BEYOND THAUMATURGY by Deird'Re Brooks (Note: These thaumaturgy abilities are level 6-10 and ignores the Player's Guide treatment of the subject) Plentiful Vitae (6) This allows the Kindred to gain more benefit from each feeding. System: Roll Intelligence + Medicine after feeding. Each success gives her one additional Blood Point, up to the number taken in her last feeding, giving the potential to double her feeding. Sense of Blood (6) Allows the Kindred to detect true Generation (what she started at), effective Generation, whether the target has committed Diablerie, approximately how full the Kindred is, and the Clan. This can be used on Kindred up to 50 feet away. System: Roll Perception + Occult vs an 8. Number of successes determine how much information is gathered and how accurate it is. True Theft of Vitae (8) Used on one target, this allows you to make use of the target's Blood Points in any way you desire. The target gains no benefit. System: You roll Manipulation + Intelligence against Willpower, each success allowing you to use one Blood Point, to spend as if it were your own. This is in addition to your own Blood Pool. Famine 'Midst the Feast (8) Use of this ability causes the subject to be completely unable to ingest Vitae, except the Thaumaturgist's own blood. System: Roll Manipulation + Survival vs. target's Stamina + Fortitude. Target number for both rolls is a 6. THAUMATURGY PATHS CREO IGNUM: LURE OF FLAMES (revised) by Brandon Quina (lore@tmgbbs.com) * Extinguish By sticking your hand in a fire, spending a willpower point, and making a willpower roll (Difficulty varies depending on size of fire) you may extinguish the flame.. You take a non-aggravated level of damage. ** Create Flame The vampire can create small amounts of flames at will. You must spend one blood point, and make a willpower roll (difficulty 7) You can't be harmed by this fire until you release it. You may hold it a number of turns equal to the number of successes you get. Successes 1 A candle, or flame on the tip of your finger 2 A palm of flame 3 Campfire sized *** Fireball The vampire may, by spending a blood point hurl flames at his target. To hit he rolls Dexterity + Occult (difficulty 8). The fire does 2 levels of aggravated damage. **** Walk the Flames By spending a willpower point, and making a stamina roll (difficulty 8) he needs at least 3 three successes, he becomes immune to flames for the scene. ***** Conflaguration By spending a willpower point, and making a intelligence + occult roll (difficulty 8) and making at least 4 successes you may cause a whole room sized area to erupt in flames and they do 5 levels of aggravated. You are unaffected by the flames. KISS OF SUNLIGHT by Deird'Re Brooks With sunlight being the bane of most Kindred's existence, it was only a matter of time before someone designed a Form to take advantage of the situation. Roll Wits + Survival to use this Path. * Illuminate The Kindred can illuminate a 30 ft diameter circle with moonlight. Treat the light as the full moon. ** Weaken the Light The Kindred can reduce the potency of sunlight around herself. Number of successes can be used to determine reduction in T# or number of hours the protection lasts. *** Flare This level gives the Kindred the ability to create a flash of sunlight around one person. It lasts long enough to affect him, but does not affect anyone else. The number of successes + 3 determines the Difficulty for Soak purposes, or the number of wounds caused, divided between the two as the caster desires. Damage is _not_ aggravated. **** Strengthen the Dark The ability to reduce or intensify sunlight around another being. If used to intensify, add the successes to the Difficulty. This can be used immediately before using level 2. ***** Banish the Dark Now the Thaumaturgist can create an area of full sunlight, 30 feet across. Treat the Difficulty as for level 3. LIGHT OF TRUTH by Megan Kate McGuire * Will o' the Wisp (This duplicates the Sabbat Thau. ritual.) The Thaumaturgist may summon a supernatural ball of light. The ball travels as the Vampire mentally commands. It is useful as a simple source of light, and may preform limited functions such as glow brighter or dimmer, divide into smaller balls, fly about etc. ** Illuminate The Thaumaturgist may illuminate an area (size dependent on successes) with a light that has no discernible origin. Alternatively, she may choose to use successes to determine brightness. *** Truesight The Thaumaturgist may now use the light to sense the true emotions and or appearance of anything bathed in it's glow. This works like Auspex, although it breaks through Obfuscate and Obtenebration and even Chimmerstry according to successes rolled. **** Farsight The infusion of light created may now be sent to another location the Thaumaturgist knows in order to 'illuminate' the situation there. By focusing the magus may 'see' the place as if clairvoyant. Additional successes determine the range of the probe as well as use of Auspex abilities. ***** The Light of Truth By spending 6 points of her own blood, the magus may concentrate light into a lazer-like weapon of pure energy. The ray will emanate from a tiny palm held light source and sweep around the area, cutting through everything it touches in a flat line except the caster herself. The damage is considered aggravated and can be instantaneously lethal. The expenditure of a willpower point as well as at least two successes on a Perception+Melee roll is required to aim the beam at a particular level (difficulty based on generality of level. i.e. six at upper torso, seven at neck, nine at heart, etc.) LURE OF FLAMES (revised) by Jason Levine Only the most courageous Kindred follow this path, which allows one to manipulate the forces of fire. Usually, one success is all that is required to properly conjure the fire; other rolls follow the usual rules (one success = marginal, two = moderate, three = complete, etc.) Note that creating the flame and doing something with it (such as throwing it) is just one action. The flames created by this path are unnatural, and cannot harm Kindred while contained on the caster. Thus, a palm of flame will not harm the caster or anyone else until thrown, and the caster can safely immolate himself without taking damage or harming anyone who touches him. The difficulty of resisting Rotschreck from such "safe" flames is one less. The Thaumaturgist does not suffer Rotschreck for the use of his powers (since he made his Courage roll), but if his fire is turned against him (as often happens when using Summon the Fiery Conflagration), he is affected normally. * Flickering Flame The character can summon a flame equivalent to that of a candle; it may be created in his hand or on any nearby surface. It is not powerful enough to harm anyone, and will only set paper, alcohol, and other flammables (most clothing is not flammable) afire. System: The character must make a Courage roll (difficulty 4) to create the flame. If the surface on which it will rest is far away or must be aimed very precisely, a second roll against Perception + Alertness (difficulty set by the GM, generally between 5 and 8) should be made to place the flame precisely. Placing it on a Kindred's face is difficulty 8, but forces him to make a Courage roll (difficulty 5) or suffer Rotschreck. ** Palm of Flame The character can fill his hand with pure flame, which may then be thrown at anyone nearby. System: Creating the flame requires a Courage roll (difficulty 5) and one Blood Point. Once created, it may be thrown up to (Strength x 10) yards by rolling against Dexterity + Throwing (difficulty equal to distance/Strength, minimum 3). Athletics may be substituted, at +1 difficulty. Treat the flame as a torch (one wound, difficulty 5 to soak, difficulty 5 to avoid Rotschreck). *** Dragon's Breath A jet of flame arcs forth from between the character's hands toward its unfortunate target, like the breath of a dragon or the stream of a flamethrower. Note: This power can never be contained on the caster. System: The character must spend a blood point to create the jet, then roll Dexterity + Courage (difficulty 6 to 60 yards, 7 to 120 yards) to aim it; apply normal firearms modifiers for cover, etc. Treat the flame as a flame thrower (two wounds, difficulty 7 to soak, difficulty 7 to avoid Rotschreck). **** Immolation This power causes a person to become enveloped in flames. This can turn the caster into a fearsome body of flame, or ensure the death of another vampire. System: Self-immolation requires only that a blood point be spent and a Courage roll (difficulty 7) roll be made. Immolating another person costs a blood point, and a Willpower roll (difficulty 7) must be made; this roll is resisted by the target's Willpower (difficulty 8). One net success results in one limb catching fire (treat as Palm of Fire, above). Two net successes result in a large section of the target's body catching fire (treat as Dragons's Breath, above). Three net successes result in total immolation (three wounds, difficulty 8 to soak, difficulty 8 to avoid Rotschreck). Every net success past three adds an additional turn for which the fire will burn regardless of any non-supernatural attempts to put it out! ***** Summon the Fiery Conflagration The character can cause the world around him to catch fire. This is a risky power, as the vampire has no control over what the fire will do, once started. Note: This power can never be contained on the caster. System: Two blood points must be spent (taking multiple turns if necessary) and a Willpower roll (difficulty 8) must be made. The successes from the roll determine the size of the area affected; the vampire can always ignore successes to restrict the conflagration to a small area. 1 success room 2 successes small apartment 3 successes condo/1 floor 4 successes house/2-3 floors 5 successes apartment building The affected area catches fire; those in the area may have to make Dodge rolls to avoid falling timbers, mortals may start choking on smoke, etc. Courage rolls (difficulty 9) are needed to avoid Rotschreck. MOVEMENT OF THE MIND (revised) by Jason Levine This path lets the Thaumaturgist mentally lift, move, and control objects; another term for it is telekinesis. Objects may be manipulated as if in the vampire's hands; axes may be swung, guns may be fired, etc. If this is used on a living being, they may resist the power with a Willpower roll (difficulty equal to the character's difficulty); each success subtracts one success from the Movement of the Mind roll. This power requires total concentration; nothing else may be done. For all powers below, the successes determine how fast the object can be moved in one turn. 1 success one foot 2 successes one yard 3 successes three yards 4 successes ten yards 5 successes twenty yards * Move the Feather Up to one pound may be moved using this power. System: The character must spend one blood point and roll Willpower (difficulty equal to 8 minus the character's Movement of the Mind rating). ** Move the Log Up to 20 pounds may be moved using this power. System: The character must spend one blood point and roll Willpower (difficulty equal to 9 minus the character's Movement of the Mind rating). *** Move the Body Up to 200 pounds may be moved using this power, or it may be used to levitate the Thaumaturgist only (regardless of actual weight). System: The character must spend one blood point and roll Willpower (difficulty equal to 10 minus the character's Movement of the Mind rating). **** Move the Boulder Up to 500 pounds may be moved using this power. System: The character must spend one blood point and roll Willpower (difficulty equal to 11 minus the character's Movement of the Mind rating). ***** Move the Mountain Up to 2000 pounds (1 ton) may be moved using this power. System: The character must spend one blood point and roll Willpower (difficulty 7). PATH OF AEOLUS by Trey The caster summons an eerie, chiling fog to shroud the landscape. An occult roll is needed against a variable difficulty (4 near the sea, 6 average conditions, 9 in a desert). The caster's vision is unhindered by the mist, but all others halve their perception rolls. In addition the mist is creepy and unnerving to all enemies, -1 to willpower and +1 to frenzy rolls. I think that the protean ability to see thru darkness (level 2 but I forgot the name, Gleam of the eyes or something) is nullifies at rating four. * 20 square feet, an entire building. ** The area equating to an entire city block. *** The area equating to a small neighboorhood. **** The area equating to a very large neighborhood or a small district (the south side, downtown and industrial area, etc.). **** Several large areas or even a small city. Cities near large bodies of water or rivers would be able to be included in this category (like London...). PATH OF AEOLUS by Rob Scott Basic roll for effectiveness is path level+occult. The area effect is determined bye the number of successes. Performing the path near a river or by the sea increases the effect level by one. # of Successes Area Effect 1 20 square feet 2 City block 3 Small neighbourhood 4 Large neighbourhood 5 Small city or large city if on river * Summon fog (ordinary type). ** Summon fog. Casters perception is unaffected while everyone else haves theirs. A -1 willpower affects others due to unnerving effects. *** Bonuses to hide in fog (ie silent movement etc). **** Silent fog. Sound only travels 4'. Mortals have to make a willpower roll vs the number of successes or panic. ***** Become as one with the fog-virtually invisible, semi-ethereal (ie non agg damage auto 4 success on soak roll), limited power of flight (ie walk on water, cannot seep through cracks). PATH OF THE ARCHANGELS by Joseph Carriker (oakthorne@hotmail.com) Developed by the Christian Qabbalist and Theurgist Prince Flaminio Rey del Angel of San Antonio, the Path of the Archangels allows the Theurgist to mimic the powers and attributes commonly attributed to the four Archangels and finally Divine Retribution itself. These powers do not really invoke True Faith, but at higher levels, the spiritual purity of the wielder (read: Humanity) will have some bearing on the success of the Path. In my campaign, I require the Theurgist to have a rating in the secondary Knowledge of Theology at least equal to the rating in this Path. Only those with Humanity may wield this Path, but at the ST's option, those on human-like Paths or Roads (such as the Roads of Heaven or Chivalry, or the Path of Harmony) might learn these powers. * Hand of Uriel With but a touch, the Theurgist can instill a morbid fear of dying in his target. This power causes the target to suffer penalties against Rotschreck, but does not cause Rotschreck itself. System: The target is touched and a Blood Point is spent. The victim is now at a +3 difficulty to his next Courage roll. ** Armour of Michael The Theurgist who invokes the Armour of Michael is enveloped in a silvery, flickering aura of fire. This does no damage -- indeed, it allows the Theurgist protection against damage. System: Roll Willpower (diff 8) and spend 1 BP. Each success lowers the difficulty to soak damage by one. With each soak roll, this protection wanes by 1 pt until dissipated or the scene has ended. Thus, if four successes are gained, the first soak roll is at -4 difficulty, then the next soak is at -3, etc, until all bonuses are used or the scene ends. *** Gabriel's Remorse The Theurge is able to send feelings of guilt and remorse through a target. The more human the target is, the more susceptible he is. System: Roll Manipulation + Empathy (diff 11-Humanity of target). To take an action while wracked with guilt, the target must roll Conscience (dif of 3+ successes rolled). **** Glory of Raphael The Theurgist is able to glow with the glory of the sun, wounding vampires and often causing Rotschreck. Unlike the earlier abilities, the Theurgist's own purity does determine the success of this power. System: Spend 1 Willpower Point and roll Humanity (diff 6). Each success causes 1 Health Level of non-Aggravated damage; this is not true sunlight, after all. All vampires in the area (roughly a 10' radius per point of Humanity) must also roll Courage (diff 6) or enter Rotschreck. ***** Castigatio Caelestis Somehow, the Theurgist is able to tap into his own Humanity and cause the target of this power to suffer grevious, wracking wounds. These wounds manifest as physical embodiments of the target's sins. Thus, a spousal abuser might spontaneously develop broken bones and bruises, a murderous pyromaniac might burst into flame and the slasher serial killer might develop gashes and cuts. However, the wielder of Castigatio Caelestis must be sure of his own purity, for this power may backfire, wounding the prideful Theurgist and inflicting damage in the form of the Stigmata upon him. System: The Theurgist and the target's Humanity ratings are compared. The one with the lowest Humanity takes the difference in the ratings as Aggravated damage. This power works well against inhuman vampires; any vampire with a Path of Enlightenment is considered Humanity 0 (exceptions are as noted above). These wounds may be soaked with Fortitude only, difficulty 7. PATH OF BIOLUMINESCENCE by Ian Turner This path was mentioned in passing in a Sabbat book, but never developed. As with any Path, make a Willpower roll; the difficulty is the level of the Path being invoked +3. * Corpse Candle This conjures on ones self a ball of light of lantern or torch intensity. The caster can leave the ball adhering to his hand or set it to follow him at arms' length for as long as desired. He can also 'program' it to proceed at walking, jogging or running pace in a straight line away from himself as he desires.. Most casters simply keep it following at arms' length and then command it as necessary, as the caster can choose to concentrate at any time (counts as an action) and change its orders. It is difficult to use to effectively blind mobile targets as the caster can not control it fine enough for such attacks, although a caster with the ball on his palm can simply slap his illuminated hand over another persons face and cause her to blinded for as long as his hand remains plus one die turns thereafter (Make a Stamina + Fortitude roll, Difficulty 6, for each success reduce duration by 1 turn, down to zero). Extra successes on the initial Willpower roll can be spent to add hours of duration and/or to create additional balls. One success creates one ball lasting 1 hour. The balls can be red, green or amber and extinguish at the caster's will or upon his death. ** Circle of Light This level allows the caster to clearly illumine a 10' radius with light of daylight intensity (although the light is usually silvery and looks nothing like sunlight). The light normally lasts 10 minutes and can come from the caster and move with him or can be focused upon an area or item (which costs one Blood Point and it is the spilt blood which glows) and be mobile only if the area or item is mobile. Extra successes on the initial Willpower roll allows the caster to double the radius or the duration, with cumulative effect, meaning that a caster with 5 successes can spend the extra 4 on radius and light up a 160' radius area for 10 minutes or on duration to light a 10' radius for 2 and 1/2 hours! Upon creation the caster can choose to tint the light red, green or amber (amber will force Rotschroek checks for Setites or Photophobes) or to make it dimmer, but he cannot change it, except to will it out of existence, thereafter. *** Faux Fire The caster can now mimic the Path, Lure of Flames, creating realistic-looking, but harmless, fires from his body. The Fire is normally cool and harmless (Difficulty to avoid Rotschroek is normally two less, although the caster can spend a Blood Point upon creation to make the fire feel hot and exposure to 'Hot' Faux Fire causes Rotschroek at only 1 less Difficulty). The flames start on the Thaumaturgist, although he can make them snake off of him (although they cannot jump more than arms' length and must usually snake along some sort of surface, even if that surface is water!) by concentration (acts as an action) and form into writings, engulf another or even shape into a small humanoid figure (such stunts require a Manipulation + Occult roll, Difficulty 6 for the engulfment, 7 for the humanoid and 8 for the writing). The fire normally lasts only a turn, but the caster can maintain it through concentration (no actions, move only Dexterity yards / turn). 'Hot' Faux Fire is actually only about 100 degrees Fahrenheit, but the initial shock is what matters in this case. Clever Thaumaturgists maintain 'hot' fire on themselves for a few minutes to 'warm up' before going to a social occasion or into a wintry night. **** Piercing the Gloom From his palms or face the caster can create a silvery searchlight intensity beacon of light, potentially blinding his foes and revealing things hidden in the night. To strike another in the face and temporarily blind her he must make a roll of Dexterity + Firearms (Difficulty 8 for a target with a roughly human-sized head, Difficulty 6 against those with Heightened Senses active on their eyes or the Setite Clan Weakness (or the similar Flaw)). The blindness will last for one die turns (minus one turn per success on a Stamina + Fortitude roll, Difficulty 6, with those vulnerable types mentioned above not getting to roll this 'soak' at all!) + the turn that the beam initially hit (the caster can maintain the beam on the face from turn to turn so long as he keeps his aim by succeeding in a new accuracy roll each turn to maintain the beam, the d10 turns do not begin until the beam leaves the victims face and he must reroll the 1d10 each turn to check for larger results (do not add the results, simply take the longest)). The beam normally lasts only 1 turn, but successes can be spent to add turns to the duration on a one-for-one basis. The beam normally clearly illuminates the undersides of clouds and allows figures to be seen (if not identified) at 120' or more. Repeated use against mortals can cause permanent visual impairment. Any foe blinded by this power can take only limited actions, most at +4 Difficulty, unless he has Blind-Fighting skill and / or other Heightened Senses to carry the slack for his useless eyes. ***** Phoebus' Arrows This power acts much like the above power, but requires a Blood Point to activate and produces a searchlight-like beacon of pure sunlight. Most Kindred will enter Rotschroek (Difficulty 8 to avoid) and take one to three Aggravated Wounds (depending upon attire) at the touch of this beam (which can only hit one target / turn, barring the use of Celerity), and all present when it is conjured must make Rotschroek checks (Difficulty 7, with some minuses, depending on their Flaws or Clan Weaknesses), including the caster (although he has a Difficulty of 2 and must essentially Botch to fail). The number of successes determines the intensity of the sunlight (1 success, Difficulty 3 to soak, 2 successes = Difficulty 5 to soak, 3 successes = Difficulty 7 to soak, 4 successes = Difficulty 9 to soak and with 5 successes the difficulty to soak the sunlight's wounds is 10). Any extra successes can be spent to add turns to the rays' duration on a one for one basis. To hit another person with the ray requires a Dexterity + Firearms roll, Difficulty 7 on the turn it is created and Difficulty 6 on any subsequent turns (it is easier to aim when it is visible, acting as its own laser sight!). Note that non-Kindred can still be blinded by this ray as with Piercing the Gloom, above, although no special results are possible. As an added bonus, the rays also destroy most Obtenebration manifestations on contact. PATH OF BLOOD (revised) by Brandon Quina (lore@tmgbbs.com) The vampire with this path has a deeper understanding of the nature of blood, and can do various things with it that the normal vampire simply cannot do. (This replaces the Path of Blood)) * Taste of Blood By touching a sample of blood, the vampire may tell such things as Generation, Clan/Bloodline, last time he fed.. If the blood is non-vampiric he can tell such things as Race, or Species. Diseases and such can be detected. ** Blood Syphon By touching the subject, and making a charisma + empathy roll, the vampire may transfer blood to or from the subject without biting, and with no risk of the blood bond. One blood point may be transferred per success. *** Sweet Blood By placing three blood points in a container and making a willpower roll (difficulty 6) anyone drinking the blood must make a willpower roll (difficulty 8) or gain a blood bond to the vampire. The bond is of a power equal to 10 - the number of successes the victim made.. Every 2 nights the victum may make another willpower roll (difficulty 8) to further reduce the power of the bond. When the bond gets to 0 it is broken. The blood does not have to be your blood, and it merely takes a bit of concentration (the willpower roll) to enchant it. **** Spit Blood You may turn your blood acidic and spit it at anyone within Strength x 2 yards distance.. The blood does 4 points of aggravated damage + 1 per generation lower than 10th to a maximum of 8 dice at 6th generation. To hit with the blood, you must make a dexterity + firearms roll (difficulty 7) ***** Blood Symbiont By vomiting 4 blood points, and making a successful willpower roll (difficulty 8) the vampire gets a servant composed of his blood. The blood is slightly intelligent and can follow simple orders. It tends to look like the character, just slightly smaller. The character has alot of control of the Symbiont and can control it if he enters a trance like state (make a willpower roll) and spends a willpower point. Blood Symbiont Strength: 1, Dexterity: 4, Stamina: 2 Perception: 3, Intelligence: 3, Wits: 2 Willpower: 4, Health: OK, OK, -1, -3, DEAD Attack: Bite: 2 dice (Aggravated) Alertness: 3, Brawl: 1, Dodge: 4, Empathy: 2, Subterfuge Note: The symbiont is slightly empathic, and can read surface thoughts on a successful Wits + Empathy roll (difficulty subjects willpower). The symbiont shares a empathic bond with his creator (it is his blood afterall) and can transmit sensory information. PATH OF CYBERTHAUMATURGICAL EXPERIMENTATION (VIA ARS CORPUS MACHINA) by Gregory Rowbotham (gard@ats.com.au) "For too long we kindred have been happy to use the same powers over and over again. We are creatures of habit that have been stuck into a terrible and potentially fatal rut. We, Tremere, once boldly took the initiative and transformed ourselves from the mortal mages of House Tremere to the immortal vampire Magi of Clan Tremere. But we have grown lax and have felt content to sit on our laurels and let the world go by; we have fallen behind. All our magicks look back into the past and try to glean power from the dark ages of yesteryear. Recently we have gained information that human mages called the Technocracy use cyber-magick to rule the world. So I say, once again Clan Tremere will take the initiative and look forward to see what magicks can be brought under our sway. This path will meld the ancient and the modern into something more powerful. We will be transformed!" To use this path the thaumaturgist must have equal levels in science and medicine as the path level required. The magus will also need equal levels in BioThaumaturgy. The mystic cyber-tech grafted onto and into the bodies of the subjects will have a techno-mystic quality, i.e. gleaming metal etched with eldritch runes, Words of Power written on gun barrels, clean computer datajacks surrounded by Invocations to spirits of information and communication etc. This is a melding of science and magick; it should always feel that way. * Understand the Machine (Intelligere Machina) At this first level the thaumaturgist is able to ken the nature of any mechanical device. The plans and schematics are open to the caster with a mere touch. System: Roll Int + Science (Dif 5) Each success gives more information about the machine. Simple mechanical objects, like a toy or a lock would require only one success but a complex device like a computer or internal combustion engine would require more 3-5. With this knowledge the character is able to better repair the device, or build a new one as the plans are in his head. This spell will subtract one from any target number when using this device. Any attempt to pick a mechanical lock after this power has been used on it will subtract 2 from the roll. Also any attempt to destroy a device after the use of this power will also have 2 subtracted from the difficulty as the caster knows where to strike, plant the explosives etc. This power takes merely seconds and physical contact with the subject to perform. ** Repair the Machine (Reficere Machina) Now the thaumaturgist is not only able to understand his mechanical servants but to repair them as well. Using an array of strange and seemingly useless tools that would baffle an average mechanic the caster is able to repair nearly any mechanical device, no matter how broken. System: Roll Wits + Science (Dif 7) and spend a blood point. Each success repairs one point of damage to the device. If the device is fully ruined but all the parts are still in existence, albeit in a damaged state, then the thaumaturgist is able to totally fix the machine. The number of successes for the repair job is based on the complexity of the item. Successes Complexity 1 Simple lock, lever or electrical switch 2 Simple machine (Windmill, simple electronics (games)) 3 Moderately complex machine (steam engine, electrical appliance) 4 Complex machine (Combustion Engine, Computer) 5 Unearthly machine (super/alien tech) The caster must first surround the device in a mystic circle. This may limit the size of the machine the thaumaturgist can repair. Once the circle is drawn and the correct invocation uttered the repair work takes an hour to complete. This is because the magick is fixing the machine and not the caster per se. It may take longer if the device is very big as the caster will have to travel around the device and repair points. Note: This is to fix one device that has a specific function. To fully repair a technocrat VoidShip, for example, would require the thaumaturgist to first understand the ship, second, surround it in a circle and third, cast the spell for each broken component. The caster is also able to change the shape of a device or miniaturize it, not merely repair. This opens up a whole new range of possibilities. Each success halves the device's size. *** Augment the Animal (Animalis Amplificatio) Instead of merely understanding machines and fixing them, now the thaumaturgist is able to start melding them to flesh. To begin with the caster works with the lesser life-forms. System: Roll Int + Science (Dif 8) and spend a blood point. For each success the caster is able to augment the animal's attributes, or give it new skills or give it an ability that mere biothaumaturgy cannot give, (e.g. listen to the radio bands, fire bullets etc). This augmentation will be in the form of attached and/or imbedded technology. It is up to the ST to decide how many successes are required to meld certain devices to certain animals. The bigger and more complex the device is in comparison to the animal the more successes will be required. The caster can quite simply meld an ordinary piece of technology to the animal and it will work, but it will be unsightly and awkward. It would be best for animal and caster for the thaumaturgist to use the second level ability on a device, or merely craft it with mundane tools and skills and shape it to a more economical size. Conjuration can be used in this case but a high number of successes will be needed to make the new cyber-device flawless enough for transplanting. The operation will take a few (1-4) hours but the animal will require a week to recuperate from the damage and to get used to its new parts and abilities. **** Augment the Human (Humanus Amplificatio) The thaumaturgist skill has risen to the point where she is able to start grafting metal to human beings. System: Treat as Augment the Animal but the thaumaturgist can augment human beings as well. ***** Augment the Supernatural (Divinus Amplificatio) Finally the pinnacle of the path has been reached. The thaumaturgist is able to graft cyber-technolgy to the bodies of many supernatural creatures, such as Vampires, Lupines, Mummies, Mages and Changelings. This mystic cyber-tech will not hamper the supernatural creatures powers and will transform along with the creature into a form which fits the transformation. System: Same as Augment the Animal but now it is possible to augment a wide range of supernatural creatures. PATH OF THE IRON HEART by Ian Turner This path is a greatly modified form of Scott Williamson's Path of Steel. As with all Paths, make a Willpower roll with the difficulty equal to the level of the Path being used +3. * Iron for Blood For each success, the caster may add one Soak Die to a separate pool, each Die acting as a point of Fortitude in that it can soak damage from Fire, Sunlight, Garou or Faith. However, the reason that these Dice are kept separate is that each one can only be used once! Like true Fortitude, adding one of these Die to a Soak roll allows the Thaumaturgist's actual Stamina Dice to be used against Aggravated damage, making this power (and the Tremere using it) tougher than it appears! This power cannot be re-initiated until all of the Soak Die from the previous use are spent or the remaining Dice from the previous casting are abandoned (they go away, he ends the spell, presumable because he knows that he will need a lot more than them and must re-initiate the power) by the caster. Any Soak Dice not expended by the end of the scene are lost. ** Punishing the Weak For each success the caster can add one Strength Die to a separate pool, each Die being able to be used to break a grapple, punch a foe, swing a sword or batter down a door. However, the reason that these Dice are kept separate is that each one can only be used once! This extra damage is only Aggravated if the attack that it accompanies (such as a Bite) is Aggravated. This power cannot be re-initiated until all of the Strength Dice from the previous use are spent or the remaining Dice from the previous casting are abandoned (they go away, he ends the spell, presumable because he knows that he will need a lot more than them and must re-initiate the power) by the caster. Any Strength Dice unused at the end of the scene are lost. *** Girding for War At the cost of one Blood Point, this power can be invoked. Any successes allows the caster to make any Soak Dice or Strength Dice gained from one of the previous two powers last for the duration of the scene, in toto! He must activate this power twice if he wishes to affect both Strength Dice gained and Soak Dice, expending two actions and two Blood Points. **** Fortifying the Flash At the cost of one Blood Point, this power can be invoked. Any successes allows the caster to make any Soak Dice or Strength Dice gained from one of the first two powers count as automatic successes! He must activate this power twice if he wishes to affect both Strength Dice gained and Soak Dice, expending two actions and two Blood Points. This power can be combined with the previous one (at the cost of 4 Blood Points over 6 turns!) to devastating effect! ***** Armouring the Soul At the cost of one Blood Point, this power can be invoked. Each success adds one to the difficulty of affecting the user's mind, soul or spirit with any Kindred Disciplines, Garou Gifts, Mage Spheres, Wraith Arcanoi, Changeling cantrips, etc. The effect vanishes at scene's end. Difficulty can never exceed 10. This power may not stop some powers, but it will often minimize their effects. PATH OF LIGHTNING by Raoul "Violence" Borges (p7f1ma32@cicrp.jussieu.fr) Paris, 19th century. Alexis, Toreador of the Seventh Generation, returns to the French capital. From Egypt, he lost the "Pierre de Rosette," but he could bring back more than that. He came back with an intact tomb of the First Dynasty. Not knowing it was one of the tombs of his secret Mentor, Alexis reconstructed the tomb below the Louvre (the same techniques were used by the UNESCO to move the Abou Simbel temples of Ramses and Nefertari, 1956). With the unknowing help of Champollion, he could translate, some of the hieroglyphs written on the wall of the tomb. He discovered then than Meryt-Neith was not the wife of Oudimou, and Queen of Egypt, but that she actually was the first female Pharaoh in the Egypt's History (see Nitocris and Hatchepsout). And he discovered that Meryt-Neith was a Vampire. The Legacy of Meryt-Neith (now Masquerading in Paris as Laureen, Tremere of the 5th Generation), was two thaumaturgical paths, proof that the Thaumaturgy Discipline existed before the Tremere. As it was created by a non-Hermetic Mahe, the verbals and simatic components of this paths were Egyptian in style and language. However, the Egyptian Thaumaturgical Discipline developed as the Tremere's. The Tremere's Thaumaturgical level and first path level is the same (2nd Edition), and the Egyptian's Thaumaturgy is distinct of any path, which must then be learned separately (see Dark Ages). The first one was the Path of Blood, The second was the Path of Lightning... This path is only known by french "Veilleurs" (Watchers) and their Master, Alexis. But some Traitors, or some pawn of Laureen/Meryt-Neith could master it... Some like to see Zeus, the Greek God of Lighnting, behind this path. While Zeus could have used it, this path was given by Meryt-Neith to Seth, in times when they were lovers, before the corruption of the Antediluvian: Seth was the God of the Desert, Storms and Lightnings... System: As a Thaumaturgical Path, the character must spend one Blood Point and make a (Willpower, Diff: Level+3) roll to use one of these powers. * Static Electricity The Cainite can create a little static electricity shock. It's too feeble to have game effects (damage) but is really disagreeable (try kissing your girlfriend in these conditions!) System: Automatic. A little electric arc can be created, to light cigarettes, destroy some electronic component... and explode methane. ** Electric Immunity The Electricity can pass through the body of the Cainite without damaging it (non-thermic Joule effects, and no loss of power). System: Automatic, 1 Blood Point, one Scene The Cainite is immunized to normal electrical damage and adds his Lightning level to any soak roll from massive electrical damage (natural lightning, Lighting sphere, etc.) Note: One obvious use with this power is to put his fingers in the electric parts of some object (battery) and touch some "friend" at the same time... Surprise. *** Surtention The Cainite can produce a little lightning arc from one of his extremities. System: (Stamina+Science or Medicine, Diff: 6) Each success is one damage or five feet (1.5 meter) of range. One success only makes damage through contact. It's not aggravated damage, but it can destroy computer and most electical circuit. **** Electrostatic Aura The Cainite can burn his blood to create an electrical aura around him. Any one attacking him with a melee weapon will be affected by a lightning arc. There is a visual component of this power: The Cainite is surrounded by little electric arcs. System: (Automatic) First, the Cainite must have activated the Electric Immunity (**). If not, he is affected by damage each turn (he must roll as per Surtention (***)). Any success in the Willpower roll is one Turn of activity of this power. Each time someone strikes him and roll damage, the same person is victim of electricity for the same damage, before it is soaked by the Cainite. Firing with a gun within a range of five feet is the same thing... If someone touches the Cainite protected by the aura, the minimum Damage is zero (see level one). If the touch is powerful (push, or even strike) the minimum Damage is one, even if the only effect of the push was making the Cainite fall ***** Lightning Ball (or Lightning Sphere) The Cainite puts some of his blood between his two hands, and uses it to fuel the Lighting Ball. Then the lightning flies at the target. If she can't dodge it, she's enveloped by lightning. If the Cainite is of the ninth generation or more, he will take more than one turn to create his Ball. Between the start (rolling the Willpower) through the end (throwing the Ball), the Cainite start to have electric arcs around his two hands, with a little Ball growing between them. The Cainite must use his two hands to use this power. System: Roll Perception+Awareness, Diff: 7 and spend 2 Blood Points (for a total of three with the first used to fuel Thaumaturgy). The ball has a range of one hundred meters and the target has a -2 on its dodge roll (as if she were attacked by an automatic weapon). The Lightning damage is one per success the first turn and drops by one die each turn thereafter. The sphere extends in an aura a meter around the victim. If cast in water, the ball explodes, with a range of 1 meter plus .5 meters per success. The damage caused isn't aggravated but is more difficulty to soak (diff. 7). PATH OF LUMINESCENCE by Trey The vampire has the ability to create sources of light that produce no heat. It can be used on objects. If cast on a person's eyes then some resistence roll of some type would be needed. * 10 square feet or one room. ** 50 square feet or a house or a single story in a building. *** 75 square feet or a large building. **** 100 square feet. ***** 500 square feet. PATH OF LUMINESCENCE by Everitt Long * Auspicious Radience Generates a palm of UV light. This allows anyone with auspex to see, but the area appears dark to those without. ** Light of Succor This allows a magus to destroy magical darkness (as per Obtenebration or the Shroud gift). It is an opposed roll between the magus' path rating and either the level of Obtenebration OR the rank of the Uktena (or whatever). 1 willpower must be spent. *** Prismatic Snare This level creates a shimmering field of mutating colours. It is about as bright as a television and approximately human sized (indeterminate shape). It is very distracting, adding +1 to all target numbers. In addition, Toreador must roll their self-control rolls or be enamoured by it's beauty. 1 willpower must be spent. **** Flare This level causes a bright flash which is painful to the eyes. Everyone looking must roll Wits+Alert, or be blinded. The difficulty is 7 (9 for anyone using auspex). Two successes are needed to avoid the effects entirely, while only one success adds +1 to all target numbers (+2 if the target was using auspex). Blindness lasts for one scene (one evening if using auspex), although this may be reduced by vampires with high fortitude. ***** Shaft of Solar Doom With the mastery of this path, the magus may generate beams of light, as if they came from the noon-day. The magus spends 1 bloodpoint and bathes a single victim in full daylight. Damage depends on what the victim is wearing. Rotscheck is a distinct possibility. The effect lasts for one round, but of course may be repeated as necessary. Note that it is necessary for the magus to see his victim. If there is cover avaliable, then the victem may be able to dodge the attack. PATH OF THE NIGHT WING (VIA PENNAE NOIR) by Gregory Rowbotham (gard@ats.com.au) The power of flight has always intrigued mankind. It seemed so unfair that we were stuck to the earth to struggle in the mud whilst the birds could fly easily overhead. This thaumaturgical path has been created so that the thaumaturgist is able to fly as easily as a bird, to soar above the petty problems of the land bound kindred and kine. * Leap of the Dancer (Saltus Saltator) At this early stage the thaumaturgist is only vaguely able to control the forces of flight. She is able to hurl herself into the air in one giant leap. System: Roll Strength + Occult (Dif 6). The character travels 10 feet per success. One Blood point is required for each jump. ** Cat's Landing (Egressus Felis) Now the thaumaturgist is able to use the flight forces with more finesse. If the thaumaturgist falls then she is able to slow her descent to the point that no damage will be incurred. System: Roll Wits + Occult (Dif 6). For each success gained subtract one die from the falling damage pool. One blood point is needed to activate power. The Bbse difficulty will rise one or two if the thaumaturgist is somehow confused, (e.g. spinning out of control, blindfolded drugged etc). *** Hummingbird's Flight (Avis Fremetus Lapsus) Finally the Thaumaturgist is able to counteract the laws of gravity with her control of the flight forces. She is able to levitate vertically and hover in place like a hummingbird. System: Roll Wits + Occult (Dif 7). With one simple success, and one blood point the thaumaturgist is able to ascend or descend in the vertical plane. She is even able to hover. The more successes the caster gets the faster she can travel. Each success means another metre per round you can travel. The power lasts until willed to stop. **** Flight of the Eagle (Aquila Lapsus) Now true flight is in the control of the caster. She is able to soar like an eagle with exact control of flight forces. The thaumaturgist is able to swoop and soar and with practice, perform aerial acrobatics. System: Roll Wits + Occult (Dif 8). One success and a blood point is all that is required to begin flight. The flight lasts one hour per success; then the spell must be recast. A new skill, Flying will have to be learnt for greater control (Dex + Flying). The thaumaturgist flies at a speed of her Thaumaturgy rating * 10 km/hour. ***** Flight of the Flock (Pecus Lapsus) The Thaumaturgist is now able to extend her ability to those around her. Just like a flock of birds, the caster can lift her friends and bequeath on them the ability to fly. System: Roll Wits + Occult (Dif 8). The number of successes is the number of others who can now fly. A blood point must be spent for each tag along, be that spent by the caster or the recipient of the power. Each flier must be touching either the caster or another flier. As long as an unbroken chain extends back to the caster the number of fliers is merely limited to the blood points spent and successes gained. The caster is in full control where they fly and his flight speed is the speed they all travel. If the chain is broken then those no longer in contact with the caster will plummet to the ground. Only if the caster or those still touching him grab the falling people will they be able to fly again. Another blood point will have to be spent to regain the flight power. Multiple castings are allowed by the original caster (or others!) for huge number of fliers. The flight time is equal to the original casters flight time (see Level 4). PATH OF THUNDER by raden@globalnet.co.uk This path was created by one of the Three Storms - henchmen of the mage Lo Pan in Chicago by Night, in order to intimidate those who may have tried to challenge him. Why three kindred are seen helping a mage is another story. I spotted the name Lo Pan in the book Chicago by Night "I think". This path was created because I couldn't find a referance to the 3 storms in the book -- it runs a little different to a normal Thaumaturgical path but so what -- they've had a few thousand years to twiddle with it. * Atomize Automatically soak 1 level of electrical damage per level of path. ** Voice of Raden Due to electrical eminations and a booming voice, add 2 to the intimidation dice pool. *** Jab of Thunder Roll Dex + Brawl to hit and roll Str + Path for stun damage. If more than victim's Stam + Fortitude = auto KO, not soakable. **** Thunder Bolt Roll Dex + athletics to hit (diff 7) and Str+Potance+Path for damage. Due to the need for an electrical build up you either go last in initiative or take a minus 4 dice penalty. ***** Thunder Rope Roll Athletics + Path (diff 8) to initiate, then travel at 10 metres/turn. Note the rope must be attached to 2 things (e.g. the floor and a cloud, two skyscrapers etc.) PATH OF TRANSFORMATION by Deird'Re Brooks This Path allows the Kindred to manipulate her own or another's appearance. * Color Shift At this level, the Caster can permanently alter skin and hair color with the expenditure of a point of Willpower. ** Many Faces Facial features, hair length and style can be altered at this level at the price of 1 Willpower. Hair can be depilated or baldness cured at this level. *** Mold Skin Skin texture can be altered. Scars, skin diseases, and other similar problems can be added or removed. Requires Wits + Medicine roll. Can also permanently raise or lower Appearance. **** Warps Internals Can alter internal organs as well. This allows for full sex change or curing of diseases, cancers, etc. Or they can be induced. Flesh wounds can be healed. (Wits + Medicine vs. a 6. Number of successes is wound levels healed.) Internal bleeding can be stopped. (Or started). Fat can be removed from the subject as well. ***** Bone Alteration Can heal or cause problems with the bones. Severed or broken spinal cord can be repaired, bone diseases can be healed. This also allows a complete body change - Height, build, etc. Bones can also be twisted out of shape, into pretzels perhaps. PATH OF WAR by David "Ogre" Zaslavsky This path was created by Rudolpho Laspari, an Italian Tremere who was once one of the greatest soldiers of his time. * Thousand Yard Stare At this level the Kindered becomes hardened to violence and death just as a soldier in battle would. He automatically becomes hardened to the violence around him and becomes uncaring about the fact that he may be destroyed. His expression becomes neutral almost haunted, unaffected by his surroundings. System: When effected by this power the recipient gets two extra dice to Courage and one extra to Self Control for the duration of the spell. He is less effected by violence and as a trained soldier will be less likely to go crazy and potentially blow the mission. However, he loses one die on all Conscience rolls as it is easier to justify inhuman actions in battle. The Thamaturgist rolls Willpower (diff. 7). The number of success determines the duration of the effect: 1 Success One turn 2 Successes One scene 3 Successes One night 4 Successes One lunar cycle 5+ Successes One month A botch will result in the character immediately going into Rotschreck. ** Sword Arm With this power the Thamaturgist needs never be without a weapon. He can mystically turn his arm into a weapon. System: The mage rolls Intelligence + Melee. The number of successes determines what how much damage his arm does in a strike: 1 Success Strength + 2 2 Successes Strength + 3 3 Successes Strength + 4 4 Successes Strength + 5 5+ Successes Strength + 6 On a botch the character loses all his Melee and Brawl skills for one night. Attacks difficulty 6, but use the Melee skill to hit. Damage is non aggravated. You cannot use this power in conjunction with Wolf Claws or a similar discipline to cause aggravated damage. The effect lasts for one scene. *** Terror of the Battlefield With this power the Thamaturgist can induce the fear of battle and death in his opponents. The victim witnesses the death and destruction of battle. He will witness his own death at the hands of the Thamaturgist. System: In any being without a beast, all but Vampires and Werewolves and most Fomori, this power will cause them to simply not engage the opponent in battle. If there are other opponents, they will engage them instead, if there are no other opponents they will beat a hasty but organized retreat. They must roll willpower with the difficulty based on the results of the Thamaturgist's Manipulation + Intimidation roll, diff. 6: 1 Success Diff. 6 2 Successes Diff. 7 3 Successes Diff. 8 4 Successes Diff. 9 5+ Successes Diff. 10 With three successes on the willpower roll the victim has completely resisted. With one or two successes they will have to continue to roll willpower every round they try to engage the Thamaturgist at the same difficulty. With no successes they will retreat from the battle. With Vampires and Werewolves they must roll their Courage or Rage, respectively, difficulties based on the table above. If they fail the roll they will have go into Rotschreck or Fox Frenzy. If the Thamaturgist fails the roll he will not be able to use Terror of the Battle for the rest of the night and he will never be able to effect his opponent with that power ever again. **** Battle Cry With this power the Thamaturgist can effect all those around him with Terror of the Battlefield. Screaming as he attacks, all those within earshot, friend and foe, become effected by visions of death and destruction. System: All those within the sound of the Thamaturgist's cry are effected in the same way as if they were effected by Terror of the Battlefield. For every point of the Thamaturgist's Strength + Potence, the scream will effect a 10 foot radius around the Thamaturgist. All in the radius of the scream will be effected but the Thamaturgist's friends get a +2 bonus on their difficulties to resist the effect. ***** Army of One With this power the Thamaturgist will be able to attack groups as though he were fighting with only one opponent. He can strike several individuals with one blow. System: The Thamaturgist rolls his Dexterity + Occult vs. difficulty 8. The number of successes determine how many additional opponents he can strike: 1-2 Success 1 Opponent 3-4 Successes 2 Opponents 5 Successes 3 Opponents 6+ Successes 4 Opponents The Thamaturgist must expend one blood every time this power is used with an attack. Although, the Thamaturgist can split his die pool to attack more than once in one turn, without expending blood to do so, he must spend additional blood to use this power if he gets additional attacks with celerity or similar powers. Once the opponents to be hit with the additional attacks are declared they cannot be changed if die pool is split for further attacks. Once the attack is declared, only punches, kicks, claws or attacks with melee weapons may used in conjunction with this power, the Thamaturgist must roll separately to hit each, but with the same attack. If opponents, other than the primary opponent have, rolled a dodge they are at a two die penalty as they cannot see from were the attack is coming from or that there is even an attack in the first place, and must reroll the dodge less two dice. Damage is dealt with separately for every opponent hit. Once the Thamaturgist has declared that he is using this power he may not split his die pool in any way other than splitting his attacks. He may not try to dodge or commit any other action for that attack. SPIRIT OF THE WARRIOR by Jason Levine While Tremere are not notorious for their prowess in physical combat (most prefer to stay in the back, working their magicks), this path has been developed by the Assamites, as well various combative Tremere. * Combat Awareness The character becomes supernaturally alert and aware in combat, acting more swiftly than others and becoming nearly impossible to surprise. System: No roll is required to activate this power. While on, the character automatically gets the highest initiative in combat (if multiple vampires are using this power, roll Wits + Alertness to see which one acts first). In addition, he can sense sneak attacks or enemies behind him with a Perception + Alertness roll (difficulty depends on how close and immediate the danger is, from 5 to 8; vampires using Unseen Presence roll Wits + Stealth, subtracting their successes). Leaving this power on for extended periods becomes stressful; the twinges of warning from potential hazards become distracting, and paranoia starts to set in. For every half-hour the power is left on when not in combat, the character suffers a -1 die penalty to his dice pools. In combat, this penalty is eliminated, but after combat, the penalty returns until it has been left off for as long as it was left on. ** Warrior's Persistance The character can shrug off the most grievous wounds, fighting on as if uninjured. System: By spending a Willpower point, the character can roll against Stamina + Survival (difficulty equal to damage levels taken, plus 2). Each success allows the vampire to ignore all wound penalties, up to Crippled, for one turn. Incapacitated vampires can move, and even fight, but are at a -5 penalty to their dice pools. This power can be maintained, for the full original duration, by spending another point of Willpower. *** Blood Armor The character can coat his body with his own blood, which protects him like armor. While so armored, the character's skin takes on a ruddy tone. System: For each blood point used to coat the body, the char acter gains one level of Fortitude. It takes approximately one minute to cover the body. The maximum number of blood points that can be so used at once is equal to his level in this path. Every time this Fortitude is used to soak damage (successful or not), one level is lost. **** Strength of Will By channeling his force of will, the character can become faster, stronger, and hardier. System: The vampire must spend a blood point and make a Willpower roll (difficulty 6). He then uses the successes to raise his physical attributes (as if they were spent blood) and to create a duration in turns. This is cumulative with spending blood. A botch on the Willpower roll halves the vampire's physical attributes for the remainder of the scene, from the strain. ***** Form of the Predator The character becomes an inhuman killing machine, optimized for combat. This form is reptilian and mute, and constantly changes color to match the background. System: The character must spend a blood point. The transfor mation takes three turns; the Storyteller may allow the character to spend three blood points to transform in one turn. This form grants the following benefits: Potence 3 (characters with Potence add 2 dots), Fortitude 3 (characters with Fortitude add 2 dots), 3 dots added to Dexterity, and claws that do aggravated damage. The form's eyes are eerie and terrifying; anyone meeting their gaze must make a Courage roll (difficulty 8 for kine, 6 for Kindred) or be frozen in place. The form is a silent chameleon, adding two dice to any stealth attempt, and raising the diffi culty to see or hear it by two. This form is mute, however, making communication or Dominate impossible. All social attributes are dropped to zero, and no Thaumaturgy can be used. TRAVEL by Deird'Re Brooks This Form allows the Kindred to travel much more quickly and efficiently than normal. Note that in no case does this Path allow for extra actions. * Quicken Use allows double normal speed, costs one Blood Point. ** Sidestep At this level can perform a quick 'sidestep', thus allowing dodges to be performed as if heavy cover were nearby. The sidestep will take the user no more than 6 feet from original location. Also costs 1 Blood Point. *** Location Shift Can teleport short (100 yards) distances. Costs 2 Blood Points **** Blur Can move at 10 times normal speed. Costs 2 Blood Points ***** Teleport Teleportation will allow travel to any spot on the planet, provided a Wits + Survival roll is made. The target number depends on how well the intended location is known. Range Cost T# Mod | Difficulty Same city 3 0 | 6 One's own Haven. Country 4 +1 | 7 Visited three or more times. Continent 5 +2 | 8 Visited once. Worldwide 10 +3 | 9 Described in Detail. | 10 Photograph only. WEATHER CONTROL (revised) by Jason Levine This path allows its practitioner to affect the weather. The difficulty for most of the rolls is undefined, and must be set by the GM, based on how difficult the change would be. Guidelines for difficulties are listed with each power. The Thaumaturgist must always be inside the area of effect when casting these powers (except Call Lightning), though not necessarily in the center of it. The weather takes about one minute per point of success to build up. After casting, he may leave the area. The area of effect shrinks gradually, losing one "success" worth of area every half-hour, unless the vampire spends a blood point. All powers in this path (except Call Lightning) can also be used to dispel the stated conditions; i.e., Fog can be used to clear up a foggy night as well. If the current weather was created artificially, the difficulty will be easier than if the weather is occurring naturally. * Fog The character can summon a thick, dense fog in the area, which obscures vision to some degree. System: The character must spend one blood point and roll Manipulation+ Stealth. Creating fog on a clear night, in an area with normal humidity, is difficulty 7. On a damp, chilly night, it would be difficulty 4. If fog is already present, the base difficulty is 2. This is for regular fog, which limits vision to about 30 yards. Thick fog, which limits vision to about 5 yards, would be +2 difficulty. Pea soup, which barely lets you see your hand in front of your face, would be +4 difficulty. It is also possible to summon fog inside a building or other enclosed area, at +2 difficulty. The area affected depends on the successes achieved; use the one before the slash outdoors, and the one after the slash indoors (at the higher levels, the fog creeps into all affected buildings). 1 success 20 yard radius/one room 2 successes 80 yard radius/one floor 3 successes 200 yard radius/one building 4 successes 1/2 mile radius/one block 5 successes 1 mile radius/neighborhood ** Rain The vampire can command the clouds overhead to rain. System: The character must spend one blood point and roll Manipulation+ Survival. Making rain with few clouds in the sky, in an area with normal humidity, is difficulty 7. Partially cloudy would be 6, cloudy would be 5, and overcast would be 4. For +4 difficulty, you can summon torrential rain that (in some areas) threatens to cause flooding. The radius affected depends on the successes achieved. 1 success 100 yards 2 successes 300 yards 3 successes 1/2 mile 4 successes 1 mile 5 successes 5 miles *** Wind The character can summon a violent windstorm which pushes over and batters about all within it. The vampire has no control over the winds, but is not as affected by them as others. System: The vampire must spend one blood point and roll Strength + Survival. Summoning winds is fairly easy to do anywhere; your minimum difficulty is only 4. More violent winds have higher difficulties (maximum 9). Every turn, all those in the area must roll Strength against the same difficulty to keep their feet and act normally (you roll against half the original difficulty, rounded up). Potence does not add successes, but each level reduces the difficulty by 1 (to a minimum of 2). The radius affected depends on the successes achieved. 1 success 20 yards 2 successes 80 yards 3 successes 200 yards 4 successes 1/2 mile 5 successes 1 mile **** Hailstorm The character can cause a storm of hail to rain down, which can result in anything from a nuisance to a serious threat. System: The character must spend one blood point and roll Stamina + Survival. If a storm is already in progress, the difficulty for regular hail is 4. In potential storm conditions, refer to Rain, above, adding +1 difficulty. Golfball-sized hail can be summoned, at +2 difficulty; this inflicts one health level of damage per turn. Baseball-sized hail can be summoned, at +4 difficulty; this inflicts two health levels of damage per turn. Adequate cover can prevent this damage completely. The radius affected is the same as for Wind, above. ***** Call Lightning A vampire with this ability can summon a deadly bolt of lightning to strike an opponent. System: The character must spend one blood point and roll Perception + Survival. Trying to call lightning from a clear sky is difficulty 10. The difficulty of calling lightning during a storm ranges from 8 (light clouds and rain) to 4 (overcast clouds with several natural lightning bolts). Apply any modifiers for the target's distance, cover, etc. The target can dodge; even if hit, this may reduce the damage. The damage done is 5 dice, plus 1 die for every success; this is aggravated damage. THAUMATURGY RITUALS LEVEL ONE: Attuning the Spirit Picture by Jo Hart Based on the primitive idea that a photograph contains some of the soul of it's subject, and of the well-understood magical principle of sympathy. This ritual allows the caster to take a photograph of the subject and infuse it with a point of the SUBJECT's blood. Once this has been done, the caster can use Auspex 2 on the subject by looking into the photo (ie. to read emotions). There's also a Lev 2 variant which involves imbuing a picture of an object with a point of vitae of an auspex 3 user (or mortal psychometrist). This will allow an auspex 3 reading to be taken of the object which is the subject of the photograph. (ie. can track who last picked it up). Blood Tattoo by Jonas Bolander A simple ritual specially favored by the Sabbat and the Black Hand. The caster has to create a normal tattoo on the person to wear the Blood Tattoo. When this is done a small amount of blood is poured onto the tattoo while the caster chants the ritual. The tattoo fades from sight and only appears if a blood point from the same source of blood is infused in it. This can be done either externally (some of the blood is poured on the area) or internally (if it was the wearers blood then he can direct a blood point internally). High levels of Auspex can sometime see vague outlines of these tattoos. Burning Ink (requires Lure of the Flames) by Anders Sandberg By mixing his blood with sulphur and lapis infernalis, the magus can create an ink which will spontaneously ignite when read for the first time. The letters will burn for a short while, before fading to a blood-red ash. After around an hour, the entire letter will catch fire and burn to ashes. Cast Thy Sight by Gerry With this ritual, and a crystal ball, or a wide flat bowl of water, a Magus can view distant events, places or people. Other Thaumaturgists of Rank II or higher, or mortal psychics may detect this scrying (Perception + Occult vs casters wits + stealth). Active countermagick of any type will prevent scrying, as will the nearby prescence of persons of true faith. No sound is heard; lips must be read. Auras cannot be seen. The interior of closed objects (such as safes or boxes) cannot be viewed. Concentration is required; the casting Magus must make a willpower check every half hour. Failure means s/he has lost the focus, and must rest for an hour or so before continuing. a botch indicates the magus has developed a splitting headache and cannot continue. Fire-Proofing by Anders Sandberg This is a simple alchemical concoction which uses some rather exotic ingredients to create a potent fire-proofing substance which can make books, clothes or other combustible materials (sorry, no living beings) impossible to ignite (or at least very hard to ignite). Kindling Passion's Flame by Jonas Bolander The caster must have a Focus : something belonging to the target or a photograph of the target. The caster must also know the target's name. The caster drips some of the blood of the person who is to take advantage of the spell on the Focus and then burns it while saying the target's name. Until the next sundown the person whose blood was used will have -1 difficulty in seducing the target. Kiss of Judas by Jonas Bolander The caster draws an intricate symbol in her palm and then kisses it. The next person the caster kiss will have his difficulty for his next opposed roll (including Dodge, Parry, Initiative etc.) raised by one. This only affects the first such roll. The effect lingers on until it is used or until next sundown. Mark of the Mistress by Deird'Re Brooks A simple five minute ritual that leaves a mark on the recipient that any Kindred can see. If the recipient of the Mark is attacked or harmed in any way, the Mistress knows something happened and where the recipient is. This ritual was created by a non-Tremere Thaumaturgist to keep track of her Brood. Repel the Night's Grime by Ananda This ritual was developed by a Sabat Tremere antitribu with a penchant for playing with her food. The fifteen-minute ritual is performed just before the caster ventures out for the night. The caster must be wearing the clothing to be protected. Once the ritual is completed, virtually nothing can ruin the caster's clothing until the next sunrise or until the caster changes her clothing. While blood, muck and other grue will simply slide off without effect, no physical protection is offered by the ritual. Shroud of Blessed Darkness by Jonas Bolander This ritual is done just before sunrise and will enchant a black silken scarf so that when it is ripped apart a magical fog will emanate from it. This fog will burn away in sunlight but will for 2 rounds protect the vampire from the rays of the sun. The fog is quite thin and easy to see through both from the inside and the outside. The enchanted scarf will keep it's enchantment until ripped apart or until the next sunrise. LEVEL TWO: Calming the Mount by Jonas Bolander Animals are distinctly uneasy around the undead. This is quite a problem for a Kindred who wants to ride a horse, usually meaning he will have +1 on all riding difficulties. With time (several months) or Animalism the horse can get used to it's rider but until then this ritual is quite handy. The caster has to draw a circle around the horse, speak the incantation and then softly blow some air toward the horse. Now the horse will be unaware of the undead nature of it's rider though it will still be wary of vampires before they has mounted. The ritual has a duration of one week. Cleansing the Flesh by Deird'Re Brooks Identical to Purity of Flesh, this one also allows the Kindred to use it on others. Curse of the Cloven Hoof by Jonas Bolander A ritual with rather low usefulness these days, but it has been used in the assassination of at least one king in the 13th century. The caster needs to prepare a mixture of horsedung, animal blood, and earth in a wooden bowl. This has to be done within sight of the horse to be cursed. Next the caster must draw the symbol of Yareed somewhere on the horse, using the mixture (this can be quite a feat if the horse is war trained). This finishes the rite. The symbol doesn't have to stay on the horse after this so most casters will wash it away so the rider won't be alarmed. The next time the rider of the horse has to make a riding test (i.e. gets into some sort of dangerous activity) the highest dice will automatically become a "one", quite possibly resulting in a botch. The only outward signs of something unusual is that the horse seems to have been scared by something. This ritual has a duration of 24 hours or until it has been activated. False Mask of Virtue by Deird'Re Brooks After 1/2 hour of preparation, the Kindred can appear to be anyone she desires until the end of the evening. Fireclaw by Deird'Re Brooks 10 minute ritual, lasts for one hour. Causes fingertips to flame brightly, burning any who come in contact with them. Treat them as a chemical fire (2 Aggravated wounds, T# 9 to resist) in addition to normal hand to hand damage. This ritual requires that the caster put her hands into a lit brazier which causes 2 Aggravated Wounds to her hands that can be soaked with Fortitude. Target number is 6. Fog of Quiet by Jonas Bolander This ritual creates a cloud of fog with about 3m radius that follows the caster for 30 minutes and then dissipates. The fog absorbs all sounds entering or leaving it. When casting this ritual the caster has to have a bottle of some kind filled with rainwater. The caster puts some of the water in his left hand and chants softly over it for ten minutes. After ten minutes the fog has been created. The caster can dissipate the fog before the duration simply by closing the bottle. The fog is too thin to hide the caster from sight. Leary's Purification by C.S.Jackson This hightened varriant of the Purity of Flesh requires Blood Thaumaturgy IV for it's corect aplication,though not for its learning. It allows the caster to condence all the biological and mystical impurrities (such as HIV, Blood to Water, etc) into one point of blood over the course of 15 minutes, which is then violently vommited from the casters mouth. The ritual is physically punishing. Roll stamina + occult with the difficulty being 6 plus the number of blood points used since contracting the contagen. 1 success : 'Normal diseases (flu etc) 2 successes : Blood carried diseases (HIV, Heppititus etc) 3 '' '' : Blood altering Discplines 4 '' '' : The Valderie (sp?)* 5 '' '' : The Blood Bond* *Note to have any hope of circumventing the effects of the Valderie or the Bond, the Magus must perform it on the night it was enacted. Mystical Warning by Jonas Bolander The caster traces a complex symbol with his finger upon an object and speaks a word. If anyone but the caster touches the object the caster will hear the word in his mind. This ritual will last until dusk, but will not automatically waken a vampire sleeping during the day. Seal of Enclosure by Jonas Bolander This ritual can only be used on a wooden box of some kind (for example a coffin). It makes the box impossible to open without breaking it. It is not possible to, for example, use a crowbar to pry up a lid because the box has become one item. The caster has to trace a mystical seal upon one of the sides of the box while speaking the incantation. The box won't open until sundown. This ritual isn't as popular as it once was but still has its uses as a way to imprison irritating enemies before burning them in their coffins. Shattering Thunder by Jonas Bolander The caster has to stand still, put his hands together and mutter an arcane incantation while concentrating on a point within his line of sight. After 5 minutes the caster slowly separates his hands until he has stretched them wide. Then he forcefully claps them together. The moment his hands touch each other, the sound of a thunderclap explodes from just above the point that the caster concentrated on. Every item made of glass in a 15m radius around this point is instantly shattered. Security glass (for example windshields) will hold but will crack and become opaque and may still shatter if stressed (for example by great wind pressure). The practical range of this ritual is about a kilometer. Anyone within a meter from bigger windows and touching smaller glass items will take 2 dice of damage. Strike of the Iron Fist by Jonas Bolander The target of this ritual gains a temporary Potence of two that gives him two autosuccesses on the damage of his first Melee/Brawl strike that hits. Subsequent strikes are as normal. To cast the ritual the Thaumaturgist pours at least a half litre of blood (animal or human) over the target's fist while chanting the incantation. The spell ends when it is used or at sundown, whichever comes first. Ward Vs Zombies by Mircalla Same as all other wards except this works on zombies. Invented by a Thaumaturgist who was fighting a Samedi with Necromancy Wind of the Nightbringer by Jonas Bolander This ritual creates an enchanted bottle. When the bottle is opened an icy wind swirls through a sphere with 20m radius. Any open flame with a size equal to or less than a torch will instantly be extinguished. To create the bottle the caster has to stand on an open hill at least 10 meters high and put a small paper inscribed with mystical symbols into the bottle. Then the caster holds the bottle above his head and chants. After this the bottle has to be sealed with wax. LEVEL THREE: Binding the Tongue by Deird'Re Brooks When this 15 minute ritual is completed, the subject is forbidden to speak of one subject, such as Corvettes, the supernatural or cherry chocolate ice cream. Blood Beast by Jonas Bolander This ritual takes one hour per Blood Point used. The Thaumaturgist puts at least one and at most ten Blood Points of Vitae in a silver chalice. This will be the Size of the Blood Beast. He then prepares a mixture of sulphur and salt and stirs this into the Vitae. While chanting the incantation he then drops a living spider into the mixture. If all works well the concoction should become thick, darken to a purplish hue and the spider should be dissolved. Now the caster can put this liquid into an airtight container for later use. This liquid has now become semi-sentient and will actively hunt for nearest source of blood. It is rather slow (5 meters/round both land and water, you can walk from it, but what if you're swimming?) but it is also hard to see (it has a Dex+Stealth of 12- Size). If it manages to touch it's prey it will start to dissolve it, it does it's Size dice of damage, each round. It is impossible to remove it without killing it first. It can only be harmed by aggravated damage, sunlight (like a vampire), and, curiously enough, alcohol (it takes one health level per 0,5 litre at least 40% alcohol). Note that all of the attacks above (except the alcohol) will also damage the victim since the Blood Beast is spread so thin (of course a mortal won't take damage from sunlight). A Blood Beast has as many Health Levels as it's Size and a Size 10 Blood Beast has a volume of about 6 litres. Most Blood Beasts doesn't survive the first sunrise since they are too stupid to avoid sunlight. There is no known way to control a Blood Beast, it will try to eat the nearest thing with blood in it and seems to have a sensory range of about 20 m. The Cabal's Touch by Mircalla With this ritual in effect the Thaumaturgist can detect other Tremere within a large radius. If the Tremere is in sight, this ritual, in conjunction with Auspex, will allow the Thaumaturgist to detect if the other Tremere belongs to his faction within the clan. If this individual is a member of the Tremere's society, he can communicate Telepathically with him for five sentences per success above. This communication is instantanious and private. System: Roll Occult + Thaumaturgy difficulty 7. For each success the Thaumaturgist can "know" the direction and basic location of Tremere within the effect radius: 1 success - same room 2 successes - same building 3 '' '' - same city block 4 '' '' - 10 city blocks 5 '' '' - anywhere within the city. To detect a fellow secret society member, roll Perception + Auspex difficulty 8 and subtract any defenses that the other may have. One success is all that is necessary but for every sucess above that 5 sentences may be exchanged telepathically. The ritual requires two minutes to prepare and must be cast immediatly when prepared. The material component is a small silver bell suspended from a string which is rung once. Capture The Essence Of Darkness by Gerry This ritual must be cast in absolute darkness; unless well practiced in the casting of this ritual, the Magus will require protean I to see what s/he is doing. It requires a small round onyx - which must be steeped in two blood points of kindred vitae, mixed with the ashes og black raven feathers, burnt in the casting of a two hour long ritual, the blood and ashes are absorbed into the onyx, which turns a rich purplish-black colour. The onyx can then be worn or carried upon one's person; when thrown against a hard object the stone will explode, releaseing a large quantity of smoke-like impenetrable black gas. This gas is harmless and has no discerable aroma. However it blocks ALL light; infrared and light amplifying units will not penetrate it nor will protean I (which acts on the same principle). The gas will cover an area approximatly 40' x 40'length x 20' high, and will last for two minutes or until disapated by a strong breeze. It is useless in any great degree of wind and it is swept away like any form of smoke. There are many possible uses for this mystic fog of darkness; it can searve as a last ditch defense allowing escape from pursuers or in times of desperate need, such as having to cross a sunlit alleyway. It can block the suns rays from above for the breif moment required of passage. Curse of the Driver's Doom by Jonas Bolander At the start of the 20th century an Assamite sorcerer decided that Curse of the Cloven Hoof had started to outlive it's usefulness and, using it as a base, researched a modern variant of it useable on cars. The caster prepares a mixture of oil, animal blood and ground glass within sight of the target car. Then he has to draw the symbol of al-Naran somewhere on the car, using this mixture. Depending on the time taken this symbol can be very small and hard to detect (15 minutes) to large, simple and easily seen (1 minute). Unlike Curse of the Cloven Hoof this symbol must stay on the car. The next time the driver of the car has to make a driving test (like trying to outrun a pursuer on a slick mountain road :)) the highest dice will automatically become a "one", quite possibly resulting in a botch. This ritual has a duration of 24 hours or until it has been activated. Fashionably Unlimited Wardrobe by Deird'Re Brooks This 30 minute ritual, requiring a needle and spool of thread, will transform any clothing into any other clothing. If the clothing is damaged, it will be mended. Fit will be as specified by the Caster. Grasp Of The Eye by C.S.Jackson This hour long ritual requires a ceramic basin, a leather glove and a match. Two points of the casters own blood must be poured into the basin at the begining of the ritual. Upon completion, the match is lit and tossed into the basin, whereupon the blood will ignite violently(frenzy checks are called for). The blood will burn away quickly leaving the leather glove covered in ash, and bearing a slightly reddish tint. The caster must then immediatly put on the glove and begin the ritual or path that he wished to store within the the gloves power. Once that has been completed the glove will hold the thaumaturgical energies until such time as the caster, while wearing the glove, wishes to release them. Then the glove will release the now performed Pathe or ritual at the designated target within 50 feet. This allows the caster to use, at range, abilities that would normally only be useable while touching the target. A magus may only have one of these gloves at a time. attempting to create more destroys both the gloves. Shaft Of The Rose by Joseph D.Carriker Using this ritual a Thaumaturgist may create a very effective stake. Wrapped in a thorny vine, the stake is doused with powdered black rose petals and black orchid polled, mixed with the Vitae of the caster (one point). After two hours of this the stake turns totally black, like polished ebony, as the vine sinks under the stakes surface. When the stake is used it acts as any other stake until it hits the heart. The stake then suddenly sprouts large wicked barbed thorns all over anchoring itself. Someone needs 3 total sucesses on a strength roll (diff.9) to yank it out, but this will rip out the heart causing final death. Only two things can safely remove the stake: 1. The command phrase which will cause the thorns to retract or 2. Painstaking surgery wits + medicine (diff. of the Thaumaturgists wits + occult) with 3 total sucesses needed. Each roll is one hours work, and each time the surgeon rolls s/he inflicts one wound for each sucess less than the three that is needed. Shielding the Dazzled Eyes by Deird'Re Brooks This 15 minute ritual requires a pair of sunglasses, which need not be worn, simply carried. While the Kindred has these sunglasses, she is not subject to increased sensitivity to sensory overload from Auspex. Singing Harp by Deird'Re Brooks This ritual causes a musical instrument to play itself as if the caster were playing it until commanded to stop. Surge of Ping by Jonas Bolander This rite takes an hour to prepare and requires a standard lightbulb and some silverwire. The caster slowly winds the silverwire around the base of the lightbulb while chanting the incantation. The lightbulb is then inscribed with the symbol of Ipen. To use it the caster crush the lightbulb in his hand. This immediately causes all active lightbulbs within a 50m radius around the caster to stop functioning when the glowing wires in them break with a sudden "Ping!". It does not affect switched off lightbulbs. Because of certain laws in the magical flux an enchanted lightbulb will only be useable for d10 days, the ST should roll this number secretly. Unearthly Comeliness by Deird'Re Brooks This 30 minute ritual gives the Kindred a complete makeover which remains until Purity of Flesh or Unearthly Comeliness are used. Vitriolic Vitae by Deird'Re Brooks This Ritual takes one half hour to complete and requires her to drink a small amount of a powerful acid, taking one aggravated wound in the process. This causes her blood to become poisonous to other Kindred until the next Sunset. Any who drink her blood take three levels of normal wounds per blood point taken, and the blood point is destroyed in the process. LEVEL FOUR: Blood of My Blood by Jonas Bolander The caster sits down in a pentagram drawn upon the floor, pours a small amount of his own blood (one blood point) into a silver container and looks deeply down into it while reciting the incantation softly. Now the caster concentrates upon one of his Ghouls. After a few seconds he can see whatever that Ghoul is seeing at the moment. Simply by concentrating on a different Ghoul the Thaumaturgist can change through whose eyes he sees. This ritual has a duration of three hours. Caressing Mist by Jonas Bolander This ritual was originally created by a Tremere as a Boon to a Nosferatu Elder. The ritual can only be used below ground. The caster has to sit in a pentagram drawn upon the floor and concentrate on a cauldron filled with boiling water. As the Thaumaturgist chants the invocation he cuts open his hand and let one point of his blood fall into the cauldron. Immediately a thick mist starts to form in the cauldron and then boils out into the room. The mist will expand into any tunnels connected to the room with a speed of 10 meters per round until it has filled all tunnels within a radius of 1000 meters. Now as long as the caster concentrates he can sense anything the mist touches. He has the same perceptions as if he could touch the objects with his hands, in other words, the caster has only tactile impressions. The caster has to roll Perception+Alertness, Dif 7 , where more successes give more information. The mist won't approach a fire the size of a torch (or bigger) closer than 2 meters, it will also recoil from sunlight. The mist is so thick one can only see 10 meters within it and it is quite unnerving to feel the whitish, almost oily, mist glide over ones skin. Curse of the Modern Age by Deird'Re Brooks When cast upon a target, the Kindred makes a Manipulation + Occult roll against the target's Willpower. Each success adds one to the victim's target numbers for using technological devices of any sort. The victim is effectively cursed with a form of anachronism. The ritual lasts until the first dawn after it is cast. Impressive Aura by Deird'Re Brooks This 1 hour ritual causes the Caster's aura to become incredibly attractive; roll Perception + Empathy against a success to determine how many hours this ritual lasts. The Ritual adds 1 die to each Social Attribute and doubles Humanity for the purposes of Empathy Tests. Combined with Presence, the user of this Ritual is irresistible. Kindred Communication Token by Dave Banker (donta29208@aol.com) (Author's Notes: In a past campaigne I played a Tremere named Dante Rizzalli. The Character was the stereo-typical tragic hero. He always had the right intentions but was always taken the wrong way. Let's just say in the end his death was a blessing. Throughout his angst-filled unlife of 262 years he devised a few rituals that we have used as now modern commonly-used rituals.) This ritual gives explanation to the "..If you ever need to get ahold of me just use this and think of me..." scene. Often used by older vampires for their younger comrades who are not their progeny. It was created in 1826 by a Tremere looking to be able to communicate with other kindred in America while he was in Europe on a regular basis. Now while, outdated by the phone, it still has its uses. System: The kindred takes any object of his choice (with a few restrictions) and submerses it in 5 points of blood over 3 nights. (Note the object must be small enough to be submersed in the blood). Each night the object is heated in the bath until the blood is evaporated away. The residue left on the object for the next night. Upon completion of the third night the kindred must spend a temporary willpower point while holding the object and the residue will crumble away leaving it a dark red in color. The kindred at that point must mix the crumbled residue with heated mortal blood and consume it. This will cause one level of aggravated damage that may be healed normally. The recipient of the token must be in contact with the item and either make a willpower roll difficulty 8 or spent one temporary willpower to activate it. If successful a telepathic link will be created between the user and the kindred. This link may be held as long as the user and the kindred are both willing. Mystical Guardian by Jonas Bolander The Thaumaturgist has to designate a rectangular area, no bigger than 2*2meters and no less than 0.5*0.5meters, by tracing it with his finger. Next he traces several mystical symbols in the area and standing in the area points in a direction. Now he must spend a Willpower point and trace a single symbol with an iron spike on the floor in the area. Anyone entering the area and not wearing an iron medallion inscribed with the last symbol will be affected by the ritual. What happens is that a magical stormwind will pick up the intruder and forcefully throw him in the direction pointed out by the caster. The victim will be thrown 6 meters away and take damage as falling (count it as a 10 ft drop, i.e. 2 HL) if it hits something during it's flight. Of course this may be modified by things like iron spikes, being thrown away from a ledge or hitting a (soft) friend. This ritual takes 1 hour to cast, affects only the first intruder to enter the area and has a duration of 24 hours. For purposes where the victim holds onto something (like a ladder) count the wind to have a Strength of 7 when doing the opposed test against the victim's Strength. Spell Against the Curious original idea by Kivak final development by Michael Gachek (hejniak@usctoux1.cto.us.edu.pl) This unusual ritual is often used by vampires who like having secrecy during their meetings. It can also teach mortals to avoid places where they don't belong. The place enchanted with this spell by the thaumaturgist (usually it is a single building) becomes unfriendly to undesirable visitors. Floors creak in very strange ways, sharp nails and splinters are in all wrong places. Its easy to break a limb, or slip on the stairs, and the whole atmosphere is full of "something" that causes claustrophobia in he unfortunate mortals that are in wrong house in wrong time. It doesn't work as well against supernaturals; see below. System: For the ritual to be complete, it is necessary to catch a living spider and feed it with vampiric blood. After feeding and hourly ritual, the spellcaster must carry the spider to the place to be enchanted. The magic spider immediately begin to weave webs, and it remains in place to its end. The ritual lasts as long as the spider or his webs are present (it may mean years in old, abandoned buildings) -- so good house cleaning is the best way to remove the spell. However, cleaners who dare to enter the place under the ritual's effect are very rare! When the spell is working, every mortal who wants to enter the enchanted place must succesfully test his Courage (difficulty 7). The Courage test is also required for every few minutes inside! Failing any of the tests result in a severe claustrophobic attack. The Spell Against the Curious doesn't affect supernaturals to this extent, but every Virtue roll performed in the enchanted place is at +1 Difficulty. Shining Dust of Luna by Deird'Re Brooks Requires a quantity of silver dust. When this 1 hour ritual is used to prepare the dust, anything it is sprinkled on takes on the same characteristics of silver. It also tends to stick to Lupines and others vulnerable to silver, causing aggravated wounds until washed off. Soul Mate by Deird'Re Brooks The caster and the subject must sacrifice one Blood Point each into two items during a 1 hour ritual, each of which must have emotional meaning to one of the two. When the ritual is done, the two can communicate telepathically, regardless of their relative locations so long as both possess the items. For the price of 1 Willpower point, either one may send her consciousness to the other for one hour. She appears as a ghostly form to the other, although the two can communicate freely, the projected consciousness can only use Auspex or Psychic Numina, otherwise treat as Astral Projection. Wolf Bane by Jonas Bolander For this ritual the caster needs a piece (at least 10*10 cm big) of wolfskin and a small piece of meteoric iron. The caster throws the skin into a fire and chants the incantation while dripping one blood point of Vitae over the piece of iron. For the ritual to be effective the caster must wear the piece of iron somewhere on his person (usually around his neck). The next canine (including dogs and Lupines in Lupus form) to attack the caster (it must succeed in hitting the caster) will take 10 dice of damage as it's skin starts to smolder and boil. This only affects the FIRST attacking canine. The enchanted piece of iron slowly loses it's effect with one die of damage for each two weeks that goes by, so that after for example, 6 weeks an attacking canine will only take 7 dice of damage etc. This damage is not aggravated. LEVEL FIVE: Adoption of the Pariah by S.M. Agle (agles@mindnet.org) This ritual has only recently resurfaced, having been lost to the world for centuries. The last recorded use of Adoption was during the Convention of Thorns, when dozens, if not hundreds (The translations of the ancient documents disagree here.) of Caitiff were welcomed into various clans. This potent ritual forever joins a Caitiff to another kindred, transforming him quite literally into a progeny of his patron. Rumors abound of a higher form of this ritual, actually capable of transforming clanned kindred to another clan. Whether or not this ritual is genuine is unknown, as Justicar Reynard of the Clan Nosferatu has forbidden furthur research into this matter until an elder steps forward to verify the validity of this ritual. If a single elder would confess to being a transformed Caitiff, as several were supposed to have been after the Convention then he would ease his restriction. The fact that not one has done so is disturbing, and raises questions regarding long-term effects of the ritual. Of course, many Tremere dispute this, and claim that unrestricted research is the only way to determine the validity and saftey of the process, and at least four score Caitiff have volunteered to test it. (Note: The ritual is meant to be an unknown, a possibility to dangle before Tremere and Caitiff PCs alike. Several stories could be built around it, ranging from searching out the formula itself, locating either transformed Caitiff or their patrons, all elders dating at least as far back as the Convention of Thorns, or even harrowing forays into Lupine country to obtain components for the ritual. Have fun with it. Also, several Anarchs would oppose the resurrection of such a ritual, as they would lose supporters by the droves.) System: I'll leave this vague, so individual STs can have as much leeway as possible, but some things are essential. Two things are required: a Caitiff (not necessarily a willing one) and a Patron. Generation is not a factor here. During the ritual, the Patron, a kindred of any of the 13 clans but not a member of a minor bloodline, will drain the Caitiff dry. The ritemaster, who may also be the Patron, will then do something to the now-torporous Caitiff. This could be a bath in a vat of mysterious substance, a ritual tattooing, exposure to light from a specially-treated crystal or lantern, a vigorous massage that works a mystic oil into the recipient's skin, anything. The process may have to reflect some aspect of the clan of the Patron, meaning that it will vary each time the ritual is used! Use whatever method will work best in your story, the more exotic and difficult the better. Once the Caitiff has been purified and prepared, the patron will give him blood, in a process that will duplicate and override the Caitiff's previous embrace. The power of the ritual will revive the Caitiff, who is Caitiff no longer. The Generation of the recipient will not change, even if he is ninth Gen and his Patron is eleventh. What has changed is that the Patron is now his Sire (Rituals used to determine lineage will indicate the Patron, etc.), and from this point on he will benefit from the Clan Disciplines and Weakness of his Patron. Any mystical means used to determine Clan will indicate the recipient's new Clan, etc. The ramifications here are astounding. This is a secret that some will kill for, and others will kill to keep it secret. Characters working to unearth this secret may run across mad Anarchs, desperate Caitiff, indignant Panders and Archons of the Justicar out to enforce the ban. Certain Tremere elements will of course interfere, as will whatever faction caused the secret to be lost in the first place (Black Hand? Inconnu?). And of course there is the question of side-effects. Why has nobody stepped forward to say "I have benefited from this ritual! I, Toreador Primogen of (insert campaign city here) was once Caitiff!" Why has nobody revealed themselves as a Patron, or taken credit for the invention of the ritual? Where are they now? In short, what else does the ritual do? All of this is for individual STs to decide. Who knows? It may be a rumor...or the precursor to Gehenna, the match to light a global kindred war! Have fun! Barred Haven by Deird'Re Brooks Requires one Blood Point of the caster's to be sprinkled on all doors and windows of the room to be shielded. The ritual requires 1 hour to cast and prevents others from locating the protected area, as well as sealing the doors and windows against those who do manage to penetrate the cloaking. If the character knows the room is there, she gets a roll equal to her Perception + Occult to find it, target # is 11 - her Auspex score. At least 3 successes must be gained to locate it. If a mortal is looking, substitute appropriate Psychic Numina. The ritual lasts until the following sunrise or sunset. Birth Of The Beasts Claws by Mircalla This ritual allows the Thaumaturgist to grow claws much like the Protean disciplines Wolf Claws. The major difference is the duration (one scene or five combat rounds) and the difficulty of finding the ingrediants - which are : the blood of a carnivore, the fingernail clipping of a murderer and the blood of a Gangrel who is of a lower generation than the caster. When cast the Thaumaturgists fingers grow six inch claws that cause aggravated damage. These claws are magical in nature and can be recognized as such. As the Thaumaturgists claws are not natural parts of the body (unlike the natural Wolf Claws ability) he suffers a one die penalty to all attacks with these claws and a two die penalty for any action involving the hands and dexterity. The ritual takes but a round to cast if the materials are assembled beforehand. It is automatic and does not require a roll to cast. Blood Flame Custodian by Jonas Bolander This is another magical trap often used in Tremere Chantries. The Thaumaturgist designates a small area (1 meter diameter) and inscribes the mystical symbol of An-Zarash in the center of it. Next the caster drips one to five blood points worth of Vitae onto the symbol which immediately starts to burn with reddish flames. In order to drip more than one blood point onto the symbol the caster has to fight his Rotschreck, as the flames hungrily leap at the blood, by spending a Willpower point. The symbol turns black after the blood has been consumed and can not be removed from the surface it has been inscribed onto without destroying the surface. If anyone not of the blood used in the ritual (i.e. up to 5 vampires) touch the area designated by the caster, blood red flames will roar into existence around the intruder and burn him for 2*(blood points used in the ritual) dice of aggravated damage. This ritual has a duration of 48 hours and takes an hour to perform, but after the symbol has been inscribed, the caster only has to "reload" it with blood points (and willpower) which takes about 5 minutes. As most wards of this type only the first person to enter the designated area will be attacked. Calling the Black by Jonas Bolander This dreadful ritual calls forth the Blood of Yibb-Tstll to attack a victim. The caster must prepare the Symbol of Yibb-Tstll in human blood on a pristine sheaf of papyrus. This intricate symbol requires a Perception+ Occult, Dif. 8, to create and it takes about an hour. To activate the ritual the symbol must have been close to the target (less than 5 feet) and then the target must hear the caster recitate the Calling. The recitation takes about a minute but the target is paralyzed while hearing it, unless he is attacked which breaks the ritual. A few seconds later what looks like a small, black snowflake will fall on the target, followed by a veritable storm of black flakes that start to cover the victim. The victim starts to suffocate and lose one Health Level each intervall of victim's Stamina rounds. There is only one way to get away from this fate and it is to submerse oneself in running water (a shower will do). This will remove the flakes and actually send it back against the caster to give him the same fate as his intended victim. Note that after the first round the victim will be more or less blind. Kindred are of course unaffected by the suffocation but can still be blinded. The Blood of Yibb-Tstll disappears as soon as the victim is dead or after 30 minutes. (Idea from Lumley's "Dagon's Bell") Circle of Thaumaturgical Rejection by Jonas Bolander The Thaumaturgist draws a circle with a mixture of copper dust and dried human blood. The circle can maximum have a diameter of four meter and you need quite some amount of dried blood to do this. To activate the circle the caster must pour two points of his blood onto it while chanting the incantation. The circle immediately starts to glow with a reddish light. No Thaumaturgical effect of level 5 or less can now leave or enter the circle. The circle will be activated until sundown when it will have to be reactivated, this time with but one point of blood. It is quite easy to break the circle so having a battle raging across it is not recommended. Desire of the Soul Made Flesh by Deird'Re Brooks This 30 minute Ritual transforms the subject into the form matching her deepest heart's desire. It will not cure vampirism, however it will 'cure' a Nosferatu or Gargoyle. Disrupt Thaumaturgy by Deird'Re Brooks This 1 hour Ritual disrupts the affects of any Magic or Thaumaturgy in the area until the next sunrise. It also prevents new affects from starting. The area is within a circle inscribed by the caster during the ritual. If any part of it is scuffed or damaged, the ritual is broken. A permanent circle can be inscribed by engraving the sigils and such into the floor. Fire's Loving Kiss by Deird'Re Brooks 1 hr. Ritual. This ritual requires a brazier filled with coals, one of which the Kindred must swallow at the end. This requires a Self Control roll with a target of 8. Afterward, the Kindred will be immune to the effects of normal fire for Fortitude hours. Normal fire does not include white phosphorous or that generated by Disciplines, Gifts, or Magick. LightShroud by Hamlet This relatively simple ritual simple ritual takes only 20 minutes to cast and requires 2 blood points for every 6 square feet affected (assuming the average kindred to be approximatly 6 squre feet in volume) with a minimum of blood points per object shrouded even if less than that. The effect of this ritual is that the object on which it is cast causes light to bend around itself, and since this eliminates any chance of reflection of light from the object, it is redered invisible. Objects thus shrouded are invisible not only to the eye, but also to cameras and motion detectors as well. Additionally, since no light whatsoever penetrates the shroud a kindred on whom this ritual has been worked may walk about in full sunlight without damage of any kind. (Other than penalties for being awake during the day). A side effect is that the person shrouded is completely blind while they are shrouded. To drop a shroud on a person etc. the person shrouded must complete the incantation. For an object the Thaumaturgist must complete it (can be any distance away and at any time. The ritual is superior to unseen presence (basic Obfuscate) because it cannot be chalenged. By heat smell or sound the Shrouded may be discovered but ony he can drop the shroud. Also it defeats cameras and motion detectors whereas unseen presence does not. However since the ritual does not affect the minds of those around you, like obfuscate, it is entirely possible that some one might bump into you (or an object). Another more obvious flaw is that a shrouded individual cannot see without external means. One example of a way to circumvent this is a video camera scanning an area which broadcasts the immages it recieves to a small screen inside the shroud. Other ways should be evident especially for those more familiar with Thaumaturgy. Sunlight's Sweet Caress by Deird'Re Brooks 1 hour ritual, start approximately 1/2 hour before sunrise, finished 1/2 hour afterward. This ritual must be performed in a natural area, with a candle at each cardinal point and two candles in the middle of the area. This Ritual protects the Kindred from the effects of sunlight for Fortitude hours. Walk to Herd by Deird'Re Brooks This must be prepared in advance, in a fashion similar to Escape to a True Friend, but the Kindred goes instead to one of his Herd. Ward of Rotschreck by Deird'Re Brooks This Ward is identical to the Ward vs. Kindred, with one addition. Any Kindred who come into contact with it must make a Courage (8) roll or flee in Rotschreck. LEVEL SIX: Ritual of Joining by Deird'Re Brooks Adds one hour per extra ritual added to the length of the longest ritual. This allows multiple rituals to be performed at once. Combined with Ritual of Holding this can be quite powerful, since the entire group is treated as one ritual. Ritual Trigger by Deird'Re Brooks This adds thirty minutes to any ritual, but it does not take effect immediately. Rather, the caster specifies a set of conditions that must occur, or fail to occur, or a set time limit, that triggers the ritual. As an example, linking this with Fire's Loving Kiss, the caster may specify that it trigger when she is attacked with fire. So, if she is struck with any sort of fire, she becomes fireproof. Alas, the initial attack will still do damage, but the vampire will not burn beyond that. Sending the Slashing Doom by Jonas Bolander This is a favorite for all those vengeful low-Generation Tremeres. This ritual requires the Thaumaturgist to know the name and appearance of the victim, to know approximately where he is (within a kilometer is enough) and preferably to have some piece of the victim (some hair, a trace of blood etc). The caster next have to burn some incense while chanting a long and archaic incantation. The smoke from the incense will coalesce into a greenish cloud about the size of a human. Now the caster drips one blood point of his own blood on an Athame', a ritual dagger inscribed with mystical symbols, and slashes with the blade three times through the cloud while screaming the name of the target. A few moments later (the ritual so far has taken 2 hours) a darkly-greenish cloud appears around the target and three metallic glimmers appears in it, causing the target fifteen dice of cutting damage. This is non-aggravated damage and armor protects against it so for a vampire it is more of a harsh warning than an attempt on his unlife. But a mortal or a Ghoul has quite a chance to die from it. Now this was what happened if everything worked out perfectly, but several things can go wrong. If the caster doesn't have a piece of the target the Thaumaturgist has to make a Intelligence+Occult test against a difficulty of 8 with at least three successes for the ritual to affect the right target. If the caster fail this test the effect attacks the person located nearest the target. If the caster botches the test or if the target isn't were the caster thought he was the effect turns upon it's creator. There has also been several instances where targets with high True Faith has escaped unharmed from this ritual. This ritual is quite often frowned upon as a possible break of the Masquerade and the Thaumaturgist should try to get to his target when he is alone. Spoof the Camera by Deird'Re Brooks This will render the caster invisible to mechanical means of detection, such as cameras. Utter Seal by Deird'Re Brooks This Ritual will irrevocably seal anything it is used upon. Doors, windows, books, mouths, eyelids, floppy drives, CD players, etc. The ritual is identical to Utter Destruction of Bonds. Either Ritual will cancel the other, but will not open or close the portal in question. That requires a second Ritual, or the keys. (What's the matter, cat got your tongue?) LEVEL SEVEN: Creation of the Sun Amulet by Deird'Re Brooks This ritual takes three months to complete, and must be begun at sunrise on the Summer Solstice. The amulet, which must be gold, must then be left in the daylight on the last day. This creates an amulet which confers partial immunity to sunlight - the wearer takes half damage from exposure to sunlight. LEVEL EIGHT: Deadly Blade by Deird'Re Brooks Making this blade requires ten points of the caster's own blood and a roll against Intelligence + Blacksmithing against an 8. The result is a weapon that inflicts aggravated wounds. Otherworldly Haven by Deird'Re Brooks This requires one year to complete, and when finished, the Kindred's home can be moved beyond the reach of Mortals. It is, in fact, present in the Near Umbra. The Kindred can move it back and forth with a Willpower (6) roll. There are paths to the Haven from the physical world which the Kindred knows of and can use. LEVEL NINE: Escape From the True Death by Deird'Re Brooks This takes a week to cast, and requires a roll of Stamina + Occult against a six. Each success counts as a 'free' Health level that can be used to heal aggravated wounds at any time, even the point of dying. The ritual lasts until the next Solstice. RITUALS OF THE ASSAMITES by Ogre (shil@erols.com) Author's Notes The following rituals were created by an Assamite character I created a while ago. Although suggested for Assamites these rituals could be used for anyone who knows them. LEVEL TWO: Masking the Glorious This ritual allows the caster to hide the aural effects of magic on an item or a person. Once cast on someone or something, the use and presence of magic will not appear in the aura of that person or object. The 10 minute ritual requires a gold thread be tied around some piece of the object or person effected. Once tied the spell will last for one night. Anyone looking at the object's aura with Auspex or any other means of detection will see a mundane object. There will be no sign of magic use. LEVEL THREE: Hiding from the All-Seeing Eyes This ritual is taken straight out of the Tremere "Book of Nasty Shit". Along the same vein as the Pavis of Foul Presence ritual, this one works against Auspex and the all nosy little bastards who use it. The ritual is cast by having the caster put a small, specially prepared, eye-shaped diamond under his tongue while chanting. It takes a full turn to cast. Once cast, Auspex will not work on the caster. Aura reading will pick up absolutely no aura and mind reading will pick up no thoughts at all, not even the presence of a mind. Heightened Senses will not work but regular senses will and those in astral form will not be able to see or interact with the caster. The ritual lasts for one night or as long as the diamond remains in the caster's mouth. False Blood With this ritual the caster can change the properties of his blood. Those that use Taste of Vitae, Bloodwalk, or any other method of determining things about the caster through his blood will find out only what the caster wants them to know. To cast the ritual, the caster must take five blood points of his blood, or someone else's if he is not casting it on himself, and put them into a specially prepared, solid silver container. Then the caster hides the container from all prying eyes, including his own. During the casting of the ritual the caster must specify what fact about his blood has been changed. Clan, generation, and any other pertinent facts that can be gleaned from his blood are then changed for one month or until the container of blood is discovered. LEVEL FOUR: Imbedded Blood This ritual can only be used with the Quietus discipline of Blood Agony. With it one must insert the object that he wishes to imbue with blood into his body, either by swallowing it, of by physically inserting the objects into his body, as in the case of wooded stakes or arrows. In the case of larger objects, one level of unsoakable damage is taken that can only be healed after the object is taken out. To cast, one must perform the ritual for 15 minutes before he rests in the day and then inserts the object. Only one can be treated at a time, into his body. The object is kept in the body while the caster rests for the day. Once the object is imbedded with the blood, it can be used to do aggravated damage to someone for a number of hits equal to the amount of blood points used, the maximum being the amount of blood the caster can use in one round. The blood is used when the ritual is cast. The advantage of using this ritual is that the blood is kept in the object until it's used. Only porous materials can be imbedded so metal and stone objects cannot be used. Viper's Grin Assamites, as a clan, are in a particularly interesting line of work. When one is an assassin, one must make arrangements for all contingencies. One of the worst contingencies to consider is capture. While killing one self in case of capture is noble, it does not get the job of killing the mark done any better. This ritual gives one access to any number of tools "in case of emergency". The caster must prepare a ritual circle. The ritual is cast and an item is placed in the circle. The ritual must be cast every time another item is placed in the circle. These items should not be any bigger than a softball for reasons which will become clear in a second. On command, any one of the items can be regurgitated. This takes a full round to do and causes the caster from one to three levels, depending on the size and shape of the item, of normal damage that can only be soaked with Fortitude, in which case levels are automatically soaked. If the item is bigger than the subject's mouth can normally open, the subject can unhook his lower jaw, like a viper when it eats something whole, to remove bigger items. This causes another level of damage to the caster and the caster won't be able to talk until the damage is healed. The items must remain in the circle to be used. If one is taken out of the circle by any means other than regurgitation that item will not be available later unless it is properly, using the ritual, put back into the circle. Bloodsong With this ritual the caster can experience what someone else experienced over the last few days through the drinking of their blood. The caster pours the blood into a chalice and from there he drinks. For every point of blood consumed, one day of the person's life can be experienced, starting from the point in time that the blood left the body. It takes one hour to fully experience a day of someone else's life. During that time the caster is in a dormant state. He can willingly leave the trance but then he will lose all that followed the point that he stopped, unless he drinks more blood. Avoiding the Vitae's Grasp This ritual allows the caster to avoid the effects of drinking the blood of another Kindred, specifically, the effects of the Blood Bond. To cast the ritual the vampire needs to put one point of his own vitae into a specially prepared chalice. He then incants for a full 6 hours. Once the incantations are finished the caster puts a small silver bracelet into the chalice. The bracelet then soaks up the vitae in the chalice whereupon it gains a reddish hue, looking like copper or bronze for the most part. Once someone dons the enchanted bracelet the spell takes effect. It lasts for one full moon, one month for all you neophytes, from the moment the bracelet is first put on. While a vampire wears the bracelet he is immune to the effects of Kindred blood as a tool to Blood Bond. Previous bonds are not broken, and previous draughts from the veins of other Kindred are not forgotten. For the duration of the spell, any Kindred vitae drunk by the recipient will not work towards establishing a Blood Bond, nor will drinking the blood of Kindred to whom you are already bonded to, work toward strengthening that bond. If the bracelet is taken off before the duration of the spell, the spell is broken and the bracelet will then rust and disintegrate within three hours. This will also happen if the spell runs its course. Although the bracelet is not reusable, the chalice is. LEVEL FIVE: Blinding the All-Seeing Eyes This ritual is a stronger version of Hiding from the All-Seeing Eyes. This version will not simply hide one from Auspex but it will disable the Auspex of anyone who tries to use Auspex on the caster. The ritual is cast in the same way as its weaker cousin except that a black pearl is used rather than a diamond. If they try to use any of the powers of Auspex like Heightened Senses or Aura Reading on the caster, they will lose the use of their Auspex for one turn for every success they made on whatever roll they needed to activate that power. If anyone uses Auspex on the caster to look for them while the caster is Obfuscated the one looking will lose the use of his Auspex for the number of minutes equal to his highest level in Auspex. For those who try to use Auspex after it has been shut off, all they will see is burning white and all they will hear is white noise. The White Scarab This ritual is possibly one of the most terrifying ever created. With it one can create a magical beetle (scarab), about the size of a large fist, that, when attached to someone, will drain their vitae. The very idea of a huge bloodsucking bug will make most beings blanch. To create the scarab, a normal beetle must be captured. It is then dipped in silver, cooled and then coated with white phosphorus, stained red with at least five blood points of Kindred blood, not necessarily that of the caster. After a 2 hour ritual preparation the scarab is lit, burning white hot. What emerges is a scarab, dead white and unmoving. Its legs and mandibles are kept under its carapace so it looks like a large white stone. The caster can will the beetle to life. Once that happens it will begin to move, probing for anything with blood in it, Kindred or otherwise. Its mandibles will expand outwards, forming two barbs. In this form the scarab is a weapon (Diff.: 6, Dag. :Str. +2) doing aggravated damage. Once it hits the scarab's mandibles will extend and curve, attaching itself to its victims. It will drain 3 points of blood per turn, its maximum being the same as the caster's blood pool. As it fills itself to capacity it will begin to turn a reddish hue, eventually becoming dark red once its full. It will detach when full or when the vessel is completely drained. If one tries to destroy the scarab, it has stamina of 5 and fortitude of 5 with 3 levels of damage. If they try to pull it out, it takes five strength successes in the same attempt to get it out, but every success causes another level of aggravated damage to the victim, successful or otherwise. Once it detaches the scarab will become active. But it is easy to retrieve as it moves as slow as any other beetle. One simply has to grab it from behind by the carapace. It can safely be stored in a glass container. It uses one blood per day. The blood can be retrieved from the scarab by the caster with the use of various rituals such as, Engaging the Vessel of Transference, Principle Focus of Vitae Infusion and Vitae Translocation. Once the scarab is drained of blood if begins to burn again, the fire consuming it utterly. RITUALS OF THE TAL'MAHE'RA by Gerry Saracco The following rituals were developed by Thaumaturgists who are part of the Tal'mahe'Ra (aka True Black Hand) for use by sect members. Most of these rituals are specifically geared for the Shadow Crusade, as about half of the sect is involved in this. The last ritual is one that can break the Vinculum, so that new recruits and sect members can be free of outside influences. LEVEL TWO: Purity of Vitae A variation of Purity of Flesh, this ritual allows the caster to purify her vitae of infectious diseases. The caster follows the procedure described in Purity of Flesh, but must concentrate for 20 minutes instead of 10. As the caster's vitae itself is being purified, a point of willpower is expended in the place of a blood point. If the infection is recent (within a week or less), then success is automatic. For every week (rounded up) beyond the first, the caster must roll Meditation and Thaumaturgy, starting at difficulty of 4 for the second week; the difficulty goes up by one for every week past the second that the caster is infected. All rolls require a minimum of 2 successes to purge the blood of infection. In the case of a high difficulty, the cast may make a willpower roll at difficulty 7; every 2 successes on that roll will lower the ritual roll by one. This ritual was the first one the Hand used to cleanse their vitae of the vicissitude infection; originally it was used to purify vitae against infection by the Black Plague. This ritual, due to the difficulty if the infection goes undetected for a long time. This ritual does not work versus blood bonds, and at the discretion of the ST, will not work versus the HIV virus (in the author's chronicle, it doesn't). Note: A level 3 variation of this ritual allows the thaumaturgist to cleanse the vitae of others; when using that ritual, the subject, not the caster makes all difficulty rolls. This variation was developed to cleanse the vitae of sect members who don't possess thaumaturgy. Seek The Zulo Named after the Tzimisce term for the horrid form, this ritual was designed by an Old Clan Tzimisce thaumaturgist who had yet to develop Auspex. The ritual allows Shadow Crusaders to detect individuals (other than Tzimisce) who have been infected with the Vicissitude disease. It is commonly used by Shadow Crusaders without Auspex, and while cruder than conjunctional discipline effects, is still an effective way of tracking infected individuals. The caster needs a vial of infected vitae which is then poured into a second vial with a blood point of the caster's own vitae. While mixing the two vials, the caster chants an incantation. This requires a Thaumaturgy + Medicine roll (difficulty 6), and requires 2 successes. Once completed, the caster takes out the vitae into a hypodermic needle, and injects it into a gemstone shaped object made from a semi-pourous material the sect developed. It is set aside until the vitae congeals, and hardens inside the object. Once hardened, the gem is usually placed in an amulet carved with thaumaturgical symbols. Once placed in the amulet, the caster can use the amulet to detect individuals infected with vicissitude if they are within 5 feet of the caster. The caster rolls Perception + Awareness (see Mage; difficulty 4+1 for every 2 additional targets past the first in the radius). If successful, the amulet heats up, warning the caster an infected individual is nearby. This will work versus all infected. After a 5 days, the gemstone dissipates, having burned up the vitae in the crystal. LEVEL THREE: Scan The Soul As Seek The Zulo only tells if someone is infected with vicissitude, a ritual was needed by Shadow Crusaders without Auspex to detect which ones were souleaters. The caster must pluck out her right eye (which causes 2 levels of aggravated damage, though it can be healed normally), and soak it in 5 blood points worth of her vitae. As she soaks it in the vitae, she recites a chant to Caine to give her the sight to see that which is hidden from her. The caster rolls Intelligence + Thaumaturgy (difficulty 7), and requires 2 successes. If successful, the eye is removed from the vitae, and allowed to dry out. Once it is dried out, it is placed in an amulet similar to the one in Seek The Zulo. The caster can then scan infected individuals to see if their souls have been consumed by the souleaters. If so, the caster will see a grayish tint around the target, with black streaks in it. Surprisingly, this ritual can also reveal infernalists who have sold their souls to demons, and the Tal'mahe'Ra (through the Black Hand) has leaked this ritual to the Sabbat Inquisition (thereby using the Inquisition to root out souleaters they may have missed, or lack the resources to currently investigate), but some infernalists have discovered that a variation of the level 6 obfuscate power "Soul Mask" can be used to generate an illusion of still possessing a soul (in game terms, it raises the difficulty to 8, and a minimum of 5 successes to see that the soul is missing. By using the Sabbat Inquisition to track down souleaters by claiming they are "Infernalists", the Tal'mahe'Ra keeps the Inquisitors from looking too much into the affairs of their infiltrators in the Black Hand. LEVEL FOUR: Mask of the Vinculum The mages of the Tal'mahe'Ra were the first to discover that the Vaulderie could break the blood bond, and the sect leaked the secret of the Vaulderie to the Tzimisce childer, so that they could destroy their elders. With the formation of the Sabbat, the Vaulderie was used to insure loyalty to the Sabbat. As the Tal'mahe'Ra had infiltrated the Sabbat, they developed this ritual to keep their members in the Sabbat from becoming bonded by the Vinculum. The caster draws a thaumaturgical circle, and the caster (or whomever the effect will be used on) sits within the circle and meditates for an hour. After meditating, the caster pours purified water over the body, reciting the Litany of Purity. Whomever is being prepared cuts her wrists, and releases 2 blood points (one from each arm) over the symbols of the symbols of the circle, while the caster recites the Litany of blood. The circle will glow a faint red at this point. Afterwards, the caster (or whomever the ritual was used on) will be unbondable for the next evening only. This ritual is usually cast the night before they partake in the vaulderie. System: After the meditation, the caster expends a willpower point, and makes an extended intelligence + thaumaturgy roll (difficulty 7), and needs 5 successes. This roll is made during the reading of the litanies of Purity and Blood, each of which take 30 minutes to recite. Purify Vaulderie This ritual was developed by sect members in the Sabbat to cleanse vitae used in the vaulderie ritual of the vicissitude infection. This ritual is cast during the vaulderie ritual itself, and is designed to be part of the ceremony (the Tal'mahe'Ra developed the vaulderie in the first place, so this was an easy task). The caster expends a blood point, and rolls thaumaturgy and willpower (difficulty 8). This is an extended roll, and at least 4 successes are needed. Kindred with the concentrate merit have the difficulty lowered by 2. If the ritual succeeds, then the vitae the caster contributes to the vaulderie itself acts like an antibody, and destroys any traces of the vicissitude virus in the combined vitae. This cleansing not only protects the caster, but helps prevent the disease from infecting the entire Sabbat.