![]() Copyright 2003 White Wolf |
![]() Abandon the Fetters of Blood - As per LotN Time Required: 30 minutes. Duration: Permanent Components: all the blood from the target plus one blood trait from the regnant. The target loses one Permanent trait of their choice from each category. Availability: 7th Apprentice Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 You free the target from a Blood Bond. At Our Command It Breathes - As per House of Tremere Time Required: 1-3 months Duration: Permanent Components: Dismembered vampires' sewed together in a single humanoid (more or less) form. It is then placed inside a womb sewn from the wombs of many animals and placed inside a barrel filled with salt solutions that is then placed in side a birthing creature. When 'born' the caster must recite incantations and blessings or the creature will die. Availability: Regent Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 The Gargoyle should be made as a standard character as per LotN: R and LotN: StG By spending years researching gargoyles Hexapads, Iecur, and other creatures can be created with this ritual. Use of this ritual has been outlawed by the Camarilla Binding the Scourges of Hell - as per the Habit of Being Time Required: 30 minutes. Duration: Until sunrise or until used. Components: Link of chain that imprisoned Josephine, the Scourge of Gael, Infernal Creature (24 in existence), line of sight, and vocal command. Availability: Created by William Cromwell III Prerequisites: Thaumaturgy: Primary Path – Advance Ability: Occult - 5 Description: While the dangers of infernalism are great, the ingenuity of a clever Thaumaturge could prove to be far greater. This ritual is meant to be used on an infernalist being (someone who has made a pact with a demon) to hold them in one spot and prevent them from moving. System: A willpower is spent to initiate the challenge. You must be able to see the target but the target does not have to see you. A mental challenge verses the target's mental traits is made with the appropriate retest being occult. If the caster fails, then the ritual is spent and must be recast in order to be used again (casting time does apply). However, if the caster is successful the target is held firmly in place for one round. At the end of the round, the target may spend a willpower to make a mental challenge against the caster's mental traits to break free of the effects of the ritual. The appropriate retest remains the occult ability. The target may continue to do this for as many rounds as he has the willpower to test or until he wins (limit to once per round). In these challenges the target is still considered the defender. Blood Contract - As per LotN: R Time Required: 30 minutes. Duration: until fulfilled or burnt Components: A contract written in the casters blood over three nights, and two blood traits (one to write, one for both parties to sign) Availability: 1st Apprentice Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 Creates a contract that will put the signers into torpor (with aggravated damage.) if they break it. Cobra's Favor - As per LotN: StG Time Required: 30 minutes. Duration: 1 month Components: a blood trait from the caster mixed with toxic herbs and snake venom. Then the caster recites an incantation over the substance to all things baneful. At which point the brew turns black and the caster must drink it, taking one point of unsoakable aggravated damage. Availability: 3rd Apprentice Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 Your blood does 1 aggravated damage per trait drank. Court of the Hallowed Truth - As per LotN: StG Time Required: 30 minutes. Duration: 1 night Components: a pair of crossed bones placed on every window and door in a room. Availability: 2nd Apprentice Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 No lies can be spoken in the room which this ritual is cast upon. All questions asked by a person of power in the room must be answered candidly, with no omissions. Curse of the Clytemnestra - As per LoE Time Required: 1 full night Duration: Permanent Components: blood and a personal object from the target. Availability: 5th Apprentice, House High Saturday Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 Destroy or cripple a mortal male or ghoul male, if you have their blood and a personal object. The target makes a static mental challenge vs. the amount of blood the caster spent during casting. If the target ties he takes 3 lethal, if he fails, he dies. Enchant Talisman (Guide to the Camarilla) Time Required: 6 hours per night for a complete lunar cycle. Duration: As long as the creation remains on the caster. Components: A rigid, personal item about a yard in length. Availability: Regent Prerequisites: Thaumaturgy: Primary Path: Advanced Ability: Occult - 3 Enchant Talisman allows the Sorcerer to enchant a personal magical item to act as a focus. Many such talismans are covered with magical writing and runes (like every ward the caster knows). The object must be rigid and about a yard in length (swords and walking staffs are the most common, but some may enchant shotguns, pool cues or other more exotic objects). System: This ritual takes 6 hours per night for a complete lunar cycle, beginning and ending with a new moon. The caster enters one extended challenge per week. The challenge is 10 static mental challenges against 16 traits. The caster must win or tie (be sure to compare traits on a tie on the RPS) 20 times over the course of the 4 sets of challenges. Failure means that the effort has been wasted, and the thaumaturge must start over. If successful, the caster now has a potent weapon and tool with the following benefits (as long as the Talisman is in the hands of the caster): 1.The caster is considered 1 trait up on any Magical attack made against her. 2.The caster is considered 2 traits up on any challenge with her Primary Path. 3.The caster is considered 1 trait up when casting her rituals. 4.If the item is used as a weapon, it has no negative traits. If another person ever takes this item, being that it is inscribed with the true name of it’s creator (and if you are a product of western society, your birth name IS your true name), they are considered three traits up in any Magical attack against you. You always have an innate mental connection with your talisman, and you can track it if moving at a normal walking pace. You can always tell general direction and distance. You know if it is destroyed. You can only have One Talisman in existence at a time. Escape to a True Friend (Vampire Players Guide pg. 90)* Time Required: Three to four days plus an additional ninety minutes for additional individuals. Duration: Permanent. Components: Three of the Thaumaturgist s Blood Trait and one Blood Trait from each True Friend. Availability: 3rd Apprentice Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 The Thaumaturgist may enchant a teleportation circle that allows them to ...at any time step into the circle while repeating a friend's true name and be mystically transported to that friend. Mechanics: This ritual must be prepared ahead of time, but it can be of great use in a tight situation. A one-meter circle must be burned into the ground, and many arcane symbols must be precisely placed about it. The entire process takes about three or four days and, requires three of the caster's own Blood Traits and a Blood Trait from each True Friend to which that Circle is being currently attuned. Stored samples of other s Vitae will not suffice for this attunement. For the circle to be properly attuned these true friends must themselves pour their Blood into the inscribed runes representing their name. After the initial circle is inscribed, to add another's name needs only that individual to pour a Trait of their Blood into a newly inscribed rune, again which denotes their name. This process takes an additional ninety minutes for each individual added in this manner. Once this is accomplished, the caster (and only the caster and what they are) may at any time step into the circle while repeating a friend's true name and be mystically transported to that friend. The Warlock will not suddenly appear before his friend, but will materialize someplace nearby and out of sight (usually within earshot of the friend's location). The enchantment may be reused until the circle is broken or the symbols are marred. Ghost in the System (Blood Magic, pg. 97)* Time Required: One week. Duration: Until completed. Components: Computer terminal. Availability: 6th Apprentice, House Electrodyne Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 Modern false identities can be created with this ritual. The identity is created with great detail, Citizenship, driver’s license, SSN number, etc. System: The castor must make 7 challenges (they must be won), one for each night that this ritual takes to complete (IE one week). If she fails 4 or more of the challenges the ritual is a complete failure and a certain government agency might start looking into the changes. If all of the challenges are not won there is an extended delay in the creation of the new identity. The amount of time is up to the ST. While in this ‘problem’ time the Kindred will have as much of a hard time completing mortal activities as an ST wishes. This ritual is powerful with real negative drawbacks if failed. One Mind of the Covens (Vampire Players Guide pg. 91)* Time Required: One hour. Duration: Variable. Components: A silver mirror. Availability: 7th Apprentice (only taught to those preping to be Regents) Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3. This is a very exclusive ritual used by the Regent of a given chantry during a simultaneous communication with his equivalents across the world. Mechanics: This ritual is enacted by one Thaumaturgy engaging in an hour-long meditative chant while gazing into a silvered looking glass. When the hour has been completed the Thaumaturge may establish communications with others by softly whispering their name while steaming the mirror with their whispered breath. This means of communication may span the globe - and while not nearly as remarkable now with the advent of technological communications - was instrumental in coordinating the Tremere effort in the early days of the House and Clan. Once established, this means of communication can be maintained for an entire evening and can be targeted to communicate with one individual after another or with an entire group at once. When contacted by the initiating Thaumaturgist her fellow clan mate or mates will feel a compelling feeling, much like that sent by the Rite of Introduction, alerting her to the fact that there is another who seeks her attention. Now this compulsion need not be responded to - for it is not known who exactly has initiated the communication - but it is considered bad form within the Tremere to refuse such a communication, especially when one is not sure if it is from one s superior. For this very reason, many Tremere carry pocket mirrors in compacts or cigarette cases to easily facilitate just such events. Any observations of the caster, or any observations of those who are contacted, see only the individual blankly staring into the mirrored surface at their own reflection. Telepathic means of spying, however, are effective to pick up the targets thought - but only the targets thoughts alone - so at best only half of a conversation is discovered. Additionally, this ritual is one of the main reasons that the Tremere clan is so controlled and organized - it allows the elders to demand current information concerning the progress of all its members' schemes. To this end, there are four known variants of this ritual, one for each level of the Pyramid above the rank of apprentice; those being Regent, Lord, Pontifex and Councilor. Each of these variants allows for a means of a limited form of mental control over those utilizing the inferior variants of the ritual. During this ritual any demands for information from an individual utilizing an inferior version of the ritual is required to respond truthfully or not at all. A Lord, for example, when conversing with her Regents may exert control over said individuals, but cannot affect her superiors save for communicating truthfully to them. Therefore, this ritual is a perfect means for the superiors in the Pyramid to find out what their subordinates are planning, plotting and scheming. Severed Hand - As per LotN: StG Time Required: 1 night. Duration: Permanent Components: volatile and mysterious compounds, swabbed on the limb and stump. Availability: 6th Apprentice Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 Permanently maim a vampire. They gain a flaw as appropriate. (One eye, one arm, one leg, mute etc.) Stone of the True Form - As per LotN: StG Time Required: 30 minutes. Duration: 1 scene or hour Components: a small pebble coated in one trait of the vampire's blood. Availability: 5th Apprentice Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 Creates a pebble that, when it touches a victim, the victim reverts to their true form. This cancels Protean, Vicissitude, and Obfuscate just to name a few things. Stone Slumber - As per LotN: StG Time Required: 60 minutes Duration: Until next sunset Components: the blood of a 12 hour old corpse, the ritual must be started one hour before dawn, cost 3 blood. The caster must be facing east in an open area standing completely still. Availability: 4th Apprentice Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 Turns caster into stone, impervious to physical damage (even sunlight) Umbral Walk - As per LotN: R Time Required: 30 minutes. Duration: Until you decide to return Components: an intelligent creature (sacrificed) per person entering the Umbra Availability: 6th Apprentice Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 Sacrifice an intelligent being for each person to travel the Umbra. Ward vs. Infernal Time Required: 30 minutes, 9 hours if Permanant. Duration: one night, permanent by spending a permanent mental trait Components: Blood of an Infernalist. Availability: Regent Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3, Infernal lore - 1 This ritual is performed precisely akin to that of Ward Versus Ghouls, except that blood of an Infernalist - whether it is from a Kindred, human, Daemon or other infernal or infernally tainted creature - be used for the enchantment. Once so enchanted the ward then adversely affects all infernal entities; including Denizens of the Infernal Realms, true Infernalists or any that has any infernal taint from binding contact with such creatures. Mechanics: As mentioned above - this Ward variant is in essence identical to all other wards save in the following instances. The first being that if cast upon an object such as a ring, for example, any infernal or an infernally tainted being coming within approximately ten feet of a properly knowledgeable bearer of said item, whom is either wearing or holding said warded items, will become aware of the presence of such beings as the object will vibrate silently - which is easily noticeably to the possessor but not to those around her. Next, unlike other Wards - Infernal beings do not feel uneasy around Infernal Wards and thus have no warning before being struck with such a Ward. Similar to all the other Wards - if a Ward versus Infernal is kept in contact with an infernal being it continuously inflicts damage. But, this has the additional effect that if an Infernal being succeeds at inhabiting/possessing a wearer of an Infernally warded object, such as a ring, the Infernal being (not the host being possessed) takes an aggravated wound each action (approximately 3 seconds) until they cease possessing the bearer of the item or the object is removed from the person. Note however, that for the Infernal being to even attempt the removal of said item or items from the possessor she still needs to follow the contact restrictions, which are listed within Ward versus Ghoul. In essence she needs to spend a Willpower Trait to even receive a chance of removing said object. Lastly, areas that are warded versus Infernal behave slightly differently than other warded areas. Infernally warded areas do No aggravated damage to infernal beings, but are also impossible for any Infernalist to cross, destroy, or use any of their powers through or within the warded area. This was done because most Demons can eat three aggravated damage for breakfast - then the summoner is usually next. Ward vs. Kindred - As per LotN Time Required: 30 minutes, 9 hours if Permanant. Duration: one night, permanent by spending a permanent mental trait Components: the Blood of those to be made immune, a point of kindred blood. Availability: 5th Apprentice Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3, Kindred lore - 1 Protects an item from vampires, vampires must spend a willpower to pick up the item. Vampires take one lethal Damage every round they are in contact with the item, this can be tested down with Fortitude. Ward versus Spirits (Vampire Players Guide pg. 90) Time Required: 30 minutes, 9 hours if Permanant. Duration: one night, permanent by spending a permanent mental trait Components: Pure sea salt, or other spiritual materials. Availability: 4th Apprentice Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3, Spirit or Wraith Lore - 1. This ritual works in a manner similar to Ward Versus Ghouls, but affects ghosts (wraiths) and spirits. The component needed is pure sea salt. Mechanics: Through this ritual the Thaumaturgist may create a Ward that affects non-corporeal entities - including, but not exclusively limited to, Spirits, Wraiths, Banes, Ghosts, Umbral Spirits, Specters, Mummies who are between lives in either Ka or Ba form, or Psychicly Projecting individuals using Psychic Numina, Auspex, Sphere Magic or Gifts. All of mentioned creatures are considered Spirits with regards to this Ward and are affected thusly. The ward only affects creatures that are Non-Coporeal and on other planes, so that, if a vampire were to go physicaly to another plane, they would not be affect by the ward (such as per Ex Nihilo). Also ghosts or Spirits that become solid in the real world are no longer affected by the Aggrivated Damage caused by this ward. As such, Spirit ward is the Ward most commonly found on more mundain objects, and not weapons. Warding Circle vs. X (Camarilla Guide, pg. 111) Time Required: 30 minutes, 9 hours if permanent. Duration: Temporary mental trait = until sunrise. Permanent mental trait = permanent. Components: 1 mental trait and 1 blood trait per 10' radius, 3 blood traits of the appropriate creature type. Availability: 7th Apprentice Prerequisites: Thaumaturgy/Sorcery: Primary Path: Advanced Ability: Occult - 3 Created as a protective ward, it creates a circle of protection against many different creature types. Each creature type is a separate ritual. System: These rituals require three traits of blood of the appropriate creature type (handful of sea salt for spirits, ground marble from a tombstone for ghosts, or holy water for demons). The caster determines the size of the warding circle in the following manner. It starts at a base of 10’ radius (20’ diameter). The caster may spend one mental trait and one-blood trait to increase the radius by 10’. Any appropriate creature that approaches the circle will feel the power of the circle. In order to cross the ward, she must win a static test against the mental traits of the caster, bidding her current number of willpower traits (no traits are risked by either side). If she fails she takes three Lethal damage, and is denied entry. If she wins the challenge she may cross, but still takes the three Lethal damage. Attempts to leave the circle are not blocked. Wards can be laid inside of each other, but must have at lest 20’ diameter smaller than the one they are inside of whether they are different types. Drawing Upon the Bound - As per 2nd Ed. Sabbat Players Guide Time Required: 60 Minutes. Duration: as long as you maintain the vial Components: a vampire that is blood bound to the caster, you must carry a small vial of the targets blood to use their Disciplines. Availability: Lord Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 4. This ritual allows you to use the Disciplines of another person, Kindred or Ghoul. Bone of Contention - As per 3rd Ed. Tremere Clan Book Time Required: 60 Minutes. Duration: as per Bones of lies Components: as per Bone of Lies Availability: Lord Prerequisites: Thaumaturgy: Primary Path - Advanced, Ritual - Bone of Lies Ability: Occult - 4. This bone looks and acts just like a Bone of Lies, but it actually only gives the results the caster wishes it to give. Bone of the Kindred - As per 2nd Ed. Players Guide Time Required: 60 Minutes Duration: Permanent Components: An Ivory weapon Availability: Lord Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 4. This two-day ritual involves draining the blood of a vampire (destroying her), and allowing a bone or ivory weapon to absorb the blood. All damage done by the resulting weapon is aggravated, and it will appear to absorb any blood on it. Sands of Time ( Chicago by Night pg. 121) Time Required: Five hours. Duration: Variable. Components: A marble bowl full of white sand and glass shards. Availability: Lord Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 4. The caster must enchant a marble bowl full of white sand and glass shards in a five-hour ritual. Provided the ritual was successful, the sands will mystically slow anyone upon whom they are sprinkled. Mechanics: Upon completion of the ritual and the expenditure of a temporary Willpower Trait, the Thaumaturgist must engage a Storyteller in an extended Simple Test. When the target of this ritual is affected - for each success in the initial extended challenge - the target loses an action. Celerity may of course be used to make such missed actions pass more quickly. For example, if the Thaumaturgist affects a target, which possesses and is using Celerity up to Legerity (3 Physical actions per round), with a drought of sand that she won 3 Simple Tests for - the target would be frozen for one entire round. If the target did not possess Celerity - they would be frozen for 3 full rounds. The Sands of Time need only be sprinkled on a target to take immediate effect. This action may be taken in any way varying from a straight up Physical Challenge to trickery - and needs not be performed directly by the Thaumaturgist herself - a 3rd party or an apparatus may be utilized. Since the sands may be sprinkled over an area of effect - up to three adjacent targets may be affected by one application of this ritual. Note: that the target can always resist damage by bidding endurance related Physical Traits during the effects of this ritual. But, actions that only require touch or the like are uncontested and thus automatically succeed. Note, Mental and Social Challenges are unaffected by the target s inability to move. Note: once enchanted the Sands of Time remain so empowered for one lunar cycle. Basic Tremere Rituals | Intermediate Tremere Rituals | Advanced Tremere Rituals Assamite Sorcery Rituals | Sabbat and Anarch Rituals | Necromancy Rituals Discipline Rituals | Infernal Rituals ![]() |