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VAMPIRES

THE CHILDREN OF CAINE

     -DISCIPLINES-       

                                                                

Protection Magic

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The sorcery practitioners have been protecting their secrets since the very start and to do so they even designed magic specialized in this. The pretection spells range from power glyphs that word objects, to warding circles, as well as providing ways to fortify your haven. 

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LEVEL 1

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â—‰ Bar the Common Passage

The vampire paints her ward on a door or other portal. The affected doorway is imbued with sufficient magical fortification to hold back the ferocious strength of a werewolf or the head of a battering ram. If something breaks the ward, the vampire is alerted subconsciously.

System:

Normal Action

ROLL  Intelligence + Occult, Difficulty 10

The door becomes much harder to break. Whoever is trying to break it have to roll Strength + Brawl, Difficulty 15 and accumulate 5+ successes to break the door. 

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â—‰ Encrypt Missive

To insure that messages remain secure against prying eyes, the Tremere sometimes use this ritual the encode documents magically. Created during nights long past to send messages across battle lines or hostile borders, this ritual is not used as often in the age of electronic communications, but is occasionally used to communicate between chantries. Also, this is a fairly common ritual – many anarchs of the Anarch Free State seem to have learned it, and use it to encrypt graffiti messages to others of their kind. 

System:

Normal Action

ROLL  Intelligence + Occult, Difficulty 10

After a writing a message only a thaumaturge and the chosen person can understand the message written. 

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â—‰ Guest's Herald

This power, when used on a door or other portal, creates an audible or visual effect that notifies the Tremere that someone has crossed it. In this way, the vampire knows when someone has entered her haven and can deal with the interloper as she sees fit.

System:

Normal Action

ROLL  Perception + Occult, Difficulty 10

The signal may be anything of the thaumaturge's choosing - a particularly noisy creak, a tendency to stay ajar or even something wholly unconnected, like the rotation of a decanter in another room. In all cases, the effect is static - it looks or sounds exactly the same every time it happens. Any point at which someone other than the thaumaturge crosses a warded area, the effect takes place. Whether or not the vampire is present to observe it is a different matter.

Note that complex chains of events are outside the purview of this power. The ritual will not trigger an elaborate Rube Goldberg-style "trap" (though it may set off the first part of one), nor will it aim and fire a shotgun at the door. These are simple, subtle, brief effects.

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â—‰ Chime Of Unseen Spirits

The thaumaturge must collect the wedding rings of three dead women and melt them to cast a metallic chime. She must chant over the chime over the course of 5 turns, naming each of the brides once per hour. Once the chime has cooled, it imprints the memory of the ritual in the metal.

Once it is hung in a room, the chime will harmoniously ring a soft warning when in the presence of an unseen spirit, ghost, or devil. Anyone that understands the mystical nature of the chime and is within earshot may benefit from this warning. This thaumaturgical device will work for a year before the ritual must be recast.

System:

Extended Action (takes 5 turns to cast) 

ROLL  Perception + Occult, Difficulty 10

Once the chime has been enchanted, it will ring once every time an unseen spirit, ghost, or devil is within 20 meters of its physical presence. Otherwise, the chime has been charmed to not ring, even in heavy wind or by manual manipulation. Some powers may block the ability of the chime to detect a specific entity, per the discretion of the Storyteller.

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â—‰ Deflection Of Wooden Doom

This ritual protects the caster from being staked, whether she is resting or active. While this ritual is in effect, the first stake that would pierce the vampire's heart disintegrates in the attacker's hand. A stake merely held near the caster is unaffected; for this ritual to work, the stake must actively be used in an attempt to impale the vampire.

System:

Extended Action (takes 5 turns to cast) 

ROLL  Perception + Occult, Difficulty 10

The caster must surround herself with a circle of wood for 5 turns. Any wood will work: Furniture, sawdust, raw timber, 2' x 4's, whatever. The circle must remain unbroken, however. At the end, the vampire places a wooden splinter under her tongue. If this splinter is removed, the ritual is nullified. This ritual lasts for one day or after the first stake to pierce the kindred disintegrates. 

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LEVEL 2

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◉◉  Glyph of Scrying

By focusing her will, the vampire can view the immediate vicinity of a particular ward. Paranoid Tremere princes can monitor their entire cities through these glyphs. Portable objects can be imbued with these wards to function like remote senses. 

System:

Normal Action

ROLL Intelligence + Occult, Difficulty 10

The vampire can establish a telepathic connection with any one of her wards instantly, but never with more than one at a time. She can move about as normal while focusing on a ward, but all difficulties are doubled. Once in contact with a particular ward, the Cainite can see and hear everything in the surrounding area as if she were actually there. When she focuses on a ward, the blood in the glyph gleams as if it were liquid again. Each success adds to number of turns it can be used for. 

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◉◉  The Open Passage

Walls, locked doors and even sealed vaults cannot stop a thaumaturge with the Open Passage ritual. The caster smears snake or vermin excrement over the surface in an intricate pattern, which takes an hour to complete. Once finished, the caster becomes insubstantial with respect to that surface - she can walk through a wall or door, yet can touch and interact with anything attached to it (like a mirror or wooden shelf).

System:

Normal Action

ROLL Intelligence + Occult, Difficulty 14

The passage stays open for a very brief moment so only the caster may slip by inside past it. 

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◉◉  Extinguish

Fire is a primal fear for Kindred. It triggers the Beast and expels reason. Some elders still shiver when they recall the dark nights of the torch-wielding Inquisition. This ritual eliminates some of the threat fire poses. The caster is able to douse dangerous flames, leaving vampire hunters quite surprised when their torches and brands are no longer effective tools.

System:

Normal Action

ROLL Intelligence + Occult, Difficulty 14

Casting the ritual requires that the thaumaturge recite an incantation and then pinch out a candle's flame while spitting on the floor. Once completed, for the rest of the night, the thaumaturge may speak a single magical syllable to automatically extinguish a single fire up to the size of a bonfire. 

 

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LEVEL 3

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◉◉◉  Runes of Power

Many elders place these wards on ancient tomes of magic. Unwary neonates or intruders receive a nasty surprise when they make contact with these runes. This magic works by applying different runes on an object, with each rune being specified against specific type of being, be it a vampire, werewolf, ghost, or the others. 

System:

Extended Action (takes 3 turns to add a rune) 

SPEND 1 Blood Point

ROLL Intelligence + Occult, Difficulty 12

You may apply one rune at the time, with maximum of 3 runes per object. 

  • Rune have to be specific, such as rune against ghouls or vampires or garou or fae or wraith or spirits or mages or demons, or any other race.

The warded objects deal 1 aggravated damage to the race that it is warded against if the person of that race touches it. ​If they continue holding the object or touching it, the damage will be done every turn. This may be applied to a weapon, giving it aggravated damage against certain race of choosing.

The caster of the rune may exclude certain individuals by adding their blood to the rune and rechanting the ritual of casting it. 

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◉◉◉ Rhyme of Discord

The vampire may create a miasma of confusion in her haven. This power plays upon intruders' minds, causing them to become lost in the vampire's haven, to lose their direction and misremember specific details such as objects in rooms and their location.

System:

Extended Action (takes 3 turns to add a rune) 

SPEND 1 Blood Point

ROLL Intelligence + Occult, Difficulty 12

Characters other than the thaumaturge find themselves hopelessly lost in her haven, no matter how small it is. Additionally, they are unable to remember any but the smallest details regarding the place once inside. Even if an intruder attempts to follow or chase the Kindred through the haven, she will lose track of direction, make wrong turns, etc. This effect lasts for one week period, but the confused memories an intruder takes with her last until she visits the haven when it is not under this protective ensorcellment. The intruder may roll Perception + Wits, Difficulty 18, if intruder succeds then they may operate normally. Simply finding exit from this place is not that hard. 

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LEVEL 4

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◉◉◉◉  Glyph of Enlightenment

The vampire who paints these glyphs can use them as Glyphs of Scrying, above, and can communicate through them. Tremere with this ability can even use it to attack distant opponents.

System:

Normal Action

ROLL Intelligence + Occult, Difficulty 12

By focusing on the ward, the Cainite can see and hear everything around it. She can also speak through the glyph. The vampire can choose to 'transmit' another Thaumaturgical power through the glyph, as long as the power's requirements can be met (physical contact with the target of the power is nor required, for example). Each such use of another power reduces the rune's effectiveness by one day. 

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◉◉◉◉  Warding Circle

Thaumaturge may apply a warding circle or protection to a door or a window by chanting the spell while mixing the chosen material with their blood. The material in question depends on who they making this ward against; a garou, vampire, ghoul, or any other race. 

System:

Extended Action (takes 3 turns to add a rune) 

Costs 1 Blood Point

ROLL Intelligence + Occult, Difficulty 14

Ones that the warding circle been cast against will feel a strange chill as they approach the warded area and soon will have to come to half for a turn before they may try to pass the circle. Those that try to pass it have to roll Resolve + Composure, Difficulty 18 and accumulate 5 successes to pass through the circle. Each turn they spend in a contact with the circle they suffer 2 aggravated damage. 

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◉◉◉◉  Temporal

As master of her haven, a vampire may briefly reshape it so that doorways lead to rooms other than those to which they are connected. For example, the door to the bedroom may suddenly open into the study, while the deepest catacomb of a Transylvanian dungeon might lead to a tower elsewhere in the castle. Thaumaturges find this useful both as a convenience how better to retrieve a book from the basement when one is on the third floor - and as an escape route.

System:

Normal Action

ROLL Intelligence + Occult, Difficulty 12

This power works until sunrise. At the thaumaturge's whim, he may walk through any doorway in his haven and be immediately transported to any room of his choice that is also in his haven. Anyone who follows him through the door will find themselves in the room the doorway naturally connects to. For Victim to simply escape this place they must make an Wits + Perception Roll, Difficulty 20. This will just show them outside. 

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◉◉◉◉  Vigil Of The Stone Guardian

Clan Tremere has long utilized mystical servants to protect their havens and laboratories. Vigil of the Stone Guardian allows the thaumaturge to create a mystical sentry to protect a door or gate, in the form of a stone gargoyle door-knocker.

The stone guardian watches over the entry and mystically alerts its master when there is a visitor or trespasser. The thaumaturge may remotely possess the guardian by expending a point of blood. She can observe what is happening through the guardian's eye and speak through its horrific stone face. This ritual does not technically violate the Tremere oath against the creation of new Gargoyles, but some quietly feel that it skirts the spirit of said promise, or at least insults the Clans the Tremere once hunted.

System:

Normal Action

ROLL Intelligence + Occult, Difficulty 14

To create a Stone Guardian, the thaumaturge must find or create an appropriate door-knocker (with both eyes and a mouth) and then soak it in her blood over the course of three nights. She must then hang it upon the door or gate that will become the new home for the guardian and enact the ritual. If successful, the stone guardian bonds with the door or gate and cannot be removed without being destroyed.

The thaumaturge may remotely possess the guardian by expending a point of blood. Once it is possessed, the caster can observe what is happening through the guardian's eye and speak through its mouth. By expending a point of Willpower, the thaumaturge may attempt (if she possesses the ability) to utilize the first two levels of Dominate or Presence. The stone guardian may not physically attack or block entry to trespassers otherwise, but it can open the door or gate upon command from the thaumaturge.

Such protection comes at a cost to the thaumaturge. The Stone Guardian requires a point of blood per night to continue its vigilance. If the stone guardian is not fed, it will sleep until reactivated by the thaumaturge with a point of blood.

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LEVEL 5

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◉◉◉◉◉ Secure the Sacred Domain

This potent ability can be used to seal off an entire castle. One glyph, painted at the exact center of a castle or tower, secures all windows, portcullises, doors and other portals from all entry or exit. A single Tremere can hold off an entire army for one night - in this way.

System:

Extended Action (takes 3 turns to add a rune) 

SPEND 2 Blood Points

ROLL Intelligence + Occult, Difficulty 14

The vampire must paint the ward at the exact center of the building. Failure indicates a wasted effort. If the vampire succeeds, no doors, windows or portals will open, though they can be destroyed, However to break a door or a window open would need Strength of 30 (can be accumulative between several people). Likewise, existing breaches in walls may not be passed, although new ones may be opened and entered, The effects of this power last until the following dawn. 

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◉◉◉◉◉ Sanctuary

In the 18th century, a religious-minded Tremere developed this ritual, which allowed him to consecrate a protected space and then extend a certain amount of its sanctuary to those that inhabit it with her. The thaumaturge casting this ritual must first find and acquire a building that has not been tainted with violence of any kind (or not in the past fifty years, if it is older than fifty years). Next, she must build a shrine at the metaphoric center of the building that all who visit must be able to see. The exact nature of the shrine depends upon the faith of the caster. Said shrine need not be of a religious faith, but it must represent a concept in which that the thaumaturge places her own faith and belief.

Finally, the thaumaturge must consecrate the building via a sacrifice of her blood and will over three nights. 

System:

Extended Action (takes 3 turns to add a rune) 

ROLL Intelligence + Occult, Difficulty 16

Once completed, the shroud of sanctuary completely envelops the boundaries of the targeted building. All souls, living or otherwise, that are not specifically invited by the caster cannot enter the building. Further, those inside the building are protected against all uses of Animalism, Auspex, Dominate, Dementation, and Presence (and related Disciplines, at Storyteller discretion).

However, this protection does not come without a price. The shroud of sanctuary only lasts as long as the grounds remain consecrated. Any acts of violence committed within the building will immediately taint it, making it impossible to benefit again from Sanctuary. Should the ritual be broken, the caster will immediately become aware of this. 

If the building remains consecrated, the magic of this ritual continues for one day per success from the activation roll. 

 

 

◉◉◉◉◉ Court Of Hallowed Truth

House and Clan Tremere have long utilized this ritual for tribunals and internal matters. Recent nights have seen a number of Princes call upon Tremere to use the ritual within their political halls in exchange for favors. Casting this ritual is an expensive and lengthy process, but there are always those willing to pay the price for the added assurance. Unbiased testimony and blatant truth become standard within the court, and many connivers and liars have betrayed their own plans under the effects of this power.

To cast this ritual, the thaumaturge must place a skull and a pair of crossed bones upon every entry to the room, including windows. Once the court is assembled, the caster must then spend a point of blood at each of the entries into the room to symbolically seal the room from falsehoods. This ritual can be quite costly if the ritual is cast in a large room with multiple entrances and windows.

Several Princes have come to rely too much on this ritual, much to their undoing, as either the Prince becomes preposterously indebted to the Tremere or other Kindred resent her heavy-handed tactics and refuse to attend meetings. This power invariably erodes the power of Princes who rely on it, though some are too shortsighted to understand this.

System:

Extended Action (takes 3 turns to add a rune) 

SPEND 2 Blood Points

ROLL Intelligence + Occult, Difficulty 14

Once the ritual is complete, all who enter the room are bound to abide by the truth-telling edict it enforces. No falsehood may be spoken, and direct questions from the presiding judge or power are answered candidly with no omissions or deceit. The magic persists within the room for the length of one week. Each additional success on the activation roll extends the duration of the ritual by an additional week. 

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