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Revised OWbN Thaumaturgy Rules

Research and Adaptation by: Dennis Sharpe with Jason Brandon, Josh Tanner and Dave Hoffman July 22, 2002
V3.5

Notes:

1) This is packet is designed to be a more complete set of the existing Thaumaturgy and other Blood Magic printed in the White Wolf source material, and created in OWbN. 2) The rules set forth in this packet are only proposed as a resource for OWbN Storytellers. 3) The rarity rules previously used in this packets forerunners have been moved to only the magics they are applied to.

Contents:
Sections 1 - Introduction (page 1)
Table of Contents (pg 1)

2 - Tremere Thaumaturgy (pages 2-43)


Introduction (pg 2) Learning (pg 3) Paths (pg 5) Rituals (pg12)

3 - Setite Sorcery (pages 44-49)


Background (pg 44) Paths (pg 44) Rituals (pg 48)

4 - Assamite Sorcery (pages 50-63)


Introduction (pg 50) Paths (pg 53) Rituals (pg 58)

5 - Koldunic Sorcery (pages 64-83)


Background (pg 64) Ways (pg 67) Rituals (pg 78)

6 Dark Thaumaturgy (pages 84-89)


Paths (pg 85) Rituals (pg 87)
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Tremere Thaumaturgy
Note: Path of Blood is the Primary Path for all new starting Tremere, barring ST

approval.

Path and Ritual Classification:


ATTENTION Any Tremere of any rank may have any level path or ritual, they need only have the proper level of approval to be allowed to posses it. However, if the Tremere is not of sufficient rank to learn the path or ritual without superiors approval then a superiors approval is required for them to teach it to anyone, unless the teaching is approved by one of the appropriate rank. It is requested that the levels of Rare, and Very Rare require notification to the Tremere Coord and the Sub-Coord of your region as to why a Lord/Pontifex/Better is allowing someone of below the rank of Lord/Pontifex/Better to have access to the Rare/Very Rare paths/rituals. To add to that, Paths that in 3rd ed. are Sabbat only are just that; SABBAT ONLY.

Common: All Tremere Uncommon: Regent or with Regents permission. Rare: Lord or with Lords permission. Very Rare: Sabbat Paths/ Rituals or anything that PCs should NOT be allowed to have at all, or have created themselves and shared with no one. Getting these would require you breaking into the chantry in Vienna, slipping in the Sabbat HQ in Mexico City, or getting it from the one who made it.
Note- Non-Tremere clans that have some type of Thaumaturgy may not have rituals listed in this section unless instructed by a Tremere/Thaumaturgist or their clan already has those rituals or that accompany style of Thaumaturgy in question

Learning Thaumaturgy
Thaumaturgy is not simply a discipline of the blood like many other powers, but is almost a separate power. With rare exception, only members of house and clan Tremere may learn Thaumaturgy with the same ease that other disciplines are learned. Tremere get one path of Thaumaturgy at in clan costs. Along with this, two basic, two intermediate, and one advanced ritual are learned. The first basic ritual must be Rite of Introduction. Other Freebee rituals are available at the discretion of the Storytellers. Any secondary paths may be learned with the following restrictions. 1. You must have a teacher. 2. You cannot learn ANY secondary paths beyond the second Basic until your Primary Path is at Advanced. If you have advanced in your primary path, you may learn advanced in any secondary path. Rituals may be learned at a cost of two points per level of the ritual (two for a basic, four for a intermediate, and six for a advanced). You may not learn a ritual of a level higher than your primary path of thaumaturgy. Learning Rituals requires that you either have a teacher or have made arrangements for the appropriate tomes to be in your possession, and that you have the permission of your superior to have the Rituals.

Learning Thaumaturgy out of Clan


It is suggested in the Tremere Clan Book that it takes a great amount of time for those not of the Tremere to learn Thaumaturgy without the aid of the Tremere. If a player wishes to Learn Thaumaturgy, on her own, they should be forced to have a minimum of one Year of study. This study should interfere in the learning of other things (disciplines, abilities, gaining influence, etc), because of the intense amount of time that the student needs to put towards learn Thaumaturgy on her own. If the player is willing to learn from the Tremere directly, it is a different matter entirely. The Ritual Inherited Affinity will allow the student the ability to learn Thaumaturgy in significant less time, like any other out of Clan Discipline. The student must place her-self at the whim of the Tremere, which most Kindred would not do. In almost all cases a Blood Contract is required. There would have to be extenuating circumstances for such a Contract to not exist. The teaching of Thaumaturgy by a Tremere is an extremely rare thing. The teacher and the student are watched, so that the loyalty of both is assured. At a minimum the contract should include a clause that any Thaumaturgy that the student learns will not be used against any member of House and Clan Tremere. Both the previous things must be done, as well as
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approved by the hierarchy of the Tremere, if the teacher is not to be accused of betraying her Clan.

Path and Ritual Creation


Creating new Rituals & Paths should be a challenge, but it should be possible. The MET ST Guide it states a suggested process (Paths pgs. 44-46 & Rituals pgs. 63-64). It says that to make a ritual the creator must have a Thaumaturgy Trait one level higher than that of the ritual level she seeks to create, of her Primary Path. By this description there cannot be any new advanced rituals created unless an NPC, with Elder Thaumaturgy, is considered the creator of the Path or Ritual. In addition to that in the MET Camarilla guide it states that minimum levels of Occult influence that are required to create a Ritual (6:Basic, 7:Intermediate, & 8:Advanced, same levels for Paths), however local House Rules may vary. Again, by the printed description, a single Tremere, working on her own could not create even the most Basic of Rituals. Such a task could be achieved by an Elder Tremere or by multiple Tremere working together in the creation process, with the minimum level of influence. Now depending on how your local game uses influence, two or more Tremere working together could create a Basic or higher ritual. To restate for the record, it is all up to your local Storytellers. If you do create a Ritual or Path, please submit it to the Tremere Coord for possible approval to be included in this packet. If it is not submitted to the Tremere Coord, for approval, it will not be accepted into OWbN as a whole. This means that the ritual or path can only be used in your home game, and other games that approve it individually.

Paths
Note: All Paths listed here have their most recent text reference listed in the chart below. Any Paths not listed in a MET book are listed in their full text, in the section directly following the Ritual Chart.

Common:
Lure the Flame Movement of the Mind Path of Blood Path of Conjuring Path of Weather Control The Green Path

Uncommon:
Alchemy Hearth Path Path of Elemental Mastery Path of Spirit Manipulation

Rare:
Hands of Destruction Master of the Mortal Shell Onieromancy Path of Neptunes Might Path of Corruption Path of the Focused Mind Path of Transmutation Path of Shadow Crafting Technomancy Vine of Dionysus

Very Rare:
Bio-Thaumaturgy Borealis Fathers Vengeance Path of Bloods Curse Path of Curses Path of Mars Gift of Morpheus Thaumatugical Countermagic Spirit Thaumaturgy Way of the Levinbolt 5

Way of Warding

*The following paths are Dead Paths, and cannot be learned by anyone. No conversions are given for them for just this reason. Way of the Worlds Blood (Original Source: Libra Sanguinus II: Keepers of the Word) Way of the Shadow World (Original Source: Libra Sanguinus II: Keepers of the Word) Way of Passage (Original Source: Dark Ages Compendium) Prey on the Souls Fear (Original Source: Dark Ages Compendium)

Path Name
Path of Blood Path of Flames

Rarity
1 1 6

Location
LotN Revised: 177 LotN Revised: 178

Movement of the Mind Path of Conjuring Hands of Destruction Elemental Mastery Green Path Neptunes Might Corruption Technomancy Path of Spirit Manipulation Thuamaturgical Counter Magic Weather Control Path of Mars Fathers Vengeance Alchemy Biothaumatrgy Focused Mind Hearth Path Mastery of the Mortal Shell Onieromancy Path of Bloods Curse Path of Curses Transmutation Vine of Dionysus Spirit Thaumaturgy Gift of Morpheus Way of the Levinbolt Path of Shadow Crafting Way of Warding Borealis

1 1 3 2 1 3 3 3 2 4 1 4 4 2 4 3 2 3 3 4 4 3 3 4 4 4 3 4 4

LotN Revised: 180 LotN Revised: 182 LotN Revised: 183 MET Camarilla Guide: 76 MET Camarilla Guide: 78 MET Camarilla Guide: 81 MET Camarilla Guide: 83 MET Camarilla Guide: 86 MET Camarilla Guide: 89 MET Camarilla Guide: 92 MET Camarilla Guide: 93 MET Sabbat Guide: 125 MET Sabbat Guide: 127 MET Storytellers Guide: 47 MET Storytellers Guide: 48 MET Storytellers Guide: 50 MET Storytellers Guide: 51 MET Storytellers Guide: 53 MET Storytellers Guide: 54 MET Storytellers Guide: 56 MET Storytellers Guide: 58 MET Storytellers Guide: 60 MET Storytellers Guide: 61 Laws of Elysium: 74 Laws of the Night: 103 (printed
below)

Tremere Clan Book: 51 Tremere Clan Book: 53 Dark Ages OWbN

Additions & Table Top Path Conversion


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Alchemy
This power is rated in levels rather than the typical system found on other paths, this is to facilitate its use. A character can affect a transformation up to the level he knows. To do this he must win a Mental challenge vs. a difficulty equal to the level of the change +5. Furthermore, he must spend one mental trait per level of this path that he is using. This path must be used in a controlled, laboratory setting. The amount of Mass/Volume that the castor can affect is based on the amount of additional mental traits that the castor expends when the path is activated. Nothing larger than a Car can be affected. As it would not fit into a Lab very well if it were bigger than that. Mentals 2 4 6 8 10 Mass/Volume (examples) A Coin A Brick A Table A Safe A Car

Way of Warding
General Notes: Each level of this path requires the magus to paint a glyph on a object with their own blood (spending a blood trait), and succeed in a simple test. Contact with fire or sunlight will destroy all wards created by this path.

Basic
Bar the Common Passage This will reinforce the physical stature of any object. After activated (see above) the affected object doubles it traits to resist breaking/battering. This may allow it to overbid in challenges against it if applicable. Traits of items affected are subject to the storytellers discretion. Any object affected by this power will receive a free retest against any use of thaumaturgy to destroy it or alter its state (Path of Flames, Thaumaturgical Alchemy, etc). Glyph of Scrying The magus can see the area around the ward as if she was there. This can be placed on portable objects to act as remote sensors. Sensory amplification (heightened senses, spirit eyes, Eyes of the Beast) can be used through the ward. While looking through this glyph, the magus has no awareness of her current physical surroundings save for if damage is dealt to her (must be damage, a touch will not be noticed).

Intermediate
Runes of Power This protective ward will do lethal damage equal to the number of mental traits the magus permanently expends at the time of use. The ward cannot be moved more than its normal range
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of motion (a door can swing on its hinges, but a sword would loose the effect as soon as it was picked up) after this rune is inscribed on it. Furthermore, any sentient creature will feel the power emanating from the rune, and will not be able to willingly touch it unless they expend a willpower trait (cannot be dominated into touching it). Glyph of Enlightenment The caster may create glyphs that can both act as glyph of scrying, and allow for 2-way communication. Thaumaturgical effects that you can meet the restrictions on can be used through this conduit (Generally, no touch. Theft of Vitae will steal the blood and find the most direct route to you if there is one). All restrictions of the second basic of this path still apply.

Advanced
Secure the Sacred Domain This powerful incantation allows the magus to protect an entire building. She draws a glyph at the exact center of the building (requiring the expenditure of a willpower trait and a static mental test vs. 10 traits). If successful, all windows, portals, and doors shut and become magically sealed (Cannot be opened but can be destroyed. Current breaches in the original structure are covered with a magical wall of force that cannot be destroyed, but can be circumvented (by knocking down a different wall). Multiple uses of this power will not have any effect other than sealing new breaches in walls.

Gift of Morpheus
This path allows you to control others sleep and dreams.

Basic
Cause Sleep By winning a Mental Challenge with the victim, you can cause him to fall asleep. The victim will not fall over and snore on the floor, but he will, over a period of five minutes, gradually drift into a sleep from which loud noise or physical contact can wake him. While the ritual is intended primarily for use against mortals, you can spend a Willpower Trait to affect a vampire (you must still win a Mental Challenge). Mass Slumber By spending a Willpower Trait, you can cause a group of mortals to fall asleep. To resist, mortals must spend a Willpower Trait and test against you in a Mental Challenge. If there are ghouls or Garou present in the mortal crowd, you must engage in individual Mental Challenges with each non-mortal. This ritual is best invoked in the presence of a Storyteller.

Intermediate
Enchanted Slumber This ritual allows you to cause a person or creature to fall into a sleep from which she cannot
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be wakened until a specific event occurs (like a kiss from Prince Charming). This event should be achievable, though not necessarily easy. The target will rouse if her life is threatened, although she will be down two Traits in all areas. To invoke this sleep, you must spend a Willpower Trait and initiate a Mental Challenge. This is best used on a Narrator character. If used on a player character, you should remember that if the conditions are unachievable in-game, they could cause the player to be effectively cut out of the game for at the least the duration of the evening. Storytellers may choose not to allow you to set impossible conditions such as, She may not awaken until her body is physically transported to the planet Mars. Dreamscape This allows the caster to enter the dreams of a sleeping target. The caster may not use any powers or harm the target in any way, nor does this power grant any control over the dream itself. The Target is not aware of the presence of the caster in her dream.You must possess a personal item of the target and engage in a Static Mental challenge with a difficulty equal to the total permanent (not temporary) willpower of the target.

Advanced
Dream Mastery You may enter the mind of a specific sleeper and induce nightmares or use Disciplines such as Presence, Dominate or Auspex if you possess them. You effectively gain control over the sleepers dreams and can do as you wish. Any Discipline used on the sleeper must incorporate the usual number of challenges and other Blood and Willpower expenditures. This requires you to win a Mental Challenge and spend one Mental Trait. The sleeper may take normal action in her dream.

Borealis
Basic
Rans Touch By concentrating the thaumaturge can freeze a small area, rendering simple devices useless. To activate this power the target must be touched and single blood trait must be spent, then the caster engages in a Mental vs. Physical challenge. An additional Blood Trait must be spent for a currently moving target. This cannot be employed on a living or undead target. Grasp of Magni A slightly larger area of space can now be frozen and the thaumaturge no longer needs to touch the target. By spending a Mental Trait the caster may create a small (up to a cubic foot)
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block of ice. If targeting a person or something that a person is grasping, the caster must engage in a Mental vs. Physical Challenge. The Ice can halt movement of a person or machine, and will last until melted or broken (static Physical vs. 6 traits).

Intermediate
Forsetis Silence With this level of control the thaumaturge can create a wall of Ice. The wall is three cubic feet of ice for each Mental Trait spent to cast it, has as many Enduring Physical Traits as Mental Trait spent to cast it, and has health levels equal to half of the Mental Traits spent to cast it, rounded down. The wall must be summoned in unoccupied space within 50 feet of the caster. Hels Kiss The thaumaturge can literally freeze the blood of his chosen target. By spending a Willpower and winning a Mental vs. Physical challenge against the target, up to 3 Traits of Blood are frozen in the targets veins. A Mental Trait must be spent for each Blood Trait frozen. For mortals this would cause a lethal wound for each blood frozen, and render that blood permanently useless fluid. For Kindred this would make the blood unusable for 5 Minutes or the end of a scene. In both cases the target would be down one Physical trait for each blood trait frozen.

Advanced
Tomb of Buri This power can completely incase a single target in a Tomb of Ice. The Thaumaturgist must concentrate for a full turn, expend a Willpower Trait and initiate a Mental vs. Physical Challenge against the target. The Tomb has as many Enduring Physical Traits as Mental Trait spent to cast it, and has health levels equal to half of the Mental Traits spent to cast it, rounded down. If a Mortal is trapped in the Block of Ice he or she will take one Lethal wound each round until broken free. The victim of this power may attempt to break out, destroying the health levels of the ice, by initiating a physical challenge from within it.

Rituals
Note: All Rituals listed here have their most recent text reference listed in the chart below. Any Rituals not listed in a MET book are listed in their full text, in the section directly following the Ritual Chart. Common: Binding the Beast Blood Mastery Blood Mead (Vine of Dionysus) Blood Walk Bone of Lies
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Brand of the Paramour Bureaucratic Condemnation Calling the Restless Spirit Communicate with Kindred Sire Craft Bloodstone Defense of Sacred Haven Deflection of Wooden Doom Donning Mask of Shadows Encrypt Missive Engaging Vessel of Transference Expedient Paperwork Extinguish Gentle Mind Illusion of Peaceful Death Impassable Trail Impressive Visage Incantation of the Shepherd Learning the Mind Enslumbered Mourning Life Course Open Passage, the Pavis of the Foul Presence Preserve Blood Principle Focus of Vitae Infusion Purify Blood Purity of the Flesh Rebirth of Mortal Vanity Rite of Introduction Rituals Recognition Sanguineous Phial Scent of the Lupines Passing Scribe, the Serenading Kami Steps of the Terrified (Assasmite/Sabbat) Stolen Kisses Stone Slumber Telecommunication Trima (Vine of Dionysus) Wake with Evenings Freshness Ward vs. Ghouls Warding Circle vs. Kindred Watcher, the Whispers of the Ghost Uncommon:
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Abandon the Fetters of Blood Bind the Accusing Tongue Bladed Hands Blood Contract Blood Into Water Cleansing of the Flesh Craft Dream Catcher (Oneiromancy/Morpheus) Crimson Sentinel Curse Belated, the Curse of Clytaemnestra Devils Touch Dominoe of Life (Sabbat ONLY) Enhancing the Curse Eyes of the Beast (Sabbat ONLY) Eyes of the Night Hawk (Sabbat ONLY) Eyes of the Past Fire Walker (Sabbat ONLY) Friend of the Trees (Sabbat ONLY) Ghost in the System Haunting, the Heart of Stone Imps Affliction, the Incorporeal Passage Infirm Inert Inscription Jinx Luminous Vitae Major Creation (Path of Conjuring) Mark of Amaranth Obscure the Malice Power of the Pyramid Protean Curse Purge the Inner Demon Recure the Homeland (Sabbat ONLY) Rend the Mind Rending Sweet Earth Respect of the Animals Return the Heart (Path of Bloods Curse) Rutors Hands Sanguine Assistant Scry Sculpting the Perfect Servant Sense the Mystical Severed Hand Soul of the Homunculi
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Splinter Servant Stone Slumber Summon the Guardian Spirit Track the Transgressor Umbra Walk Unseen Change, the Unweave Ritual Ward vs. Demons Ward vs. Fae Ward vs. Ghosts Ward vs. Kindred Ward vs. Lupine Ward vs. Spirit Warding Circle vs. Ghosts Warding Circle vs. Ghouls Warding Circle vs. Lupines Warding Circle vs. Spirits Will o the Wisp (Sabbat Only) Rare: Beacon of the Self Blood Allergy Blood Certamen Blood Rush (Sabbat ONLY) Bottled Voice Clinging of the Insect Cobras Favor Court of the Hallowed Truth Eldritch Glimmer (Sabbat ONLY) Enchant Talisman Escape to a True Friend Ex Libris (Apprentice Magius Ritual, C-U) Extreme Care (C:DR) Flesh of the Fiery Touch Haunted House Illuminate Trail of Prey (Assamite/Sabbat) Inherited Affinity Innocence of the Childs Heart Invisible Chains of Binding Iron Mind Keening of the Banshee Knowledge of the Childes Peril (Regent Blakes Ritual, Tuscola) Machine Blitz
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Mind Crawler Mirror of the Second Sight Mirror Walk Night of the Red Heart One Mind of the Covens Pavis of the Dark Dementia (Gary) Power of the Invisible Flame Shaft of Belated Quiescence Spirit of Torment Stone of the True Form Touch of Nightshade, A Transubstantiation of the Seven True Sight Vires Acquirit Eundo Warding Circles vs. Demons Widows Spite (Sabbat Only) Very Rare: Alter Blood (C:DR) Blade of the Forbidden Flower Blood Call (Assamite Only) Blood of Peace (Assamite Only) Blood Test Bone of Contention Bone of Eternal Thirst Bone of the Kindred Bring Forth the Light Within (Apprentice Magius Ritual, C-U) Chain of the Bloodline Chill of the Windsaber Craft Spirit Bloodstone Dedicate the Chantry (Cast by the Lord in the area when a new Chantry is built) Deny the Intruder (See Dedicate the Chantry) Diamonds Doom (C:DR) Divorcing the Soul Dominion Drawing upon the Bond Eyes of the Ever Vigilant Fire in the Blood Gift, the Healing Blood (Assamite Only) Impede the Gifts of Caine Import Item (C:DR) Invulnerable Weakness Light of Vengeance (Assamite Only)
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Lightning Rod (Regent King's Ritual, NVA) Lion Heart Mirror Attunement Nectar of the Bitter Rose Paper Flesh Raise the Dead Refined Digestion Rite of the Vanishing Blemish (HoB) Ritual of Holding Rotten Wood Shadow of the Wolf Sight of the Dead (Regent Daemos, C-U) Spiders Web Stalk the True Body (C:DR) Summon Mischievous Spirit Teleport to a Safe Haven (C:DR) Thirst Unquenchable Tremeres Bane (C:DR) Utter Destruction of Bonds Verdant Blade, The Walkins Purity of the Flesh (Regent Walkins Ritual, C-U) Weapon of the Kindred Soul Wizards Gift Wizard's Gold Ritual Name Abandon the Fetters of Blood Alter Blood Beacon of the Self Bind the Accusing tongue Binding the Beast Blade of the Forbidden Flower Bladed Hands Blood Allergy Blood Call Blood Certamen Blood Contract Blood Into Water Blood Mastery Blood Mead Blood of Peace Blood Rush Blood Test Rarity 2 4 4 2 1 4 2 3 4 3 2 1 1 1 4 3 4 Location Tremere Clan Book: 65 Chicago: Dark Requiem New York by Night: 38 Camarilla Guide: 109 Laws of Elysium: 82 Blood Magic: 99 Laws of Elysium: 82 MET Storytellers Guide: 69 Laws of Elysium: 86 Tremere Clan Book: 61 LotN Revised: 187 New York by Night: 48 Tremere Clan Book: 56 MET Storytellers Guide:64 Laws of Elysium: 86 MET Sabbat Guide: 130 Chicago: Dark Requiem
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Level Advanced Basic Intermediate Basic Intermediate Methuselah Intermediate Intermediate Basic Intermediate Advanced Basic Basic Basic Basic Basic Basic

Blood Walk Bone of Contention Bone of Eternal Thirst Bone of Lies Bone of the Kindred Bottled Voice Brand of the Paramour Bring Forth the Light Within Bureaucratic Condemnation Calling the Restless Spirit Chain of the Bloodline Chill of the Windsaber Cleansing of the Flesh Clinging of the Insect Cobras Favor Communicate with Kindred Sire Court of Hallowed Truth Craft Bloodstone Craft Dream Catcher Craft Spirit Bloodstone Crimson Sentinel Curse Belated, the Curse of Clytaemnestra Dedicate the Chantry Defense of Sacred Haven Deflection of Wooden Doom Deny the Intruder Devils Touch Diamonds Doom Divorcing the Soul Dominion Dominoe of Life Donning the Mask of Shadows Drawing upon the Bond Eldritch Glimmer Enchant Talisman Encrypt Missive Engaging the Vessel of Transference Enhancing the Curse Escape to a True Friend Ex Libris (Fire Trap) Expedient Paperwork

1 4 4 1 4 3 1 4 1 1 4 4 2 3 3 1 3 1 2 4 2 2 2 4 1 1 4 2 4 4 4 2 1 4 3 3 1 1 2 3 3 1

Laws of Elysium: 80 Tremere Clan Book: 66 Blood Magic: 99 LotN Revised: 186 2nd Ed. Players Guide: 92 Laws of Elysium: 90 MET Storytellers Guide: 65 C-U: Fires of the Wise Blood Magic: 91 Laws of Elysium: 80 2nd Ed. Players Guide: 92 MET Journal #1: 44 MET Storytellers Guide: 69 MET Sabbat Guide: 132 MET Storytellers Guide: 73 LotN Revised: 185 MET Storytellers Guide: 73 MET Storytellers Guide: 65 MET Storytellers Guide: 70 Shadows of Cincinnati Laws of the Night: 101 MET Storytellers Guide: 70 Laws of Elysium: 85 Tremere Clan Book: 57 LotN Revised: 185 LotN Revised: 185 Tremere Clan Book: 58 LotN Revised: 185 Chicago: Dark Requiem 2nd Ed. Players Guide: 92 Laws of Elysium: 92 MET Sabbat Guide: 130 Laws of Elysium: 80 2nd Ed. Sabbat Players Guide: 119 Laws of Elysium: 90 Camarilla Guide: 113 MET Storytellers Guide: 65 Camarilla Guide: 110 MET Storytellers Guide: 65 Camarilla Guide: 114 C-U: Fires of the Wise Blood Magic: 87
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Basic Elder Master Intermediate Elder Intermediate Basic Basic Basic Basic Master Advanced Intermediate Intermediate Advanced Basic Advanced Basic Intermediate Advanced Basic Intermediate Advanced Basic Basic Basic Basic Basic Advanced Master Advanced Basic Basic Elder Intermediate Advanced Basic Basic Basic Advanced Basic Basic

Extinguish Extreme Care Eyes of the Beast Eyes of the Ever Vigilant Eyes of the Nighthawk Eyes of the Past Fire in the Blood Firewalker Flesh of the Fiery Touch Friend of the Trees Gentle Mind Ghost in the System Gift, the Haunted House Haunting, the Healing Blood Heart of Stone Illuminate Trail of Prey Illusion of Peaceful Death Imps Affliction, the Impassable Trail Impede the Gifts of Caine Import Item Impressive Visage Incantation of the Shepherd Incorporeal Passage Infirm Inert Inherited Affinity Innocence of the Childs Heart Inscription Invisible Chains of Binding Invulnerable Weakness Iron Mind Jinx Keening of the Banshee Knowledge of the Childes Peril Learning the Mind Enslumbered Light of Vengeance Lightning Rod Lion Heart Luminous Vitae Machine Blitz

1 3 2 4 2 2 4 2 3 2 1 2 4 3 2 4 2 3 1 2 1 4 4 1 1 2 2 3 3 2 3 4 3 2 3 3 1 4 4 4 2 3

MET Storytellers Guide: 66 Chicago: Dark Requiem Laws of Elysium: 92 MET Storytellers Guide: 75 MET Sabbat Guide: 130 Laws of Elysium: 83 Laws of the Night: 105 MET Sabbat Guide: 132 Laws of Elysium: 83 Laws of Elysium: 90 Laws of Elysium: 83 Blood Magic: 97 MET Journal #1: 45 Laws of Elysium: 83 Laws of Elysium: 90 Laws of Elysium: 87 Laws of Elysium: 83 MET Sabbat Guide: 131 Laws of Elysium: 84 MET Storytellers Guide: 66 MET Storytellers Guide: 66 Archons and Templars: pg 146 Chicago: Dark Requiem MET Storytellers Guide: 66 Camarilla Guide:110 LotN Revised: 186 MET Storytellers Guide: 70 Tremere Clan Book: 59 Laws of Elysium: 84 Tremere Clan Book: 58 Laws of the Night: 106 2nd Ed. Players Guide: 93 MET Journal #1: 46 MET Storytellers Guide: 66 Laws of Elysium: 91 Tuscola: Buried Destiny MET Storytellers Guide: 67 Laws of Elysium: 86 Night Falls, NVA Laws of Elysium: 92 New York by Night: 48 MET Sabbat Guide: 131
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Basic Basic Advanced Ascendant Basic Intermediate Intermediate Intermediate Intermediate Intermediate Intermediate Advanced Master Intermediate Intermediate Advanced Intermediate Basic Intermediate Basic Basic Master Advanced Basic Basic Intermediate Intermediate Intermediate Intermediate Basic Advanced Ascendant Intermediate Basic Intermediate Intermediate Basic Intermediate Intermediate Advanced Basic Basic

Major Creation Mark of Amaranth Mindcrawler Mirror Attunement Mirror of the Second Sight Mirror Walk Mourning Lifes Curse Nectar of the Bitter Rose Night of the Red Heart Obscure the Malice One Mind of the Covens Open Passage, the Paper Flesh Pavis of the Dark Dementia Pavis of the Foul Presence Power of Invisible Flame Power of the Pyramid Preserve Blood Principle Focus of Vitae Infusion Protean Curse Purge the Inner Demon Purify Blood Purity of the Flesh Raise the Dead Rebirth of Mortal Vanity Recure the Homeland Refined Digestion Rend the Mind Rending Sweet Earth Respect of the Animals Return the Heart Rite of Introduction Rite of the Vanishing Blemish Ritual of Holding Rituals Recognition Rotten Wood Rutors Hands Sanguine Assistant Sanguineous Phial Scent of the Lupines Passing Scribe, the Scry

2 2 3 4 3 3 1 4 3 2 3 1 4 3 1 3 2 1 1 2 2 1 1 4 1 2 4 2 2 2 2 1 4 4 1 4 2 2 1 1 1 2

MET Storytellers Guide: 71 Tremere Clan Book: 63 Laws of Elysium: 92 Shadows of Cincinnati MET Sabbat Guide: 133 Laws of Elysium: 91 MET Storytellers Guide: 67 LotN Revised: 187 Tremere Clan Book: 65 New York by Night: 48 2nd Ed Players Guide: 91 LotN Revised: 185 MET Sabbat Guide: 133 Crown of Thorns, Gary LotN Revised: 187 Laws of Elysium: 89 Tremere Clan Book: 60 Laws of Elysium: 89 LotN Revised: 186 Laws of Elysium: 84 MET Storytellers Guide: 67 Tremere Clan Book: 57 Camarilla Guide: 110 MET Journal #1: 41 MET Storytellers Guide: 67 MET Sabbat Guide: 131 MET Storytellers Guide: 74 Blood Magic: 96 Laws of Elysium: 84 Laws of Elysium: 91 MET Storytellers Guide: 71 MET Storytellers Guide: 68 Milledgeville, Habit of Being MET Journal #1: 42 Tremere Clan Book: 59 Laws of the Night: 105 LotN Revised: 187 Camarilla Guide: 111 MET Storytellers Guide: 68 LotN Revised: 186 MET Storytellers Guide: 68 MET Storytellers Guide: 71
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Intermediate Intermediate Advanced Advanced Intermediate Intermediate Basic Advanced Advanced Basic Advanced Basic Advanced Advanced Intermediate Basic Intermediate Basic Basic Intermediate Basic Basic Basic Master Basic Basic Master Intermediate Intermediate Intermediate Intermediate Basic Basic Master Basic Basic Intermediate Basic Basic Basic Basic Intermediate

Sculpting the Perfect Servant Sense the Mystical Serenading the Kami Severed Hand Shadow of the Wolf Shaft of Belated Quiescence Sight of the Dead Soul of the Homunculi Spiders Web Spirit of Torment Splinter Servant Stalk the True Body Steps of the Terrified Stolen Kisses Stone of the True Form Stone Slumber Summon the Guardian Spirit Summon Mischievous Spirit Telecommunication Teleport to a Safe Haven Thirst Unquenchable Touch of Night Shade, A Track the Transgressor Transubstantiation of the Seven Tremeres Bane Trima True Sight Umbra Walk Unseen Change, the Unweave Ritual Utter Destruction of Bonds Verdant Blade, The Vires Acquirit Eundo Wake with Evenings Freshness Walkins Purity of the Flesh Ward vs. Demons Ward vs. Fae Ward vs. Ghosts Ward vs. Ghouls Ward vs. Kindred Ward vs. Lupines Ward vs. Spirits

2 2 1 2 4 3 4 2 4 3 2 4 1 1 3 2 2 4 1 4 4 3 2 3 4 1 3 2 2 2 4 4 3 1 4 2 2 2 1 2 2 2

Blood Magic: 97 MET Storytellers Guide: 68 Blood Magic: 91 MET Storytellers Guide: 73 MET Journal47 Camarilla Guide: 112 C-U, Fires of the Wise LotN Revised: 187 MET Journal #1: 49 Laws of Elysium: 93 Camarilla Guide: 113 Chicago: Dark Requiem Laws of Elysium: 89 MET Storytellers Guide: 71 MET Storytellers Guide: 74 MET Storytellers Guide: 74 Laws of Elysium: 89 2nd Ed. Sabbat Players Guide: 118 MET Storytellers Guide: 72 Chicago: Dark Requiem Laws of the Night: 106 MET Storytellers Guide: 72 MET Storytellers Guide: 72 Tremere Clan Book: 61 Chicago: Dark Requiem MET Storytellers Guide: 69 Diablerie Britain LotN Revised: 188 Laws of Elysium: 85 Tremere Clan Book: 64 MET Journal #1: 43 Archons and Templars: pg 146 Blood Magic: 98 LotN Revised: 186 C-U, Fires of the Wise Camarilla Guide: 114 MET Storytellers Guide: 73 Camarilla Guide: 114 LotN Revised: 186 Camarilla Guide: 113 Camarilla Guide: 113 Camarilla Guide: 114
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Advanced Basic Basic Advanced Ascendant Intermediate Intermediate Intermediate Master Advanced Intermediate Advanced Basic Intermediate Advanced Advanced Basic Intermediate Intermediate Advanced Advanced Intermediate Intermediate Intermediate Advanced Basic Basic Advanced Intermediate Intermediate Master Master Advanced Basic Basic Advanced Intermediate Advanced Basic Advanced Intermediate Advanced

Warding Circle vs. Demons Warding Circle vs. Ghosts Warding Circle vs. Ghouls Warding Circle vs. Kindred Warding Circle vs. Lupines Warding Circle vs. Spirits Watcher, the Weapon of the Kindred Soul Whispers of the Ghost Widows Spite Will o the Wisp Wizard's Gold Wizards Gift

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Camarilla Guide: 111 Camarilla Guide: 111 Camarilla Guide: 111 Camarilla Guide: 111 Camarilla Guide: 111 Camarilla Guide: 111 Laws of Elysium: 85 2nd Ed. Players Guide: 92 MET Storytellers Guide: 69 MET Sabbat Guide: 132 Laws of Elysium: 89 Night Falls (NVA) Night Falls (NVA)

Advanced Advanced Basic Advanced Intermediate Advanced Intermediate Methuselah Basic Basic Basic Intermediate Advanced

Table Top & OWbN Specific Thaumaturgy Rituals


Some of the rituals listed below will not be found in any White Wolf publication. Players of OWbN have created these Rituals. They are included here for players and STs to appreciate the devotion that these players have had to their characters and the Tremere. They have been approved by the Tremere Coordinator, and may be included in your game with STs permission.

Basics
Alter Blood This ritual will temporarily mask, but not change or produce false readings, when Path of Bloods Taste of Vitae is used upon the ensorcelled Thaumaturgist or a Trait of Blood that she has likewise enchanted. System: With the expenditure of a Mental Trait by the Thaumaturge, this ritual will temporarily alter the readings of Taste of Vitae if used on the Thaumaturgists blood. The only information that is obtainable is the relative generation of the Kindred, compared to the inquisitor, i.e. higher or lower generation only. Note: this ritual only effects Taste of Vitae, it will not fool other rituals such as Blood Walk, etc. from discerning information from the Blood. The effects of this ritual, if cast on the Thaumaturgist, will last until the following sunrise. The Thaumaturge during this time may only use her blood to heal wounds, as it becomes somewhat alien to her. This ritual may also be used
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to enchant a Blood Trait in a vessel. This enchantment will have the same effect but will permanently alter the Blood Trait. Blood Into Water All spilled blood within this rituals reach transmutes to water. This is most frequently used to remove bloodstains, wether as a result of foul play or rites that involve blood to mark or otherwise designate effects. The thaumaturge pours a cup of purified water through the fingers of his outstretched hand while casting this ritual. System: The ritual requires a five minute casting time and affects a ten foot radius, but will cleanse the area of blood thoroughly. Blood in containers and living things will not be affected, only spilt blood. Note that certain rituals and powers require blood markings or require blood to be applied to an object (such as Ward vs. Ghouls or Impassible Trail). This power has no effect on blood used to create active or dormant discipline effects it could not be used to remove a Ward vs. Ghouls, though it could be used to clean up a blood circle drawn on the ground used to bind a demon, so long as that binding is done and over with. Blood Test When this Ritual is used, if there is enough Kindred Vitae in the tested sample to cause a step in a blood bond or viniculum, the Kindred Vitae will move in a visible spiral within the blood sample. The movement is visibly apparent to all present. The more Kindred Vitae present in the sample, the larger and more spectacular the movement. System: Casting Blood Test requires the expenditure of one Willpower, one Mental trait, and an extended static Mental challenge. The number of successes or ties, against a difficulty of five traits, equals the number of blood points that can be tested during a one-hour time frame. The casters hands acquire a slight bluish tinge while the ritual is in effect. Bring Forth the Light Within This Ritual may be cast on a non-magical object in one of two ways. It may be cast temporarily where it will work for one evening, or it may be cast permanently where it will last forever. Upon speaking the power word (set during casting) the object the ritual is cast upon will begin to glow with a soft, dull white light. After this point a second power word (also set during casting) may be spoken for the object to stop glowing.

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System: as a Basic Ritual this takes a casting time of 15 min., It requires the temporary expenditure of one mental trait for a one night effect, and one permanent mental trait for the permanent effect. Bind the Accusing Tongue Bind the accusing tongue lays a compulsion upon the target that prevents her from speaking ill of the caster, allowing the thaumaturge to commit literally unspeakable acts without fear of reprisal. System: The caster must have a picture or image of the target, a lock of her hair and a black silken cord. The caster ties the cord around the hair while chanting. Any time the target wants to speak ill of the caster, she must defeat the caster in a mental challenge (Occult retests on both sides are applicable). Bureaucratic Condemnation This ritual was created to be the opposite of Expedient Paperwork. System: Once cast the influence actions of the target of this ritual take three times as long as they normally would. A Storyteller may allow a player with a significant amount of influence may decrease this time, but that is up to each local game. Ex Libris (Fire Trap) This ritual is simply a ward cast and scribed on the inside cover of a bound book where, after casting the book cannot be opened without intoning the power phrase (set during the casting). If the correct phrase is not uttered before opening the book, it combusts and burns to ashes (causing no damage to the person holding the book). System: as a Basic Ritual this takes a casting time of 15 min., and one blood trait (used as the ink of the ward) Expedient Paperwork This ritual allows a thaumaturge to avoid delays that are created in modern bureaucracies (church, government, financial, etc). It requires the hair of a dog that is considered loyal and protective (could be bound). System: Once cast this decreases the amount of time that influence actions might take. The amount of time saved is up to the ST. It is suggested that the time required is reduced to one third of the original time. The ritual takes 8 hours to complete.
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Extreme Care This ritual allows for the creation of enchanted elixirs. These elixirs have the ability to miraculous heal mortal creatures of disease and wounds. System: This ritual, usable only on mortal living creatures (humans, ghouls, Garou, etc.), requires that one trait of Vampiric Blood be injected, or ingested, into a subject's body. This has the usual effects - the subject moves a step closer to becoming blood bound to the vampire whose blood is used, and temporarily becomes a Ghoul. In addition, the mortal automatically heals one Wound Level of damage and the Thaumaturge, if in the presence of the use of the elixir, may spend one Medical Ability to cure the patient of one viral or bacterial illness (Not cancers or hereditary diseases. AIDS, Ebola, and other such particularly nasty things should be immune to healing, but the life span of the infected person could be extended). Mortals drinking this elixir may be brought back from the threshold of death, without being made into a vampire. The blood leaves no trace in the patient's system, and all but the partial Blood Bond fades completely within 3 days. Once the Thaumaturgists blood is transformed into the elixir it loses most of its connections to the Thaumaturge. Thus, it may not be used for Discipline or rituals against the Thaumaturge. And, rituals such as Blood Walk or Disciplines such as taste of Vitae merely reveal that it is altered Kindred vitae and little else. The elixir will only retain its potency for 72 hours after casting. Incantation of the Shepherd This 15 Minute Ritual allows the user to locate, in approximate Direction and Distance, all members of the Caster's Herd. To properly cast this ritual, the Thaumaurgist, while intoning the names of her Herd, must hold two small glass objects to her eyes and spin in a slow circle. . If the Caster does not have the Herd Background, she will detect the closest three mortals from whom she has fed at least three times. This Ritual has a Maximum range of 10 times the Caster's Herd Background, or 5 miles if she does not have any Herd Background. Luminous Vitae This ritual duplicates the effects of alternate light sources on vitae, causing blood to glow in the casters sight. This is most often used to make sure an area has been cleaned sufficiently in a chantry laboratory, but it has a number of useful applications outside the chantry as well. The caster looks through the eye of a needle when using this ritual. System: To enact this ritual the caster must engage in a static mental challenge vs. six traits while pouring water through his fingers. The power of this ten-minute ritual lasts for one scene
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or one hour, during which blood on a surface no matter how small an area or how faint glows an iridescent purple. From the oldest bloody fingerprint on a desk drawer to a pool of blood gathering beneath a murder victims corpse, it all becomes visible. The power has no effect on blood inside a person or container. If the thaumaturge opens a vessel containing blood, he will see the vitae in the usual purple color, but this ritual does not allow him to see though other objects.

Obscure the Malice In this ritual, the caster pours her own vitae into a corpses wound. The blood scabs over and the wound heals during the course of the ritual. This ritual cannot be used to heal the living or undead, though it can conceal evidence of feeding or other physical violence on a corpse. System: To activate this ritual the caster must engage in an extended static mental challenge vs. six traits, the effect of the ritual is determined by the amount of successes. One success indicates a very visible wound (that nonetheless must have healed before the victim suffered whatever trauma killed him) while five successes heals the would flawlessly postmortem. This ritual works only for wounds poisons, drowning, ect. will still be evident with a full autopsy, though such results may prove misleading without other telltale marks. Rite of the Vanishing Blemish This ritual 'soaks' blood and other stains, leaving no trace. System: With a small amount of raw cotton or wool and the casters incantation, even large stains are absorbed into nothingness. The material must be held over the stain while the incantation is said, after which it is mystically "soaked" in and the cotton/wool is useless. This works even if the stain has dried. Serenading the Kami By binding spirits to her physical form the thaumaturge can gain a temporary boost in strength. System: This ritual grants the castor 2 additional traits in her next physical action. This action could be as simple as digging a ditch or hitting someone. It takes 30 minutes to cast this ritual. True Sight
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"This ritual turns a vampire into an undead polygraph. It is often used by Justicars to catch Diabolists. Once the short ritual is performed (requiring about five minutes), the vampire's senses become amazingly enhanced, allowing her to hear the slightest quaver in a person's voice, see the minute twitching of a liar's mouth, or notice how a liar's eyes blink too much." Mechanics: "True Sight only detects deliberate, willful lies. If the other party believes she is telling the truth, then what she says will appear to be true. The ritual detects the state of nervousness, not whether the truth was spoken." In effect, the Thaumaturge has a single extra investigation ability and five extra mental traits, for the duration of the ritual, for the purposes of Auspex challenges that they initiate. These traits may not be bid, but are added to the caster's total for purposes of comparison or overbid. They do not aid in Auspex challenges initiated against the caster because the ritual does nothing to alter the Thaumaturgists ability to hide their own reactions, nor the other person's ability to perceive the Thaumaturgists. To indicate that this ritual is in effect, the player should get a card denoting the extra traits and the time cast from a storyteller. This ritual takes five minutes to cast and lasts one hour. Walkins Purity of the Flesh This Ritual is Functionally the same as the Ritual Purity of the Flesh with a few minor changes. It does require the same casting time, and additionally 13 quartz Crystals, that are popped like flashbulbs upon the Rituals completion System: The system for this Ritual is Identical to Purity of the Flesh with the addition that the subject of the Ritual is also freed of any Technological enhancements (ie: Technocracy Nanites and the like) Warding Circle versus Ghouls (and others) 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 traits 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
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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, and must be of different types

Intermediates
Beacon of the Self While Calebros ascribes a great deal of power to this ritual, it is not so potent as he believes it to be. In fact, the ritual itself is quite rare, owing to many Tremere elders harboring some degree of paranoia. While the ritual does indeed locate Kindred with ease, few of those elders want themselves so effortlessly found, and guard the secrets of its performance. This ritual reveals the location of a specific Kindred to the caster, so long as she is within a nights travel of the casters current location. The caster receives a dream-like but identifiable mental image of the subjects current location. This ritual requires some portion of the subjects body, however small: a hair, a severed finger, a fang, a thumbnail. System: The thaumaturge performs this 20 minute ritual as normal, which destroys the subjects left-behind matter in a whiff of yellow smoke. The caster inhales the smoke, which creates the vision in her mind. The caster then engages in a static mental challenge vs. six traits. If the ritual fails, or if the subject is out of range (within a nights travel seems to be an arcane measurement, equal to the distance the caster could travel on foot in one night), it provides no image at all, though it does destroy the tissue sample. Knowledge of the Childes Peril With a trait of Blood from a ghoul (the casters or not), the caster of this Ritual may become attuned to said ghoul for a night allowing the use of the ghouls senses. System: This Ritual takes 30 min. to cast and lasts all night. One trait of the casters blood is mixed with one trait of the ghouls blood, and the ritual is performed. The blood boils down to one trait and then Imbibed by the caster, thus attuning the ghoul to the caster. After the Ritual is complete any time throughout the night the caster may spend a Mental Trait to gain use one of the Ghouls senses for a period of 1 hour, though the caster may choose to turn off the effect of the Ritual. (see though the ghouls eyes, hear through the ghouls ears, etc.) The casters senses take a back seat to those of the ghouls so they are effectively blind or deaf or without whatever sense they are taking from the ghoul. The ghoul is unaware that the ritual has been cast or enacted, however the caster may NOT interact with anything within the area of the affected
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ghoul. When the hour is up the caster may expend another trait to gain the effects of the Ritual again, however at the end of the night the Ritual is over and the ghoul must be reattuned to use the Ritual again.

Lighting Rod With this Ritual a Master of the Path of Weather may utilize a Bolt of Lightning for later use. System: An appropriate item must be pre-prepared to accept the bolt. A Staff or Sword is appropriate (though if a sword the Lightning Bolt cannot be released as part of a strike of the Weapon). This takes a week, with a series of challenges (one static mental challenge each night difficulty of 10). If any fail the item is destroyed and the process must start over again. On the last night a Permanent Mental Trait must be spent to attune the item to the castor. Only the castor may release her own Lightning. Once the item is created it may hold One (1) Lightning Strike, for each of the Permanent Willpower that the castor has. Following the rules of Lightning Strike (Advanced Weather) the castor must summon Lightning to the Rod. She or she will take 3 Lethal Wounds doing so, but the Lightning is also stored. If the Rod is broken the Lightning will harm anyone holding it. To release the Lightning Strike the castor must again follow all rules of Lightning Strike, save the weather requirement, since the lightning already exists. Rend the mind Most of the Tremere are not physically powerful. This ritual combines the lethal powers of Thaumaturgy and Auspex into a powerful tool. System: This ritual allows the castor to make one telepathic attack before the next sunrise. If she wins a mental challenge against her target she will cause a number of bashing wounds equal to her permanent willpower. This ritual takes one hour to cast. Also the castors Primary Path must be at the second intermediate and have Telepathy. Sanguine Assistant Tremere often need lab assistants that they can trust implicitly. This ritual allows a thaumaturge 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 casters mental traits.
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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. Shaft of Belated Quintessence This ritual turns a regular stake of rowan wood into a particularly vicious weapon. When the tip touches kindred, it breaks off and burrows for the victims heart. System: The stake must be of rowan wood, coated in three traits of the casters blood and baked over an oak wood fire. When the stake is used in combat, it acts normally as a weapon. If a successful strike hits, the tip of the stake breaks off and begins burrowing at the heart of the victim (even if you have misplaced heart). Every hour, the affected player must make a static physical challenge against the mental traits of the caster or take one lethal damage. Once 5 lethal damage has been done in this fashion, the character is staked. Removing the tip via surgery requires the medicine ability. The surgeon enters an extended challenge against a number of traits equal to the creator of the stakes mental traits. She must cumulate 5 successes to remove the tip. Each challenge made will do 1 point of lethal damage win, loose or tie. Healing the wounds closes the incisions and the surgeon must start over. If a stake enchanted with this ritual is used on someone that has her heart removed by Heart of Darkness (advanced Serpents), the stake will do normal combat damage on the initial hit, but the tip will not break off, and the ritual is not expended. Sight of the Dead Allows the caster to see and hear wraiths for x hours where x is the number of blood traits spent upon casting. System: The caster must obtain dirt from a freshly dug grave. While mixing in x blood traits, the thaumaturgist must read backwards from the Bible (Ashes to Ashes). He then must smear the dirt/blood mixture behind his ears, and on his eye lids. Splinter Servant Another ritual designed to enchant a stake, Splinter Servant is a progressive development of Shaft of Belated Quintessence, and the two rituals are mutually exclusive (They cannot be placed on the same stake). The stake itself becomes a minion bent on staking its target.
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System: The stake must be made from a tree that has been nourished by the dead (a tree from a graveyard would be a good choice) and wrapped in sheath made of nightshade twine and wax. When the binding is torn off, the splinter servant springs to life, ripping little legs out of itself, and attacking the person that it is commanded too attack (by pointing it at the target as the sheath is ripped off). The splinter servant has a number of Physical Traits equal to half the Mental Traits of the caster, a number of melee equal to the casters occult rating, and is immune to mental and social challenges. It has three health levels, and ignores wound penalties. It can move up to 30 (9 paces) per turn. It will remain active and attacking until it stakes its victim, it is destroyed by damage, or 5 combat rounds have passed. It looses traits normally, and must succeed in the normal staking challenges. It is up three traits to avoid attacks due to small size. Any damage increasing effects (Scorpions Touch, Wards, ext.) will ruin the ritual. Summon Mischievous Spirit The Vampire with this Ritual is able to summon a poltergeist. The poltergeist will cause a ruckus, messing with appliances, furniture, plumbing, electronic devices, and any other inanimate objects. The Spirit may cause almost any object to move around, but it will seldom directly harm a person. However, it will readily cause indirect injury, such as dropping a chair on someones head, or causing a knife to fly across the room. It is important to remember that the Spirit doesnt want to harm the victim it just wants to annoy the hell out of him. System: The effect of the spirit is up to ST discretion. The length of time the spirit stays is based on a simple challenge that is thrown and repeated until a loss occurs. The amount of success, are the number of hours the spirit will stay. Wizard's Gold Description: The elders of Clan Tremere have newly created this ritual. It was created in an effort to reduce the amount of rare and restricted rituals and paths that are being taught by members of House and Clan that should not be teaching such things. This Ritual is cast whenever a ritual or path that is restricted to Regents or above is taught to an Apprentice. System: A Gold coin of the highest quality is used. Stamped on one side is the shield of House and Clan Tremere. On the other are the names of the teacher and the student and the name of the ritual or path that is being taught. The teacher places the coin in a Silver chalice with a trait of her vitae as well as a blood trait of the student. During the casting of the ritual the coin absorbs the blood and takes on a slightly red hue. Another trait of Vitae must be used to fuel the ritual itself. Once completed the student is unable to teach the ritual or path. She can speak of the path and what affects that it has. But she is unable to impart enough knowledge to another person so that person can then learn that power.
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Advanced
Craft Spirit Bloodstone This is a small perfectly spherical stone crafted from an opal (tourmalated opal). The opal is left in a crystal bowl of vitae (three points of your own blood), which takes three evenings to absorb. This can only be cast during the full moon, and must be exposed to the moonlight during the evening. This bloodstone may then be tracked across to the umbra, and the shadowlands. Further the caster may track it from three planes interchangeably: the astral plane, the umbra, and the shadowlands. Enchant Talisman Create talisman allows the thaumaturgy to enchant a personal magical item (the fabled wizards staff) to act as a amplifier for her Thaumaturgical might. 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.

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If another person ever takes this item, being that it is inscribed with the true name of its 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. Diamond's Doom This ritual is the trademark of John Diamond, Jonestown's sire. It enchants a wooden object into a powerful anti-Kindred weapon. The object can be as large as a wooden stake or a cane, or as small as a letter opener; in any case, it must be roughly shaped like a stabbing weapon. System: A Diamonds Doom stake gains an additional trait for use in combat challenges. Like any common stake, it can be used to impale the heart of and immobilize a vampire. The attacker makes three simple tests, not two, and if any two of them succeed, the defender is staked. Once the enchanted weapon is in a vampire's heart, it takes root, and cannot be removed without ripping out the heart and putting the vampire into torpor--a disaster for low-generation Kindred. Furthermore, if weapon and heart are removed--a task involving considerable strength or crude butchery--the vampire remains staked, similar to the results of staking a removed heart as in Heart of Darkness. If the heart is burned or exposed to the sun, the vampire is destroyed. Furthermore, if the heart is outside of the body of the kindred for more than one hour, it begins to decay, and will lead to the death of the kindred whos heart it is (this ritual is not a cheap alternative to Heart of Darkness, and does not provide the protections of the heart that the Advanced Serpentis does). Aegis may be blown to avoid death by heart deterioration. The heart will re-form in the body when Aegis is blown. The weapon will release its grip and slide out easily if the true name of the one who wielded it is spoken as it is pulled. Anyone may remove it by this method. Other methods of removal would be by the use of Vicissitude (up to Bonecraft is required), the ritual Rotten Wood will destroy the stake, Decay (First Basic Hands of Destruction) will destroy the stake (the Second Basic Gnarl Wood will not work). Other methods such as burning the stake out with a blowtorch will only result in the death of the person so staked. The ritual Purity of Flesh will also expel the stake. Those who can see auras will notice a shimmering cloud of menace and hate around the weapon if they think to check. Anyone who tries to use Spirit's Touch or its equivalent will be overwhelmed by visions of pain and violence from the malevolent intelligence that inhabits the weapon if they attempt to "read" it. Whether they win or lose, they will gain no useful information from the Spirit's Touch.
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This ritual cannot be combined with Shaft of Belated Quintessence or Splinter Servant by any means. Escape to a True Friend One of the few rituals that provide a form of teleportation, this ritual takes the caster to the general area of the person that they trust the most. System: Taking 3 hours each night for 3 nights engraving a magic circle on bare stone. Each night requires three blood traits as well that are poured into the circle, and the caster permanently expends a mental trait each night. Once the circle is complete, the transport may happen at any time. Note that the caster is the only one that may utilize the circle. The caster steps into the circle and speaks the name of her friend. The caster then appears a short (5 min) walk away from her friend. This ritual will only function if the caster names one who she believes to be her friend. Ghost in the system Modern false identities can be created with this ritual. The identity is created with great detail, Citizenship, drivers 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. Import Item This ritual allows the Thaumaturgist to call forth an enchanted item into their presence, avoiding all physical barriers in its path. System: Unlike this rituals Infernal predecessor, Aport Object, it does not use external forces such as demons and their ilk to accomplish its task. Without these forces to make the ritual possible the Tremere looked to other rituals, such as Escape to a True Friend, to re-derive their means of translocation. The Shadowlands, while not as secure as an Umbral Pocket realm, was deemed to be the most achievable means by which this translocation could be accomplished. Although this was the decided upon means it does take a considerable trained Thaumaturgist to
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master its utilization. Unlike its Infernal cousin that even a neonate can master or is that its masters will utilize them? To enchant an item, so its capable of such a journey, the Thaumaturgist needs soak the item in three of her Blood Traits, for the ninety-minute ritual, and expend a Willpower Trait. Items attuned in this manner may be no larger than the Thaumaturge can hold in both hands or be more than twice her mass. Items, which are so attuned, must have this indicated on their respective item cards or recorded on the Thaumaturgists character sheet for the ST review. To summon an object so ensorcered through the Shadowlands, the Thaumaturgist must will the object into her presence, thus expending a Mental Trait (taking one full combat turn). If however she does not have either hand free, the item will appear where she wishes but no more than five feet from her. Note, the item will not imbed itself within anything or anyone. Also noting the medium by which the ensorcered item travels, Ward versus Spirit prevents the use of this ritual. Upon reaching the Thaumaturgist, items summoned in this manner lose their enchantment. This is important because a Thaumaturgist may only have one enchantment of this type at any given time. Hypothetically two Thaumaturges may each have an item enchanted by this ritual. However be warned, if both Thaumaturgists summon the same item at the exact same instance (same action) the object goes to neither. In fact Arcades, the creator of this ritual, postulates that items lost in this manner are displaced into the depths of the Shadowlands but as of now this is only a hypothesis. Mirror Attunement This ritual requires a glass mirror. The caster must etch (properly and with good craftsmanship, as hieroglyphics are not only a language but a set of magical symbols as well) into the glass, a border of text. That text being a very lengthy and poetic description of a soul passing through its own reflection. Then the "mate" of this mirror must have the *exact* mirrored set of hieroglyphs etched in by the caster, including any flaws or extended artistic whim. The caster then paints in, with her vitae, the etched hieroglyphs (the mirror image reflection on its mate, identically) and brings them 'to life'. The blood then must be left to dry, in the waxing half-moon moonlight. After this preparation, these two mirrors, no matter what location, distance, or angle, can be entered by someone using the ritual "Mirror Walk", and exit out the 'mate' of the mirror entered.

One Mind of the Covens


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"This is a very exclusive ritual used by the Regent of a given chantry during a simultaneous communication with her equivalents across the world." System: "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." Another more common utilization of this ritual, allows those with the same variant rituals, after engaging in an hour-long chant, to stare into a silver mirror and telepathically speak to their counterparts, even across the world. This means of communication can be maintained all night and can switch from person to person throughout the casting. It can even contact several (or all) of them simultaneously, with each Tremere getting a signal, much like that sent by the Rite of Introduction, alerting her to the fact that there is another that seeks her attention. Many Tremere carry pocket mirrors in compacts or cigarette cases for just such an event. Pavis of Dark Dementia By exerting both the power of the Tremere blood, and his personal will, and by tying a Silver Cord or chain about the neck, the Tremere will find himself immune to the effect of the Malkavian Dementation. If any of these powers should be used effectively against the Tremere while the spell is still sealed about him, they will immediately reflect back upon the unfortunate Aggressor affecting, and Afflicting them instead. Casting cost: 1 Blood point and 1 Willpower Duration: Until the next Sunrise This Ritual was created do to a massive influx of Malkavians wielding Advanced Dementation attacking the powerful members of the city. After the Regent Monsignor had been hit with total insanity, he decided he needed a defense. Through Apprentice Gilberts help and the auspices of many other kindred in the area he started doing extended research. Sculpting the Perfect Servant This ritual truly has no real possible game affect. To see any real development from a PC perspective a character would have to be alive for more than a decade. This ritual should be used by the STs as background information for possible PCs or storyline. In the hands of a PC it has no purpose.

Teleport to a Safe Haven

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Via the utilization of a material focus and an attuned summoning circle the Thaumaturgist is capable of teleporting from anywhere to their "Safe Haven." System: During the ninety-minute ritual a one-meter circle is inscribed and enchanted with the proper arcane sigils and the caster permanently expends a mental trait. This is done in conjunction with enchanting a material focus. These two in tandem make the ritual capable of transporting and receiving the Thaumaturgist's physical form (true body only, this ritual will fail if cast on a possession suit), into the summoning circle. Note that the caster is retrieved naked, and all items are left behind. The material focus can be created out of any material but is commonly made of ceramics or something else that is easily broken when the need presents itself. After the amulet had been physically fashioned it is then imbued, during the casting of the ritual, with a Blood Trait of the Thaumaturgist's physical form and will remain so enchanted until broken or one month (30 days) passes. When the material focus is broken (requiring a static physical test vs. 5 traits in combat), the physical form that is attuned to the circle is drawn to it at the end of the combat round. Thusly, teleporting the attuned body into the center of the circle. Only one such attunement may be placed upon any physical form at any one time. Tremeres Bane This very potent ritual takes five people to cast, though only one person needs to have the ritual. All five castors must succeed in a Static Challenge (Diff 12). This is a two hour long ritual where the five mages chant while the blood of a recently (same night of ritual) embraced and willing (not coerced with disciplines) virgin (male or female) is sacrificially drained into a chalice with a ceremonial dagger. A five-pointed star is drawn on the floor (facing north), each mage sits at one of the points, the virgin is placed in the center. The mage at the north point takes the dagger and chance, places the chance next to the virgin, and then holds up the dagger and everyone begins to chant. After the chanting has reached its rhythm the dagger is plunged into the heart of the virgin. The blood then begins to drain into the chalice. The blood in the chalice does not stay it mystically evaporates. This process takes the whole two hours. The virgin will feel no pain during the ritual and she will not be killed, just her blood will be drained. If this ritual has been successfully cast then anyone who is not of Tremere blood will experience a difficult time employing any of the Paths of Thaumaturgy, not rituals just Paths. The system for this is as follows; when any discipline is used the cost for that discipline is doubled and if it doesn't already have a test then it will require a simple test to use. If the tests are failed then the opposite effect of the discipline will occur. The Ritual lasts for One year and affects a single building. Here are two examples:

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An 11th generation Brujah tries to lower her generation to 8th with Potency of the blood. Normally it would cost her 6 Mental traits and one Blood, but with Tremeres Bane being present it will cost 12 Mental traits, 2 Blood and a simple Test. If she fails the test then instead of lowering her generation she raises her generation to 13th. If a Malkavian tries to Forcebolt another vampire, it will cost her 2 blood traits instead of one. If she loses the challenge she suffers the effects of Forcebolt herself. Verdant Blade, The Kindred sometimes have to be taken in for judgment or (more likely) for questioning. Carrying a heavy wooden stake is fairly conspicuous, though, and it lets your target know that you dont want him dead. Several Quaesitors developed the Verdant Blade in the 1800s. Its use is limited largely to that group, though a few other Archons have learned it. The ritual temporarily enchants any sharp object a sword or large knife, a bone, a piton, or tent spike to paralyze Kindred staked with it as though it were wooden. The weapon or item must be placed in a vat or tub along with a freshly cut tree branch, several ounces of sap, and a gallon of water. When the ritual is complete, the weapon will paralyze a vampire when driven into its heart. This effect works only once; once the weapon is removed, it must be enchanted again if the caster wishes to use it to stake another Kindred. System: the caster must expend a blood trait and make a static mental challenge vs. ten mental traits, and must spill a second blood trait into the vat with the items described above. The chanting that follows takes 25 minutes. If the static mental is failed, the weapon is not enchanted and will shatter on impact. The item or weapon must still be large enough to use as a stake (a large knife or sword will work, but a pin will not). The ritual does not make the actual staking process any easier, and the weapon cannot be enchanted in any other respect. Vires Acquirit Eundo This ritual when cast in tandem with another ritual can increase some effects of that ritual System: The affects that are extended are completely up to the ST. The player can suggest possibilities as to what affects are changed, but the ST has the final say so. It is suggest that the player carry an index card signed by an ST that says that the change is legit. It is strongly advised to STs that allow this ritual that they use common sense before approving some extended requests.

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Wizard's Gift Description: This ritual was created as the opposite of Wizard's Gold. Once an Apprentice attains the position of Regent she must be able to educate those Apprentices that she has been chosen to educate. System: The coin, or coins (as this can be cast on any coins that have the persons name on it) have this ritual cast on them in the presence of the person that they affect. If successful the thaumaturge is now free to teach the rituals and paths that were before closed.

Elder
Bone of Eternal Thirst This three night Ritual creates an ensorcelled weapon made of bone and ivory. The Thaumaturge must carve the weapon himself and then bathe it in the lifeblood of a year-old fledgling each night. All of the blood is absorbed into the weapon and cannot be used for any other purposes. The third contributor must be the casters own Childe. The enchanted weapon becomes a powerful tool, able to sever flesh and even bone with ease, draining the strength of those it injures. It is nearly impossible to destroy this weapon. System: All damage done by this bone-weapon is aggravated. In addition, for each level of damage it does the weapon drinks a trait of the victims blood. The weapon can be destroyed only if it absorbs 20 traits of blood from a single victim. If this happens it is immediately incinerated Any weapon that can be carved from ivory or bone may be used in this ritual, and does damage per that weapon type Bone of the Kindred "This two-night ritual creates an enchanted weapon made of bone or ivory. The ritual requires the lifeblood of a Kindred. This blood is absorbed into the weapon and cannot be used for any other purpose. The enchanted weapon inflicts aggravated wounds. When in use, the weapon seems to "drink" any blood that is on it." System: When in the hands of the one to whom the Weapon is attuned, all damage dealt by the weapon (including extra damage from Potence and wards is aggravated, and it steals a Blood
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Trait every time it strikes a target. The Blood Trait that is stolen is absorbed into the blade to empower itself, and cannot be extracted by any means, including the destruction of the weapon. Drawing upon the Bond This Ritual allows the caster to draw upon the power of her thralls. System: The caster may utilize any disciplines that any of her thralls possesses. All challenges using that discipline uses the casters traits, willpower and blood. This Ritual should be NPC access only as it can be very unbalancing.

Master
Chain of the Blood Line This Ritual grants the Warlock power over another vampires extended brood. This Ritual takes three nights and must end on the night of a new moon with the death of the Kindred whose brood the caster wishes to control. The Warlock must kill the Kindred by successfully committing Diablerie upon her. When the Ritual is completed by the Diablerie, the Warlock then learns the brood of the victim, and in turn their brood, and so on. When any of these Kindred are encountered by the caster, he may command them in any way, impelling them to obey. System: Those commanded in this manner may resist by making a static self control challenge against the number of permanent willpower traits of the caster. If the caster wins, the victim must wait an hour before attempting to challenge again, and conversely if the caster loses he must wait an hour before attempting to command the victim again via this ritual. While successfully under the effects of this ritual the victim is rendered incapable of attacking the Warlock. Divorcing the Soul This is a devastating Ritual that separates ones spirit from its physical element, although the spirit is kept imprisoned in the body. During the casting of this Ritual, the Thaumaturge drops dead pomegranate seeds in a ring around the target, saying a short, enigmatic chant with each one. The target could be a single person, a house, an office building, a city block, or even an entire city. The caster must be walking (one seed per pace), so after the initial seven hour incantation, the ritual can take anywhere from 10 minutes to several years to complete.

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System: The affected individual(s) cannot use or regain willpower, all of her abilities and virtues drop to (and cannot rise above) one trait, and she becomes almost incapable of creative thought. The Victim(s) has no motivation, little emotion and can only bid half traits in Dominate or Presence challenges. She gains the Negative Physical Traits of Lethargic, and Slow, AND the Negative Mental Traits of Careless, and Depressed. The enchantment stays in effect until one of the seeds is displaced (burying them is a good idea). Impede the Gifts of Caine Developed for use by Quaesitors facing superior numbers of Kindred, Impede the Gifts of Caine allows the thaumaturge to temporarily dampen the use of Disciplines in her immediate area. The focus of the ritual can be any item between the size of a baseball and that of a small suitcase, though it must be of relatively sturdy construction. The item must be bathed in six traits of vitae that must come from at least two different thaumaturges (though only one need know the ritual). Discipline use in this area is substantially more difficult. The effect lasts for as long as the device is active. System: To cast this ritual the thaumaturge must expend a blood trait in addition to those in which the focus must be submerged, engage in a static mental challenge vs. ten traits, and requires a full hour of casting. Upon completion of the ritual, successful or not, the focus of the ritual is set briefly aflame (if the ritual succeeds, the damage done to the item fades), and must be extinguished by the bare hand of the thaumaturge (causing one level of aggravated damage, as well as a Courage test to avoid Rotschreck). Once activated, the device creates an area of power one hundred feet in diameter, centered on itself. Once active, anyone attempting to invoke or use disciplines in the area must first enter a static mental challenge vs. a difficulty of ten traits. Kindred of a lower generation than the caster remain unaffected, but the caster herself is affected if she steps inside the area. The item functions until turned off or until dawn. In either case, once deactivated, it becomes nonmagical and cannot be reused.

Methuselah
Weapon of the Kindred Soul/Blade of the Forbidden Flower "This ritual creates an enchanted weapon much like the "Bone of the Kindred" weapon from the above ritual. The ritual requires the lifeblood of a Kindred who is also an expert in the use of the weapon to be enchanted. As above, this blood is absorbed and may not be used in any other way." "The weapon created by this ritual becomes the vessel for the slain Kindred's soul and Willpower. The Thaumaturgist conducting this ritual has a great deal of control over the
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weapon's new personality and goals, and commonly imbues the weapon with an overriding desire to protect the Thaumaturgist. The weapon maintains all of the Abilities, Disciplines, etc. of the Kindred slain to create it, but all of its memories seem distant and unimportant. The weapon is given a new name during the ritual, and can communicate with its user telepathically. In effect, the weapon is a freethinking being with its own goals, Abilities and mystical Disciplines." Note that you cannot actually use the disciplines or abilities of the weapon, but the weapon can use them (to the limitations of its form) to follow its own goals and desires. Invulnerable Weakness This is a jealously guarded Ritual, allegedly known only to Tremere himself. The Ritual takes an entire year to cast and a massive number of complex components to complete. The most important component is a large diamond bathed in the suns rays for an entire, cloudless day and engraved with the symbols of life and death. The gem is then consumed on the final night of the Ritual. It will stay inside the Warlocks body until it slowly and mystically decomposes over a period of years. During that time the caster is immune to fire, heat and sunlight. Furthermore, the kindred may stay awake during the day. During the duration of the Rituals affect those who drink the blood of the caster will gain all the same benefits for an hour per trait. System: An extended physical challenge (stamina based) is entered into with occult as the appropriate retest. The number of successes is the amount of years this ritual will work for.

Credits
Firstly, I thank Ian James. He put together both the most recent Alpha, and now Beta releases of the Thaum. Packet, both beautifully done and sorely needed. Second, Scott Little is to be commended in his effort to release the first version of this packet. Before them, and aiding them
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in their endeavors were others. I acknowledge their aid as well as those who they acknowledged: Mark Roemer, Brian Goudie, Jessy Larpenter, Lance Larson, P. David Gill, Adam Gibson, Ross Anderson, Ken Cummins, Marcus Kim, Adam Madlinger, and Aaron Wiseman. Thanks to you all, as well as all those who are not mentioned here. To date, many people have created their own Rituals and have aided in converting many table top Rituals to accommodate the LARP rules systems. It is my hope that this sort of initiative continues. OWbN is only as strong as its members, and the cooperation on this project has shown that we are a grand organization indeed. Thanks to all, Dennis Sharpe This document is an entirely unofficial use of the Vampire: The Masquerade and A World of Darkness gaming materials published by White Wolf Game Studios and not intended as an official or profit making venture in any way, shape or form. Although the use of these concepts, rules, etc., is unauthorized, no infringement is intended. The creator of this document is not affiliated with White Wolf Games Studios in any way

Setite Sorcery
The Followers of Set can, only use setite sorcery or thaumaturgy. As the connection to the power of casting these magics is directly related to the Blood of the Setite. The relationship of the Setite to Set himself is required for the Sorcery to work. Detailed descriptions of the background of Setite Sorcery can be read in Blood Magic: Secrets of Thaumaturgy pages 113-119. What is listed here is just the suggested MET rules for the powers listed in those pages.
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Follower of Set Paths:


The Snake Inside
In all uses of this path the Setite must be in the presence of target for the power to have affect. This could just be line of sight.

Basic
First Taste With a Social challenge the Setite can induce a sense of pleasure to a minor, repetitive action. This sense of pleasure can force the target to repeat the action until she spends Willpower to stop. This is not a power that can be used in combat. Cross-Addiction With a Social challenge the Setite can force a target that is currently addicted to some thing, to also be addicted to a second thing. The second thing is the Setites choice. The target must satisfy both of the addictions at the same time. The duration is equal to a number of hours equal to the Setites permanent Willpower. Appropriate role-play is to be encouraged in the target.

Intermediate
The Jones With a Social challenge and the expenditure of a Blood trait the Setite can force a target that is currently addicted to some thing, to immediately feel the need to satisfy that addiction. The target must immediately seek out her addiction to the best of her ability. This effect lasts one scene. By spending blood the Setite can increase the duration (one blood per scene). That blood must be spent the same turn as the power is activated. Fatal Compulsion With a Social challenge and spending 3 blood traits, the Setite can make an addiction so powerful that the target will suffer damage unless the addiction is satisfied. Each 3 nights that the target does not satisfy her addiction she will take a lethal wound. As soon as the addiction is satisfied this affect will end.

Advanced

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Temperance While the character is near the target, the player spends a blood trait and makes an extended social challenge. The number of successes determines the duration of the Temperance effect. Number of Successes One Two Three Four Five Six or more Duration One Night One Week Two Weeks One Month Three Months Six Months

The victim suffers one health level of bashing damage from the nausea and pain of satisfying her addiction. Storytellers may impose other problems, too, based on the nature of the victim's addiction. For instance, an alcoholic forced to go cold turkey might need a successful selfcontrol test to avoid vomiting when he drinks. Storytellers may also wish to impose withdrawal symptoms on those whose addictions would likely produce such a result for "coming off the junk." The sorcerer's player must select one and only one craving for Temperance to affect. The character may use the power more than once, however, to block multiple addictions. Temperance does not work against true physiological necessities such as food (for mortals) or blood (for vampires).

Path of the Dry Nile


In most cases of the following powers a faience (blue-glazed earthenware) amulet, must be placed in the personal effects or dwelling of a target. The power lasts until the amulet is found and destroyed.

Basic
Beauty Fades With a static Social challenge (difficulty up to the Storyteller: a TV sitcom diff 5, the Mona Lisa 13), a piece of artwork becomes repulsive instead of attractive. The duration of the effect is as long as it takes to experience the work (TV Show, Opera, etc) or a scene whichever is greater.
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Trust Withers With an extended static Social challenge and spending a blood trait, the Setite can induce a feeling of unease or even paranoia on a Target towards a specific trusted ally. The difficulty of the challenge is equal to the twice the targets permanent willpower. It takes 9 weeks minus the amount of success to induce the paranoia. As listed above the target will continue to have this feeling while the faience is amongst her possessions. The target gains the derangement Paranoia towards the person chosen by the Setite. This derangement is to be considered active when around that person. Appropriate role-play should be encouraged.

Intermediate
Love Dies This power is restricted in the fact that it can only be used on someone that feels Love towards someone or something. This power does not affect the blood bond in anyway. While in the presence of her target the Setite can induce a feeling of loathing towards the targets love. By winning a Social challenge and spending two blood, the targets feelings of love end and feelings of hatred begins. The target gains the Hatred flaw for a number of two-week periods equal to the Setites permanent Willpower. Hope Dissolves As all Kindred believe that all things will come to them in time, no matter their standing, Hope Dissolves will end even this belief for a time. To cause a target to be affected by this power the Setite, while in the presence of the target, must win an extended static Social challenge (diff = twice the targets permanent willpower) and spend three blood traits. Once this is done the target will fall into a deep depression. While in this depression the target can never bid more traits than her Self Control Virtue.

The duration will be as follows: Number of Successes One Two Three Four Five Six or more
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Duration One Night One Week Two Weeks One Month Three Months Six Months

The Target can also come out of this depression with counseling. This should be done through an ST.

Advanced
Thrones Crumble With this power the Setite can cause an individual to work against a person that she perceives to be her leader in one way or another. By winning a Social challenge and spending three blood traits the Setite can induce this new feeling in her target. From this point on the target will, according to her Nature, working in opposition to her former leader. This power will last as long as the faience is in existence. Appropriate role-play is to be encouraged by the STs.

Setite Rituals
Just as the Tremere, for a Setite to succeed in casting a Ritual, she needs to win a Static mental challenge. The difficulty is 5,7,9; Basic, Intermediate and Advanced respectively. The rituals coast 2,4 & 6 in experience (Basic, Intermediate and Advanced)

Milk of Set The Milk of Set is a title given to salves or unguents that can be created by Setites for a multitude of purposes. Each of the salves is a unique ritual unto itself. Each having a level based on the power of the effect that the salve has. Here are some suggested effects:
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Effect Level of Ritual Alter a lock so that a key that the Setite has works on it Basic Make a drug more addictive Basic Burn through steel or concrete (only has that effect) Intermediate Salve follows a target (must be seen at use) like a slug Intermediate When added to a gas tank, the car will go were the Setite Wishes Advanced Causes two lethal wounds on contact 1 Level for 2 Wounds Other effects can be suggested/created by the Setite with the permission of the Storyteller. The Salve is potent for a limited duration. It will last for as many weeks equal to the Setites permanent willpower.

Opening the Gate I am unsure if this ritual should be allowed in MET, unless some severe restrictions are placed on it. This ritual is designed for Table Top. There is no limit on the number of mummies that a Setite can have. There is no expiration date placed on the mummies. The ritual could give the Setite access to unlimited amounts of Blood and Willpower. I would suggest that the limit of only one of these mummies could be owned by a Setite. The maximum blood and the willpower that can beget from the mummy is up to each local game AND it could only be used in that game. One final point, it is listed as a Level Two ritual in tabletop. I also disagree with that. Given the possible power of the ritual I would almost place it out of the reach of most PCs, by making it an Elder ritual. At a minimum it should be an Advanced one.

Prepare Canopic Jars The Canopic jars of Egyptian funeral proceedings are the focus of this ritual. The Setite should try and collect bodily tissues of his desired target. Other items that the target used or owned that symbolically resonates the organ that the Canopic jar should have in it: Jar South North East West Original Organ Stomach Small Intestines Heart & Lungs Liver Possible substitute Something that was eaten or partially eaten Something that was eaten or partially eaten A pacemaker, heart pills, breath mints or asthma inhaler Drugs or alcohol

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Assamite Sorcery
Introduction
The Purpose of this packet is to create a consistent set of rules for OWBN for Assamite Sorcery. This is only a set of suggested rules, and conversions. It is for the reference of storytellers and players alike. Do not assume that anything in this packet is official in your chronicle unless your storyteller has said so. Also this is a work in progress. This will never truly be finished. When new products are published by White Wolf, if there is stuff in there that should be converted and a need is shown for that conversion, we will get to it in due time. If there is something that you have done yourself and would like to submit it, please do so.

Path and Ritual Access


Not all of the Paths and Rituals are readily accessible to average Sorcerers. As a matter of fact many Paths should not be in the hands of a PC. The following system of rarity has been established for ease of understanding, which Paths and Rituals are to be accessible. No matter what a Storyteller is the final call for which Paths and Rituals are to be allowed in her game.

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Common: These Paths and Rituals are common to most Assamites. They are likely to be found by any Assamite researcher. They still require a teacher for Paths and access to tomes for Rituals. Uncommon: These Paths and Rituals are more difficult to find and require more effort. A mentor is of
some merit (L3 or higher) recommended

Rare: These are taught only to the most trusted of the Clan. These Paths and Rituals are nearly impossible to find to find and require en expenditure of great effort and resources (L6 occult for example). A mentor is of some merit (L5 or higher) is also a possibility. Most Rare: These Paths and Rituals are restricted in such a manner that they are Rarely seen outside
the fortress of Alamut.

Learning Assamite Sorcery


Unlike Tremere Thaumaturgy the blood magic of the Assamites is highly spiritual, as it stems from various middles eastern, Indian, and biblical cultures. As much as Tremere magic is regimented in practice, instruction, and research, Assamite sorcery is diverse. 100 Sorcerers standing in a row casting the same spell 100 times would never repeat themselves or one another. Where as 100 thaumaturges casting the same spell 100 times would never deviate in all but the slightest. Thus the two practices (or any clans sorcery) are all but exclusive to one another. Assamite Sorcerers (from here on just referred to as sorcerers) get one path as their primary (Usually path of Blood) at in-clan costs. Along with this, two basic, two intermediate, and one advanced ritual are learned. Others Freebee rituals are available at the discretion of the Storytellers. Any secondary paths may be learned with the following restrictions. 1. You must have a teacher. 2. You cannot learn ANY secondary paths beyond the second Basic until your Primary Path is at Advanced. If you have advanced in your primary path, you may learn advanced in any secondary path. Rituals may be learned at a cost of two points per level of the ritual (two for a basic, four for a intermediate, and six for a advanced). You may not learn a ritual of a level higher than your
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primary path of thaumaturgy. Learning Rituals requires that you either have a teacher or have made arrangements for the appropriate tomes to be in your possession.

Learning Sorcery out of Clan


As stated above Sorcery is very different from other blood magic, however there is still the basic similarity that you are bending the universe to your will (never an easy task). It is my suggestion that like Tremere thaumaturgy, it should take a monumental amount of time to learn sorcery. If a player wishes to Learn Sorcery, on her own, it simply shouldnt happen. Without an Assamite to instruct in even the rudiments of the discipline there is no basis for even the simplest concepts within such a diverse form of sorcery, as the ritual, and somatic gestures of the paths are not from where the magic flows. Should the individual find and Assamite instructor than, a minimum of a year of study to retrain the individuals understanding of the universe. This study should interfere in the learning of other things (disciplines, abilities, gaining influence, etc), because of the intense amount of time that the student needs to put towards breaking her paradigm, (almost impossible for most vampires). At this point I would like to note that simply because the Assamites have joined the Camarilla does not mean that they are everyones buddy and are willing to teach their magic. Like the Tremere they would rather sell you their services rather than teach you how to do it yourself. Give a man a fish he eats for a day. Teach a man to fish, he doesnt need you anymore. If an individual is chosen he should have gone to considerable lengths for clan Assamite within whichever sect they happen to be a part of. The applicant should be arguably worthy of clan friendship, and still only the more mundane paths (weather control, movement of the mind, etc) should be made available. The only exception to this should be for those who convert to the ways of Haquim (i.e. adopt the path of blood).

Path and Ritual Creation


Creating new Rituals & Paths is the biggest boatload of cheese in the game. I have quite literally seen chronicles ruined because of customized thaumaturgy. STs who allow anything more than a cookie recipe are asking for it. There is more than enough blood magic to spend Exp on. Advancement in circle rank/mastery often requires the creation of some kind of ritual, etc Let them make a cookie recipe. I know you think Im joking. Im not. Here are some suggestions: Never allow anything to have combat application. Rarely consider anything that has application in challenges with other kindred. Things that effect mortals and inanimate objects are a good idea. Like: If you open this book everything written will disappear; You cant read what Ive written in this book, its just gibberish to you; The practitioner can perform and enjoy sex as
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though a mortal. Kindred would pay heavily for such luxuries that most power game twinks would consider useless.

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Paths
Path Name Awakening the Steal Hunters Wind Whispers of the Heavens Rarity Level A, 3* special note (a) A, 3* A, 4*, special note (b) Location Clan book Assamite Revised: 74 Secrets of Blood Magic: 123 Libellus Sanguinis (3): 67

* - With Storyteller permission these paths may be chosen as the sorcerers primary path. A - Paths so marked are clan Assamite specific. Special note (a): It is recommended the Awakening the Steel level 5, Strike the True Flesh, be usable only once per scene as this power can be grossly unbalancing in favor of PC death. Special note (b): It is strongly recommended that an ST closely review this path before allowing a player to purchase it. In addition, due to the prophetic nature of said path an ST is most likely going to be required for any use of its powers.

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Table Top Path Conversions & Path information


When a new path is released in a White Wolf book, please submit your version of the MET write up to the Sorcery Co-ord. This will facilitate the use of this path by others. As well as have a consistency of Sorcery rules throughout OWBN. Please always remember that in ALL uses of the Paths of Sorcery a blood trait must be spent ABOVE any cost that is listed by the path, unless specifically mentioned in the description of a power in a Path.

Hunters Wind
Note: The primary focus of Hunters wind is to aid another Assamite (warrior) complete an assassination attempt. It is my recommendation that this path of thaumaturgy be restricted to loyalist sorcerers and NPCs.

Basic
Scent of deception The Assamite sorcerer may alter or eliminate his scent. If he chooses to eliminate his scent, individuals attempting to track him are receive a 5 trait penalty to their tracking attempts and he may use his occult abilities to retest against his pursuers. If he chooses to alter his scent to that of another individual (to incriminate someone else in an assassination for example), those attempting to determine the scent of the individual must defeat the sorcerer in a mental challenge with occult being the sorcerers retest and investigation being the investigators retest. There is no inherent penalty to this test as with deadening the scent. In many ways this is like Mask of 1000 faces for smell, with the additional effect that the effects of the power linger. Skin of the Chameleon This power is in all ways like the Visceratika power Chameleon Skin.

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Intermediate
Unassuming Pose The sorcerer may make himself unnoticed by those perusing him by fading into a crowd. Once activated with a static mental challenge against a static difficulty of 6, the sorcerer cannot be detected by anyone with less Auspex than his path rating in Hunters Wind. So long as he remains within a group of at least two other characters and does not look entirely out of place. Example: Dressed like a bum at a Ventrue board meeting, or a clown at the local biker bar. Just like obfuscate unseen presence, he will be completely ignored by all those around him including the crowd he has faded into. Whiff of Khalif The sorcerer may engage any and all targets that are paying attention to him in a mental challenge. If he succeeds they become blissfully unaware of their surroundings for one hour or the remainder of the scene unless attacked. This power is similar to the Presence discipline Mind Numb.

Advanced
Ghost Body With the expenditure of three blood traits (instead of the usual one for thaumaturgy) the sorcerer becomes completely intangible, and invisible. He cannot use any disciplines while in this form. He cannot hear, but he can see, though strange visions have been known to haunt a sorcerer while in this realm. He cannot be detected or effect as he is no longer on the physical plane of existence.

Whispers of the Heavens


Note: The primary focus of Whispers of the Heavens is to prophesize the future. The sorcerer is two traits down in any se of this power in over cast weather, and 4 traits down in a storm. This power may not be used at all if the sorcerer cannot see the sky at all. This discipline should not be a license to Meta game.
BE VAGUE.

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Basic
Map the Skies The player performs a static mental challenge against a difficulty of 4. If successful he then performs a simple test with the following results: Loss - He is aware of his location within 100 miles. Tie 1 mile Win 10 yards Read the Heavens Plans The character must be standing in the place or touching the person on whom he wants to use this power. The player performs a static mental challenge against a difficulty assigned by the storyteller. If successful the caster receives premonitions of evens that will occur within the next season (a season takes roughly 3 lunar months) involving that person or place. For example: The sorcerer may see the city ablaze and battle in the streets. This could be a premonition of a major sabbat offensive. Or he/she may envision a serpent coiled around the Brujah Primogen. Which could mean he will be making a deal with the Followers of Set sometime soon.

Intermediate
Call Down the Hunters Moon To everything, there is a season This power allows the sorcerer to predict the best time to perform a given task. The caster performs a static mental challenge against difficulty 8. If successful, the beneficiary is considered one trait up in any action directly related to the performance of said task (aside from combat challenges). For example: Mohamed wishes to kill a prince. He consults the sorcerer who casts this power on him. He tells Mohamed that Friday June 14th will be the best night to make his attack, as the prince will be traveling to a far away land, and will be away from guards and the safety of his castle. Mohamed takes his advice and uses said night to attack. While sneaking past a guard he is one trait up in the stealth challenge. When picking the lock on the door to the princes chamber he is one trait up on the security test. However, once he enters combat Mohameds own skills will have to suffice. At narrators discretion this power may give a more tangible effect such as giving the time to sneak into the Giovanni mansion when he (the ST) knows the Giovanni player will be visiting another chronicle, or the tempest will be strong and the wraith will be unable to defend it, etc
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Storytellers are strongly cautioned regarding this power to strongly consider the benefits it will confer as it can easily lead to, or be viewed as, favoritism. Trace the Souls Favor In order to use this power the sorcerer must know the date of mortal birth, date of embrace, or the birth name of the subject. He then enters a static mental challenge with his target. Upon success the storyteller may grant one piece of the following information: Nature, Demeanor, Path (and approximate rating), notable skills or disciplines, or approximate willpower. Divination is not a science; therefore numbers should not be given when presenting the information gleaned by this power. Suggestions: You sense a great force of will. High willpower You see a mighty sword. High melee score You see chaos all around him. Nature: Eye of the Storm You see a mask of a king. Demeanor: Autocrat

Advanced
Ripples on the Sea of Stars You can perceive any scene that is occurring beneath the same the same stars that he sees (roughly 100 miles). You must perform a static challenge against difficulty 10 to perceive the scene, for one turn. If successful the difficulty drops by two for each subsequent turn, until it reaches four. Any failure resets the difficulty back to 10. You may use no other powers in conjunction with this discipline to effect the scene in question unless those powers specifically allow it of their own accord such as summon.
Note: People with WW lore 5 will note that this is considerably different from the actual mechanics of the tabletop version of this path. This is because the original text of the path grants a more powerful version of the Elder Auspex: Clairvoyance. Also note that each turn you wish to perceive the scene costs a blood trait as with any use of thaumaturgy.

Rituals
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Ritual Name Approach the Veil Blood Call Blood of the Chameleon Blood of Peace Directing Ahrimans Lance From Marduks Throat Gift of Mithras Bull Healing Blood Light of Vengeance Messenger of the Wind Pebble from the Mountain Rite of Marduk Triumphant Rite of Marduk Slain and Risen Seeing with the Skies Eyes Touch the Earth Words of Undoing

Rarity A, 2 A, 1, Q A, 4 A, 1, Q A, 3, U 4, A, U A, 3 A, 2, Q A, 2, Q A, 1 A, 2 A, 4 A, 4, U A, 4, U A, 2 A, 1

Location Blood Magic: 125 See below Laws of Elysium: 86 See Below Laws of Elysium: 86 Blood Magic: 125 See below Blood Magic: 126 See below Blood Magic: 125 See below Laws of Elysium: 87 Laws of Elysium: 86 Libellus Sanguinis (3): 71 See below Blood Magic: 124 see below Blood Magic: 125 See below Blood Magic: 126 See below Blood Magic: 126 See below Blood Magic: 124 see below See below

Level Intermediate Basic Intermediate Basic Intermediate Elder Basic Advanced Intermediate Intermediate Basic Intermediate Advanced Advanced Basic Intermediate

U - Rituals marked with a U are in this Coords opinion unbalanced, potentially disruptive, or they simply do far more than the 2-6 points it costs to buy them. A - Rituals marked with an A are Assamite only. Q Rituals so marked are Quietus rituals by Laws of Elysium, however it is the opinion of this Coord that such rituals be considered sorcery rituals as sorcerers are now given their own place in White Wolf mechanics.

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Table Top Sorcery Ritual Conversions


Some of the rituals listed below will not be found in any White Wolf book (unless they deicide to include them some day). Players of OWBN have created these rituals. They are only to be included in your game with the STs permission. As noted above I strongly recommend against customized rituals and paths as they are often not properly tested and created by the player of the character that will be learning them.

Basics
Eye of the Translator The sorcerer cuts himself above the left eye and allows his vitae to spill upon the page he is trying to translate. He then engages in a static mental challenge difficulty determined by the storyteller. If this ritual is successful he can translate the writing on the page so long as he does not leave it for more than 10 minutes. This ritual only lasts for the evening. It does not grant the user the ability to speak the language (though it may justify the caster the beginning to learning it). Gift of Mithras Bull With this ritual Sorcerer and subject must be connected by Touch the Earth or Pebble From the Mountain. The sorcerer places a small, sharp blade inside a wine skin, then withdraws it and passes it to the target (via Touch the Earth). The subject cuts an incision in his or her chest. Blood bubbles out of the incision but then vanishes, reappearing in the wine skin. Through this method, the target may pay the sorcerer in vitae for his or her services. Note: In the final nights this ritual would be all but unused by Schismatic Assamites. Pebble From the Mountain The sorcerer takes a stone from Mount Alamut, places it in his mouth, and meditates for an hour. He soaks the stone in his own blood, then in the blood of another Assamite. He gives the stone to that Assamite while chanting an incantation naming himself and the subject as successors to Tiamat, Ahriman, and all the shiatans of Hell. At any subsequent point, by placing the stone in her mouth and repeating the incantation, the other Assamite can initiate a mystical link between herself and the sorcerer identical to that created by Touch the Earth. She is not performing sorcery; the magic rests in the stone, which always works if the initial casting was successful. This ritual takes an hour and a half to perform.

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Touch the Earth This ritual allows the sorcerer to contact another Assamite for the purpose of aiding him with further magical effects. Long in advance of the ritual, the Sorcerer takes a stylus and writes, in ancient Mesopotamian script, on a small, still-wet, clay tablet, the name of a lesser-generation Assamite Once hardened, the tablet is placed in an acid to weaken it again. When he chooses to begin the ritual, the sorcerer uses chalk or paint to draw on the tiled floor of his ceremonial chamber the stylized image of an eye, with white, pupil and iris. The eye must be big enough so that a cat, dog or rodent can be placed inside it. Using a mortar and pestle, the sorcerer reduces the tablet to powder. He mixes it into food, which he places in front of the animal. When the animal has ingested the food, the sorcerer cuts its throat with a knife and waits until the pool of spilled blood has expanded in at least four places past the line denoting the white of the eye. When the sorcerer speaks into the animals ear, the Assamite whose name was written on the tablet hears his voice. When the sorcerer listens at the animals mouth, he can hear his targets voice. This works no how much distance separates the sorcerer and target. The sorcerer may proceed to use any Assamite path or other ritual to benefit the target. The Sorcerer may also pass to the target any object small enough to fit in the palm of his hand. Restrictions: The path used by the caster to aid the Assamite must be their primary path of sorcery. It must be an Assamite path (Hunters Wind, Whispers of the Heavens, Awaken the Steel). This is not a usage of the discipline by the beneficiary, and so he does not directly gain the use of the discipline. For example: The sorcerer may use Hunters Wind: Skin of the Chameleon to aid an assassin in infiltrating a haven. However, he would not be allowed to grant Awaken the Steel: Strike the True Flesh, as the power does not affect the Assamite recipient it affects his opponent. Words of Undoing This ritual allows the Assamite to commit suicide if necessary to avoid capture (and to prevent closet teachers for Sorcery, Quietus, and Assamite lore 5). System: The sorcerer may cast this ritual upon himself or another. He does so by soaking the recipients weapon in a mixture of their own blood, the venom of a scorpion, and ashes of nightshade. The sorcerer then uses the weapon to trace the symbol of death over the recipients heart. Once cast the recipient of this ritual may at any time immediately destroy himself, this is not considered diablerie and he does not become a wraith. So long as the recipient of the ritual is conscious and willing (no coercion of any kind) he may activate this effect. Once cast this ritual is active until used.

Intermediates
Approach the Veil
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The sorcerer enters a transcendental state required to experience visions of the veil. He ingests kalif-laden blood, bathes in the blood of a fresh killed bull and meditates. He must first ward off a distracting cascade of unpleasant memories, then an even more tempting series of sensual pleasures. Then comes the opportunity for revelation. The ritual takes 8 hours. Although the sorcerer performs if for research purposes, seeking the secrets of apotheosis, a peek past the veil of truth does grant direct benefits. The sorcerer automatically succeeds in his next challenge for sorcery or rituals. Enacting this ritual requires no challenge only time. If the sorcerer does not take advantage of the rituals benefits before he loses his next blood point it is wasted (remember you expend one blood point for waking). Note: This benefit does not apply to challenges against other players, only static difficulties such as ritual challenges and Whispers of the Heavens. Blood of the Chameleon This is purely an Assamite ritual created by the character Isaac al-Rahim, this character was a PC and it is unlikely that he would have taught it unless the elders of the clan ordered it. This character is now an NPC controlled by Bay of Blood: Baltimore Under Siege. The ritual allows the caster to modify his blood for the purposes of Thaumaturgy path of blood: Taste of Vitae. This ritual requires a live chameleon drowned in the blood of a vampire of a given clan (or caitiff). To cast this ritual, you must imbibe a trait of blood from a given clan after a chameleon has been drowned in it. Upon successfully casting the ritual, any thaumaturgical means to determine clan of origin will imply the castor to be of the same clan as the blood consumed for the casting. The caster however takes on the clan weakness (if applicable) of the clan impersonated. Directing Ahrimans Lance The sorcerer takes an accurate image of the target or a personal possession of theirs and swallows it. He waits an hour and then cuts it out of his belly. Until the next sunrise, any Assamite in possession of the image or object improves her chances of killing the target. The possessor of the ritualized item is two traits up on all non-combat challenges that would bring you closer to killing the target (ST discretion). Note: This ritual is vastly reduced in power compared to its tabletop origin. Even so, it still has the potential to be interpreted in an over powered manner. STs are cautioned to monitor its use. Messenger of the Wind The sorcerer must write a message on clean linen with a pen made from the feather of an eagle. He rolls the message and ties it with a white silken cord. On the cord he writes the recipients name in their (not his) blood. He then must throw the message into the open sky where the wind carries it away. It will appear in the recipients hand at noon of the next day. The message cannot be further enchanted in any way.

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Rite of Marduk Triumphant This ritual allows a Sorcerer to assert her authority over a lesser clan member. The sorcerer ritually enacts the coronation of Marduk, donning mask and robe. Other Assamites, of weaker generation than the sorcerer, may participate in the ritual, thereby increasing its effects. The sorcerer may increase the penalty of any action taken by an Assamite by the number of participants (no greater than half the sorcerers total mental traits). This penalty comes in the form of trait reductions for ties and overbids. It is only applicable in any action, which threatens his life or position. This ritual takes one hour to cast plus twenty minutes for each additional participant. The effects last 1 month. Rite of Marduk Slain and Risen The beneficiary of this ritual names a target he wishes to diablerize. If successful (which is known upon completion) the sire brood mates, childer and all those blood bound to the victim of diablerie loose one blood and three temporary willpower. The diablerist gains all of this with excess going to the rituals castor (all other excess is lost). For every 10 minutes that each of these individuals is in the presence of either the castor or the diablerist they loose a temporary willpower and suffer flashbacks of the victims demise.

Advanced
. Seeing with the Skys Eyes The sorcerer enters a trance state and concentrates on a subject individual. He must have on his person an accurate image of the target, or an object she once owned. He then sees a vision of the target, and in so doing learns the targets precise, current location, no matter where on earth she is.

Elder
From Marduks Throat This ritual allows Assamites to lower their generation though blood collection. As this is primarily performed in Alamut, and al-Ashrad would not want the secrets of this ritual to be known to the general public of the Camarilla. Therefore it is the recommendation of the Coord that schismatic PCs benefiting from this ritual should be prohibited, as it grants free backgrounds ingeneration without repercussions.

Final Word
My wonderful fellow Assamite players who have seen the OWBN Tremere thaumaturgy packet will note that considerably less is made/suggested to be available to them. This is for two reasons:
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1) Those of us who want to see a more balanced game should lead by example. 2) Two wonks dont make a right. Also, if you find a way to break something, weather it is one of my conversions or something already in existence, dont be a cheese monkey and abuse it. Try to get it fixed.

Credits
Id like to thank all the people who worked on the OWBN Tremere packet, as I horribly plagiarized their work. This was to have both a sense of completeness as well as a standard format that everyone would be used to. Other than the OWBN Tremere thaumaturgy packet being used as a template, Id like to thank; Mike Dusseau, Ian Wolfenden, John Mann, and Adam Sartori for their help in putting together this packet. Thank you, Dave Hoffman

Koldunic Sorcery
Part One - The Tzimisce
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For years immeasurable, the ancient vampiric clan of the Tzimisce ruled the lands of Eastern Europe. No one really knows much about these elusive vampires; even their name is only so recent, named as it were for the famous lords of the Byzantine Empire in Eastern Europe. They claim to have always lived in the Carpathian Mountains, and it is said that their founder was Diablerized beneath an ancient church in the Carpathians. Stories also whisper of other things buried beneath the Carpathians. Three main branches of the clan exist; by far the largest is the brood of Yorak the Metamorphosist, who was said to live beneath the Transylvanian Mountains in the Cathedral of Flesh. The get of Bylebog lived in the lands of Lithuania to the north, keeping an unholy vigil over the twisted swamps therein. And the religious figure known as the Dracon, or Obertuse, lived in the metropolis of Constantinople. All three were known as masters of Auspex, for they knew all that took place in their domain. They were also fleshcrafters of incredible means. And they were unparalleled Sorcerers like their sire. It is said that all three died during the Anarch revolts with their sire, called the Eldest. Some even believe these rumors. Most Tzimisce learn Animalism, Aupsex, and Vicissitude as clan Disciplines. Vicissitude may, however, be replaced by Dominate or Koldunic sorcery. Some would argue that the Tzimisce of Old once knew Koldunic sorcery, but that the young Tzimisce today learn Thaumaturgy. This is a trite argument, however, for two reasons. First, it explicitly states that the elders of clan Tzimisce are once again teaching the lost arts of Koldunism to their childer, in part because of the recent death of the Sabbat Thaumaturges of House Goratrix. Second, as pointed out in the book Blood Magic: Secrets of Thaumaturgy, technically all disciplines are Thaumaturgy of sorts, and the true Thaumaturges have found the secret of linking and codifying similar arts together under a general Overhang. Koldun operates under the same principle, and thus it is a moot point; Koldunism, like Thaumaturgy, is an umbrella hedge magic and discipline.

Part Two Koldunism


Koldun is an unusual discipline. It functions similar to Thaumaturgy, and the Tzimisce have developed the creative capacity to expand it beyond its basic paths. Although there are only five paths mentioned in the book Blood Magic, it should here be noted that both Libellus Sanguinus 1 and Children of the Night state that there is indeed a Way of Blood. Since it is not listed in Blood Magic, it can therefore be assumed to be identical to the already printed Path of Blood under Thaumaturgy. It is quite likely that the Tremere "stole" the path originally from the Tzimisce, fine-tuning it in the process. Moreover there are any number of possible minor paths,
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and the Way of Sorrow is an example of this presented in Clanbook: Tzimisce. Other paths may so be developed. There are a number of differences between Thaumaturgy and Koldun. * There is no required primary path of Koldunism, although most Koldun learn the Way of Spirit first. * Koldun paths always requires the expenditure of a willpower trait to activate, never a blood trait. * The Way of Water and the Way of Air require mental traits and Challenges. The Way of Fire and the Way of Spirit require social traits and challenges. The Way of Earth requires physical traits and challenges; it may be assumed that the Way of Blood is also physical in nature. * Koldunism affects the eye color of the wielder: Red for blood, aquamarine for water, orange for fire, brown for earth, pale blue for air, and white for spirit. In addition, other effects (such as skin turning to rock for Way of Earth) may be evident. * The retest for Koldun is the ability Koldunism. No Koldunic sorcerer may have any path higher than the number of traits she Possesses in Koldunism.

Sources: The following are a list of books that storytellers may find helpful when dealing with Koldunic powers: Libellus Sanguinus 1, pgs. 62-63 Transylvania by Night, pgs 110-114 Guide to the Sabbat, pg. 121 Children of the Night, pgs. 23 and 96 Blood Magic: Sectrets of Thaumaturgy, pgs.126-133 Clanbook: Tzimisce (2nd ed.), pgs. 63-67 Sins of the Blood, pgs. 97-101

The practice of Koldunic Sorcery is a well-kept secret among the Tzimisce of the Sabbat. Once exceedingly rare, even among the Tzimisce, the lower levels of this dark art are becoming more readily available among the covens. Now that the Tremere influence has suddenly vanished from the sect, the ancient sorcerous arts of the Fiends seem to be on the rise in popularity. Guide to the Sabbat, pg. 121 With the mysterious disappearance of the Tremere antitribu, knowledge and philosophy of Koldunism is more frequently shared with anyone willing to learn of its existence, and has begun
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to spread among the ranks of the Sabbat's youth. Some suspect that enterprising Fiends have leaked a bit of their wisdom to the sect in order to keep the old ways in practice... Blood Magic: Secrets of Thaumaturgy pg. 126 Koldunic Sorcery used to be the province of a few Old World koldun. Now, the art trickles down through the generations. Even a few neonates know the ways.... Koldunism has always been a young Cainite's art.... Neonates, wide-eyed and newly undead, cling to no myopic opinions about the nature of reality and have yet to fortify their emotional walls against the spirit world. The voice of the land speaks more clearly to the young, as it did to Lugoj and Velya. Clanbook Tzimisce, pg.63

Ways of Koldunic Sorcery

The Way of the Spirit


The Koldun are, if nothing else, masters of their surroundings. This is no more so evident than in their ability to manipulate the spirit realms. Koldun may switch their perception to the spiritual realms, gaining insight and understanding of their surroundings. This is different than Auspex, and should not be considered merely another way of seeing those things hidden.
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This power is exceptionally difficult to translate from the book Blood Magic into LARP terms, in part because it is extremely difficult to role-play through a vampire knowing about everything going on in up to a five mile radius. For this reason, like the disciplines of Celerity, Potence, and Fortitude, this path has been modified from its original form. Every effort has been made to maintain both the feel of the power and playability. One of the abilities Way of the Spirit allows is for a Koldun to "watch" events in another locale. A set distance is given with each level of power; the Koldun may view alternate locales within the given distance as if she were there. She may not, however, listen; the Koldun may "see" the events, but not hear them. The books state that the koldun "feels" events, and storytellers are encouraged to attempt to maintain this "feel" in game. A second ability that the Koldun has is that she may never be surprised by anything in the radius of effect. All rules for surprise in combat are nullifed by this power; the Koldun must be informed of the attacks so that she may react accordingly. Ranged attacks that originate outside the radius of influence are unaffected by the Way of the Spirit. Way of the Spirit does allow a Koldun to activate other Koldunic paths from a distance of up to the radius given, but only of an equal level. Thus if the Koldun knows the first intermediate level of Way of the Spirit, she may use other Koldunic paths up to first intermediate within her sphere of effect. The Way of the Spirit costs one willpower to activate, and may be maintained for one scene per willpower spent. To pierce any of the disciplines and powers listed below requires a static social vs. mental challenge. Initiating challenges during the duration of this art does not cost any additional willpower. Using other koldunic paths with this power still require their willpower activation costs.

Basic
50 foot radius The Koldun may "see" through such sight altering powers as Obtenebration and Chimerstry and other sense-altering powers. Note that Horrid Reality and the discipline of Dementation affect the mind, not the senses, and are thus not countered by knowledge of Way of the Spirit. 100 yard radius At this level, the Koldun may pierce the illusion offered by Obfuscate. This applies to all levels of Obfuscate below Mastery, and is not handled as per Auspex vs. Obfuscate. The Koldun may simply make a static social vs. mental challenge to pierce the Obfuscted targets.
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Intermediate
Quarter mile At this level, Koldun begin to pierce the barriers that divide the realms. The Koldun may now pierce the near umbral realms, and are now capable of seeing those in psychic projection and astral form. This requires the same challenge as the other arts of this path. 1 mile radius The Koldun may now pierce most of the umbral realms; indeed, only the furthest of the realms escape her notice. She may now detect umbral spirits and shapeshifters who have travelled into the umbral realms. Only the most distant of realms (such as Arcadia and the Horizon realms) are beyond her.

Advanced
5 mile radius At this level, the Koldun is utterly aware of her surroundings. She may peer into the deep umbral realms, including the shadowlands, where she may see wraiths and Necromancers who are travelling in the lands of the dead. Again, the challenge is a static social challenge vs. the target's mental traits.

The Way of Earth


The power of the ancient Tzimisce came from the earth, from the rich Carpathian soil. It is said that the Eldest left the first city before its fall, sequestering himself in a land rich in magic that would be his own. His childer in turn gained his power, but at a price; they were forever bound to the land; they chose the land over their brethren, and from then til now the land still calls out to them. One of the most powerful paths of Koldun is the Way of the Earth; Tzimisce learned long ago to tap into the power that bound them to the soil. This is powerful magic, magic that can seriously weaken, or strangthen, an opponent. It should here be noted that the Way of Earth requires a physical challenge to activate in addition to the expenditure of a willpower trait. The Koldun must be in direct contact with the
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earth for these powers to be used. When using the Way of Earth, the Koldun's eyes change to brown and patches of stone ripple across the Koldun's skin.

Basic
Soil Silhouette The Koldun can cause the earth to rise up and immobilize anyone target within 100 feet. The earth crawls up the victim and hardens, somewhere between the knees and the hips. The Koldun must make a physical challenge against the target. If successful, the target is immobilized. Thereafter, the target may escape with a static physical challenge made against the Koldun's physical traits. While immobilized, the targert may not move from the waist down. Unearthly Stamina The Koldun may spend a willpower trait and gain two stamina traits for the duration of the scene. These traits only last for one scene, and may only be used for the sake of absorbing damage. The Koldun gains the ability to soak aggrevated damage for the scene as well.

Intermediate
Soil of Death The Koldun can cause the very earth to swallow a target up, hopelessly trapping her within the soil. The Koldun spends a willpower and makes a physical challenge against her target. If successful, the target is sucked into the ground, up to her head. Thereafter the target is trapped unless they can win a static physical challenge against the Koldun's physical traits. Mortals, ghouls, and creatures that still must breathe will risk a level of lethal damage each round trapped beneath the earth from suffocation; this damage may be soaked. Root of Vitality The Koldun must spend a willpower trait to activate this power, but no challenge is made; the target must relent. The target is pulled into the earth up to her neck, where the rich soil will slowly heal her wounds. For each round that the target remains underground, she heals one wound level. Aggrevated wounds are more problematic, and require a blood trait to be spent by the target per aggrevated wound level. The target may leave the ground at any point she chooses. Advanced Dracula's Restless Soul The Koldun can command the very ground to tremble and quake, creating in effect a very localized earthquake. This requires not only the expenditure of a willpower trait, but the expenditure of a physical trait per level of effect (see below). All those within the area of effect will take a number of lethal damage equal to the number of physical traits that the koldun spends
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on the art, to a maximum of five; such damage may be soaked or dodged as appropriate. Nevertheless, the effects should be felt very much by all those present, and storytellers are encouraged to announce the dramatic affects of the localized earthquake that will certainly damage many things during the brief quake (it lasts but one turn). Physical Traits 1 2 3 4 5 Area of Effect one structure five structures residential street half a city block full city block

The Way of Fire


The Tzimisce Koldun were masters of the elements, and this in no way was more visible than in their control over the elements. The Way of Fire was the least known of the Koldunic paths, due in large part because it was the least accessible of the elements. It is even debated where the Tzimisce first learned this path. Some claim that they were taught the path by members of the Order of Hermes, perhaps House Flambeau. Others think that maybe there was a forgotten breed of the Tzimisce that lived in a more volatile climate. Certainly there is proof of a family of the Fiends living in India, caught up among the Hindu population. Perhaps these fire dancers first discovered how to harness such terrible forces. This is one of the most powerful and destructive of the sorcerous paths. Storytellers are advised to keep careful wraps on this one. The path given here is based upon that presented in Blood Magic: Secrets of Thaumaturgy, but like the Way of Spirit has been modified to fit in a live-action setting. The Ways of Fire require a social challenge to be made against a target, who may bid physical traits if possible to dodge the effects. These arts, like the rest of Koldun, require the expenditure of a willpower trait. When employing the Way of Fire, the eyes of the Koldun turn a brilliant orange. Note that the nature of the art protects the Koldun from her own arts, but not the arts of other Koldun.

Basic
Shatter The Koldun spends a willpower trait and a number of social traits, and points at an object. The object will superheat and combust, either bursting into flame or shattering instantly. The size of the object determines the number of social traits that must be expended by the Koldun:
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one trait for a small object (ie. A book), two for a medium sized object (a chair), and three traits for a large objects (a motorcycle). Objects up to the size of a car cannot be affected by this power. Living beings (and vampires) cannot be affected by this power. Rouse the Molten Rock The Koldun summons a small amount of molten lava to bubble up from the earth's core. The Koldun spends a willpower trait, and one social trait per round that the magma remains superheated. While heated, the magma does 3 levels of aggrevated damage per round to that which it comes in contact with. The magma begins to cool once the Koldun quits fueling it with social traits, losing a level of aggrevated damage each round. Only a small amount of magma appears (about enough to fill a bathtub), and it tends to flow downhill.

Intermediate
Gates of Magma The Koldun spends a willpower trait and a social trait to call up a ring of magma ten feet tall that surounds the Kodlun. The ring of magma can be maintained for two rounds per social trait spent. Any vampires attempting to approach the wall of magma must succeed in a courage challenge and suffer a level of aggrevated damage. To cross through the magma requires that a vampire spend a willpower trait and suffer three levels of aggrevated damage. Normal mortals need not make the courage check, but do need to spend a willpower trait if they intend to pass through the magma. Heat Wave The Koldun summons a gust of superheated air that blasts her opponent. She spends a willpower trait and makes a social challenge against her target, who resists with a physical challenge. If the Koldun succeeds, the target takes 3 levels of lethal damage from the superheated air. Kindred also lose three blood traits as the vitae evaporates from their system. Note - This power has been modified from it's original format in Blood Magic, and has been placed on a level of power on par with the Tremere Thaumaturgical power of Cauldon of Blood.

Advanced
Volcanic Blast The Koldun can summon a fiery blast of magma to errupt from the earth in a rainy torrent that showers down upon all within twenty feet. All those within the radius suffer three levels of aggrevated damage. The magma will flow thereafter and continue to do three levels of aggrevated damage each round it lasts, which is one round per social trait spent by the Koldun. The magma cools at a rate of one less level of aggrevated damage per round.
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The Ways of Wind


The Way of Wind is one of the more common paths Tzimisce Koldun of old learned; while not all Koldun had access to water, fire, or even earth, all had access to the winds of the world whipping through their desmenes with fury and potence. This path was of incredible use to the Tzimisce, both in controlling their own lands and in repelling invaders, whether mortal or their dread enemies, the Thaumaturges of Clan Tremere. The Way of Wind requires mental challenges be made (when necessary) and the expenditure of a willpower trait. When using the Way of Wind, a gust of wind whips up around the Koldun, and her eyes turn a pale blue color.

Basic
Winds of Guilt The Koldun can afflict a target with whispering voices that only the target can hear. These voices plague her for the duration of the art, whispering to her greatest sins and all the terrors a Koldun could afflict on the person. At the cost of a willpower, the Koldun engages her target in a mental challenge. If she succeeds, the target is considered down two courage traits, to a minimum of one, whenever she is in the presence of the Koldun. This lasts for the duration of the night. The effect will last for one night, and one additional night per mental trait spent. Combined with the Way of Spirit, the power can have effective range. The target will be aware of who she is afraid of. Biting Winds With the expenditure of a willpower trait, the Koldun can cause an extremely cold biting wind to mystically fill an area, subtracting two physical traits from all within. The wind springs up gradually (a breeze the first round, minus one physical trait the second round, and minus two physical traits the third round), and lasts one scene. Those attempting to enter the area must spend one willpower trait and suffer a level of bashing damage from the sudden onslaught of the wind. Movement within the area is severly limited, and everyone loses a "step" per round movement.

Intermediate
Winds of Lethargy
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The Koldun spends a willpower trait and summons a harsh wind that encompasses an entire 200 foot radius (rougly one building). All those within must succeed in a static physical challenge (vs. the Koldun's mental traits) or halve their physical traits for the remainder of the scene due to the extreme lethargy that encompasses them. They also suffer a one step per combat round movement penalty. This art lasts for two rounds per mental trait spent on the power. Travelling the Winds The Koldun may spend a willpower trait and allow the winds to carry her off. She moves at a blinding 250 mph, and will reach her destination within a scene. Anything over 250 miles away is beyond the range of this power. This art must be used outside, for the Koldun can manuever while flying, but not enough to survive the insides of a building. To others, the Koldun will suddenly blur and be gone.

Advanced
Body of Zephyr The Koldun must spend a willpower trait to activate this art. It takes one full round to activate, thus the round the willpower is spent is not the round the Body of Zephyr may be used. The Koldun becomes intangible and indistinct, and may now walk through walls and crowds effortlessly, and may double her movement rate (6 steps per combat round). She may only use other Way of the Wind arts; no other disciplines may be used by the Koldun while in this form. The Koldun may remain in Zephyr form for as long as she chooses.

The Way of Water


The Way of Water may have been the rarest of the Koldunic paths in ancient nights, for most Tzimisce lived in the Carpathian mountains and had little use for a path of sorcery that concerned the little occuring element of water. This is not to say that it was completely foriegn; many a voivode found the use of this powerful path invaluable when defending their castles, provided they had a moat or river nearby. Moreover, the children of Bylebog in the Lithuanian lands and the Obertuse of Constantinople had ample access to the watery depths of the seas, rivers, and swamps. The path of water indelibly marks its practitioner. The Koldun spends a willpower point, and her eyes will turn a deep green color, almost aquamarine. The Way of Water requires a mental challenge to use all the arts, unless otherwise noted.

Basic
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Pools of Illusion The Koldun can command the mists above the water to swirl into a three-dimensional illusion. This requires a static mental challenge (difficulty determined by the storyteller, based perhaps on the amount of water available). The illusion may move and even speak mystically, but may never leave the water, and is itself effectively intangible. The illusion lasts three rounds before it begins to dissipate. Watery Solace Unlike other Koldun powers, this art neither costs willpower nor requires a challenge. The Koldun spends a mental trait and sinks into the water to slumber away the day, similar to the Protean power of Earth Meld. The water need barely cover the Koldun, but will mystically protect her from the harmful light of the sun.

Intermediate
Water Walk Quite simply, the Koldun spends a willpower trait and a mental trait and may walk on water for an entire scene. This does not protect her from hazards in the water (such as sharks). The Koldun may walk on water for a number of scenes equal to the number of mental traits spent to activate this art. Watery Minions The Koldun spends a willpower trait to activate this power, and a mental trait per watery minion summoned. For each mental trait, one creature is summoned. The stats of the minion should be determined by the storytellers. Bashing damage will not harm them at all, although fire does an extra two points of damage. The creatures may leave the confines of the water, but only follow the most basic of commands.

Advanced
Doom Tides The Koldun can create a mighty whirlpool with the expenditure of a willpower trait and a mental trait. The whirlpool is assumed to have 15 physical traits; each additional mental trait spend increases the strength of the whirlpool by five traits.

The Way of Blood


Although the Tremere claim to be the masters of Thaumaturgy, they are by no means the first to discover it. Whether it was the Cappadocians, the Setites, the Assamites, or the Tzimisce is unknown, although the Koldun most certainly have an opinion. Most curious is the wide useage of the Path of Blood; the Assamite Viziers and the Tremere Thaumaturges have this path in
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addition to the Koldun's. All three claim to have developed it first, and although the path is quite similar for all three groups, it is still different enough that they find themselves working under completely different systems. Things get even more curious when you throw the mages of House Tytalus in. Tytalus was a group of wizards in the Order of Hermes that declared war on the neighboring House Tremere at one point, even going so far as to ally themselves with the Tzimisce. It is interesting that nearly a thousand years later House Tytalus has reversed its stance, begging the Order of Hermes to readmit House Tremere. The stories say that House Tytalus taught the Tzimisce a few things... Be that as it may, the Koldun's claim to have practiced Blood Magic as long as they can remember, for they define it as one of the six cardinal elements. The Blood is Life, and they deal with it as they would any other element; they consider it no more central to their existence than the other elements, for unlike the Tremere the Koldun do not put as heavy an emphasis on Blood as they do on exercising one's will over her surroundings. As such, like the other Koldunic paths, the Path of Blood requires the expenditure of a willpower trait for each spell. Moreover, all challenges made are physical challenges, for the Koldun's see the Blood of Life as the Strength of reality. When using the Way of Blood, the Koldun's eyes will turn blood red.

Basic
A Taste for Blood With the expenditure of a willpower trait and a static physical challenge (difficulty equal to the physical traits of the target), the Koldun may determine a piece of information from a taste of the target's blood, such as generation, the amount of blood in a target, or such. Blood Rage The target grabs her opponent with a physical challenge and spends a willpower trait. If she does grapple her target, she may force the target to spend a blood trait (even beyond her generational limit) as the Koldun sees fit.

Intermediate

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Blood of Potency The Koldun may temporarily lower her generation for a scene, effectively mimicking the methuselahs and elders of the clan. The Koldun must spend a willpower trait for each generation the Koldun will drop, to a maximum of three. This lasts for one scene, and is especially useful for purposes of Dominate and blood expenditure. The Koldun's eyes remain blood red for the duration of this art. Theft of Vitae The Koldun spends a number of physical traits equal to the amount of blood she wishes to steal (to a maximum of three) and one willpower trait. After this expenditure, the Koldun engages her target (from afar) in a physical challenge. If the Koldun wins, the target loses a number of blood traits, equal to the amount of physical traits spent. This blood rushes across the distance and is absorbed into the Koldun, quite visible to those around.

Advanced
Cauldron of Blood The Koldun may engage her target in a physical challenge and spend a willpower trait. If the Koldun wins, she may spend up to three physical traits to cause the target's blood to boil and do one aggravated wound to the target per physical trait spent.

The Obscure Paths


There were initially many more paths of Koldunism than the six elemental paths, but sadly the arts were lost through the long nights. But with the resurgence of the kolduns as the premier mages of the sabbat, koldunism is making a comeback, and new paths are being discovered (or rediscovered) nightly. Clanbook Tzimisce prints the most common of these obscure paths, the Way of Sorrow, which is not reprinted here (as it is already presented in that book in a liveaction format). Other paths must be worked out with the storytellers, but should not be given out frivolously; they are obscure for a reason.

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Koldunic Rituals
Unlike the Paths of Koldunic Sorcery, the Rituals of Koldunic Sorcery do in fact require the expenditure of a blood trait per level of the ritual (unless otherwise noted). In this they function like Thaumaturgic Rituals. The following is a list of the Koldunic Rituals found in the White Wolf books. Note that many of these rituals are quite powerful and players may in fact want to perform many of them nightly. Storytellers should be kept aware of this, and modify the available blood pool of Kolduns accordingly.

Basic
Hospitality (Libillus Sanguinus 1 pg. 62)
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The Sorceror can summon the local spirits to inhabit and possess the furniture and belongs of the Koldun. The possessed objects may speak, and will develope unique personalities, often to suit their form. They are, however, incapable of any movement, and serve merely for information, companionship, and warning. This ritual must be performed nightly. Reawakening the Dead Water (Blood Magic pg. 133) The Koldun may drip one blood point into a source of water, and then ingests that water. The Koldun then regains a point of willpower. This ritual takes a halfhour to perform and may only be performed once per night. The Koldun may never exceed her maximum willpower rating. Ritual of Death's Embrace (Transylvania by Night pg. 142) The Koldun may draw out the embrace of a mortal. Each night the Koldun drains the target of one to three points of blood, replacing it with an equal amount of her own. The target will slowly sicken, and the embrace will creep upon her. The ritual is complete when the target finally has ingested ten points of blood and is buried underground. Upon emerging, the childe will be a vampire. If at any point during the ritual the sire is destroyed, the ritual is cancelled and the target reverts to normal. Enlightenment (Sins of the Blood pg. 98) The koldun may attune himself to the spirits around him by casting this ritual. For the duration of the night the koldun is up two traits for the purpose of dealing with any elemental spirits (such as casting the level three ritual Conjure Lesser Demon). Mephistophelean Minx (Sins of the Blood pg.98) The koldun feeds a number of blood traits to a cat (or a number of cats). Thereafter the cat will seek out sleeping children and "steal" their essence, which is mystically transferred to the koldun as willpower points throughout the night (one point per blood trait invested). The willpower traits so gained must be spent that evening, for they will dissipate at sunrise. Children drained so three nights in a row will die from a loss of essence.

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Reflections (Blood Sacrifice pg.85) The Koldun may "steal" an artifact from a location, and then perform this ritual over the stolen object sometime during the next twenty-four hours. The koldun will then be able to fully examine the "room" that the object came from, even looking behind curtains and in desk drawers. The object must be primarily natural (ie. wooden pencils count, but not plastic ones). Each object may only ever be used once for this ritual. This ritual lasts for a number of minutes equal to the number of willpower traits the koldun has. Service For Souls (Sins of the Blood pg. 98) The koldun spends a point of blood and entices the local spirits to attend her, following which she attempts to entice them into servitude to her by binding them to her very body. Each extra blood trait spent binds a spirit to her; such entities are not physical, but may manifest visibly and audibly, and make excellent spies and emissaries. As long as the spirit servitor is bound, the blood trait offered to the spirit remains inert within the body of the koldun and may not be used for any purpose. Once the spirit is released, the blood is again available to the koldun. Withering Agony (Sins of the Blood pg. 98) By spending a blood trait and inscribing a glyph on a victim (and making a social challenge against her), the koldun entices the spirit of a dying tree to enter into the body of the target. The target will visibly sicken; his hair will begin to fall out, his skin turn ashen grey, rapid weight loss will occur, and a sickly sap will ooze from his pores. The target loses two physical and two social traits for the duration of the power, and suffers an immediate level of non-soakable damage. Moreover, vampires spend two blood points to awaken each night instead of one for the duration of this art. This power lasts for one week.

Intermediate

Conjure Lesser Demon (Libillus Sanguinus 1 pg. 62) This power is a bit of a misnomer, for it doesn't actually summon demons, but rather umbral spirits. The Koldun summons a spirit, and can "bind" it to servitude if she can convince it to drink a point of her blood. Otherwise the demon is free to negotiate and bargain at will. The Koldun may maintain a number of sworn demons equal to her intimidation traits. Even when
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sworn, the demons still retain freedom of will, although they will be favorably disposed towards the sorceror. Similar to the ritual Service for Souls, this art does not require that the "permanent loan" of a blood trait to the spirit. Raze the Lelek (Sins of the Blood pg. 99) The koldun excises the spirit of an object permanently, thus causing the object so affected to be destroyed instantly, turning to dust and falling apart almost instantly. The effects of this power are permanent, and even modern objects such as telephones may be affected (although living beings may not). The number of blood traits spent is based upon the size of the object. 1 trait - a fountain pen 2 traits - a cell phone 3 traits - a television 4 traits - a sofa 5 traits - a small car Ties That Bind (Blood Magic pg. 133) If the Koldun spills her own blood over the soil, and then ingests the soil, she effectively gives herself one bonus trait in each category that may only be used for Koldunic sorcery. This lasts for the next three nights. This ritual may only be used once every three nights. Beyond the Wall of Death (Sins of the Blood pg.99) By spending a blood point and chanting over the body of a recently slain (but not diablerized) koldun, the caster summons the soul of the deceased. The summoner may then convince the koldun to teach it one of the arts of koldunic sorcery, either one level of a path or one ritual. Only one power is taught, and the summoner must know that the deceased had the specific power taught. The experience must still be paid for the art, but the deceased will act as a mentor just long enough to pass on the teachings of a specific art before journeying to the lands of the dead. Incubus Visage (Sins of the Blood pg. 99) By ingesting (and spending) the blood of a boar and eating a piece of the victim's skin, the koldun can command a malicious spirit to inhabit and manifest in an offending target with a
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successful social challenge. Thereafter, the target will manifest a number of negative appearance traits, gaining the flaw of the Nosferatu vampires (unable to initiate social challenges), will lose all appearance related social traits, and gain the flaw Eerie Presence for the duration of about two weeks. This ritual must be cast on the night of a half moon, and lasts until the next half moon. The target also gains a number of "bestial" or "repugnant" traits equal to the number of social traits the koldun spends, to a maximum of five. Merging of the Souls (Sins of the Blood pg. 100) The koldun can command the various spirits to inhabit a ghoul, thus providing extra prowess to the ghoul. Each blood point spent on this ritual (used to "mark" the ghoul) binds a spirit into the ghoul, and each such bound spirit increases the ghoul's physical traits by one. The ghouls can be quite enhanced by this power, to a maximum of 18 traits. However, each trait after the third gives the ghoul a derangement and the negative social trait "bestial" or "repugnant", and the ghoul will be difficult to control due to the number of conflicting personalities that possess it. This art lasts for a number of nights equal to the number of social traits spent when activating this art. Note that this power turns mortals into inanimate objects for the duration of the power, and will not work at all on other supernatural creatures. Earth's Embrace (Blood Sacrifice pg.86) This ritual allows a Tzimisce to avoid their clan's curse, if but for a night. Cast within an hour of dawn, the Tzimisce may substitute the local soil for her native soil, thus gaining a good night's sleep. This ritual lasts for one day, and may only be performed once per week. Two blood traits and one willpower trait must be spent for this ritual to succeed.

Advanced
The Inmost Tug (Libillus Sanguinus 1 pg. 62) Unlike other rituals, this ritual requires no blood expenditure. The Koldun engages a target in a social challenge. If she succeeds, the Koldun may intensify the feelings of a blood oath. Love may be turned to lust, or refined to fraternal devotion. The blood oath may even be warped into abject fear, resentment, or even hatred.
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Conjure Greater Demon (Libillus Sanguinus 1. pg. 63) This power is identical to the Conjure Lesser Demon ritual, save that a Greater Spirit of the Umbra is summoned. It may not be bound and retained, and must be completely bargained with. Many Koldun are hesitant to use this power for obvious reasons. Elemental Savior (Sins of the Blood pg.100) By spending four blood points, the koldun entices one the spirits in his command (via Service for Souls, Conjure Lesser Demon, etc.) to take on physical form, thus becoming an elemental. The spirit will cause available material to form into a body for it, but will lose a level of creative intelligence, obeying only simple one sentence commands. Such elementals will last one night before their body will revert to its original form and the elemental will return to the spirit plane. In days of old the Tzimisce found that golems of rock and tree were useful, but modern koldun have discovered that concrete and stainless steel golems are quite impressive. Gaze of the Gorgon (Blood Sacrifice, pg. 86) The koldun may transform a captive victim into a stone statue. This ritual requires the expenditure of two bllod traits, and a third, to be force fed to the victim, who must be present for the entirety of the hour-long ritual. The koldun then engages the target in a willpower vs. willpower challenge. If the Koldun succeeds, the target becomes a stone statue. For mortals, this is permanent, although kindred will revert to their natural form after one year (usually coming out in a blood frenzy). Create Revenant Line (Laws of the Night: Sabbat Guide, pg.171) While it says that this is an advanced thaumaturgy ritual, the origin of the revenant families predate the Tremere, and the live-action books are notorious for referring to koldunism as "Tzimisce Thaumaturgy", but it is rather obvious what this refers to. Specifically, this is a series of four advanced rituals that all must be learned separately. They are: Stimulation of the Male's Essence Stimulation of the Female's Essence
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Protection of the Revenant Essence Perfection of the Revenant Essence Rules for these rituals may be found in the live-action guide to the Sabbat. Create Blood Brothers (Blood Magic, pg. 135) No system is given for this ritual, and considering the restrictions on such rare and unusual creatures in a live-action setting, this is appropriate. Storytellers who wish to allow this ritual are advised to do so with caution, and to apply whatever dramatic system is appropriate to their chronicle.

Dark Thaumaturgy Rules


Research and Adaptation by: Dennis Sharpe, Aaron Wiseman, & Adam Madlinger January 14, 2002

Notes:

1) There is no Primary Path for those starting on the road of Dark Taumaturgy 2) This format is based off both the East Coast Thaumaturgy Sub-Coord Ian James' "Alpha" Release of compiled Thaumaturgical related material, and Jon Matras Midwest Thaumaturgy rules. 3) These rules are only proposed, as a more complete set of the existing Dark Thaumaturgy printed in the White Wolf source material.

Path and Ritual Classification:


ATTENTION-It is suggested that the levels of Uncommon, Rare, and Very Rare require notification to the R&U Coord as to why a Demon/Infernal Master is allowing someone to have access to the Uncommon/Rare/Very Rare paths/rituals. To add to that, All Paths that are in this packet are INFERNAL ONLY.

Common: All Infernalistist Uncommon: Those with superior contracts or Proven Loyal. Rare: Only with major Sacrifice, or 10pt. Contract
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Very Rare: Only in the MOST dire situations, or with huge amounts given in exchange

Paths
Common:
Fires of the Inferno Path of Torture Path of Pestilence

Uncommon:
Path of Phobos Chains of Pleasure

Rare:
Path of Secret Knowledge

Very Rare:
Taking of the Spirit

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Path Name
Fires of Inferno Path of Phobos Taking of the Spirit Chains of Pleasure Path of Pestilence Path of Secret Knowledge Path of Torture

Rarity
1 2 4 2 1 3 1

Location
MET Sabbat Guide: 100 MET Sabbat Guide: 102 MET Sabbat Guide: 103 2nd Ed. Sabbat Storytellers Guide: 53 2nd Ed. Sabbat Storytellers Guide: 55 2nd Ed. Sabbat Storytellers Guide: 57 2nd Ed. Sabbat Storytellers Guide: 57

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Rituals
Common:
Aport Object Haunting Memories Spectral Mask Video Nefas

Uncommon:
Bind the Interloper Call Forth the Host Close the Ways Curse of Oedipus Felis Negrum Plagues Secret Domain Sign of the Moon Sign of the Wraith Turn to Toad

Rare:
Bind Tivilio Dismiss Tivilio Inner Furnace, the Soul Leech Summon Grantel Summon Lucricia Summon Tivilio

Very Rare:
Into the Abyss 85

Summon Barliagus Transfer Essence

Ritual Name
Aport Object Bind the Interloper Bind Tivilio Call Forth the Host Close the Ways Curse of Oedipus Dismiss Tivilio Felis Negrum Haunting Memories Inner Furnace Into the Abyss Plagues Secret Domain Sign of the Moon Sign of the Wraith Soul Leech Spectral Mask Summon Barliagus Summon Grantel Summon Lucricia Summon Tivilio Transfer Essence Turn to Toad Video Nefas

Rarity
1 2 3 2 2 2 3 2 1 3 4 2 2 2 3 1 4 3 3 3 4 2 1

Location
2nd Ed. Sabbat Storytellers Handbook: 51 MET Sabbat Guide: 106 2nd Ed. Sabbat Storytellers Handbook: 52 MET Sabbat Guide: 105 MET Sabbat Guide: 109 MET Sabbat Guide: 106 2nd Ed. Sabbat Storytellers Handbook: 52 MET Sabbat Guide: 107 2nd Ed. Sabbat Storytellers Handbook: 52 2nd Ed. Sabbat Storytellers Handbook: 53 MET Sabbat Guide: 109 MET Sabbat Guide: 107 2nd Ed. Sabbat Storytellers Handbook: 52 2nd Ed. Sabbat Storytellers Handbook: 52 2nd Ed. Sabbat Storytellers Handbook: 53 2nd Ed. Sabbat Storytellers Handbook: 51 2nd Ed. Sabbat Storytellers Handbook: 53 2nd Ed. Sabbat Storytellers Handbook: 51 2nd Ed. Sabbat Storytellers Handbook: 52 2nd Ed. Sabbat Storytellers Handbook: 52 2nd Ed. Sabbat Storytellers Handbook: 53 2nd Ed. Sabbat Storytellers Handbook: 52 MET Sabbat Guide: 106

Level
Basic Basic Intermediate Basic Advanced Basic Advanced Intermediate Basic Advanced Advanced Intermediate Basic Intermediate Advanced Basic Master Basic Intermediate Intermediate Master Intermediate Basic

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End Note: To the Best of my knowledge this is the first attempt to be made, to date, to log Dark Thaumaturgy. It will, most likely, not be the last. This Project is the combined work of Aaron Wiseman, Adam Madlinger, and myself. We hope it aids you as it was intended. Thank you, Dennis Sharpe This document is an entirely unofficial use of the Vampire: The Masquerade and A World of Darkness gaming materials published by White Wolf Game Studios and not intended as an official or profit making venture in any way, shape or form. Although the use of these concepts, rules, etc., is unauthorized, no infringement is intended. The creator of this document is not affiliated with White Wolf Games Studios in any way.

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