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 Rituals - Level 3

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Join date : 2010-01-30
Age : 42
Location : Australia

PostSubject: Rituals - Level 3   Sun Feb 07, 2010 8:24 am

Level 3 Rituals

A Touch of Nightshade (Blood Magic: Secrets of Thaumaturgy Pg 95)

This ritual allows the thaumaturge to poison a single vicim by her slightest touch. The caster must anoint his hands with the bitter extract of nightshade before conducting this ritual.

System: The vitim rolls Stamina + Fortitude (difficulty Cool. With three or more successes, the target is unaffected. With two successes or less, the victim feels nauseous and queasy for three nights and increases his difficulties by one.

Bladed Hands (Milwaukee by Night Pg 54)

Makes the caster's hands very sharp, so that they do extra damage. This lasts until sunrise.

Blood Allergy (Blood Magic: Secrets of Thaumaturgy Pg 94)

Reminded of their lost mortality, of illness and unhappiness, Kindred suffering from an allergy of the blood cannot keep vitae within their bodies. Attempts to hold down any blood after ingesting this unlife sustaining fluid will result in moments of severe nausea followed by episodes of vomit-induced heaves that only abate when all of the blood is expelled from the system. After spilling his blood onto the dead petals of a red rose, a magus may infect a target with this allergy.

System: This ritual requires only 10 minutes of preparation before casting, during which the thaumaturge must spend a blood point and mingle it with dead rose petals. A target suffering a blood allergy is affected for one night per success scored by the caster. Victims are unable to keep blood within their bodies, and, therefore, unable to do much that concerns their vampiric powers. Vampires will not expunge blood if they have three or less blood points remaining, and this power does not work on Kindred older than the caster. While the loss of blood is not enough to cause a Kindred to enter torpor, he will be on the threshold of hunger, and may need to roll frenzy if he encounters blood.

Cleansing the Flesh (Blood Magic: Secrets of Thaumaturgy Pg 94)

Vampires must drink the blood of mortals in order to survive and, accompanying this bane is the risk of becoming addicted to mortal vices: illegal narcotics and alcohol. In some cases, Kindred lead their unlives as hosts to a number of sexually transmitted diseases, such as AIDS. The Warlock casting this ritual must spend one full night in a bathtub filled with purified water. Throughout the night, the thaumaturge must expunge all but the smallest drop of his blood from his body, a little at a time over the course of one night. As the blood is released from the body, all addictions and diseases the vampire formerly housed will no longer burden him.

System: The caster lies in a vessel of purified water and bleeds out all but one of his blood points, roughly two points an hour. All addictions to drugs and all diseases that are not supernatural in nature will no longer hinder the thaumaturge beginning at the night's end, though he will likely be quite ravenous after performing this ritual. This ritual may be performed on another, who must open his own veins, with the Warlock chanting beside the tub.

Clinging of the Insect (Guide to the Sabbat Pg 120)

This ritual allows the thaumaturge to cling to walls or ceilings, as would a spider. She may even crawl along these surfaces (as long as they can support her.) Use of this power seriously discomfits mortal onlookers. The character must place a live spider under her tongue for the duration of the ritual (though the spider may die while in the thaumaturge’s mouth.)

System: The character may move at half her normal rate while climbing walls or ceilings. This power lasts for one scene, or until the vampire spits out the spider.

Craft Dream Catcher (Blood Magic: Secrets of Thaumaturgy Pg 94)

By combining the knowlege of the Spirit Lands and this ritual magic, the caster is able to create a minor artifact that hlps protect a sleeping person. Used mainly in Native American culture, the dream catcher is a powerful talisman to ward against hostile spirits. A Dream Catcher is a personal item, crafted for an individual and only working for that person. The caster takes bits of hair, blood and spittle from the owner, mixing them into the creation of the Dream catcher.

System: The Dream Catcher provides two protections to the owner. First, spirits trying to affect the character have an increased difficulty of two. Second, any of the thaumaturgy powers of Oneiromancy may either add one or subract one from the difficulty, based upon the desire of the owner. tHese benefits apply only when the character is in possession of the Dream Catcher.

Crucible of Sympathetic Agony (House of Tremere Pg 112)

Displacement of the Pneuma (House of Tremere Pg 113)

Eldrich Glimmer (Players Guide to the Sabbat Pg 118)

This ritual requires a piece of vinegar-soaked sandstone. The vampire may, for the cost of one blood point each, shoot one energy bolt per turn. To hit someone, roll Perception + Firearms, difficulty 6, and these bolts do three dice of damage. The vampire glows in green light for the duration of this ritual.

Eyes of the Past (Chicago by Night Pg 116)

Allows the caster to see whatever occurred in the caster's present location at a specific time in the past, up to five years ago.

Fire in the Blood (Players Guide to the Sabbat Pg 118)

The vampire may heat a target’s blood. The result is not only painful, but unless vampire makes a Wits + Medicine roll of difficulty 7 first, every action she takes requiring a physical attribute roll causes an aggravated wound.

Flesh of Fiery Touch (Vampire Players Guide 2nd Ed. Pg 89)

This ritual involves swallowing a small burning coal, taking one die of aggravated damage. (The vampire must spend one willpower point to bring herself to do this.) Any vampire who touches the caster will take one die of aggravated damage for each turn that she is touching the caster. This ritual lasts until the next dusk, and for the effective time of the ritual, the vampire’s skin is slightly tanned, which may be noticed with a roll of Perception, difficulty 8. This is only a defensive ritual; the caster can not do aggravated damage by touching another vampire.

Friend of the Trees (Players Guide to the Sabbat Pg 118)

This ritual involves planting an acorn. In woods, those following the vampire will only be able to move half-speed, due to an unusual tendency of the trees, vines, and roots to get in their way.

Gentle Mind (Chicago by Night Pg 54)

This ritual involves sharing a blood point with the target, and therefore can not be cast on one’s self. The target is considered to have four extra dots in Willpower, but only as applicable to stopping a frenzy.
Haunted House (Milwaukee by Night Pg 54)

Ichor of the Hexaped (House of Tremere Pg 113)

Illusion of Peaceful Death (Chicago by Night Pg 116)

This ritual involves dusting a corpse with a white feather, and has the effect of hiding all signs of unnatural death on a corpse, making the deceased appear to have died of natural causes. This will not hide sanguination; only obvious signs.

Illusion of Perfection (Milwaukee by Night Pg 54)

The caster takes on the appearance of an ordinary person in his mid-20's with a nondescript face and an average body.

Incorporeal Passage (Vampire Players Guide, 2nd Ed. Pg 89)

Use of the ritual allows the caster to make himself insubstantial. The caster becomes completely immaterial and thus is able to walk through walls, doors or escape manacles. The caster also becomes invulnerable to physical attack for the duration of the ritual. The caster must follow a straight path through any physical objects, and may not draw back. Thus kindred may walk through a solid wall but not down through solid earth as the spell would expire before reaching the other side. The ritual requires the caster to carry a shard from a shattered mirror to hold his image as he moves insubstantially.
System: This ritual lasts a number of hours equal to the number of successes scored on a Wits+Survival roll (Diff 6). The caster may prematurely end the ritual by turning the mirror away so that it no longer reflects his image.

Inherited Affinity (Clan book: Tremere Revised Ed. Pg 59)

Although it's possible to learn Thaumaturgy with long and difficult study, experienced Tremere can help a student to "attune" his blood more closely to the twisted form of the Curse necessary for thaumaturgical practice. Students who are sluggish in mastering the basics of Thaumaturgy often suffer through this ritual once, which seems to "open the door," so to speak. Non-Tremere kindred have a rougher time - should they finda willing tutor, this ritual can help in learning Thaumaturgy, but it's still a slow and painful process. To awaken the Inherited Affinity, the caster must have uninterrupted access to the subject for an entire night. Typically the subject is chained to a wall, so as to avoid having her break loose and cuase havoc. The caster feeds the subject a nauseating concoction of rendered fat, various herbs and powdered garnet all steeped in blood. Then the thaumaturge inserts six heated, gold-plated needles into various points of the subject's anatomy - points of bodily power, generally , through the exact locations vary from caster to caster. Over the next three hours, the caster instructs the subject to infuse her body with the power of her vitae. The needles block off usual sources of blood circulation and alter the results (often quite painfully), complete with bloody splotches on the skin, profoundly distended veins and bleeding from various pores. Once complete, the subject may practice the new vistas of Thaumaturgy. This of course, requires that the subject ingest yet more vitae to replace that lost through the ritual. Many Regents know how to use the Inherited affinity, and it's common to put a newly Embraced neonate through the process to help awaken the power of blood magic. The subject must remember the feelings of the blood flow from the course of the rite; for most Tremere, this comes naturally after one application.

System: Surviving the Inherited Affinity ritual does not guarantee that a subject can learn Thaumaturgy, but it helps. The end result is up to the storyteller - if the storyteller requires players to make various study rolls to unearth thaumaturgical knowlege or rituals, going through the Inherited Affinity ritual may lower the difficulty. The ritual itself takes three nights of time and requires the subject to suffer through five levels of lethal damage and to expend all but one blood point; it's most helpful if the subject then imbibes additional blood and contemplates the feelings evokes. Obviously a kindred is subject to the usual chances of frenzy from hunger and injury due to this ritual.

Major Creation (Blood Magic: Secrets of Thaumaturgy Pg 94)

Normally the Path of Conjuring is restricted to items the size of the thaumaturge, both in size and weight. However, by the application of this ritual, the conjurer is able to create items that exceed this normal limit. Tremere magi can surprise enemies by creating a motorcycle "out of thin air" for an escape or anything else they can think up. This ritual requires the caster to sever his own thumb, which disappears during any conjuration. Many thaumaturges suspect that the thumb provies the additional mass for larege conjured objects, even though the object may be several times the caster's size.

System: After preparing this ritual, the number of successes on the activation roll determines the multiplier that the conjurer can exceed on his normal weight an size limit. Use of this ritual costs an additional three blood points, in addition to the normal costs of conjuring an item. What the thaumaturge creates is still limited by the Path of Conjuring power being activated. Additionally, severing one's own thumb requires a successful Willpower roll or expenditure of a Willpower point.

Mirror of Second Sight (Guide to the Sabbat Pg 120)

This object is an oval mirror no less than 4 inches wide; no more than 18 inches in length. It looks like a normal mirror, but is much more useful in the hands of a Sabbat thaumaturge. Once created, the mirror is used by the vampire to see the supernatural; it reflects the true form of lupines and faeries and enables the owner to see ghosts as they move through the underworld. The thaumaturge creates the mirror by bathing an ordinary mirror in a quantity of her own blood while reciting a ritual incantation.

System: The ritual requires one point of the vampire’s blood. Thereafter, the mirror reflects images of other supernatural creatures’ true forms – werewolves appear in their hulking man-wolf shapes, mages glow in a scintillating nimbus, wraiths become visible (in the mirror) and changelings appear in their natural aspect. Sometimes, the mirror also reveals those possessed of True Faith in clouds of golden light.

Moonlight Dancers (Dirty Secrets of the Black Hand Pg 79)

The vampire may create illusions of persons and music from a period of history of her choice, which will then dance. These illusions will be mistaken for ghosts by those unfamiliar, but are not real or even sentient -- just figments of everyone’s imaginations created to put on an entertaining show. Lasts until sunrise, though the vampire may end it before then.

Pavis of Foul Presence (Vampire Players Guide, 2nd Ed. Pg 89)

The Tremere joke privately that this is their "ritual for the Ventrue." Kindred who invoke the Presence Discipline on the subject of this ritual find the effects of their Discipline reversed, as if they had used the power on themselves. For example, a vampire using Presence to instill utter fear in a Kindred under the influence of this ritual feels the fear herself. This ritual is an unbroken secret among the Tremere, and the Warlocks maintain that its use is unknown outside their clan. The magical component for this ritual is a length of blue silk, which must be worn around the neck of the person protected by the magic.

System: This ritual lasts until the sunrise after it is enacted. Note that the Presence Discipline power must actually succeed before being reversed by the ritual.

Populate Night’s Gardens (House of Tremere Pg 114)
Creates a hideous hybrid beast from three animals.

Power of the Pyramid (Clan book: Tremere, Revised Ed. Pg 60)

Among the Tremere clan's most famous exploits are its great binding rituals over the entirety of the Tremere Antitribu, and the majority of the Assamite Clan. No lone thaumaturge could accomplish such a feat. ONly by sharing strength can the Tremere achieve the necessary might to create or resist such forces. To combine thaumaturgical strength, Tremere kindred can use a linking ritual. The Power of the Pyramid rite requires that each participant know and invoke the ritual simultaneously, and requires physical contact - so a group of Tremere, formed in a circle with linked hands, all chanting the same words in unison, indicates that the clan prepares for a daunting task. Once completed, the rite allows the Tremere involved to gather their mental strength together so that they can multiply their power. Perhaps because of it's connotations, this ritual only works for Kindred of Tremere lineage. Other vampires might be able to learn it, but it would probably not do them much good. This ritual requires the casters to fast for 24 hours before performing it. Additionally, one of the thaumaturges participating in the group must wear a brooch or pin made from mortal bone, which must pierce his flesh (though it need not be visible to the rest of the group).

System: Each Kindred involved in Power of the Pyramid must know this ritual and successfully cast it simultaneously - any failed castings imply exclude the individual from the circle but do not hinder other successes. ONce complete, a single Tremere can break from the circle without nullifying the ritual, but if any others lose physical contact the ritual ends. So long as the ritual continues, all participants may freely share their Willpower. Thus, one Tremere could break from the circle, perform another ritual and draw upon the Willpower of all Kindred involved. Once a caster has broken from the circle , he cannot return and release someone else; that "lynchpin" is the only one able to move around freely.

Quicksilver Eel (House of Tremere Pg 115)

Ritual of Darkness (Milwaukee by Night Pg 53)

Ritual of the Bitter Rose (Sins of the Blood Pg 96)

Although this ritual has almost passed wholly from the face of the world, it's reputation makes it one of the most fearsome weapons in the arsenal of the Tremere. The Ritual of the Bitter Rose allows multiple kindred to gain the benefit of diablerizing a single vampire. Many elders rightly fear this ritual; nothing encourages a bloodthirsty coterie more than a chance to bring themselves closer to Caine and the opportunity for all of them to do it at once.... Needless to say, it is almost unthinkable that someone would teach a childe or protege this ritual, as the potential for having it turned around and harm her is too great. Scholarly Tremere suspect that perhaps a half-dozen or so transcriptions of this ritual exist outside the one copy carefully locked away at the Vienna Chantry.

System:The diablerie victim must be drained of all but a single blood point. This in itself may prove difficult, and those players of vampires drinking this blood from the kindred may have to make a self-control roll (difficulty 7) to halt their characters at the proper time. Thereafter, the vicim's heart must be cut out and ground into paste with a marble mortar and pestle and mixed with a small amount of red wine. The thaumaturge adds to this mix a bit of ash from a burned alder stake and a pint of pure water. In old accounts of this ritual, the "pure water" comes from a mountain stream, but the few accounts of this ritual being used in the modern nights indicate that even purified tap water or store-bought distilled water works as well. Each character wishing to take part in the communal diablerie must imbibe the concoction. The player of the character performing the ritual then makes the necessary roll. If the roll is successful, the ritual works correctly, and a number of characters may lower their generation. If the ritual fails, the concoction is sterile and no one gains any benefits (or suffers any detriments) of diablerie. If the roll botches, the mixture becomes poisonous, inflicting three unsoakable aggravated wounds on each kindred who partook of it. The number of kindred who can benefit from this ritual is equal to the number of generatoin steps between the diablerized vampire and the vampire of the lowest generation participating in the ritual, even if he's not the one performing the ritual. That is, if an eighth generation vampire, a 10th generation vampire and an 11th generatoin vampire use this ritual on a fifth genreation vamipre, all three can benefit from the ritual (as the difference between generations eight and five is three). If the number of steps yielded by the difference is less than the number of vampires participating in the ritual, the storyteller should lower the generations of those kindred with the highest generations first until all of the steps have been accounted for. No kindred may gain more than one generation step through use of this ritual at one time. Anyone hwo participates in the ritual suffers the drawbacks of diablerie - loss of humanity, veins in their aura, etc. - even if they did not gain a benefit from it.

Rotten Wood (Players Guide to the Sabbat Pg 118)

This ritual must be set up in advance. The vampire may, by use of a word and a touch, turn any wooden object to dust.

Rutor’s Hands (Clan book: Tremere Pg 37)

Gargoyles and homonculi remain relatively common in some Tremere chantries, but few kindred know of Rutor's hands, or would want to. A thaumaturge of sufficient will can pluck out his own eye and set it atop one of his own severed hands - the ritual preserves them from disintegration - and animate this thing as a scurrying, malevolent spy. The eye rests on the back of the hand and swivels about to watch its surroundings, while the hand scuttles like a desiccated spider. The construct obeys the will of it's owner and can relay what it ses and hears (even though it has no ears) back to its master, as the thaumaturge desires.

System: The Thaumaturge cuts off his hand and plucks out his eye at the conclusion of this ritual; this causes five levels of unsoakable aggrivated damage. Once this damage is healed, the Tremere regenerates his hand and eye, though the ghastly homunculus may still prowl. Completing this ritual may also require a Willpower roll, at the storyteller's discretions, simply to carry out the painful finale. The animate hand has one health level of it's own and moves about with the equivalent of two dots in each physical attribute and in perception, though it cannot fight. The caster mentally directs the thing's movement at will (so long as the thaumaturge remains conscious, of course). The Hand must have one point of blood each week, or else it crumbles to dust. LIkewise, if the hand is exposed to sunlight or fire, it vanishes with a squeal and leaves a greasy stench.

Sanguine Assistant (Guide to the Camarilla Pg 111)

This ritual allows the Caster to conjure up a temporary servant. Caster must slice open their arm and bleed into a specially prepared earthen bowl. The ritual sucks in an animates what ever random unimportant items the wizard has laying around which binds into a small humanoid form animated by by the power of the ritual and the blood. Servant has no personality to speak of at first, but gradually adopts mannerisms and thought processes that the Caster desires in an ideal servant.

Shaft of Belated Quiescence (Guide to the Camarilla Pg 112)

This ritual turns an ordinary stake of rowan wood into a particularly vicious weapon. When the stake penetrates a vampire’s body, the tip breaks off and begins working its way through the flesh towards the heart. The trip may take several minutes or several nights, depending on where the stake struck. The stake eludes attempts to dig it out, burrowing further into the victims body to escape surgery. The only kindred who are immune to this internal attack are those who have had their hearts removed by Setites.
System: The ritual takes 5 hrs to enact, minus 30 min per success. The stake must be carved of rowan wood, coated with three blood points of the casters blood, and blackened in an Oakwood fire. When the ritual is complete the stake is enchanted to act as described above. (For further details see A Guide to the Camarilla Pg 112)

Summon Mischievous Spirit (Players Guide to the Sabbat Pg 118)

Roll: Charisma + Spirit Lore, difficulty 7. The vampire may summon a poltergeist. This spirit will not usually intentionally injure a victim; it just wants to drive her bat-shit. However... accidents happen. How the spirit annoys the victim is up to the Storyteller. This spirit remains for the following periods of time:

1 suc. one hour.
2 suc. one night.
3 suc. one week.
4 suc. one month.
5 suc. one year.

Telecommunication (Blood Magic: Secrets of Thaumaturgy Pg 95)

This modern magic allows the caster to influence what is seen on a television set. The caster can create a picture to communicate with people near the set or create fictional stories for broadcast. Since the caster can view images from the set itself, this ritual also serves as an effective surveillance device.
System: Any TV the caster has touched within the last week is subject to the effects of this ritual. Each success allows the caster to view and communicate through the TV for 5 min, during which time the caster drops into a meditative state. He can observe everything from the TV, and can regulate everything that appears on the set, whether he chooses to use broadcast signals or the fruits of his own imagination.

The Framing (Anarch Cookbook Pg 61)

This ritual allows an anarch to "frame" another for his own actoins. It requires possession of some object belonging to that person, or even better, some of the victim's vitae. The ritual is performed before enacting the deed for which the target will be framed.

System: The caster rolls Appearance + Subterfuge (difficulty Cool. If successeful, the spellcaster can then perform the deed, and anyone who witnesses him will mistake him for his spell's target. One success is visual only. Three successes enable the caster to sound like the target. Five successes and the ritual works upon all senses; even Auspex cannot detect that a spell has been cast. This ritual lasts only as long as it takes to enact the crime.

Track Transgressor (Blood Magic: Secrets of Thaumaturgy Pg 95)

Following the recent destruction of the Tremere antitribu, a subsect of clan Tremere has undertaken hunting what they call transgressors, non-clan kindred who wield the secrets of Thaumaturgy. this crackdown on those violating the most sacred of Tremere laws has not been widespread, but this is expected to change soon with the recent addition of this ritual. This ritual finds and tracks down these transgressors, presumably to be dealt with at the Tremere's discretion. The thaumaturge spills her own blood on the ground, which briefly reveals the footprints of the transgressor.

System: The thaumagurge must conduct this ritual at a site where Thaumaturgy has been used within the past 24 hours. After casting this ritual, the Tremere is able to flawlessly track down the other magus for the rest of the night. This tracking follows the exact path that the magus took after leaving the area where he magic was used. This ritual may track down only Thaumaturgy and not Necromancy or other types of magic. The caster must spend at least one blood point to activate the ritual.

Transubstantiation of Seven (Clan book: Tremere, Revised Ed. Pg 61)

Even many outsiders know that the Tremere hold a blood loyalty to their clan, but the extent of this loyalty - or the means by which it's accomplished - remains a secret. Almost every Tremere holds a slight bond to the Council of Seven through their mixed blood. Of course, the Council cannot expect every newly embraced neonate to come to Vienna to drink of their blood. Nor can they simply ship their blood around the world - both solutions are far too impractical and dangerous, as any number of waiting kindred would relish the thought of stealing such vitae or intercepting Tremere neonates and destroying them before they can become threats. To overcome this problem, most regents know and use this ritual instead. After the Embrace, a Tremere neonate typically goes through a formal oath-swearing. No magic compells that oath, but the presiding regent (or higher ranking Tremere) ends the formality with the Transubstantiation. The ritualist fills a large chalice with his own blood and intones the syllables of the ritual. The neonate, still grappling with the new phenomenon of blood-thirst, drinks the entire contents of the chalice. As the blood enters and spreads through her system, the rite mystically transforms it into the blood of the Seven. By this means, the Tremere place each neonate a step toward a full bond with the council, without the risk of having enemies steal the council's blood. The Transubstantiation is considered a requirement for a fledgling to be recognized socially as a true member of the Tremere Clan. For this reason, the vast majority of regents learn this ritual, which incidentally guarantees that most regents are at least resonably competant with Thaumaturgy. Even in chantries where the regent lacks this power, some Tremere instructed in this rite must be present for any new Embrace, unless the hapless sire wishes to risk the ire of the clan. Those who undergo the ritual, and indeed, many who have the ability to perform it, know little of it's mechanical workings. Obviously , the transmuted blood is that of the Council of Seven - but how vast are their stores that they can transfuse neonates at the whims of those conducting the ritual? Where does the neonate's blood go? whispers of a hidden vault beneath Vienna with labeled, preserved vials of vitae from every Kindred who has ever undergone this ritual can't possibly be true, can they?

System: The caster of the Transubstantiation must sacrifice a full quart of his blood - voulume, not blood points, are required. The blood placed in the chalice remains unchanged until after int's imbibed and then spread throughout the subject's system, at which point it takes on the properties of the Council of Seven. This causes one step towards a blood bond to the whole council, but guarantees that the councilor's vitae cannot be stolen. Because the blood is already in the subject's system, it counts as his own vitae if it is later drained out. In truth, there is no physical requirement that this rite be used on a new neonate. A rare few tremere neonates escape the process, while conversely the rite could be used to generate a stronger bond in older Tremere or even in ghouls or Kindred of other clans. Kindred of the 14th or 15th generations, ghouls and revenants cannot use this rite - their blood is not suficiently strong enough to channel the councilor's power.

Unseen Change, (Chicago by night, 2nd Ed. Pg 121)
Any garou who enters the area delineated by this ritual shall automatically change to Lupus form.

Ward versus Fae (Blood Magic: Secrets of Thaumaturgy Pg 95)

During the nights of ages long past, peasants and nobles took superstitious precautions to avoid an untimely visit from the Fair Folk. The Tremere created this ward to protect themselves and their mortal and ghoul thralls from any interactions with the Wild Ones. As the Middle Ages came to a close and the Industrial Revolution set in, most individuals no longer believed in faeries, and, as a result, this ritual ward was cast with less frequency. In tonight's society, only people tied to the occult and supernatural might possibly have some knowledge as to the existence of changelings, but nothing concrete. Although this rigual is not cast very often, it remains unforgotten, recorded for a later time when it is needed.

System: The thaumaturge casts this ritual in a similar fashion as he would the ritual Ward Versus Ghouls, but it affects changelings rather than ghouls. The ritual requires a handfull of cold iron filings rather than a point of blood.

Ward Circle Vs Fae
Same as Ward Cirle Vs Ghoul.
System: The thaumaturge casts this ritual in a similar fashion as he would the ritual Ward Versus Ghouls, but it affects changelings rather than ghouls. The ritual requires a handfull of cold iron filings rather than a point of blood.

Ward versus Lupine (Vampire Players Guide Pg 91)
This ritual functions exactly as ward versus Ghouls, (Lvl 2) but affects werewolves.
System: The requirements for this ritual are exactly the same as for ward v ghouls, except that silver dust is required in the place of mortal blood.

Warding Circle versus Lupines (Guide to the Camarilla, pg. 111)

Creates a circle centered on the caster into which a garou cannot pass without being burned. The circle can be amde as large and as permanent as the caster desires, as long as he is willing to pay the necessary price. If a garou attempts to cross the barrier, he must roll willpower. Failure means he cannot breach the barrier and suffers bashing damage. Furthermore, failure makes the next attempted breach a magnitude more difficult.

Watcher, (Milwaukee by Night Pg 53)

Calls a small rat to the caster, who will then obey the master's directions and, upon returning, telepathically show the caster what it saw.

Whispers of Truth (Under the Black Cross, pg. 31)

As Spirit's Touch, the Auspex Discipline, only more potent. REveals an objects manufacture or composition, the object's use, the owner and events that occurred around the object.
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