Post by Hematite on Jun 26, 2014 11:48:30 GMT
Hermetic Thaumaturgy Rituals - 1st Level
Admixture of Just Acquiescence (Humor) [HoT 117]
This is a long forgotten ritual created by those involved in the original Gargoyle project. Characters should have a very good reason for knowing this ritual.
This ritual works for any Cainite, not just a Gargoyle.
The duration is based on the caster's Permanent Willpower.
If out of combat, the target loses one blood point per 30 seconds until once again acting in accordance with the Thaumaturge's orders.
The specific orders must be given at the time the Humor is being infused. Future orders during the duration carry no additional compulsion.
This ritual cannot be used by itself, only in conjunction with another Malign Humour ritual.
Adding this to another Malign Humour ritual does not increase the 6 hour casting time further.
Alter Blood [ECC Custom]
This ritual will temporarily mask, but not change or produce false readings, when Path of Blood's Taste of Vitae is used upon the ensorcelled Thaumaturge or a blood sample that she has likewise enchanted. To enact this ritual, a drop of bleach must either be ingested by the subject or mixed with the sample.
System: This ritual may be cast on either the Thaumaturge herself, another subject, or a sample of blood already taken. If another Thaumaturge attempts to use the Path of Blood power Taste of Vitae on the enchanted sample (or any sample of blood drawn from the subject after the ritual was cast), the only information she will gain is the relative generation of the Kindred compared to herself (higher or lower). This effect lasts until sunrise if used on a living or unliving subject and is permanent if used on an already extracted sample.
Note: This ritual only affects the Path of Blood power Taste of Vitae; it will not fool other rituals such as Blood Walk or any other similar effect from discerning information from the blood.
System: This ritual may be cast on either the Thaumaturge herself, another subject, or a sample of blood already taken. If another Thaumaturge attempts to use the Path of Blood power Taste of Vitae on the enchanted sample (or any sample of blood drawn from the subject after the ritual was cast), the only information she will gain is the relative generation of the Kindred compared to herself (higher or lower). This effect lasts until sunrise if used on a living or unliving subject and is permanent if used on an already extracted sample.
Note: This ritual only affects the Path of Blood power Taste of Vitae; it will not fool other rituals such as Blood Walk or any other similar effect from discerning information from the blood.
Become One With the Land [LS2 67]
This Ritual may only be learned by those of the Telyavelic Tremere bloodline. Though they have tried to teach it outside the bloodline since joining the Sabbat (mostly to their Tzimisce guardians) no one else seems to be able to grasp the concepts. To everyone else it appears to be based on flawed or incomprehensible math, the Thaumaturgical equivalent of saying that 2 + banana = the French National Bank. To the Telyavalic Tremere, the equations make perfect sense and they are continually confused by the fact that no one else can grasp the concepts no matter how hard they try.
This ritual bears marked similarities to Koldunic Sorcery, however accomplished Kolduns look at this ritual with just as much confusion as other Thaumaturges. As far as they can tell, this ritual should not work, and quite possibly should be blasting apart the Thaumaturge’s mind and soul. The fact that it clearly does work is the cause of much discussion among Kolduns as to what these bizarre Thaumaturges may actually be doing.
Due to the obscurity of this ritual, only those with the specialty of Sielanic Thaumaturgy can be said to know any specifics about it.
This ritual has no additional effect in and of itself. Rather it allows the Thaumaturge to utilize the effects of the Path of the World’s Blood in a given area.
Disregard the last sentence of this ritual about successes affecting duration, range or intensity. This appears to have no meaning whatsoever in context.
Bind The Accusing Tongue [V20 230]
The effects of this ritual rely on the victim to appropriately roleplay the effects. For this reason, the target of this ritual should be informed of the ritual’s effects. The player should be reminded however, that his character does not gain intrinsic knowledge of what is happening, why it is happening, or how to resist the effect.
Negative words spoken are defined as any words spoken with negative implications or intent, not only overtly negative statements.
This ritual is no barrier to writing negative things, only to verbalizing them.
Should a victim attempt to say something negative about the caster and fail the roll, he will gag on his own tongue and be unable to speak for a full turn unless he succeeds in resisting the ritual.
Blood Into Water [NYnB 48]
This ritual affects a 10 yard radius around the caster. While it is possible to measure spitting distance in a LARP, none of us really want to.
This ritual will clean any blood stain no matter how old, though it leaves the stained material wet.
Use of this ritual will remove any mystical properties of supernatural blood.
Blood Mastery [CbR-Tr 56]
This ritual requires a full point of blood from the victim.
This ritual uses up the blood sample of the victim.
The automatic success on this ritual applies even to contested checks, meaning that the Thaumaturge will automatically score one success more than his opponent did if the roll is contested.
The effects of this trigger the first time a roll is made against the victim, regardless of the desires of the caster. If the caster is forced to make a roll before his designs come to fruition, then the ritual is expended on the first roll.
Blood Rush [V20 230]
This ritual removes the need to make any hunger frenzy roll for one full hour.
If this ritual is used on a vampire in hunger frenzy (though this ritual is not normally capable of being used on another, there are methods that would allow this scenario) it immediately pulls him out of frenzy and prevents the need for further hunger frenzy rolls for a full hour.
If the person affected by this ritual is still hungry when the ritual ends (less than or equal to 7 – Self-Control/Instinct blood points left) he must immediately roll for Hunger Frenzy again.
This ritual may be invoked on a target already affected by it. This resets the time to one hour from the point of the last casting.
Brand of the Paramour [BM:SoT 87]
The twins whose blood must be used do not need to be identical, only actual twins.
This ritual may only be used on a ghoul of the Thaumaturge.
The phantom pain alerts the Thaumaturge to the kind of damage suffered and the general location of the injury, but not the severity. A stubbed toe will register the same as having one’s foot cut off.
This ritual remains active indefinitely until the ghoul dies or is embraced. If the ghoul ever stops being a ghoul, the ritual will also end.
This ritual may be used on any ghoul, whether human or animal.
This ritual will work on Revenants, but only so long as the Revenant remains actively ghouled to the Thaumaturge as well.
Bring Forth the Light Within [ECC Custom]
This ritual may be cast on any mundane object to cause it to glow with a soft light, illuminating the immediate surroundings of the holder. The Thaumaturge must etch the object with the Hermetic sigil for Light. When the effect is activated, the sigil will always glow a bit brighter than the rest of the object, marking the effect for what it is.
System: An object once enchanted is permanent, although the object need not constantly glow. Once the object has been enchanted, anyone holding the object may make invoke the command word (usually Lux but the Thaumaturge may set a different command word should she choose) and make a Willpower roll at difficulty 4 to activate the object and set it to glow. Once active, the holder can control the brightness of the object from as dim as a candle flame to as bright as an LED. To douse the light again, the holder must say the inverse word (usually this is Nox but could be something else if the Thaumaturge set a different command word) and make the Willpower roll again. A failure on either roll suffers no penalty and the object simply fails to work. A botch on either of these rolls suffers the same effects as if the holder had botched a Thaumaturgy roll, even if the holder is not himself a Thaumaturge. Such are the risks of the gifts of clan Tremere.
System: An object once enchanted is permanent, although the object need not constantly glow. Once the object has been enchanted, anyone holding the object may make invoke the command word (usually Lux but the Thaumaturge may set a different command word should she choose) and make a Willpower roll at difficulty 4 to activate the object and set it to glow. Once active, the holder can control the brightness of the object from as dim as a candle flame to as bright as an LED. To douse the light again, the holder must say the inverse word (usually this is Nox but could be something else if the Thaumaturge set a different command word) and make the Willpower roll again. A failure on either roll suffers no penalty and the object simply fails to work. A botch on either of these rolls suffers the same effects as if the holder had botched a Thaumaturgy roll, even if the holder is not himself a Thaumaturge. Such are the risks of the gifts of clan Tremere.
At its brightest setting, items with this enchanted will cause severe discomfort to those with the Light Sensitive Flaw.
The light from this ritual emanates from the entire object in question and is not directable.
Cloak of Blood [DB 9]
This ritual may be performed on the Thaumaturge himself or on any other diabolist.
For a mortal to be innocent, he or she must have a humanity score of 7 or higher. The blood taken from that mortal must be taken without force or coercion. Use of Mental and Social disciplines on the innocent count as coercion for these purposes, though the passive benefit from Presence to social rolls as well as other powers that affect the Thaumaturge himself do not.
The Thaumaturge himself must drink the innocent blood directly from the donor as part of the ritual. Stored blood taken previously will not work.
If the Thaumaturge is Hungry when taking the blood point from the innocent (7 – Self-Control/Instinct in blood remaining) he must roll for Hunger frenzy at difficulty 6. Should he enter blood frenzy, the ritual is ruined and must be begun anew with a new 7 days of fasting.
This ritual lasts as long as there are blood points from the innocent in the Thaumaturge’s system. Blood points leave the body in the order of first in, first out. The beneficiary of this ritual should carry a card denoting how many of the innocent blood points are in his system and at what point in the rotation they are.
Should a diablerie be committed while under the effects of this ritual, the amount of successes needed to detect diablerie lines in an aura is reduced to 3 for the next month.
This ritual cannot remove the lines of an Assamite Warrior, as they are not gained from true diablerie.
Communicate With Kindred Sire [V20 230][/u]
This ritual may only be cast to communicate with the Thaumaturge’s natural sire. If his sire is dead or in torpor, this ritual has no effect.
The sire may choose whether or not to accept communication from his childe when this ritual is used.
The mental link is purely for communication purposes. Neither party gains any sort of mind-reading on the other. Mental images (including sounds, scents and other sensory information) may be sent as well as words.
Should the sire be asleep when this ritual is used, this ritual’s use provokes an Awakening roll on the part of the sire.
This ritual requires an item of emotional significance from the Thaumaturge’s sire, not simply any item that once belonged to him.
The Thaumaturge does not need to maintain the meditative trance during the communication, only to initiate it. Once the ritual has been cast and communication established, the Thaumaturge may take any actions desired while in communication with his sire.
Counting Coup [TAC 60]
The Thaumaturge must know the name of the intended recipient(s) to leave them a message. The intended recipient does not necessarily need to be the Prince.
The message is only visible to the intended recipient and any of his direct brood (only his natural childer).
No matter what the image, this ritual can cause no damage or other mechanical effect, though the content may provoke Frenzy checks.
The image triggers immediately upon the proximity of the intended individual. The dormant recording will last indefinitely until triggered.
The Wits + Intimidate roll must be made after the ritual is cast successfully. Botching this roll also counts as a Thaumaturgy botch.
At the conclusion of the ritual, all traces of the Thaumaturge's presence are erased, including Psychic residue that may be picked up by the Spirit's Touch and all signs of magic. Powers such as Wooden Tongues may still work as the spirits still saw what they saw.
The recording may be anything the Thaumaturge can imagine within the guidelines laid out based on successes.
The Thaumaturge must establish the message he wishes to leave before rolling. If he fails to garner enough successes for the desired message, the ritual fails. The Storyteller may wish to roll in secret as the Thaumaturge has no way of knowing if the ritual succeeded or not.
Dedicate the Chantry [CbR-Tr 57]
As long as multiple buildings are connected in any way, such as a covered walkway or a tunnel, they count as a single structure.
This ritual only lowers the difficulty on those rituals that specifically affect or surround the structure itself or any lesser area within.
This ritual only applies to rituals of Hermetic Thaumaturgy.
Defense of the Sacred Haven [V20 230]
This ritual requires some kind of containing structure to keep the light out of. It does not need to be a structure that would normally offer much (if any) real protection from the sunlight; a simple tent or lean-to will do. Obviously the less contained the structure is, the greater the risk of masquerade problems.
This ritual, even when cast inside a fully contained structure may risk significant masquerade breaches if basic precautions are not taken such as putting up actual blackout curtains.
When within the effects of this ritual, a Kindred need not roll Rotschreck or take any damage from the sun, though the Weight of the Sun still applies, forcing him to make rolls to remain awake and reducing his dice pools as normal.
This ritual lasts until the sunset following the ritual's casting or until the Thaumaturge leaves the warded area, whichever comes first.
This ritual prevents sunlight from entering the area but has no effect on any form of artificial light.
Deflection of Wooden Doom [V20 231]
This ritual only affects an attempt at the staking maneuver. It has no effect on wooden weapons not aimed at the heart.
This ritual cannot stop non-wooden weapons enchanted with The Verdant Blade.
This ritual will affect any wooden weapon, regardless of size or quality that is used in an attempt to stake the Thaumaturge.
While the splinter is under the Thaumaturge's tongue, he should role-play difficulty speaking and is treated as though he possessed the Speech Impediment Flaw.
This ritual affects thrown weapons and projectiles intended to stake as well as those used in melee.
This ritual affects the first weapon used in a staking attempt regardless of the success or failure of the attempt.
This ritual cannot be cast on the same Thaumaturge more than once.
The magic can sense a feint or other insincere attempt to stake the Thaumaturge and will not be triggered. This ritual will trigger only on the first genuine attempt to stake the Thaumaturge.
If the Thaumaturge is asleep when this ritual activates, he may make an awakening roll immediately.
Though the main weakness of this ritual, the fact that it only affects one stake, was once considered a great secret, the overuse of this ritual has caused enough cases to come to light that the secret was broken. Though it is not exactly common knowledge, it is not difficult to find (Level 2 Tremere Lore, Level 2 Blood Magic Lore or Lore of any specific form of Blood Magic containing this ritual, Level 4 Cainite Lore).
Devil’s Touch [V20 231]
The effects of this ritual are treated as the third level of Path of Curses, Pariah, save that it can only affect mortals, including ghouls and other "lesser templates" (kinfolk, kinain, sorcerers, etc.) but not any "major template" supernatural (werewolves, changelings, mages, etc.).
In addition to the effects of Pariah, the victim suffers a +4 difficulty on all Social rolls for the duration of the power.
This ritual lasts until the sunrise following the ritual's activation or until the penny is no longer on his person.
The magic is in the penny, not the victim, and the victim does not need to be present for the full casting, but must be personally given the penny by the Thaumaturge for this ritual to take effect. The victim need not know that he has been given the penny.
This ritual may be used with any small denomination of any local currency roughly equivalent to a penny in value. It need not be an American or British penny.
Domino of Life [V20 231]
This ritual may be cast up to five times, each producing a different effect to simulate humanity.
Each time this ritual is cast, the subject's apparent Humanity score is increased by 1. This effect replaces the system of adding dice to active attempts to appear human.
Each separate casting requires a separate vial of human blood to be carried.
This ritual cannot cause the Thaumaturge's aura to show him as human.
The human blood must be fresh, acquired the same night as the ritual is to be cast. Stored blood whether preserved mundanely or mystically will not work for this ritual.
The blood must come from a mundane human. Blood from ghouls is tainted and does not match enough with the sympathetic idea of humanity for this ritual to work. Likewise the blood from Kinain or Kinfolk does not work.
The effects of this ritual last until sunrise or until the vial of human blood is no longer on the Thaumaturge's person.
Encrypt Missive/Epistle of Babel [BM:SoT 87]
This ritual costs a blood point as the thaumaturge must write the missive in his own blood. This may cost more at the Storyteller's discretion if writing a novel (highly unlikely as a pint of ink handwritten with an ink pen or fountain pen will usually cover approximately 5000 pages).
The Thaumaturge must know the name of the intended recipient to use this ritual. This must be the target’s common name (defined above as the name the target thinks of himself as).
This ritual may only be used on a missive the Thaumaturge has handwritten himself in his own blood.
As the Thaumaturge must handwrite the effect in his own blood, this ritual cannot be used on computer script.
This ritual maintains its effect on any copies or scans of the original document. No one, whether human, machine, or other entity other than the intended recipient will be able to interpret the missive as anything other than gibberish.
Engaging the Vessel of Transference [V20 231][/u]
This ritual only functions if it makes skin contact.
The Intelligence + Occult check to recognize the sigil only applies if someone actually sees the sigil, which may be covered or hidden (but not defaced).
Opening the vessel ends the effect and requires the vessel to be re-enchanted.
The vessel must be capable of holding a pint of liquid.
No one, the caster included, is immune to the blood transfer if they touch the vessel with bare skin.
Feeling the chill of this effect does not mean the victim knows what has happened to him unless he scores 3 successes on an Intelligence + Occult roll at difficulty 8. This roll can be modified based on surrounding conditions (if it is already cold around, the difficulty increases to 9). The player must ask for this roll.
Evocation of the Taper/Quench the Tallow [PGttLC 169]
This is a single ritual granting both effects.
This ritual requires Lure of Flames 1 to learn.
If the user has Lure of Flames 3 or higher, he may ignite or extinguish as many candles as he scores successes. He may light some candles and extinguish others if desired as part of a single casting up to a maximum of the number of successes scored.
This ritual takes only a single mental action coupled with a verbal incantation to cast.
This ritual may also light gas or oil lamps or other small light sources. It cannot light larger fires (though larger fires may be lit as a side effect).
This ritual does not require blood to cast, though it consumes a blood point if the ritual roll fails.
Ex Libris [ECC Custom]
This simple ward is cast and scribed on the inside cover of a bound book where, after casting, the book cannot be opened without intoning the correct word of power as chosen by the Thaumaturge at the time of casting. Should the book be opened without the correct phrase being uttered, the book immediately combusts and burns to ashes in seconds.
System: The Thaumaturge must spend a point of blood to write the ward as this ritual is cast. Anyone holding the book when it combusts will immediately take 2 levels of aggravated damage from the fire and must roll for Rotschreck at a difficulty 7. This ward will lasts indefinitely until triggered or until unwoven by any Thaumaturge who knows this ritual and the specific command word. Any book thus enchanted will detect as a magic item under Aura Perception and Thaumaturgical Sight.
System: The Thaumaturge must spend a point of blood to write the ward as this ritual is cast. Anyone holding the book when it combusts will immediately take 2 levels of aggravated damage from the fire and must roll for Rotschreck at a difficulty 7. This ward will lasts indefinitely until triggered or until unwoven by any Thaumaturge who knows this ritual and the specific command word. Any book thus enchanted will detect as a magic item under Aura Perception and Thaumaturgical Sight.
The aggravated damage is soakable at difficulty 6.
Expedient Paperwork [BM:SoT 87]
Since Emerald Coven Chronicles does not use a formal Influence system, the effects of this ritual will largely be story based. By itself, this ritual can perform actions of a level 1 or 2 Bureaucracy action, expediting all of the processes involved.
If this ritual is used in conjunction with a Bureaucracy action, this ritual can boost the level of the action by 1.
This ritual can reduce the amount of required downtime actions required to establish or maintain a mortal Alternate ID by one third (rounded up).
In addition to specific mechanical effects, this ritual can be used to make troublesome bureaucratic problems go away much sooner. This can include getting necessary meetings with important people, pushing certain agendas to the top of the right person’s In-Box, etc.
The effects of this ritual cannot be countered through the use of another Bureaucracy action as can normally be done.
Feather Stone (Gargoyle) [DASC 51]
This is a long forgotten ritual created by those involved in the original Gargoyle project. Characters should have a very good reason for knowing this ritual.
This ritual only works if cast on a Gargoyle.
The effects of this ritual are permanent.
The targeted gargoyle is reduced in weight by a factor equal to the successes scored on the ritual (2 successes reduce his weight by half, 3 successes to a third, 4 successes to a quarter, etc.) The Thaumaturge may cap his successes if desired.
In addition, the Gargoyle thereafter reduces the difficulty of all Athletics rolls made for aerial maneuvers by 2.
Flatline [GttA 163]
This ritual requires either the subject’s True Name or a personal possession. It does not require that you know where they live. It does still require that you place a dead insect in the same house (or apartment, or tent, or other structure: The largest collective area around the sleeping area that could be considered one home) as the victim sleeps. The insect cannot be pre-placed, it must be placed as part of the ritual while the victim sleeps without the victim waking.
This ritual puts the victim in a coma-like state of suspended animation in which no sign of life is detectable by any mundane means. In this state the victim has no need to breathe, eat, drink or any other usual bodily need.
The ritual lasts for one lunar month. During this time the ritual cannot be cast on another subject. If the Thaumaturge casts the ritual on another subject during the month, the effect ends on the first subject who immediately awakes.
This power has no effect on mystical powers that may detect life, only mundane physical and technological means.
This power only works on ordinary, unaugmented mortals.
Illuminate the Trail of Prey [V20 231]
The destination of the journey is defined as the ultimate desired destination. Someone getting on a plane’s destination is their destination once the plane lands, the eventual stop of the plane, not the airport. Similarly stopping somewhere along the way does not count as having reached their destination.
The trail glows such that only the Thaumaturge can see it. Thus sending others to follow the trail is useless.
The Trail ends after a week’s time should the target not reach the destination of his journey.
The trail is the path the subject has taken, not a direct path from the Thaumaturge to the victim. Thus if the Thaumaturge doesn’t know where the victim’s journey began, he cannot track him by this ritual until he locates the trail.
The Trail cannot be hidden from the Thaumaturge. If he is in the vicinity of the trail (within line of sight) he will see it and be able to follow it.
The Thaumaturge can make a Perception + Occult roll at difficulty 6 while looking at the trail to attempt to determine how old the trail is at any particular point (and thus by comparing two points can determine the speed of his quarry). With 1 or 2 successes he knows within 12 hours. With 3 successes within 3 hours. With 4 successes within 1 hour. And with 5 successes, exact time down to the second.
Impressive Visage [BM:SoT 89]
This power raises the user’s Appearance by 2. This replaces the listed system of adding dice to Appearance rolls. This can exceed generational maximums. This may cause Masquerade problems if raised above 5 as the Thaumaturge takes on an impossible, angelic beauty.
Should the caster wish, he may narrow the scope of this ritual, only granting the bonus to one specific feature of himself, and thus only getting the bonus dice when directly displaying that feature (brilliant teeth, beautiful eyes, etc.).
This power is of no help to those characters who have an Appearance of 0 due to Clan Weakness or some other factor, but does stack with any Appearance gained from Mask of a Thousand Faces or Vicissitude modifications.
Incantation of the Shepherd [V20 232]
Due to our LARP feeding system, this ritual has needed some mechanical effects to be taken into account.
This ritual may be cast only once during a week. It may be cast for ONE of the following effects:
Gain one additional use of Herd for a free feeding action. This only works with your own Herd, but does not count against your monthly allotment.
Reduce the Downtime Actions needed to maintain your Herd by one.
Reduce the Downtime Actions needed to increase your Herd rating by one per success. The Thaumaturge may only benefit from this effect once per attempt to increase Herd rating.
This ritual cannot be used to track any specific group of mortals other than the Thaumaturge’s own Herd (this includes minions, contacts, military force or any other group belonging to the Thaumaturge), nor can he track the Herds of others.
Learning the Mind Enslumbered [BM:SoT 90]
This can only detect the cause of a Cainite’s Torpor or Final Death.
This power can only give knowledge that the torpored or dead Cainite possessed themselves. If they did not see the attack coming or did not recognize it, this ritual cannot give that information. For example, a Cainite who was stabbed from behind for aggravated damage without ever seeing his assailant would be able to describe a sudden pain in the back, but nothing more.
The message comes in the voice of the dead or torpored Cainite, whispering in the Thaumaturge’s ear. The message is auditory only, like the subject is describing the events to him. This ritual cannot convey images or other sensory data. The Thaumaturge is the only one who can hear this voice.
Luminous Vitae [NYbN 48]
This ritual does not differentiate between types of blood, or how old. All blood appears the same under this ritual.
This ritual does not detect blood within creatures, but does within jars or other vessels. However if the vessel is opaque, the Thaumaturge may not notice the glow. The Thaumaturge must succeed on a difficulty 8 Perception + Occult roll to notice the glow through a clear translucent container, must score 3 successes to spot it through a cloudy translucent container, and must score 5 to spot it through an opaque container. This cannot see through multiple layers of containers (so it won’t spot a glow coming from a jar inside a box for instance).
This ritual is cast on the needle focus, which only works for the Thaumaturge himself. The Thaumaturge only sees the glow while looking through the needle’s eye. The effects last for the remainder of the night.
Now It’s Sight Is Ours [HoT 110]
The eye must be removed during the ritual. This cannot be used with a stored eye.
Successfully removing the eye without damaging it requires 3 successes on a Dexterity + Medicine roll at difficulty 6. This does not necessarily need to be performed by the Thaumaturge, but the Thaumaturge must be present for the process to chant the necessary invocations.
The potions, though made with the Thaumaturge’s vitae, do not cause a Blood Bond. All power is consumed in the ritual.
The eye is mystically preserved and will not rot.
A drinker of the potion can switch back to his own senses at any time during the 10 minutes duration, but doing so ends the effect of that potion.
While under the effects of the potion, the drinker is completely blind to his own surroundings, but still retains all other senses at the actual location of his body.
The potion will expire at sunrise if not mystically preserved. It may be preserved by any effect that can preserve blood.
Preserve Blood [PGttS 71]
This is a previous version of the ritual Sanguineous Phial (see clarifications below). Emerald Coven Chronicles uses that version of the ritual.
Preserve Corpse [DSotBH 79]
This ritual may be applied to any solid organic matter and preserves it indefinitely as long as the dried liquid is not scraped off.
The preservative liquid must be scraped off completely in order to use the preserved body parts for any thaumaturgical purpose.
This ritual cannot preserve blood or any other liquid as the poultice will not dry.
This ritual can be used to preserve the bodies and body parts of Cainites past when they would usually crumble to dust with the rising sun.
Purge the Inner Demon [BM:SoT 90]
While this ritual is in effect, the subject cannot spend Willpower for any reason.
The Manipulation + Empathy roll must be made after succeeding on the usual ritual roll. Botching this roll also counts as a botch on Thaumaturgy.
This ritual cannot be cancelled early unless by means of another power.
This ritual also affects Rotschreck.
This ritual can even restore a temporary sanity to a wight if the user succeeds on the difficulty 10 Manipulation + Empathy roll. The wight would be human again, but would have the personality of someone on an extremely heavy dose of sedatives and anti-psychotics, like he is experiencing the world through a thick haze.
Purify Blood [CbR-Tr 57]
This ritual can purify only one blood point at a time, regardless of generation or volume.
This will remove any foreign substance from the blood.
This will not cleanse transmuted blood such as that changed by Quietus or Vicissitude.
This ritual does not change anything innate about the blood.
Purity of Flesh [V20 232]
This ritual can remove Vicissitude infection if used before the user has purchased the first level. If he has already acquired Malleable Visage, the infection is too deeply rooted to be removed in this manner.
This ritual will remove Quietus poison from the subject.
This will remove any foreign item that has been implanted in the subject by means such as Vicissitude.
This ritual must be performed naked. This is not an excuse to permanently destroy some unwanted item by carrying it in a pocket while performing this ritual.
Anything removed in this manner is disintegrated, leaving a non-descript, thaumaturgically inert ring of gray dust around the caster at the conclusion of the ritual.
Rebirth of Mortal Vanity [BM:SoT 90]
This ritual resets the subject’s appearance to match the new hair. Every night thereafter, the subject’s appearance will reset to the new look gained by use of this ritual.
The hairs from the child must be plucked the same night as the ritual is cast.
The hair can be grown in any style the Thaumaturge desires, though it will always be the color of the subject’s own hair.
Revelation of the Secondary Source [ECC Custom]
A Thaumaturge's books are his most prized possessions. The mysteries within are jealously guarded. Within clan Tremere, the bitter rivalries and scheming from other apprentices are almost as much of a danger as the knowledge falling into the hands of an outside rogue Thaumaturge. This ritual is intended as a first line of defense. As clan Tremere has always understood, knowledge is power, and no repercussions will be felt for a crime no one knows has been committed. This ritual informs the caster if any of his texts have been copied, and when the last copy was made.
System: As part of this ritual, a copy of at least one page of the intended text must be made. This copy is not revealed in the results of the ritual. This copy may be made by hand, photocopy, or simply printed out in the case of a digital file, but it must be an exact copy of the chosen page, word for word, including any diagrams or illumination. Depending on the detail, this may require a Crafts check to reproduce by hand. The Thaumaturge takes the copy and burns it, taking care to collect the ash. The caster must then spread the ash over a fresh page of the same composition as the original text (paper, parchment, vellum). In the case of a digitally stored file, the ash must be spread on a new hard drive or other digital storage device of the same make and model as that of the original storage source. This ritual cannot target documents stored in any online medium such as Cloud Storage, as too many backups and secondary copies exist in different places to correctly identify an original. The caster then takes a single drop of ink and drips it in the top right corner of the new page, or in the center of the hard drive. After the ink dries, the caster shakes off the ash, revealing a new perfect copy of the burned page but with one alteration. In the top right corner where the drop of ink was placed will appear a date and time, showing the last time that the document in question was copied. If the document was never copied, the date and time will be the current one. If this ritual was cast on a digital document, the ink will be absorbed into the hard drive and a new file of the same type as the original will appear in the same way as the physical copy.
This ritual will only reveal complete copies of a given text from the original source. It will not reveal incomplete notes, nor will it reveal secondary or tertiary copies made from the copy taken. This ritual will also not reveal a transcription made from a Thaumaturge's own knowledge, even if that thaumaturge learned the ritual from the source in question. If a complete copy was made, it will reveal that copy regardless of whether it was copied by hand, photocopied, scanned, or copied magically.
System: As part of this ritual, a copy of at least one page of the intended text must be made. This copy is not revealed in the results of the ritual. This copy may be made by hand, photocopy, or simply printed out in the case of a digital file, but it must be an exact copy of the chosen page, word for word, including any diagrams or illumination. Depending on the detail, this may require a Crafts check to reproduce by hand. The Thaumaturge takes the copy and burns it, taking care to collect the ash. The caster must then spread the ash over a fresh page of the same composition as the original text (paper, parchment, vellum). In the case of a digitally stored file, the ash must be spread on a new hard drive or other digital storage device of the same make and model as that of the original storage source. This ritual cannot target documents stored in any online medium such as Cloud Storage, as too many backups and secondary copies exist in different places to correctly identify an original. The caster then takes a single drop of ink and drips it in the top right corner of the new page, or in the center of the hard drive. After the ink dries, the caster shakes off the ash, revealing a new perfect copy of the burned page but with one alteration. In the top right corner where the drop of ink was placed will appear a date and time, showing the last time that the document in question was copied. If the document was never copied, the date and time will be the current one. If this ritual was cast on a digital document, the ink will be absorbed into the hard drive and a new file of the same type as the original will appear in the same way as the physical copy.
This ritual will only reveal complete copies of a given text from the original source. It will not reveal incomplete notes, nor will it reveal secondary or tertiary copies made from the copy taken. This ritual will also not reveal a transcription made from a Thaumaturge's own knowledge, even if that thaumaturge learned the ritual from the source in question. If a complete copy was made, it will reveal that copy regardless of whether it was copied by hand, photocopied, scanned, or copied magically.
Rite of Introduction [BM:SoT 90]
This ritual is the expected standard protocol for a new Tremere entering a city. Not using it may cause social issues among the clan, particularly for higher ranking Tremere who should know better.
This ritual contacts all Tremere within a 30 mile radius. The Tremere receive the message in order of Rank and Circle of Mysteries, beginning with the highest and then descending to the lowest. Only the highest ranked Tremere may respond to gain the 5 minute conversation, though he may pass this down the line to the next highest ranking Tremere if he wishes. This is particularly important in cities with multiple Chantries. For the purpose of this ritual, an Astor is considered a Regent of the 6th Circle, but can never respond, this duty being passed to the next highest.
This ritual contacts all those of who have ever undertaken the Transubstantiation of Seven ritual, regardless of station or acceptance within the Pyramid. Those who are not part of the Pyramid are contacted last.
All Tremere Antitribu (including Telyavelic Tremere) are not considered part of the Pyramid structure and are therefore contacted last.
This ritual was never formally used within House Goratrix and as such is all but unheard of within the Sabbat, practiced only by those taking on the extremely dangerous task of infiltrating the Pyramid or by Pyramid defectors.
Rite of the Vanishing Blemish [ECC Custom]
This simple ritual will remove any stain, regardless of size, age or material.
System: The Thaumaturge must hold a small amount of raw cotton or wool over the stain as he says the incantation and all of the stain is absorbed into nothingness. Regardless of size, all of the staining substance is absorbed by the cotton or wool over the course of the ritual. This works even if the stain is long dried.
System: The Thaumaturge must hold a small amount of raw cotton or wool over the stain as he says the incantation and all of the stain is absorbed into nothingness. Regardless of size, all of the staining substance is absorbed by the cotton or wool over the course of the ritual. This works even if the stain is long dried.
This ritual will only remove mundane stains. It has no effect on deliberate markings such as writing.
Sanguine Lodestone [PGttLC 169]
This ritual is a previous version of the ritual Craft Bloodstone (see clarification below). Emerald Coven Chronicles uses that version of the ritual.
Sanguineous Phial [BM:SoT 90]
The earthenware jar may be of any size and contain any amount of blood.
The jar must be buried for two days before any application of this ritual. The ritual itself takes only 5 minutes. Wise Thaumaturges who wish to continue using the same jar simply keep it buried for this reason.
This may be used to preserve transmuted blood such as created by Quietus or Vicissitude to preserve the effect.
This ritual preserves blood only. No other substance may be preserved with this ritual.
This ritual preserves the blood to the same state of freshness it was in when the ritual was cast.
This ritual may preserve Cainite blood.
Scent of Lupine’s Passing/Scent of Garou’s Passing [CbR-Tr 58]
This ritual may only detect actually present Lupines, not any scent they might leave behind. It is completely ineffective at tracking Lupines.
The ritual creates the mixture that must be sniffed to gain the effect. Anyone may sniff the mixture to gain the ability to scent Lupines for the scene if the Thaumaturge says the necessary incantation as they sniff. The mixture retains its potency until sunrise.
If the sniffer has smelled a particular Garou before while under this ritual, he may identify the particular Garou’s smell again with 3 successes on the Perception + Alertness roll.
While this cannot detect the scents that Lupines leave behind normally, this can also detect any territory marked by Lupines, smelling the urine marks.
Sense the Mystical [BM:SoT 91]
The glittering is visible to all who can see the object, not just the Thaumaturge.
This only detects vampiric blood magic, not any supernatural effect of Sphere Magic or any other power (including Hedge Magic practiced by a vampire in the rare cases in which a vampire can learn Hedge Magic).
This gives no information as to the kind of magic or the nature of the effect, only that magic is present in the person or object.
The light from the candle itself activates the tell-tale sparkling effect - thus, if the candle light does not touch the magical person or item, such as if it were obscured or hidden in some way, the item will not sparkle.
The candle must be lit as part of the 5 minute ritual. The ritual ends if the candle ever goes out, requiring the ritual to be cast again.
Serenading the Kami [BM:SoT 91]
This ritual cannot aid an extended action that will take more than a single night to complete.
This ritual enlists the aid of Umbral spirits in the task.
This ritual affects the first physical action taken after the ritual is completed. It can affect any physical action not only a Feat of Strength roll.
This affects only the first physical action taken after the ritual is completed. The physical action must be taken within one minute of completing the ritual or the effect is lost.
The Carrion Fly Delayed [HoT 110]
The preservation granted by this ritual remains perfect regardless of the conditions the flesh or blood is stored in. Samples may be moved and used as desired while under the effects of this ritual.
This ritual may be used on the same sample multiple times. Each time it is used, the duration resets based on the casting of the latest ritual.
This may preserve samples that have been altered mystically such as blood altered with Quietus or Vicissitude. This preserves the alteration should that alteration have a duration.
Due to the shorter duration of this ritual as well as the advent of refrigeration, this ritual has fallen out of common use and is now seen as a relic by most Thaumaturges who now favour the rituals Sanguineous Phial for blood and Preserve Corpse for flesh. This ritual has not been widely practiced since the turn of the 20th century.
The Imp’s Affliction [BM:SoT]
Despite its name, this ritual has nothing to do with the Infernal.
This power may be used on living supernatural creatures such as werewolves and mages, though they may have their own protections against such.
This does not require the True Name, only the name by which the victim identifies himself.
Because of its short duration, the ritual must be cast during the same scene that the Thaumaturge wishes for it to take effect.
The Scribe [BM:SoT 91]
This same ritual incorporates the variant that transcribes their words to computer files.
Use of this ritual halves the number of Downtime Actions required for Scribing (round up).
A Thaumaturge may cast this ritual multiple times, though all will make copies of the same thing. This does not stack for time reduction in Scribing but can produce multiple Scribed copies with one set of actions.
The Scribe cannot write in any language or code that the Thaumaturge does not speak in. The Scribe has perfect and elegant handwriting, but cannot mimic another hand, the Thaumaturge's or anyone else's.
This ritual only works if the object being scribed can hear the Thaumaturge’s words. This can be done via recordings or electronic communication.
This ritual can only ever record the words of the Thaumaturge himself.
True Sight [DB 9]
The doubling of Perception only applies to social rolls based on Perception, such as sensing deception or determining emotional state.
This does apply to the activation of social based disciplines using Perception, such as Aura Perception.
Wake With Evening’s Freshness [V20 232]
This ritual wakes the caster without need for an Awakening roll.
After the two turns have passed, the caster is subject to the usual penalties for remaining awake in the day and must immediately make a roll to remain awake.
This ritual will waken the caster under any condition that might trigger the Danger Sense merit. The caster will wake before the event that might cause him harm occurs.
If not directly in a combat situation when this ritual is triggered, the effects last for 1 minute.
Widow’s Spite [V20 232]
This ritual causes no true mechanical effect, more often used to scare victims with unknown pains and itches.
The pain or itch lasts for the remainder of the scene in which the ritual is used.
•The Thaumaturge must have seen the target before using this ritual, though a full body photograph is enough.
Will o’the Wisp [PGttS 71]
The ball of light cannot travel outside of the Thaumaturge's line of sight.
The ball of light cannot produce light bright enough to cause penalties to anyone without the Light Sensitive flaw.
The ball of light can be directed to cause distraction in combat, giving the person it is distracting +1 difficulty on all actions. The Concentration merit negates this penalty.
Commanding the ball of light does not take mental actions on the part of the Thaumaturge and in combat, takes actions on the Thaumaturge's initiative.
The ball of light lasts until dawn or until dismissed by the Thaumaturge.
The ball of light can change colour as the Thaumaturge desires.