




Rituals:
Level 1:
Brand of the Paramour: Thaumaturges cast this ritual to maintain an active awareness of their ghoul's physical condition. The thaumaturge must first perform this ritual over the blood of mortal twins, then share the vitae with his ghoul. After imbibing the blood, the vampire remains aware of any physical harm befalling his ghoul by feeling a phantom pain. Hence, should the "paramour" ghoul sustain a bullet wound to the chest, the caster is immediately alert to this danger. This alertness also triggers should the paramour trip and fall, bruising his knee. The extent of danger is unknown to the thaumaturge, simply the fact that his ghoul has been harmed somewhere on his body.
System: Both the caster and his ghoul he desires to create as a paramour must each drink one of the two blood points of the mortal twins. Afterwards, should any physical peril befall the ghoul, the caster feels a sympathetic pain in the same part of the body. Hence, if the vampire's ghoul is hit in the shoulder by a stray bullet, the caster feels an acute pain in his shoulder. This pain, however, does not translate as damage to the vampire should his ghoul sustain extreme bodily harm. If the ghoul sustains any health levels of damage, the thaumaturge will still only feel pain centered on the location where his ghoul suffers his damage. Brand of the Paramour remains active so long as the ghoul is alive and remains a ghoul; the Embrace will negate this bond, as thaumaturges cannot create a paramour of another vampire.
Encrypt Missive: To insure that messages remain secure against prying eyes, the Tremere sometimes use this ritual to encode documents magically. Created during nights long past to send messages across battle lines or hostile borders, this ritual is not as often in the age of electronic communication, but is occasionally used to communicate between chantries. Also, this is a fairly common ritual - many Anarch Free State seem to have learned it, and use it to encrypt graffiti messages to others of their kind.
System: The thaumaturge writes the message in blood over the course of a night and speaks the name of the person he wishes to read it. Only the writer and the person whom the letter is addressed can read the document, but numerous "counter-rituals" exist that can be used to confound the magic of this ritual. To any others who observe the letter, the writing simply appears as gibberish.
Clarification: The caster must use his own vitae to encrypt a text. It costs 1 BP for a letter, 1BP per word of graffiti, 20 BP for a book.
Expedient Paperwork: This beneficial ritual expedites paperwork through the bureaucratic systems of the governments or other hierarchies. By preventing the ensorcelled documents from being misplaced, the paperwork goes through the swiftest channels, even bypassing normal daytime agencies that would hinder the Kindred's nocturnal lifestyle. Although extremely useful in modern society, this ritual was developed to handle the Church bureaucracies of earlier nights and allay any suspicion toward the caster. The ritual requires the hairs of a dog, know for protection and loyalty, to protect and guide the paperwork.
System: This ritual enchants the expedited paperwork, which shows up as an aura to anyone who looks for such. Normally handling time of a given document is reduced to roughly 1/3rd and it will not get lost. the ritual ends when the material is finished being processed.
Clarification: Benefits are variable ranging between reduction in bureaucratic difficulties to quicker turnaround on relevant paperwork, etc. Handled via requests.
Sanguineous Phial: Developed in a besieged Carpathian chantry where Tremere fell as often to the claws of night-black Lupines as to the other clans, this simple ritual lets the caster scent Lupines in the area. The Thaumaturge prepares a small herbal bundle with milkweed, wolfs bane, sage and a handful of simple grass. With a short set of phrases she takes a whiff of the mixture, after which she can immediately tell any Lupine by scent. This does not mean that she can detect lupine at a distance, merely that she can tell if a specific person’s smell happens to be Lupine, which can be useful when combined with augmented senses.
System: The Thaumaturge simply completes the ritual and sniffs from the herbal bundle. Afterward, she can detect Lupines by scent; actually sniffing someone up close would require no roll, but catching a scent at a distance of a few feet might take a Perception + Alertness roll (Diff 6). Detecting a lupine hidden around a corner, for example, could increase the difficulty to 8. This scent distinction lasts for an entire scene.
Defense of the Sacred Haven: This ritual prevents sunlight from entering an area within 20 feet of this ritual's casting. A mystical darkness blankets the area, keeping the baneful light at bay. Sunlight reflects off windows or magically fails to pass through doors or other portals. The caster draws sigils in her own blood on all the affected windows and doors, and the ritual lasts as long as the Tremere stays within the 20-foot radius.
System: This ritual requires one hour to perform, during which the thaumaturge recites incantations and inscribes glyphs. One Blood Point is required for this ritual to work.
Deflection of Wooden Doom: This ritual protects the Tremere from being staked, whether or not she's resting or active. While this ritual is in effect, the first stake that would pierce the Tremere's heart disintegrates in the attacker's hand. A stake merely held near the Tremere is unaffected; for this ritual to work, the stake must actively be used in an attempt to impale the vampire.
System: The thaumaturge must surround herself with a circle of wood for a full hour. Any wood will work: Furniture, sawdust, raw timber, 2 x 4s, whatever. The circle must remain unbroken, however. At the end of the hour, the vampire places a wooden splinter under her tongue. If this splinter is removed, the ritual is nullified. This ritual lasts until the following dawn or dusk.
Wake with Evening's freshness
Ward Vs. Vampires
Unlock Riddles
Devils Touch
Hospititality
Incantation of the Shepherd
Level 2:
Blood Mead: It was thought by the cults of Dionysus that supernatural powers could procured while under the effects of oinos, or any intoxication for that matter. During the Dionysian rites, a special drink combined vitae and mead (a fermented honey drink) might be prepared for favored supplicants. The drink was thought to pass on a powerful resilience, though only under intoxication. Similarly, a thaumaturge casting this ritual will be able to withstand a greater amount of damage than he would normally tolerate.
System: The thaumaturge must ingest this concoction to trigger its effect. By mingling two points of his own vitae with a honey brew, the magus creates a potent anesthetic and intoxicant. While under this effect, the caster gains an extra Bruised health level. However, he suffers the effects of intoxication and, as such, loses one die to all Dexterity and Intelligence dice pools. The effects from Blood Mead last a number of hours equal to the successes scored after the blood mead is imbibed. At night's end, the vitae within the Blood Mead dilutes and loses its mystical properties and, as a result, can't refill a vampire's Blood Pool. The mead may, however, continue to act as an intoxicant, depending on how much the vampire consumed.
Blood Walk: A thaumaturge casts this ritual on a blood sample from another vampire. Blood Walk is used to trace the subject's Kindred lineage and the blood bonds in which the subject is involved.
System: This ritual requires three hours to cast, reduced by 15 minutes for each success on the roll. It requires one blood point from the subject. Each success allows the caster to "see back" one Generation (to a limit of the Fourth Generation -- the Third Generation do not give up their secrets so easily), giving the caster both the true name of the ancestor and an image of his face. The caster also learns the Generation and Clan or bloodline from which the subject is descended. With three successes, the caster also learns the identities of all parties with whom the subject shares a blood bond, either as regnant or thrall.
Impassable Trail
Jinx
Princpipal Focus of Vitae Infusion: This ritual imbues a quantity of blood within the object upon which the ritual is cast. The object must be small enough for the vampire to carry in both hands, and it may be as small as a dime. After the ritual is conducted, the object takes on a reddish hue and becomes slick to the touch. At a mental command, the thaumaturge may release the object from its enchantment, causing it to break down into a pool of blood. This blood may serve whatever purpose the vampire desires; many Tremere wear enchanted baubles to ensure they have emergency supplies of vitae.
System: An object may store only one Blood Point of vitae. If a Kindred wishes to make an infused focus for an ally, she may do so, but the blood contained within must be her own (and if the ally then drinks the blood, he's one step closer to the blood bond). The ally must be present at the creation of the focus.
Craft Bloodstone: This ritual creates a small stone used as a tracking device. The caster must place a small pebble into a vial filled with three points of blood from any source. This blood need not be human. Every night for three nights, the thaumaturge recites an invocation over the vial. The bloodstone absorbs a single point of blood each night, and the liquid becomes slightly clearer, until on the third night it becomes a transparent as water. The vampire then has a mystical connection to the stone, and knows its relative position at all times.
System: A thaumaturge who creates a bloodstone instinctively knows where it is at all times. This isn't so much knowledge of its precise location as it's an understanding of its direction and distance from the caster.
Level 3:
Ward Vs. Lupines
Flesh of the Fiery Touch
Rite of the Fetish
Fire in the Blood
Shaft of Belated Quiescence
Level 4:
The Curse Belated
Ward Vs. Cainites
Heart of Stone
Level 5:
Abandoning the Fetters: The caster mixes the blood of all participants together and places it in the container. Afterwards, the bound individual is exsanguinated until only one blood point remains. Then, the caster smashes the container. The caster destroys the Blood Bond between the two
Ward Vs. Spirits
Dominion
Blood Contract
Stone Slumber
Escape to a True Friend
Level 6: The Gift. Roll: Intelligence + Occult, difficulty 6
The vampire may give any number of her disciplines to another. If failed, she gives too many, or not as many as she had intended. If botched, she loses the disciplines, and they are not transferred to the target. Each point takes five minutes.
Level 8: Blade Of The Forbidden Flower : The Tremere guard the knowledge of this ritual closely, and with good reason. If even a whisper of its existence reached the ears of the Camarilla it would likely cause accusations of diablerie. The ritual requires the body of a vampire skilled in the use of the weapon to be enchanted. The body should be completely drained of blood, though the thaumaturge should set aside a small quantity of the subject's blood for later use. The weapon must be cast and forced seven times as the thaumaturge recites an incantation. The magus then drinks the final point of the victim's blood and then dries the blade of the weapon into its chest. Te body immediately crumbles into a cloud of ash, which is absorbed into he blade, leaving nothing behind but a black scorched mark. The weapon then becomes the vessel for the soul of the slain Kindred, imparting the wielder with strange power and knowledge.
System: The creator of the weapon, or anyone she freely gives it to, are the only ones who may use it without harm; anyone else who attempts to do so suffers one health level of aggravated damage for every turn he continues to touch it. The blade retains all of the dead vampire's Abilities and Disciplines, which can be used by anyone wielding the weapon as if they were his own. Additionally, the weapon inflicts aggravated damage upon those attacked with it. The spirit inside is unable to speak to others via any means, unless the weapon is destroyed, releasing the spirit.