Blood Sorcery Rituals

12 Tremere rituals from Chicago Folios

Level 2

Calling the Aura's Remnants

Ingredients: A human corpse or the corpse of a destroyed vampire.

A successful Ritual test allows the caster to speak with the animate reflection of the deceased for one scene as if they were still alive. This communication is not with the deceased spirit and only has access to the memories of the deceased up to the time of death. A Critical Win extends the duration of the speech to an entire evening.

Level 3

EYES OF THE PAST

Ingredients: One drop of blood for each year the caster is trying to look backward in time (three or more drops requires a Rouse Check).

A successful Ritual test allows the caster to see what happened in their present location at a specific time of their selection, up to five years ago. The caster can see what happened in the past as if they had been standing where they are now. Duration is one scene with clarity of vision determined by the number of successes scored. The vampire cannot recall the vision with any clarity after the scene elapses, meaning the Storyteller is not obligated to answer any questions about the vision after that time. A Critical Win permanently fixes the scene in their memory.

ILLUSION OF PEACEFUL DEATH

Ingredients: A white feather.

A successful Ritual test causes a corpse to appear as if it died a natural death. This ritual does not add blood to the corpse, but does reduce the chance that this blood loss will be discovered (increase difficulty of all rolls to determine cause of death by three). The body must have at least half its original blood for this ritual to succeed. A Critical Win increases the difficulty of all rolls to determine cause of death by five.

GENTLE MIND

Ingredients: Crystal glass, Kindred vitae.

The caster must share a glass of blood with their target. A successful Ritual test grants the target a four-die bonus to resist frenzy for one scene. A Critical Win extends this duration to an evening. The caster must share blood with another and cannot cast this ritual upon themselves.

THE UNSEEN CHANGE

Ingredients: Wolf blood, Kindred vitae, a silver jug.

The caster makes three Rouse checks to summon the blood necessary for the ritual and marks out a closed area with a mixture of Kindred vitae and wolf's blood. A successful Ritual test forces all Lupines crossing the threshold defined by the caster to automatically transform into their Lupus form, unless they succeed on a contested Willpower test against the casters Intelligence + Blood Sorcery or the number of successes scored on the initial ritual roll (if year-long). The ritual dissipates at dawn unless the initial ritual roll is made at +2 to difficulty. If successful, the ritual lasts a year and a day. A Critical Win doubles the number of successes the Lupine needs on its roll to defeat the ritual. The Unseen Change forces the target Lupine into their form as a normal wolf, denying them the raw power of their dreaded half-wolf form.

SANGUINE WATCHER

Ingredients: Kindred vitae, small quantities of alcohol, silver bowl.

A successful Ritual test summons a rodent made of Kindred blood from the bowl that is bound to the caster and allows them to see through its eyes. The rat will go wherever the caster instructs it to go and observe whatever the caster tells it to look for. The rat can be instructed to steal small items, but the caster must be very explicit as to what they want stolen and where it is located. The rat remains in service until sunrise. A Critical Win allows the caster to provide the creature with extremely precise instructions.

BLADED HANDS

Ingredients: A pair of razor blades, two drops of Kindred vitae.

The caster must make a successful Ritual test and two Rouse Checks. Success grants the caster +2 damage on all Brawl attacks made with the caster's hands. The caster must be very careful about what they touch while employing Bladed Hands (+1 difficulty to all rolls to handle delicate objects). A Critical Win increases the damage to +3. The ritual lasts for a single evening.

ILLUSION OF PERFECTION

Ingredients: A plain white mask.

A successful Ritual test is required to activate this ritual. Upon success, the caster is cloaked in the illusion that they are an ordinary person in their mid-20s, with a nondescript face and average body similar to the Obfuscate ability Mask of a Thousand Faces. Illusion of Perfection can be pierced by the Auspex ability Sense the Unseen, with a contested Wits + Auspex vs. the successes scored on the ritual roll. Illusion of Perfection lasts one scene, but a Critical Win extends its duration to an entire evening.

HAUNTED HOUSE

Ingredients: Kindred vitae.

The caster makes three Rouse Checks in addition to a Ritual test. Upon success, the haven assumes an ominous cast and rumors begin to circulate that the house in haunted. Casual passersby will avoid the house at all cost and even the most courageous mortals will think twice before entering. Mortals attempting to enter the haven must make a successful Composure + Resolve test against the number of successes the caster made on their ritual roll. Success indicates they can enter while failure bars their passage (although they can spend Willpower to enter temporarily). The effects of Haunted House last for 10 years, after which the haven appears strange and run down, but not "haunted." Dr. Mortius spent decades crafting this ritual with vampires of Clan Ravnos, inspiring Clan Tremere to forbid its use as a threat to the Masquerade (and their power), but knowledgeable Kindred may be willing to share it with others for a price.

Level 4

INNOCENCE OF THE CHILD'S HEART

Ingredients: A toy belonging to a mortal child.

The caster makes a Rouse Check and makes their Ritual test. Upon success, the caster's aura is altered to a brilliant white, untainted by vampirism. Auspex users employing Scry the Soul on the caster will perceive their aura as white until the effects of the ritual dissipate, unless they make a contested roll between their Intelligence + Auspex versus the caster's Intelligence + Blood Sorcery + four dice. The ritual lasts one night unless the ritual test is made at +2 to difficulty which extends it to a year and a day. A Critical Win doubles the ritual's duration. Note that there is no recorded instance of Nicolai sharing this ritual with his fellow Tremere and can only be learned by capturing Nicolai's notes or via other method of the Storyteller's determination.

RENDING THE SWEET EARTH

Ingredients: A leather whip, Kindred vitae.

The caster makes a Rouse Check and a ritual test. Upon success, a 10-foot by 10-foot chasm opens, leading to the subterranean resting place of a vampire in an Earth Melded state. The ritual automatically awakens the target vampire if they are asleep, but will not do so if they are in torpor. A Critical Win opens the chasm without waking the target.

PROTEAN CURSE

Ingredients: A vial of rabid vampire bat blood, Kindred vitae.

The caster makes a Rouse Check and mixes one Hunger worth of their blood with the blood of a rabid vampire bat and gives it to the target to drink. The ritual is cast, and upon a successful ritual roll vs. the target's Stamina + Occult roll, the target is transformed into a bat per the Metamorphosis ability of the Protean Discipline. The target may elect to resist this transformation. If the target rolls more successes than the ritual's practitioner, they prevent the transformation, while their Dramatic Failure can leave them in a horrifically deformed, half-human, half-bat state. The ritual can be cast on both Kindred and humans and lasts for a full evening or until the caster dispels the ritual via a successful ritual test. The duration of Protean Curse can be extended by making a Rouse Check and a successful ritual roll at the beginning of each night the caster wants to maintain the ritual. A Critical Win for the practitioner doubles the duration of Protean Curse. The Tremere of Milwaukee were carefully selected for their sorcerous might and potential to penetrate the mysteries of the enigmatic "Null-Zone" surrounding Marquette University. Carna's schism and the disappearance of Victor and Dr. Mortius shortly thereafter left the chantry empty, but their rituals endure.