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![]() Blood Rush - As per LotN: SG Time Required: 10 minutes Duration: until next sunrise Components: close your eyes and spin in a circle 3 times to the left, while chanting in your mind. You spend a physical trait; you must carry the fang of a predator Animal at all times for the ritual to work Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Basic Ability: Occult - 1. Staves off negative affects of being low on blood giving you a free retest vs. blood frenzy. Cloak of Blood(Diablerie Britain pg. 9) Time Required: Two nights less than the total number Blood Traits that the ritualist possesses. Duration: Variable - see below. Components: An innocent mortal's blood. Availability: Rogue Prerequisites: Thaumaturgy: Primary Path - Basic Ability: Occult - 1. Many licks would give much for a way to conceal the black stains left on their auras by diablerie. Fortunately, there is a ritual to accomplish this effect: the Cloak of Blood. Mechanics: Before this ritual's casting, the Diabolist must fast until she has only two remaining Blood Traits in her system, minimally fasting for three nights. During this time the Diabolist must not drink any blood, for the Diabolist's heart must be cleansed of tainted vitae. After the (last) night, the Diabolist inscribes a rune on her chest; in her own blood (the Diabolist or another may perform the actual ritual). Then the Diabolist must take blood from an innocent mortal. The blood must be freely given and not taken through violence, force or coercion. Deception is the usual method. This can be very difficult, for the Diabolist is extremely low on blood at this point and is likely to go into frenzy, drinking her fill by force rather than guile. Depending upon how the aforementioned is accomplished, the use of this ritual itself often causes Humanity loss, as the deception and possible death of an innocent are always involved. Once the vampire drinks the mortal s blood, the black lines in the Diabolist's aura are hidden for a number of nights equal to... the number of successes the Thaumaturgest wins in an Extended Challenge, minimally one night. Needless to say, if diablerie is committed after the ritual is cast, all benefits are lost and the black lines are more visible than ever. Also, if any Blood Points are spent prematurely (to heal or to enhance attributes), the duration of the concealment of Diablerie will be reduced by one evening. If the Diabolist drinks from another source, the spell's effect is diminished again by one evening per Blood Trait consumed. Counting Coup (Anarchist Cookbook pg. 60) Time Required: 15 minutes. Duration: Length of the message. Components: A piece of chalk. Availability: Anarch Prerequisites: Thaumaturgy: Primary Path - Basic Ability: Occult - 1. This allows the caster to leave a prerecorded message at the scene of her crime, for the eyes of the prince or his brood only. Mechanics: The Thaumaturgist must spend a Mental Trait to record this message and may then have up to 15 minutes, which they must act out, of sounds and moving images visually displayed when triggered. During the casting the Thaumaturgist inscribes the area with chalk markings. These markings determine when and how the ritual will trigger and deliver its message. But, if erased in any way, before properly triggered, the ritual is destroyed. The Thaumaturgist may have the ritual trigger when anyone enters the room or only if a certain individual or individuals, whom the Thaumaturgist must have at least seen in the past, come across the ritual site. Craft Blood Stone - As per Craft Blood Stone Detect Authority (Anarchist Cookbook pg. 61) Time Required: Two minutes. Duration: Instantaneous. Components: None. Availability: Anarch Prerequisites: Thaumaturgy: Primary Path - Basic Ability: Occult - 1. This is a testing ritual; the caster cuts his palm, and does the same to the young neonate. They clasp hands mixing their blood while the caster stares into the eyes of the neonate searching for any mystical sign of Blood Bonds or any vampiric control (disciplines)... Mechanics: In order to determine if the target of this ritual is under another s influence, whether from a Blood Bond, Dominate, Presence or other effect, the Thaumaturgist must succeed in a Static Challenge versus the influencing individual s Mental Traits. Note this is against the influencing individual, i.e. the individual exerting vampiric control, not the influenced target of this ritual. Each influence over the individual requires a separate test to determine. Therefore, some influences on the target may be missed by the Thaumaturgist while others are discovered. However, vampiric control from individuals of lower generation, with respect to the Thaumaturgist, is increasingly more difficult to discover. Thus, for each two generations difference, the Thaumaturgist is faced with an additional retest she must overcome to succeed in the Static Mental Challenge. If successful, the general effect is determined (Blood Bond, Dominate, Presence, etc.) but the Thaumaturgist must succeed in an additional Static Mental Test, with the same number of retests as before, to determine the exact identity of the influencer, but only by how the influenced individual knows them. If unsuccessful, the Thaumaturgist knows nothing of that influence or influencer. Note - to reduce the Out of Character inference of the existence or non-existence of influences based upon the number of challenges and/or the number of retests, it is suggested to engage in more challenges than are actually necessary for determinations sake. Besides not truly knowing Out of Character if there are any influences at all, you may, for example, take five retests in one challenge just to make the player very nervous The Thaumaturgist may at most attempt this ritual once per day on any one single individual. And the target of this ritual may not use Soul Mask to cover up another's influence upon them. Domino of Life - As per LotN: SG Time Required: 10 minutes. Duration: until one hour after dawn. Components: you must drink two traits worth of mortal blood, and win a physical challenge vs. 2 traits, and spend a physical trait. You must carry a small vial of mortal blood (1/4 of a blood point) at all times this ritual is active. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Basic Ability: Occult - 1. Allows you to assume 1 physical characteristic of mortality per casting. Eye's of the Nighthawk - As per LotN: SG Time Required: 10 minutes. Duration: until dawn or you break the ritual Components: birdseed soaked in a solution of bizarre ingredients and feed to a raptor Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Basic Ability: Occult - 1. Allows you to take over the vision of a bird and guide its flight. Raptors thus controlled have the traits: Energetic, Quick x 2, and Resilient. You may use Auspex though this ritual. To end the ritual you have one minute to put out the birds eyes or be blind for 3 days. Illuminate Trail of the Prey - As per LotN: SG. The trail will only be traceable within 48 hours of the prey passing. Time Required: 10 minutes. Duration: 48 hours, requires constant tracking or Ritual fades Components: a Starting location, knowledge of the targets true face. Then recite and evocation to the spirits of earth and air while burning a 6 foot long piece of satin ribbon wrapped around the bone of a predatory animal. When the Ribbon is completely burned the trail reveals it's self. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Basic Ability: Occult - 1. Gives you 3 free retests when tracking prey until they go through water. Machine Blitz - As per LotN: SG Time Required: 1 minute. Duration: 1 round per mental trait expended Components: A pencil sized wand of bone made from the body of a mortal who was killed in a machine related accident which you draw incorrect mathematical equations on the device. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Basic Ability: Occult - 1. Breaks a machine and makes it very hard to fix. someone must have at least as much repair or Crafts abilities as you have occult ability to try to repair the item, and then they must win a static mental challenge vs. your mental traits. Power of the Invisible Flame - As per LoE Time Required: 10 minutes. Duration: one night Components: A flame the size of a torch Availability: Sabbat Prerequisites: Thaumaturgy: Lure of Flames Path - Basic Ability: Occult - 1. Allows your Path of the Flame fires to be invisible. You must spend a mental trait each time you wish the flames to be invisible. Preserve Blood - As per LoE Time Required: 10 minutes. Duration: Until the container is broken or opened. This container can not be used twice with the same blood. Components: a container with a little burdock in side, after reciting a few incantations, sealed with wax, and buried for 3 days Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Basic Ability: Occult - 1. Blood is sealed until container is opened. Recure of the Homeland - As per LotN: SG Time Required: 10 minutes. Duration: Until used (once per night) Components: Soil from the vampire's birth place mixed with two of the casters blood traits. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Basic Ability: Occult - 1. Heals one aggravated damage when smeared on a wound. Can only be used once a night. Rotten Wood - As per LotN Time Required: 10 minutes. Duration: once and time during the night. Components: Touching a Wooden Object, speaking a word out loud. You must chew through a one inch piece of wood when you awaken to cast the ritual Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Basic Ability: Occult - 1. This ritual causes one wooden object you touch to turn to ash as you speak a word. Steps of the Terrified - As per LoE Time Required: 10 minutes. Duration: 1 scene or hour Components: a perfect cube of dried mud Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Basic Ability: Occult - 1. If you win a Mental test vs. the target it slows down (half speed) the target (usually to prevent fleeing) every round their speed halves until they take only one step per action. Summon Guardian Spirit - As per LoE Time Required: 10 minutes. Duration: 24 hours Components: None Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Basic Ability: Occult - 1. Summons a spirit that warns you of danger (you can't be surprised). Widow's Spite - As per LotN: SG Time Required: 10 minutes. Duration: the night Components: Small Doll you make yourself that looks kind of like the target. The doll falls apart the second time you fail at this ritual. The doll will bleed a drop of blood from the location of the pain. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Basic Ability: Occult - 1. Gives the target victim 'witless' for the night. Will o' the Wisp - As per LoE Time Required: 10 minutes. Duration: as long as the Wisp remains in the vampire's line of sight Components: willow branch Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Basic Ability: Occult - 1. Creates controllable balls of floating light that can do tricks. Intermediate Rituals Bottled Voice - As per LoE Time Required: 20 minutes. Duration: Until opened or broken Components: An incantation and sealing a specially prepared bottle sealed with wax. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Intermediate Ability: Occult - 2 By winning a mental Challenge vs. your target you trap the targets voice in a bottle, they cannot speak until it is released. Clinging of the Insect - As per LotN: SG Time Required: 5 minutes. Duration: 1 scene or till the spider dies or leaves your mouth. Components: Stretching, a living spider, placed under the tongue Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Intermediate Ability: Occult - 2 You stick to walls, and can climb them, like Spider-man. You are down three traits on social tests that that involve speech. Eldritch Glimmer - As per LoE Time Required: 20 minutes. Duration: until the next dawn Components: Sandstone soaked in vinegar Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Intermediate Ability: Occult - 2 You surround yourself in a green glow, and you can throw bolts of this energy for aggravated damage. Each bolt costs one blood trait. Each time you fire a bolt you must win a simple test or spend a mental trait. Attacks with the fire bolts are Mental vs. Physical. Fire in the Blood - As per LotN Time Required: 20 minutes. Duration: Components: you must touch your target after preparing the ritual and speak a word out load to activate it. This act is an obvious attack if used in combat, not so if used out of combat, and requires you to beat your target in a mental vs. physical challenge. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Intermediate Ability: Occult - 2 The target takes Aggravated damage every time they engage in a physical challenge. Fire Walker - As per LotN: SG Time Required: 20 minutes. Duration: Components: Cut off one of your big toes (one lethal), and burn it over a wood fire. Then smear the ashes on your feet and hands Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Intermediate Ability: Occult - 2 For one hour after ritual, winning or tying a simple test turns aggravated fire damage into lethal. Works on others (a number up to your mental traits). Friend of the Trees - As per LoE Time Required: 20 minutes. Duration: as long as you are in the woods or next sunrise Components: an acorn you plant and spending of two mental traits. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Intermediate Ability: Occult - 2 The plants in a wooded environment will slow a pursuer by half. The Haunting - As per LoE Time Required: 20 minutes. Duration: Components: Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Intermediate Ability: Wraith Lore -1, Occult - 2 You summon a malevolent spirit to scare someone to 'death'. Little effect on kindred. The spirit makes social test with the target until it loses. One success freezes the target, 2 makes the target faint, 3 put them to Incapacitated, and four kills them unless they win a static physical challenge vs. the spirits social traits. Iron Mind - As per LotN Time Required: 15 minutes. Duration: Until removed Components: an iron object worn on the head, spending willpower. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Intermediate Ability: Occult - 2 Vampires must spend Willpower to use Auspex on the caster. Keening of the Banshee - As per LoE Time Required: 20 minutes. Duration: Instant, permanent Components: a necklace with a pendant carved from an old tombstone. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Intermediate Ability: Occult - 2 Your scream causes living creatures to age (13 years - targets physical traits), and their hair turns white. Mirror of Second Sight - As per LotN: SG Time Required: 20 minutes. Duration: Permanent Components: a circular mirror between 4 and 18 inches in diameter carves sigils in the back and soak in two points of your blood. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Intermediate Ability: Occult - 2 Permanently enchants a mirror to reflect 'true forms', will not reflect supernatural concealment except for ghosts. Mirror Walk - As per LoE Time Required: 20 minutes. Duration: Once the mirror stops rippling, the vampire can not be followed. If the mirror stops rippling with a pursuer halfway in, she is cut in two Components: a ring with an emerald in it, and any sufficiently large mirror to use as a portal to the nearest other sufficiently large mirror. The mirror ripples, and the emerald glows, as this ritual is performed, spend 3 mental traits. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Intermediate Ability: Occult - 2 Allows you to travel through mirrors, going from one to another (you actually have to be able to crawl into it, however). You may safely take one person with you. If someone is pulled through unwilling they must win a physical challenge vs. 6 traits or be killed as they are cut in half when the ritual ends. Puissant Shield (Diablerie Mexico pg. 24) Time Required: One minute. Duration: One hour. Components: A piece of cowhide. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Intermediate Ability: Occult - 2. By blowing on a piece of cowhide and concentrating for one full minute the ritualist may establish an invisible kinetic shield. The shield extends approximately one inch around the caster and visibly deflects all inanimate mundane missile projectiles - including bullets, thrown knives, etc. Mechanics: Projectiles visibly deflect from the shield; those in close proximity receive a Mental Challenge versus 8 to notice the deflection. This shield cannot stop a character--mortal or Kindred--from closing and entering melee with the caster, nor has it any effect on a melee weapon (a spear, perhaps) in the grip of an attacker. Neither will it stop the effects of Thaumaturgy or other Disciplines. Fire, air, sunlight, water, etc. will all pass unaffected through the shield. Establishing the shield requires the expenditure of a Mental Trait and one minute of concentration while the caster blows on a strip of cowhide. The effect lasts for one hour. Multiple shields may not be activated. The ritualist may only start casting a second shield when the first is no longer active. Respect of the Animals - As per LoE Time Required: 20 minutes. Duration: 4 hours Components: Spend 2 Social traits Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Intermediate Ability: Occult - 2 Animals ignore you for 4 hours. Summon Mischievous Spirit (Sabbat Players Guide pg. 118)* Time Required: One hour. Duration: Variable. Components: None. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Intermediate and Path of Spirit - Evil Eye Ability: Occult - 2 The vampire with this power is able to summon a poltergeist. The poltergeist will cause a ruckus, messing with appliances, furniture, plumbing, electronic devices and any other types of inanimate objects. The spirit may cause almost any object to animate and move about, but it will seldom directly harm a person. However, it will readily cause indirect injury, such as dropping a chair on a victim s head or causing a knife to fly across the room. It is important to keep in mind that the spirit does not intend to harm the victim - it just wants to annoy the hell out of him. The effect of the spirit is left up to the Storyteller. Mechanics: The length of time the spirit stays is based on the number of Occult abilities the Thaumaturgist possesses. And, for the purposes of challenges, the spirit has 8 Traits in all categories and 2 Willpower Traits. 1-2 Occult One Hour 3 Occult One Night 4 Occult One Week 5+Occult One Month Dominion - As per LoE Time Required: 3 hours Duration: one week Components: an area up to 500 cubic feet, iron seals must be placed over all doors in this area; if one is removed or damaged, the ritual is dispelled. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 Provides 1 week protection to a room against Animalism, Dominate and Presence. Caster is immune to this ritual. Eyes of the Beast - As per LoE Time Required: 30 minutes. Duration: 6 weeks Components: An enchanted beast that the caster touches on the head Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 Lasts 6wks, allows you to see through the eyes of any enchanted animal. Caster must close eyes to see what the beast sees. Only one animal can be the target of this ritual at a time. Invisible Chains of Binding - As per LotN Time Required: 30 minutes. Duration: until used on up to 4 targets, cost willpower for each target. Components: Line of sight and hand gestures. The target must also see you. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 This make up to 4 targets immobile. They may spend willpower and make a Physical vs. Mental test with the caster to move. Lion Heart - As per LoE Time Required: 30 minutes. Duration: 20 Minutes, then two hours of rest, if you do not rest in two hours you take a lethal every 10 minutes you do not rest. One hour of rest is needed. Components: Spending a Willpower Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 Grants great increases to combat abilities (bonus Brawny, Tough, Quick and Enduring traits a bonus Willpower to avoid fleeing. you also gain two bonus Brawl and two bonus Leadership Abilities), but only lasts 20 minutes, then the caster must rest for two hours or take damage periodically. Mindcrawler - As per LoE Time Required: 30 minutes. Duration: until finished Components: This ritual involves dyeing a tick red, painting a symbol on it, and crushing it on a victim's head. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 Decays a victims mind until they have no Mental Traits left, they can come back with effort, and this does require touch. They lose one mental trait a day until all are gone, they may then regain the traits at the rate of one per week. Requires a mental challenge vs. the target. Nectar of the Bitter Rose - As per LotN Time Required: 3 hours. Duration: N/A Components: A restrained victim, Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 A ritual that allows up to five vampires to participate in diablerie. Use of this ritual is outlawed by the Camarilla Paper Flesh - As per LotN: SG Time Required: 30 minutes. Duration: one scene Components: a piece of paper which has a picture of your victim on it drawn in your blood (drawing the picture takes a Static physical Challenge vs. the targets Social traits, retest is crafts), you must know the targets mortal birth name as well and write it across the pictures forehead in black ink and then cut the images throat with a silver dagger. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 This causes vampires to loose their Fortitude except Endurance, as well as their 'Enduring', 'Resilient', 'Robust', 'Rugged', and 'Tireless' traits. Spirit of Torment - As per LoE Time Required: 30 minutes. Duration: until the spirit is harmed, then it flees. Components: a spirit which you must beat in a social challenge. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 You can summon a spirit to do your bidding. It can become corporeal and has abilities and disciplines. It can also see the Near Umbra. The Spirit has 13 physical traits, 3 social traits, 7 mental traits, 3 Willpower, Brawl x 4, Intimidation x 3, and Occult Abilities. It also has Auspex: Aura Perception, Potence: Might, Obfuscate: Cloak the Gathering. It gains the Bonus Social traits Frightening x 3 when trying to scare someone. The Spirit can spend a mental trait to become Corporeal for 5 minutes. Thirst Unquenchable - As per LotN Time Required: 5 minutes. Duration: the night Components: a handful of salt sprinkled around the target after 5 minutes in their presence. Availability: Sabbat Prerequisites: Thaumaturgy: Primary Path - Advanced Ability: Occult - 3 This makes the target starving for blood no matter how much blood they have in their system. For every two points of blood they drink they only regain one. Basic Tremere Rituals | Intermediate Tremere Rituals | Advanced Tremere Rituals Assamite Sorcery Rituals | Sabbat and Anarch Rituals | Necromancy Rituals Discipline Rituals | Infernal Rituals ![]() |