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Intermediate Thaumaturgical Rituals
To cast an INTERMEDIATE ritual the caster must make a static mental challenge vs. seven (7) traits, and sit out 20 minutes, unless otherwise noted by the ritual itself.

Binding the Beast - As per LoE
The target need not be in frenzy to use this discipline against her.
Time Required: 10 minutes.
Duration: the night
Components: drinking a point of the victim's blood, and pushing an iron spike through one's own hand. (This ritual inflicts 1 level of damage that can not be soaked.)
Availability: 7th Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
Relieves a Kindred from frenzy, and gives them Submissive x 2

Bladed Hands - As per LoE
Time Required: 10 minutes.
Duration: until the next sunrise
Components: spend a blood trait,
Availability: 5th Apprentice, House Praesidium
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 3
Gain the Physical Trait 'Sharp'. You can possibly damage small objects or people when shaking hands.

Blood Allergy - As per LotN: StG
Time Required: 20 minutes.
Duration: the night
Components: a blood trait mixed with a dead rose petal, while speaking an incantation
Availability: 7th Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
If the target has more than 3 Blood Traits in her system, she will vomit them back up. This ritual will not work on Kindred older than the ritualist.

Bone of Lies - As per LotN: R
Time Required: 20 minutes.
Duration: 10 Charges
Components: finger bone from a skeleton of a mortal at least 200 years old, steeped in 10 Blood traits
Availability: 3rd Apprentice, House Politico
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
The bone detects lies 10 times.

The Bronze Head Speaks - As per House of Tremere
Time Required: 20 minutes.
Duration:
Components: assistants chanting an elegy to lost souls, warning them that another is about to join their doomed ranks. The caster rubs the targets head with a salve that saps the will, melts off hair, and softens the skull. Then the caster takes a flexible bronze tube with a sharpened end and jams it in to the prisoner's right temple and in to his brain. The tube is attached to a manual pump and the assistance pump out the grey matter in to a large ritual bronze head. The head must be of master craftsman ship, and stand about two feet high, with an articulate jaw and ivory balls suspended in small liquid filled crystals that jolt around when ever the victim hears a secret he did not want known.
Availability: Regent
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
the head comes to life and can answers any questions that the victim could have possibly known even though long forgotten or suppressed through magical means. The Caster can make Mental vs. Physical test with the victim to uncover knowledge. Each question asked results in a lethal done to the victim. Because the device removes the brain, this counts as decapitation and will bring vampires to final death if pushed too far. The head displays it's own personality and is even some what 'quirky' the only trait of personality all heads seem to share is a complete disregard for the victims suffering, sometimes even making jokes at the victims, something that is not hard to do when you have all of their memories laid out for you. This ritual is still found in Major Chantries to this day.

Cleansing of the Flesh - As per LotN: StG
Time Required: 1 full night.
Duration: 1 full night
Components: a bath tub or cauldron filled with purified water. In to which, the caste must spend the duration of the ritual, bleeding all but the tiniest drop of his blood.
Availability: 3rd Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
Cleanses deceases from the vampire's body. Can be cast on another, but the subject must open their veins while the caster chants over the tub for the full duration of the ritual. Kindred must make a frenzy test (or spend a willpower) at the end of the ritual as they have less that an entire blood trait in their system.

Craft Dream Catcher - As per LotN: StG
Time Required: 20 minutes.
Duration: Permanent
Components: the targets hair, spittle, blood, and other personal things.
Availability: 7th Apprentice, House Rdolfo
Prerequisites: Thaumaturgy: Oneirmancy - Intermediate
Ability: Occult - 2
Creates a talisman that protects from ghost attacks (ghosts are down two traits vs. the target). The caster is also up two traits for using Oneirmancy on the target, while other Oneirmancers take the same two trait penalty that ghosts do.

Crucible of Sympathetic Agony - As per House of Tremere
Time Required: 20 minutes.
Duration:
Components: two victims placed on a long iron shod bed so that their feet touch. The souls of their feet are then sewn together. If the victims are capable of orgasm, then each are stimulated until they climax (at the same time) if the victim is kindred, they feed until climax. Right after Climax one of the victims is tortured with interment bathed in alchemical salts.
Availability: Regent
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
The one NOT being tortured feels all of the pain of the other victim, if the victim that was being tortured reaches final death, the second victim feels what is like to die. This is used to break down people's resistance to torture, before they themselves even begin to be tortured. If the ritual is successful the caster can bid double their traits for interrogating, the non-tortured victim.

The Curse Belated - As per LotN: StG
Time Required: 20 minutes.
Duration: until the ghoul dies
Components: a PERMANENT blood trait, the trait returns when the ghoul dies. a sigil branded on the ghoul, that disappears after it becomes undead.
Availability: 6th Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
This ritual is used to safeguard particularly precious ghouls against untimely death. If the ghoul dies, her body will revive as Kindred within 10 minutes as if you had embraced her. If someone else attempts to embrace the ghoul, she will revive as Kindred; however she will be your child, not the childe of the vampire that did the actual Embrace.

Displacement of Pneuma - As per House of Tremere
Time Required: 45 minutes.
Duration:
Components: a prisoner suspended inside a frame of copper tubing. Clamps are placed on the victims eyelids keeping them open as well, clips are placed over the heart, kidneys, neck, stomach, genitals, and inside the rectum. Alchemical vapors are wafted on to the victim with bellows. If the victim passes out the ritual must be halted until he recovers. An animal such as a goat or ewe is brought in to the room and clamps are placed on it in all of the same places. Catgut strings lead from the Clamps to a vat, the caster beings to incant to other worldly beings, drawing them to the vat. She then draws a dull blade filled with her own blood across the victims neck to fool him in to thinking she is cutting his throat. At that moment she screams a word of power in to the victim's ear
Availability: Regent
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
Success, means the victims soul has literally been scared out of his body traveled down the cat gut in to the vat, and then in to the body of the animal. This Ritual is uncompleted and so this is all that it does. The victim is lucky if he can survive in an animal's body with out any animal instincts. If the Caster wins or ties a Simple test then the soul can be returned to the original body at the completion of the ritual.

Eyes of the Past - As per LoE
Time Required: 20 minutes.
Duration: up to 5 minutes
Components: expend two mental traits.
Availability: 5th Apprentice, House Rdolfo
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
See what occurred in the room back in time, up to 5yrs prior to present.

Flesh of the Fiery Touch - As per LoE
Time Required: 2 hours.
Duration: until the next nightfall
Components: A hot Coal, swallowed, doing one aggravated damage. You must spend willpower as well.
Availability: 2nd Apprentice, House Praesidium
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
If anyone touches your skin, they will take one aggravated damage. Your skin turns bronze while this ritual is in effect.

Furtive Integument - As per House of Tremere
Time Required: a night
Duration: 1 year
Components: first the caster consecrates a series of glass flasks and beakers by seeking the blessing of a flesh elemental. Then sends a swarm of small manufactured insects called flesh eaters out to dine on a victim, when they do, the skin appears in a glass apparatus. The cast used the flesh to create a velluma. The caster Stretches the skin and irons it in a frame that is in the rough shape of the human body, and then gets a spirit called a phantasm to enter the creation and animate it
Availability: Regent
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
This ritual creates a Velluma (a quasi-Gargoyle that looks more human than any other breed of Gargoyle) the knowledge of this ritual has been lost to modern Tremere

Gentle Mind - As per LoE
Time Required: 20 minutes.
Duration: one night
Components: the caster and target drink each others blood
Availability: 4th Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
You can give someone two extra willpower to resist frenzy.

Haunted House - As per LoE
Time Required: 20 minutes.
Duration: 10 Years
Components: A haven, 3 blood traits,
Availability: 4th Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
Makes your haven shunned by mortals for fear of 'creepy things'.

Heart of Stone - As per LoE
Time Required: 7 hours
Duration: Until the vampire spends willpower
Components: laying naked on one's back in a three-inch high circle of dirt made on a stone surface, lighting a candle directly above one's heart, and waiting until the candle has gone down all the way, and has extinguished itself in its own wax. (This ritual inflicts one aggravated damage.)
Availability: 6th Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
Your heart becomes solid stone, immune to staking. However, spending Willpower will end the ritual effects, and there is a loss to social traits (all 'friendly', and 'compassionate' traits are lost and you gain half your remaining traits in negative 'callous' traits.

Ichor of Hexaped - As per House of Tremere
Time Required: a night
Duration:
Components: a hexaped, lowered in to a large man sized press. Once the hexaped is properly restrained the caster draw arcane sigils in air and assistance being to turn the wheel on the press. The juices from the hexaped collect in a large copper trough below, this leads to a silver bucket. When no more ichor can be pressed from the beast, the caster takes the bucket back to his lab where he mixes it with his own blood, myrrh, copper powder, and wine dregs. He then pours the mix in to a shallow silver bowl about 3 feet in diameter. After chanting and burning 6 kinds of incense, an image appears in the bowl.
Availability: Regent
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
By looking in the bowl and spending a mental trait, the caster can see what the victim of the hexapad sees. By spending two mental traits they can lightly hear the victim's surface thoughts in the back of their own mind. When this happens the victim gets the feeling of being watched. Use of a hexapad is considered a breach of the masquerade if anything other than a vampire sees the creature.

Illusion of Peaceful Death - As per LoE
Time Required: 20 minutes.
Duration: N/A
Components: A body with at least half blood traits in it, dusted with a white feather. You must spend two mental traits for this ritual.
Availability: 1st Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
You heal the visible wounds on a corpse.

Illusion of Perfection ( Milwaukee by Night pg. 54)
Time Required: One hour.
Duration: One evening or until the mask is removed.
Components: A plain white mask.
Availability: Regent
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2.
This ...is the perfect ritual for vampires deformed in some way or who want to remain hidden... The illusion allows the caster to blend easily into crowds. Mechanics: The ritual takes a little under an hour and requires a plain white mask, put on at the very end of the ritual. Once complete the caster looks like an ordinary person, in his mid-20's, with a nondescript face and an average body.... It also changes the caster's face to facilitate escapes. Note that Kindred with Auspex can penetrate the guise and, much to one Tremere's final amazement, so can Lupines.
The illusion allows 'Fair Escape' when used in crowds of 10 or more. Those with Auspex may challenge as if the caster were using Mask of a Thousand Faces. This ritual lasts either until the mask is removed or until the end of the evening.

Incorporeal Passage - As per LotN: R
Time Required: 20 minutes.
Duration: Scene or Hour
Components: Small Mirror that the caster must maintain eye contact with.
Availability: 2nd Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
Move incorporeally going forward or standing still.

Infirm Inert - As per LotN: StG
Time Required: 20 minutes.
Duration: the night
Components: a small amount of blood laced with laudanum (giving the caster the negative physical trait 'Lethargic' for the next scene or hour. then a tiny bit of the casters own blood smeared on the target's skin.
Availability: ASs
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
For the evening, the target touched cannot heal wounds without spending a Willpower Trait for the turn.

Innocence of the Child's Heart - As per LoE
Time Required: 20 minutes.
Duration: 1 hour per mental trait spent at the time of casting
Components: a child's toy
Availability: 6th Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
Your aura appears white, like that of a mortal, with no signs of being a vampire.

Major Creation - As per LotN: StG
Time Required: 20 minutes.
Duration: Until one item is summoned at larger than normal size for the power being used.
Components: your severed thumb (costing you willpower) the Thumb disappears as the item enlarges. You may spend 2 or 3 mental traits to either double or triple the size of an object summoned with Path of Conjuring
Availability: 5th Apprentice
Prerequisites: Thaumaturgy: Path of Conjuring - Intermediate
Ability: Occult - 2
The caster can now summon larger items. Your thumb can be re-grown as normal.

Pavis of the Foul Presence - As per LotN: R
Time Required: 20 minutes.
Duration: Until next sunrise, or used.
Components: Blue silken cord, tied around the neck
Availability: 5th Apprentice, House Politico
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
If you win a Presence challenge, powers level 5 and below are reflected back at the person attempting to affect the caster if you win. If you lose then there is no effect what so ever. After this has gone off the ritual must be recast.

Populate Night's Gardens - As per House of Tremere
Time Required: 20 minutes.
Duration: the creature dies after a number of days equal to blood spent on its creation
Components: creatures to be vivisectioned are diagramed, then parts to be used are bathed in Alchemical substances, then the pieces of animals are placed in the uterus of a cow which is then placed in a gestation chamber, and then placed in a creature designed to be 'mother' to these lesser creatures. Using astrology, the caster finds the best time to 'birth' the creation. it is removed and Smoke of burned blood salts are blow in on it with bellows. The caster spends 3 blood for every physical trait it wishes the creature to have, and 9 blood for every Social and mental trait. Abilities given to the creature cost 3 blood traits, and one blood is spent for every point of damage the creature does with an unarmed strike.
Availability: Regent
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
This ritual creates a monster. Only Vienna and a few other High level Chantries still hold this ritual.

Protean Curse - As per LoE
Time Required: 20 minutes.
Duration: until preformed again.
Components: the blood of a rabid vampire bat, drank by target
Availability: 2nd Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
The target (Kindred or kine) is turned into a bat.

Quicksilver Eel - As per House of Tremere
Time Required: 30 minutes.
Duration: 1 day plus 2 days per mental trait spent at creation.
Components: mixed alchemical substances, about as much as a mans fist, kept in a non-porous container.
Availability: Regent
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
When released the quicksilver animates in to a tadpole looking creature with many shape teeth and head towards the nearest non-vamperic magic user. Once it reaches the target it eats though cloths shoes and anything else in it way to get under that magi's skin, it then travels to the brain and eats the targets willpower. The eel eats a permanent willpower everyday, and if the target has any paths/spheres equal to his willpower, it eats those too. If the victim hits 0 willpower he makes a static physical challenge vs. 9 traits, failure means death success means the target is a mindless drooling husk.

Rending Sweet Earth - As per LoE
Time Required: 20 minutes.
Duration: Permanent
Components: thrashing a section of ground with a leather whip. When it is performed, a 10' x 10' section of earth will disappear.
Availability: 2nd Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
Makes a 10' x 10' x 10' cube of earth disappear, this reveals and wakens an Earth Melded vampires. If trying to unearth meld a vampire you are required to make a mental test vs. the target earth melded vampire.

Return of the Heart - As per LotN: StG
Time Required: 20 minutes.
Duration:
Components: a blood trait from the Target mixed with the tears of an infant.
Availability: 6th Apprentice
Prerequisites: Thaumaturgy: Path of the Bloods Curse - Intermediate
Ability: Occult - 2
Victim is overwhelmed with guilt, and his Path changes to Humanity with a path rating of 5. This lasts for the rest of the evening. Humanity is lost as if it was at a 5, but does not affect the targets true path rating. Targets are over whelmed by the guilt making them very unlikely to break the sins of Humanity.

Ritual of Darkness (Milwaukee by Night pg. 53)
Time Required: One hour.
Duration: Until sunlight contacts the darkness.
Components: Soot from a coal fire.
Availability: Regent
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2.
This ritual creates a very powerful darkness in the user's Haven.
Mechanics: This darkness cannot be seen through by intruders, but the caster of the spell can see easily. The caster must rub soot from a coal fire on the windows, and the ritual takes a full hour...The darkness will last until sunlight hits it (if the haven is underground this could be forever).

Rutor's Hands - As per LotN: R
Time Required: 20 minutes.
Duration: A week per blood trait fed, or until killed
Components: the casters severed hand, one of the casters eyeballs
Availability: 3rd Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
Sever your hand, pluck out your eyeball and create a little helper. You maintain constant mental contact with the creature. It has one health level and 3 physical traits.

Sanguine Assistant (Guide to the Camarilla)
Time Required: 1 hour.
Duration: Number of days equal to caster's mental traits.
Components: Spend 5 blood traits.
Availability: 7th Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
Sorcerers often need lab assistants that they can trust implicitly. This ritual allows a sorcerer to create a temporary servant that was utterly loyal.
System: The caster spends 5 blood and makes a static test against 10 traits. The resulting servant is about a foot tall, and roughly humanoid shape and is formed out of random objects in the room (but oddly enough it will never take anything that you will be using). The servant will last for a number of days equal to the caster’s mental traits. The servant will follow the orders of the caster, and will take on the personality and mannerisms of the caster. When the ritual expires, it will return to the bowl it was summoned in, and fall apart. The caster may re-summon the same servant and it will retain its personality and memories.

Scry - As per LotN: StG
Time Required: 20 minutes.
Duration: 10 minutes + 10 minutes per mental trait spent by the caster.
Components: owl's blood and a body of still water. Something the size of a bath tub works better than an open lake. If scrying on a person, something of significance of theirs is required.
Availability: 4th Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
Watch a person or location from a pool of water. Auspex and other powers can not be used through this power. The vision remains locked on target until cast again.

Shaft of Belated Quiescence (Vampire Players Guide pg. 89)
Time Required: Five hours.
Duration: A stake.
Components: Sharpened shaft of rowan wood.
Availability: Regent
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2.
This particularly vicious ritual is cast on a stake that is meant for the heart of a vampire. During a five-hour ritual, the caster must carve an ornate series of symbols onto a sharpened shaft of rowan wood, coat the stake with her blood, and blacken it in an oak-wood fire. The darkened shard then becomes one of the most feared Kindred-slaying weapons known. A simple hit with the stake, even in the leg or arm, causes the tip to break off inside the victim and begin burrowing into the victim's body. The point then slowly works its way to the heart. The victim of this attack may not even know what is occurring until it is too late.
Mechanics: During the time of the stake's journey, the sufferer will occasionally feel sharp pains. These pains grow closer together and more unbearable as the tip nears its un-missable target. Damage caused by the thing's journey isn't enough to remove Health Levels from a vampire, but will harm a mortal or ghoul. One of the ways to be rid of the thing is to dig for it - a very grisly process that won't necessarily work. The vile thing may actually try to elude the operator, automatically burrowing away from the open wound. The surgeon does more and more damage as he digs deeper after it. Needless to say, this weapon is a death sentence for a mortal, and may well destroy Kindred, because who knows where the vampire might be when she is immobilized...
The accuracy with which the wielder originally hits the target determines how long it may take the tip of the stake to reach the target s heart. Missing only one of the Simple Tests for staking means that the stake is already close to the target s heart and will receive their first attempt at staking the target sometime that evening (or anytime within that game session at the ST s discretion). If the tip of the stake broke off else where, i.e. neither of the two Simple staking challenges was successful or the tip was purposefully broken off elsewhere in the target s body, the following method is used for determining the success of the stake.
The process requires the stake to make a Simple Test each day; if successful it inflicts a normal level of damage to non-Kindred and is immediately allowed to make an additional Simple Test. If the second test is successful the subject is staked through the heart! Staking paralyzes Kindred normally and kills mortals, Garou, etc. immediately! If it fails the first Simple Test it makes no progress that day. While the stake is in the target s body she is two Traits down on all challenges due to the pain that she is experiencing. The stake actually resists attempts to remove it, burrowing away from surgeons and inflicting more damage in the process. But, there are ways to remove the splinter before it reaches its objective. The first way, and by far the most inadvisable, is the target of the ritual trying to remove the splinter herself. To accomplish this task the victim must cut, rip or claw themselves open, noting the latter causes aggravated damage. The subject is considered to have half of their normal Physical Traits when making a Static Challenge against the Thaumaturgist s Mental Traits. In addition - the splinter receives one free retest for each attempt to remove it from the Victim. For each failed test, including retests, the Victim takes one wound.
The more intelligent alternative to foil this ritual s effects is to have a trained surgeon attempt to remove the splinter from the victim. To be successful in this endeavor the surgeon must succeed in two Static Mental Challenges against the Thaumaturgist s Mental Traits. But the surgeon only receives as many chances to gain these two successes as she has Medical Abilities. Each failure in this process causes one non-aggravated wound to the victim. The surgeon may proceed with these challenges as many times as she wishes - however each failed complete surgery allows the splinter an additional set of tests - as if a day had passed...

Soul of the Homunculi - As per LotN: R
Time Required: one month.
Duration: Until killed
Components: None
Availability: 4th Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
You create a Homunculi which can run small errands and report to you. You can only have one homunculus at any given time. It has 2 health levels and 3 physical traits.

Splinter Servant (Vampire Players Guide pg. 90)
Time Required: Two-Days
Duration: Until used, once used until destroyed, or reduced to so many splinters that they are inanimate.
Components: The wood of a graveyard tree, nightshade twine and wax.
Availability: Regent
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2.
This is one of the most horrific and bizarre of the rituals practiced by Thaumaturgist. This ritual creates an anti-Kindred weapon.
Mechanics: This ritual involves carving a stake from the wood of a graveyard tree, or at least a tree that has nourished itself on the dead. After a two-night period of incantation and preparation, the shaft is endowed with a form of limited, if dormant, sentience. To finish the ritual, nightshade twine must be wrapped around the stake and sealed with wax to form a brittle sheath. If the sheath is subsequently torn off, the enchantment is activated and the one who released the Servant must command it within one turn , (one action or approximately three seconds), to attack someone, or it will attack its wielder. The stake then leaps into action, splitting apart and splintering to form makeshift limbs, which it uses to propel itself toward its target. The little terror is relentless and will stop at nothing to impale its target's heart. It will continue trying until it has either succeeded or torn itself to small pieces... . The fragmentary nature of the thing sometimes causes other side effects: often, if it does impale its victim, it will continue splintering inside the heart, making it difficult to pull out, or maybe even leaving parts of itself behind (and still leaving the target immobilized). The Splinter Servant cannot be commanded to do anything other than attack, and it always goes for the heart. It will always find its target unless it is stopped.
If the wielder gives many names, the Servant will engage the first one and only change targets if another Splinter Servant immobilizes that target. But, the wielder may, at any time, give the command to the Splinter Servant to attack another. Servants have as many Physical Traits as their creator has Mental Traits divided by half, rounded down. These Traits are not lost if they fail in a Physical Challenge - as they do not tire. Also, Splinter Servants receive one Wound Level per Occult Ability of their creator. And upon taking the final Wound Level they crumble into a pile of splinters. Lastly, if a Splinter Servant is unlucky enough to meet with Deflection of the Wooden Doom - it is destroyed.
Upon successfully striking a target in the chest, which it does by launching itself at the target, the Splinter Servant s attack does one Wound and it makes a regular Staking Challenge. If a Splinter Servant manages to succeed in staking an individual they will continue to splinter within the target s heart, making it nearly impossible to unstake the victim.

Stolen Kisses - As per LotN: StG
Time Required: 20 minutes.
Duration: until the next sunrise
Components: a small cut on the casters own body and a 'witch's kiss' (thistle steeped in vampire blood)
Availability: 1st Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
You create an alternative orifice which can be used as a means of drinking blood undetected. It can be used to drink up to one blood trait every other turn.

Telecommunication - As per LotN: StG
Time Required: 20 minutes.
Duration: 10 minutes + 10 minutes per mental trait spent by the caster.
Components: a TV, touched by the caster within the last week
Availability: 5th Circle
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
View through and control a TV you have touched in the last week. You drop in to a meditative state and 'see' through the TV, you may also affect the TV, Turning it on and off, and changing the channel, and making the picture and sound be what you wish.

Touch of Nightshade - As per LotN: StG
Time Required: 20 minutes.
Duration: the night
Components: a little nightshade juice on one's hand, and touching a victim
Availability: Tremere, Sabbat, Assamite
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
Anyone the caster touches with his bare hands will become poisoned. This will do 1 bashing (or lethal for mortals) per hour for the rest of the evening. It can not be stopped by any means, even by the caster.

Track Transgressor - As per LotN: StG
Time Required: 20 minutes.
Duration: the night
Components: spilled trait of the casters blood on the ground in a place the target was known to have used Thaumaturgy in the last 24 hours.
Availability: 1st Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
Tracks users of Thaumaturgy by making their footsteps seem to glow to the caster.

Transubstantiation of Seven - As per CB: Tremere: Revised
Time Required: 20 minutes.
Duration: Permanent
Components: A Quart of the Casters Blood, in a chalice
Availability: 7th Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate, Caster must be of Tremere decent
Ability: Occult - 2, Tremere Lore - 2
This ritual changes the blood of the caster in to the blood of the seven as the blood is drunk, making it impossible to steal the blood of the Clans Elders.

The Unseen Change - As per LoE
Time Required: 20 minutes.
Duration: -
Components: an area marked with wolfs blood poured from a silver jug.
Availability: 6th Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2
Any Garou that enters the area is forced into Lupine form if they fail a static mental test vs. a number of traits spent when casting the ritual. They can not change back as long as they remain in the area.

Ward vs. Fae - As per LotN: StG
Time Required: 20 minutes, 6 hours if permanent.
Duration: one night, permanent by spending a permanent mental trait
Components: a handful of cold iron filings
Availability: 6th Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2, Changling or Fae lore - 1
Protect an item from Fae. Weapons do one extra damage to Fae. Fae must spend willpower to pick up the item. You can also exclude specific fairies. The item will to one lethal damage to Fae every round they are in contact with it. Weapons do one extra damage

Ward vs. Lupines - As per LotN
Time Required: 20 minutes, 6 hours if permanent.
Duration: one night, permanent by spending a permanent mental trait
Components: silver dust, in addition to the object being made into a ward
Availability: 5th Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2, Garou or Lupine lore - 1
Protect an item from Lupines. Werewolf must spend willpower to touch the item. The item will to one lethal damage to Werewolfs every round they are in contact with it. Weapons do one extra damage

The Watcher - As per LoE
Time Required: 20 minutes.
Duration: until the next sunrise
Components: you must win a static mental Challenge, difficulty based on how many rats are in the area.
Availability: 1st Apprentice
Prerequisites: Thaumaturgy: Primary Path - Intermediate
Ability: Occult - 2, Animal Ken - 1
Summons a little rat who obeys the caster. When the rat is sent off to do bidding and then returns, the caster can touch its head to see what it has seen. You can even get it to steal small things.

Tremere Thaumaturgy Paths | Assamite Sorcery Paths | Necromancy Paths
Basic Tremere Rituals | Intermediate Tremere Rituals | Advanced Tremere Rituals
Assamite Sorcery Rituals | Sabbat and Anarch Rituals | Necromancy Rituals
Discipline Rituals | Infernal Rituals



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