DOYLE Subject: Call of Cthulhu Rituals Here are rituals that I have converted from the Call of Cthulhu game to VtM. I'd like to state right now that none of these rituals are my own idea, and in many cases are directly quoted (plagerized) from the Call of Cthulhu 5th Edition game book. Hope you like them. Thamaturgy Rituals Level 1 Implant Fear (Call of Cthulhu) (1) This simple ritual causes the target to be filled with soul-chilling dread. System: The caster spends one willpower point, and concentrates on the target for five minutes. The target then must make a courage roll vs. 8's to stay in the area, or avoid terror frenzy if kindred. Even if the roll is made, the kindred can take no other action in the turn that she is affected by this ritual. Level 2 Bad Corpse Dust (Call of Cthulhu) (2) This ritual creates a barrier which animated corpses cannot cross. This power requires the intestines of a zombie or vampire, an ounce of flesh from the dust-maker (which she must bite out of himself), and the dried and powdered flowers of a rare jungle liana. The whole is carefully dried, pounded together, and chanted over for several hours, then poured in the desired trail or line, and chanted over. The dust then forms a magical invisible wall which the restless dead cannot cross. This barrier remains until the dust is washed or blown away. System: This ritual requires the caster to spend one willpower point (when biting her own flesh). The dust can be used to make 30 yards of barrier, and may be stored indefinitely. Chant of Thoth (call of Cthulhu) This ritual increases the caster's chance to solve a particular intellectual problem. The ritual requires 30 minutes of chanting. System: The caster receives a -1 difficulty on any knowledge ability roll, provided that she already has some skill in the area. Create Scrying Window (call of Cthulhu) (2) The caster makes a magic window which looks into the past. System: The ritual calls for the enchantment of a central clear viewing glass which involves the caster spending one permanent willpower point. When the glass is enchanted, it must be keyed to a specific time in the past, relative the current date. (200 years ago is good, but 1792 A.D. won't work.) After the central piece of glass is enchanted and keyed, 98 pieces of quality colored glass must be enchanted, requiring one blood point each, and fitted carefully into a geometric mosaic with the clear viewing glass in the middle. When finished, the central glass displays the site at which it is placed. The viewing sight may be changed by spending one willpower point, and concentrating for five minutes per every one-hundred miles moved. Find Gate (Call of Cthulhu) (2) Any Gate to or from another world or plane becomes apparent to the caster, if it is visible to the caster. The ritual does not aid the caster in using the gates, it only locates them. System: Once ten minutes of chanting passes, the ritual lasts for one hour. Nightmare (Call of Cthulhu) (2) The caster cause a victim of her choice to experience a horrible nightmare, and to awaken shaken and screaming. The victim cannot remember the contents of the dream unless put under hypnosis or dominate. The Storyteller determines the exact nature of the nightmare, which is closely connected to the targets life. The caster must know the name of the sleeping individual. The ritual has an unlimited range. System: The victim awakens having lost one willpower and blood point. Level 3 Bless Blade From Call of Cthulhu (3) Bless Blade creates a blade capable of damaging or killing entities which can be harmed only by magical weapons. Requires the blood sacrifice of a large animal (large dog or greater). The blade of the knife must be pure elemental metal. The blade may be of any size. If the blade is broken, melted , or otherwise damaged, it permanently loses this ability. System: The caster must make the animal sacrifice and spend one willpower point during the one hour ritual. The blade then does aggravated damage to any creature it strikes. A botch will using the knife means that the blade has been damaged, and the ritual has been broken. Cast Out Devil (Call of Cthulhu) This ritual frees the target of possession by alien entities. This elaborate spell takes a full day to cast, requiring many components of African tribal magic. System: The caster makes an opposed roll using her willpower against the possessing entity. The caster must acquire five successes in order to force the entity out of the body. If the entity acquires five successes against the caster, it is immune to further exorcism attempts from the caster. Each helper that also knows the Cast Out Devil ritual who assists with the casting add one die to the caster's willpower roll. Flesh Ward (Call of Cthulhu) (3) Flesh Ward grants protection from physical attacks to a person of the casters choice. Only one Flesh Ward may operate on a given target at a given time. System: The caster chants for fifteen to twenty minutes, during which time she must spend a blood point for every two levels of armor she desires. The armor wears off as it absorbs damage. (Someone with ten levels of armor will have seven levels of armor left after being hit for three levels of damage.) The target soaks any damage taken before it is blocked by the Flesh Ward. Keenness of Two Alike (Call of Cthulhu) (3) This ritual heightens mental clarity, concentration, and retention for seven hours after the casting. Conclusions drawn under the ritual will be remembered after the spell ends, but the derivations of those conclusions may become mysterious. The ritual requires two casters, and one hour of time to cast, and involves blood-incest between the two casters. Only one caster needs to know the ritual. Keenness of Two Alike comes from the black Tantric traditions, or left-hand Tantrisism. System: For the duration of the ritual, the chosen casters intelligence rises by two points. Seal of Isis (Call of Cthulhu) (3) This ritual protects all inanimate objects from magical attacks within 50 feet of the original casting. The ritual requires one hour to cast, and a number of willpower points from the caster. System: For each willpower point spent in the original casting, subtract one success from magical attacks on inanimate objects within the spell's radius. The spell last three months per willpower point spent. Voice of Ra (Call of Cthulhu) (3) Casing Voice of Ra give the caster a two dot boost to her Appearance attribute, and to her Subterfuge and Empathy abilities. The ritual take two hours to complete, and lasts until the next evening. Level 4 Conjure Glass of Mortlan (Call of Cthulhu) (4) The caster creates a way to view scenes from the past. A crystal ball and an enchanted brazier are required. The caster shines the light from a candle through the crystal ball onto smoke from the brazier to form a vision. The caster can then look into the past, into an area of her choice. There is a significant chance that the vision will come under the control of a Demon (about one in five). Often the demon will cause visions that pertain to some artifact or itself. System: The caster must spend one blood point during the casting of this ritual. Soul Singing (Call of Cthulhu) (4) The caster causes her victim to hear and see only what she desires. The caster must create a specially prepared bone pipe for the ritual, which takes one night's preparation. The caster then may use the pipes once. The ritual is most often used to lead the target to their deaths. Usually only the victim can hear the pipes being played. The ritual last until the caster stops playing the pipes. System: The ritual requires no rolls, but bystanders may hear faint, directionless, bizarre pipe music if they make willpower roll's versus 7's.