Post by Rule Hound on Dec 30, 2015 20:54:52 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. Do not speak with authority in character unless you actually have the Lore to back it up. Hearing someone talk about it does not mean you know.
ie. hearing a accountant tell you the details behind how taxes and tax breaks affect the weekly income of a single mother does NOT give you any real authority or knowledge to pass on.
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 and add it to your ritual list or have Lore: Thaumaturgy Rituals
Lore: Thaumaturgy Rituals lvl 1 gives IC knowledge of any lvl 1 or 2 ritual
Lore: Thaumaturgy Rituals lvl 2 gives IC knowledge of most lvl 2 or 3 ritual
Lore: Thaumaturgy Rituals lvl 3 gives IC knowledge of most lvl 5 ritual
Lore: Thaumaturgy Rituals lvl 4 gives IC knowledge of some secret rituals or high level group rituals
Lore: Thaumaturgy Rituals lvl 5 gives IC knowledge of creating rituals and some of the rarest group rituals (including some knowledge on the one that created the Tremere as a Clan)
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
Encrypt Missive (Lvl 1)
Time Required: 5 minutes.
Duration: Permanent
Components: A message written in the Castors Blood (1pt), then the name of the one to read it spoken aloud.
Creates a message only the intended person and caster can read.
Impassable Trail (Lvl 1)
Time Required: 5 minutes.
Duration: 1 night
Components: An owl's feather steeped in kindred blood, or the ashes of a toad's legs.
Your trail is only detectable by supernatural senses as long as you carry the components.
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.
Rebirth of Mortal Vanity (Lvl 2)
Time Required: 10 minutes.
Duration: hair remains until cut
Components: Strands of hair from living mortal children placed on a mirror (the hairs disappear as the ritual is cast), and gesturing in front of a mirror
.
Hair re-grows, one inch per child that hair is used from. (Can not grow hair on the naturally bald, can not change hair color or any feature other that length.)
Decrypt Missive (Lvl 3)
Time Required: 15 minutes.
Duration: Permanent
Components: A encrypted message and the same number of blank parchment pages. A casting circle (circle with pentagram inside it) made from the dust of dried mushrooms picked from a fairy circle under the light of a full moon. A shallow bowl of the castors blood (1pt). Call upon the forces of nature to and the all seeing eye of the moon to show you the truth of what is written. Lay the letter and blank parchments in the bowl of Vitae. In a explosion of red smoke a interpretation of the letter is written on the parchment. This can decrypt normal or magically encrypted messages.
Bone of Lies (Lvl 3)
Time Required: 15 minutes.
Duration: 5 Charges
Components: finger bone from a skeleton of a mortal at least 200 years old, steeped in 5 Blood traits
When held the bone turns black thus showing a statement to be a lie. Detects up to 5 lies.
Rending Sweet Earth (Lvl 4)
Time Required: 20 minutes.
Duration: Permanent
Components: thrashing a section of ground with a leather whip & 1 blood. When it is performed, a 10' x 10' section of earth will disappear.
Makes a 10' x 10' x 10' pit of earth disappear, this reveals and wakens an Earth Melded vampires. If trying to unearth meld a vampire you are required to make a Thaumaturgy test vs. the target earth melded vampire in addition to the rituals successful casting test.
Splinter Servant (Lvl 4)
Time Required: Two-Days
Duration: Until used, once used until destroyed, or reduced to so many splinters that they are inanimate.
Components: The wood of a graveyard tree, nightshade twine and wax, 3 blood points.
Availability: Lore: Thaumaturgy Rituals lvl 3 to know of its existence & ST approval to learn
This is one of the most horrific and bizarre of the rituals practiced by Thaumaturgist. This ritual creates an anti-Kindred weapon.
Mechanics: This ritual involves carving a stake from the wood of a graveyard tree, or at least a tree that has nourished itself on the dead. After a two-night period of incantation and preparation, the shaft is endowed with a form of limited, if dormant, sentience. To finish the ritual, nightshade twine must be wrapped around the stake and sealed with wax to form a brittle sheath. If the sheath is subsequently torn off, the enchantment is activated and the one who released the Servant must command it within one turn, (one free action to release, a standard action to command), to attack someone, or it will attack its wielder.
The stake then leaps into action, splitting apart and splintering to form makeshift limbs, which it uses to propel itself toward its target. The little terror is relentless and will stop at nothing to impale its target's heart. It will continue trying until it has either succeeded or torn itself to small pieces... . The fragmentary nature of the thing sometimes causes other side effects: often, if it does impale its victim, it will continue splintering inside the heart, making it difficult to pull out, or maybe even leaving parts of itself behind (and still leaving the target immobilized). The Splinter Servant cannot be commanded to do anything other than attack, and it always goes for the heart. It will always find its target unless it is stopped.
If the wielder gives many names, the Servant will engage the first one and only change targets if another Splinter Servant immobilizes that target. But, the wielder may, at any time, give the command to the Splinter Servant to attack another. Servants are a NPC with a level equal to 1/2 the castors Occult lvl rounded down. They are immune to social and mental challenges and essentially only Have specialties in Brawl and Dodge. They do not tire. If a Splinter Servant is unlucky enough to meet with Deflection of the Wooden Doom - it is destroyed.
Upon successfully striking a target in the chest, which it does by launching itself at the target, the Splinter Servants attack does one Wound and it makes a regular Staking Challenge (Fortitude does not negate that the Vampire was punctured, only the damage caused after they were punctured). If a Splinter Servant manages to succeed in staking an individual they will continue to splinter within the target s heart, making it nearly impossible to unstake the victim.
Abandon the Fetters of Blood (Lvl 5)
Time Required: 25 minutes.
Duration: Permanent
Components: all the blood from the target plus one blood trait from the regnant. The target loses one Permanent trait from each category. Quest for specialty components may be required.
Availability: Lore: Thaumaturgy Rituals lvl 4 This is one of those extremely rare Rituals that are not known to exist to all but the most knowledgeable. ST approval is required to learn this. Even divulging that is real can cause a Cainite to be hunted as it upsets the balance. It is common practice to also bind the tongue of the recipient by blood contract.
Prerequisites: Thaumaturgy: Primary Path - Advanced
You free the target from a Blood Bond.
At Our Command It Breathes (Lvl 5)
Time Required: 1-3 years
Duration: Permanent
Components: Dismembered vampires' sewed together in a single humanoid (more or less) form. It is then placed inside a womb sewn from the wombs of many animals and placed inside a barrel filled with salt solutions that is then placed in side a birthing creature. When 'born' the caster must recite incantations and blessings or the creature will die. There will almost certainly be some rare ingredients needed for this ritual, expect to have to quest for them.
Availability: Lore: Thaumaturgy Rituals lvl 5 & Lore: Tremere lvl 3 to have any idea beyond the basics of how and what goes into creating a Gargoyle. All that is really known to anyone who does not have the prerequisites is that the Tremere have created servants called Gargoyles.
The Gargoyle should be made as a standard character from the book. By spending years researching gargoyles Hexapads, Iecur, and other creatures can be created with this ritual. Use of this ritual has been outlawed without proper approval and knowledge of it suppressed
Bone of Deceipt (Lvl 5)
Time Required: 25 minutes.
Duration: 10 Charges
Components: finger bone from a skeleton of a mortal at least 500 years old, steeped in 10 Blood traits
When held the bone reacts to the thoughts of the creator. Allowing the creator to determine if they want the Bone to turn Black or not.
Enchant Talisman (Lvl 5)
Time Required: 6 hours per night for a complete year (1 downtime action).
Duration: As long as the creation remains on the caster.
Components: A rigid, personal item about a yard in length.
Enchant Talisman allows the Sorcerer to enchant a personal magical item to act as a focus. Many such talismans are covered with magical writing and runes (like every ward the caster knows). The object must be rigid and about a yard in length (swords and walking staffs are the most common, but some may bows or other more exotic objects).
System: This ritual takes 6 hours per night for a complete year (1 downtime), beginning and ending with a new moon. The caster enters one per Month. The challenge is 12 static mental challenges against 16 traits. The caster must win or tie (be sure to compare traits on a tie on the RPS) 8 times over the course of 12 challenges. Failure means that the effort has been wasted, and the thaumaturge must start over.
If successful, the caster now has a potent weapon and tool with the following benefits (as long as the Talisman is in the hands of the caster):
1.The caster gains +3 wildcard bonus to their test pool on any Magical attack made against them.
2.The caster gains +5 wildcard bonus to their test pool on any challenge with their Primary Path.
3.The caster gains +3 wildcard bonus to their test pool when casting their rituals.
4.If the item is used as a weapon, it has no negative traits.
If another person ever takes this item, being that it is inscribed with the true name of it’s creator, they gain a +5 wildcard bonus in any Magical attack against you (while the item is physically on them). You always have an innate mental connection with your talisman, and you can track it if moving at a normal walking pace. You can always tell general direction and distance. You know if it is destroyed. You can only have One Talisman in existence at a time.
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. Do not speak with authority in character unless you actually have the Lore to back it up. Hearing someone talk about it does not mean you know.
ie. hearing a accountant tell you the details behind how taxes and tax breaks affect the weekly income of a single mother does NOT give you any real authority or knowledge to pass on.
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 and add it to your ritual list or have Lore: Thaumaturgy Rituals
Lore: Thaumaturgy Rituals lvl 1 gives IC knowledge of any lvl 1 or 2 ritual
Lore: Thaumaturgy Rituals lvl 2 gives IC knowledge of most lvl 2 or 3 ritual
Lore: Thaumaturgy Rituals lvl 3 gives IC knowledge of most lvl 5 ritual
Lore: Thaumaturgy Rituals lvl 4 gives IC knowledge of some secret rituals or high level group rituals
Lore: Thaumaturgy Rituals lvl 5 gives IC knowledge of creating rituals and some of the rarest group rituals (including some knowledge on the one that created the Tremere as a Clan)
NOT AVAILABLE
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
Encrypt Missive (Lvl 1)
Time Required: 5 minutes.
Duration: Permanent
Components: A message written in the Castors Blood (1pt), then the name of the one to read it spoken aloud.
Creates a message only the intended person and caster can read.
Impassable Trail (Lvl 1)
Time Required: 5 minutes.
Duration: 1 night
Components: An owl's feather steeped in kindred blood, or the ashes of a toad's legs.
Your trail is only detectable by supernatural senses as long as you carry the components.
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.
Rebirth of Mortal Vanity (Lvl 2)
Time Required: 10 minutes.
Duration: hair remains until cut
Components: Strands of hair from living mortal children placed on a mirror (the hairs disappear as the ritual is cast), and gesturing in front of a mirror
.
Hair re-grows, one inch per child that hair is used from. (Can not grow hair on the naturally bald, can not change hair color or any feature other that length.)
Decrypt Missive (Lvl 3)
Time Required: 15 minutes.
Duration: Permanent
Components: A encrypted message and the same number of blank parchment pages. A casting circle (circle with pentagram inside it) made from the dust of dried mushrooms picked from a fairy circle under the light of a full moon. A shallow bowl of the castors blood (1pt). Call upon the forces of nature to and the all seeing eye of the moon to show you the truth of what is written. Lay the letter and blank parchments in the bowl of Vitae. In a explosion of red smoke a interpretation of the letter is written on the parchment. This can decrypt normal or magically encrypted messages.
Bone of Lies (Lvl 3)
Time Required: 15 minutes.
Duration: 5 Charges
Components: finger bone from a skeleton of a mortal at least 200 years old, steeped in 5 Blood traits
When held the bone turns black thus showing a statement to be a lie. Detects up to 5 lies.
Rending Sweet Earth (Lvl 4)
Time Required: 20 minutes.
Duration: Permanent
Components: thrashing a section of ground with a leather whip & 1 blood. When it is performed, a 10' x 10' section of earth will disappear.
Makes a 10' x 10' x 10' pit of earth disappear, this reveals and wakens an Earth Melded vampires. If trying to unearth meld a vampire you are required to make a Thaumaturgy test vs. the target earth melded vampire in addition to the rituals successful casting test.
Splinter Servant (Lvl 4)
Time Required: Two-Days
Duration: Until used, once used until destroyed, or reduced to so many splinters that they are inanimate.
Components: The wood of a graveyard tree, nightshade twine and wax, 3 blood points.
Availability: Lore: Thaumaturgy Rituals lvl 3 to know of its existence & ST approval to learn
This is one of the most horrific and bizarre of the rituals practiced by Thaumaturgist. This ritual creates an anti-Kindred weapon.
Mechanics: This ritual involves carving a stake from the wood of a graveyard tree, or at least a tree that has nourished itself on the dead. After a two-night period of incantation and preparation, the shaft is endowed with a form of limited, if dormant, sentience. To finish the ritual, nightshade twine must be wrapped around the stake and sealed with wax to form a brittle sheath. If the sheath is subsequently torn off, the enchantment is activated and the one who released the Servant must command it within one turn, (one free action to release, a standard action to command), to attack someone, or it will attack its wielder.
The stake then leaps into action, splitting apart and splintering to form makeshift limbs, which it uses to propel itself toward its target. The little terror is relentless and will stop at nothing to impale its target's heart. It will continue trying until it has either succeeded or torn itself to small pieces... . The fragmentary nature of the thing sometimes causes other side effects: often, if it does impale its victim, it will continue splintering inside the heart, making it difficult to pull out, or maybe even leaving parts of itself behind (and still leaving the target immobilized). The Splinter Servant cannot be commanded to do anything other than attack, and it always goes for the heart. It will always find its target unless it is stopped.
If the wielder gives many names, the Servant will engage the first one and only change targets if another Splinter Servant immobilizes that target. But, the wielder may, at any time, give the command to the Splinter Servant to attack another. Servants are a NPC with a level equal to 1/2 the castors Occult lvl rounded down. They are immune to social and mental challenges and essentially only Have specialties in Brawl and Dodge. They do not tire. If a Splinter Servant is unlucky enough to meet with Deflection of the Wooden Doom - it is destroyed.
Upon successfully striking a target in the chest, which it does by launching itself at the target, the Splinter Servants attack does one Wound and it makes a regular Staking Challenge (Fortitude does not negate that the Vampire was punctured, only the damage caused after they were punctured). If a Splinter Servant manages to succeed in staking an individual they will continue to splinter within the target s heart, making it nearly impossible to unstake the victim.
Abandon the Fetters of Blood (Lvl 5)
Time Required: 25 minutes.
Duration: Permanent
Components: all the blood from the target plus one blood trait from the regnant. The target loses one Permanent trait from each category. Quest for specialty components may be required.
Availability: Lore: Thaumaturgy Rituals lvl 4 This is one of those extremely rare Rituals that are not known to exist to all but the most knowledgeable. ST approval is required to learn this. Even divulging that is real can cause a Cainite to be hunted as it upsets the balance. It is common practice to also bind the tongue of the recipient by blood contract.
Prerequisites: Thaumaturgy: Primary Path - Advanced
You free the target from a Blood Bond.
At Our Command It Breathes (Lvl 5)
Time Required: 1-3 years
Duration: Permanent
Components: Dismembered vampires' sewed together in a single humanoid (more or less) form. It is then placed inside a womb sewn from the wombs of many animals and placed inside a barrel filled with salt solutions that is then placed in side a birthing creature. When 'born' the caster must recite incantations and blessings or the creature will die. There will almost certainly be some rare ingredients needed for this ritual, expect to have to quest for them.
Availability: Lore: Thaumaturgy Rituals lvl 5 & Lore: Tremere lvl 3 to have any idea beyond the basics of how and what goes into creating a Gargoyle. All that is really known to anyone who does not have the prerequisites is that the Tremere have created servants called Gargoyles.
The Gargoyle should be made as a standard character from the book. By spending years researching gargoyles Hexapads, Iecur, and other creatures can be created with this ritual. Use of this ritual has been outlawed without proper approval and knowledge of it suppressed
Bone of Deceipt (Lvl 5)
Time Required: 25 minutes.
Duration: 10 Charges
Components: finger bone from a skeleton of a mortal at least 500 years old, steeped in 10 Blood traits
When held the bone reacts to the thoughts of the creator. Allowing the creator to determine if they want the Bone to turn Black or not.
Enchant Talisman (Lvl 5)
Time Required: 6 hours per night for a complete year (1 downtime action).
Duration: As long as the creation remains on the caster.
Components: A rigid, personal item about a yard in length.
Enchant Talisman allows the Sorcerer to enchant a personal magical item to act as a focus. Many such talismans are covered with magical writing and runes (like every ward the caster knows). The object must be rigid and about a yard in length (swords and walking staffs are the most common, but some may bows or other more exotic objects).
System: This ritual takes 6 hours per night for a complete year (1 downtime), beginning and ending with a new moon. The caster enters one per Month. The challenge is 12 static mental challenges against 16 traits. The caster must win or tie (be sure to compare traits on a tie on the RPS) 8 times over the course of 12 challenges. Failure means that the effort has been wasted, and the thaumaturge must start over.
If successful, the caster now has a potent weapon and tool with the following benefits (as long as the Talisman is in the hands of the caster):
1.The caster gains +3 wildcard bonus to their test pool on any Magical attack made against them.
2.The caster gains +5 wildcard bonus to their test pool on any challenge with their Primary Path.
3.The caster gains +3 wildcard bonus to their test pool when casting their rituals.
4.If the item is used as a weapon, it has no negative traits.
If another person ever takes this item, being that it is inscribed with the true name of it’s creator, they gain a +5 wildcard bonus in any Magical attack against you (while the item is physically on them). You always have an innate mental connection with your talisman, and you can track it if moving at a normal walking pace. You can always tell general direction and distance. You know if it is destroyed. You can only have One Talisman in existence at a time.