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Post by Rule Hound on Dec 30, 2015 19:12:32 GMT
Blood Sorcery has been around since well before the Dark Ages. Many Clans had their own paths that they learned and some even had Bloodlines that had these as a in-clan discipline. With the coming of the Tremere and their conversion from Hermetic Magic to Blood Sorcery/Thaumaturgy the recent Centuries have seen an explosion of research and development. However, new to the scene and still learning how to transfer their old occult knowledge to the powers of the blood there were not as many paths available. Much of what was known was due to direct need in defense, combat or manipulation of the world as they knew it.
The following Thaumaturgy paths are available.
Rego Vitae - Path of Blood Creo Ignem - Lure of Flame Rego Motus - Movement of the Mind Rego Tempestas - Path of Weather Mastery Rego Elementum - Path of Elemental Mastery
Rego Corruptio - Path of Corruption (Setite ONLY)
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Post by Rule Hound on Dec 30, 2015 19:23:01 GMT
Rituals were where the Tremere found much of their power. Because of their Hermetic origins they were able to learn how to combine their powers and abilities together where previous blood sorcerers rarely cooperated to the same extent. It was through such a group ritual that they made themselves into a clan.
Also, they knew that what couldn't be done instantly with the simple application of Blood and Willpower could be done through meticulous structure and components.
Prerequisite In order to learn a ritual the following is needed
Occult – All Thaumaturgy Rituals (Or Necromancy rituals for that matter) require you to have as many dots in Occult as the level of ritual you wish to learn. (Occult 4 to learn a level 4 Thaumaturgy ritual)
Thaumaturgy – You can not learn a ritual that is higher in level than the highest level of Thaumaturgy you possess.
Casting Thaumaturgical Rituals Thaumaturgical rituals are very structured, require preparation, ritual components, somatic and verbal gestures.
The mechanics for all rituals are more or less the same. Once the Thaumaturge decides to cast the ritual, an investment of time is made. All rituals also require five minutes of casting time per level of the ritual. At the conclusion of the ritual casting time, the player initiates a static mental challenge against 3 traits x lvl of ritual (if not otherwise stated in the ritual itself). Test pool is Mental + Occult. If the player wins the static challenge, the ritual functions as written. If the player fails the challenge, the results depend on the ritual. The Thaumaturge does not always know the ritual failed, they may carry on in the false beliefe that they were successful when in fact they were not. Any expenditures required for the ritual have still occurred.
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Post by Rule Hound on Dec 30, 2015 21:00:10 GMT
Unless otherwise noted All rituals in the by Night Vampire the Masquerade rule book are available. If you find one in a old book that you feel should really have been present in the Dark Ages let he ST know and they will put it under consideration for conversion.
Knowledge of rituals is not a given in character. You must request of someone who knows it to teach you or of the ST for permission to learn it.
As a character you only have vague ideas about the most common rituals and do not even know many exist. In order to "Know" in character about a ritual you must either have spent the XP to learn it or have spent time researching and gaining the knokwledge from someonje who does.
NOT AVAILABLE
Banish Big Brother Lvl 2 Machine Blitz Lvl 2
A Thaumaturgist gains one free ritual when they raise/learn a new level in their Primary Path (chosen by ST based on character concept and goals). The first one is ALWAYS "Rite of Introduction"
New/Resurected Rituals The following are almost certainly being resurrected and added back to the Rituals list. There are others but waiting final approval from ST before re-posting here.
Rite of Introduction (Lvl 1) This ritual must be the first one selected by all Tremere. Time Required: 5 minutes. Duration: 30 seconds, reply lasts up to 5 minutes Components: a pot of a courier pigeons blood boiled in rain water; a drop of galangal oil added just before speaking. Availability: Required by all Tremere This is a required ritual of all Tremere that is used to announce a new Tremere to the chantry. Speaking in to the vapors of the boiling water lets the regent in the area hear your words.
Sanguineous Phial (Lvl 1) Time Required: 5 minutes. Duration: until opened or broken. Components: an earthenware jar buried for two nights. An ash leaf is crumbled in to the jar after it is dug up, and then blood is poured in, and then sealed with the tallow from a candle. Preserves blood in a container until seal is broken. If opened blood starts to decay at normal rate, if broken blood quickly rots as if never preserved.
Blood Mead (Lvl 2) Time Required: 10 minutes. Duration: 1 night Components: 1 Bottle of Mead (fermented honey), the better the mead the better the taste; one blood trait from the caster. Creates a Intoxicating potion that grants one extra Healthy Level, but the drinker is down one trait on all Dexterity and Intelligence challenges. The ritual removes the potency from the castors blood so no Blood Bonds are created when imbibing.
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Post by Rule Hound on Dec 29, 2016 19:05:17 GMT
This is already by the book.
Homoculus We are reinstating this as per book. A Homoculus grants you two additional downtime actions (as per description p.207). With the difference that it is per game session/year not month.
These bonus downtime actions are specifically for Thaumaturgical purposes as this is the only area it can help and has knowledge. It does not gain or have knowledge you do not possess.
If you want to bring a ritual from a old book into the new rule set you will have to research it. 1 downtime per lvl.
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