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VAMPIRES

THE CHILDREN OF CAINE

     -DISCIPLINES-       

                                                                

Vampiric Magic

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Majority of the magic utilized by vampires originate else where, be it old magic of the world, or made by the schlarly sorcerers of old. However there is one magic school that was invented after the embrace, one that does not just utilize the blood but is born of blood. This is known as vampiric magic, it directly deals with blood and other vampires. 

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LEVEL 1

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â—‰ Blood Rush

This ritual allows the vampire to create the sensation of drinking blood in himself without actually feeding. The ritual can be used for pleasure, but it is more often used to prevent frenzy when confronted with fresh blood. The vampire must carry the fang of a predatory animal for this ritual to work.

System:

Normal Action

ROLL Wits + Occult, Difficulty 10

Blood Rush allows the vampire to resist hunger-based frenzy once, at which point the Cainite feels hungry again (assuming he did before). 

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â—‰ Communicate With Kindred Sire

By enacting this ritual, the caster may join minds with her sire, speaking telepathically with him over any distance. The communication may continue until the ritual expires or until either party ends the conversation. The caster must possess an item once owned by her sire for the ritual to work.

System:

Normal Action

ROLL Wits + Occult, Difficulty 10

Duration: 1 turn per success

This allows to communicate with ones sire telepathically. 

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â—‰ Domino Of Life

A vampire wanting or needing to simulate a human characteristic can do so once Domino of Life is cast. For one entire night, the vampire can eat, breathe, maintain a normal body temperature, assume a human flesh tone, or display some other single trait of humankind she desires. Note that only one trait can be replicated in this fashion. The vampire must have a vial of fresh human blood on him  to maintain this ritual.

System:

Normal Action

ROLL Wits + Occult, Difficulty 12

Unless onlookers are especially wary, the Domino of Life should fool them into thinking the caster is mortal — not that they should have any reason to suspect otherwise.

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â—‰ Purify Blood

The Black Death killed more than seventy-five million people across Europe during the Dark Ages. Early experimentation showed that most diseases, even blood-borne ones, rarely have any effect upon Kindred, yet vampires can carry such diseases and pass them to their victims. This devastated private herds and caused a severe blood shortage that strained the Masquerade to its breaking point. There had previously been mystical methods of cleansing blood, but they were time consuming and complicated processes.

A solution came from the Tremere — then a struggling Clan seeking to buy their way into polite society — in the form of this simple ritual. The tainted blood must be decanted into a suitable container and then stirred with a special mixture of ash and crushed ginger as the thaumaturge chants the ritual incantation. The blood lightens slightly in color if the ritual succeeds, and the rite cleanses all poison or disease from the sample.

Purify Blood does not function on blood that's still in a creature's system. The ritual therefore cannot cleanse a human of disease or make drinking from such a vessel safe; it will only purify blood that is removed from the human first. Some vampires shun this ritual because of the extra work involved in securing blood without the Kiss, and the less-than-satisfactory taste (not to mention the lack of a warm, beating pulse) definitely puts off Kindred connoisseurs. For these reasons, Purify Blood remains a ritual of last resort during desperate epidemics and not a nightly staple.

System:

Extrended Action (takes 5 turns to cast)

ROLL Wits + Occult, Difficulty 12

This ritual cleaneses poisons and diseases, however it may not remove vaulderie or normal blood bonds. 

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â—‰ Brand of the Paramour

Thaumaturges cast this ritual to maintain an active awareness of their ghoul’s physical condition. The Thaumaturge must first perform this ritual over the blood of mortal twins, then share the vitae with his ghoul. After imbibing the blood, the vampire remains aware of any physical harm befalling his ghoul by feeling a phantom pain. Hence, should the “paramour” ghoul sustain a bullet wound to the chest, the caster is immediately alert to his danger. This alertness also triggers should the paramour trip and fall, bruising his knee. The extent of danger is unknown to the thaumaturge, simply the fact that his ghoul has been harmed somewhere on his body.

System:

Extrended Action (takes 3 turns to cast)

ROLL Wits + Occult, Difficulty 12

After the ritual, should any physical peril befall the ghoul, the caster feels a sympathetic pain in the same part of the body

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â—‰ Scent of the Garou's Passing

By sniffing a strange herbal mixture containing milkweed, wolvesbane and some other more noisome materials, a Kindred can detect the presence of a Garou by smell.

System:

Normal Action

ROLL Perception + Occult, Difficulty 12

Duration: A Scene

Range: 10 meters

Works as the power describes.

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â—‰ Learning The Mind Enslumbered

This ritual is used to determine the cause of torpor in a vampiric body or the cause of destruction in a Kindred's ashen remains. To conduct this ritual, the thaumaturge places a penny or other small coin over the eye of the torpid Kindred. He can then hear — in the vampire's voice — the cause of her cold rest. If all that remains of the body is ashes, the thaumaturge need only lay the penny in the remains to complete the ritual.

System:

Extended Action (takes 2 turns to cast)

Roll Perception + Occult, Difficulty 10

This ritual requires three turns to cast, at the end of which the thaumaturge hears a ghostly message from the victim naming who she believes torpored or killed her. This is not a divination ritual, and therefore the information may not be accurate. If the culprit was disguised or hidden, the spirit of the victim will do her best to answer the question. This power has no effect on creatures other than Kindred.

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LEVEL 2

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◉◉ Blood Walk

A thaumaturge casts this ritual on a blood sample from another vampire. Blood Walk is used to trace the subject's Kindred lineage and the blood bonds in which the subject is involved.

System:

Extended Action (takes 3 turns to cast)

SPEND 1 Blood Point

ROLL  Perception + Occult, Difficulty 12

Each success allows the caster to "see back" one Generation (to a limit of the Fourth Generation — the Third Generation do not give up their secrets so easily), giving the caster both the true name of the ancestor and an image of his face. The caster also learns the Generation and Clan or bloodline from which the subject is descended. With three successes, the caster also learns the identities of all parties with whom the subject shares a blood bond, either as regnant or thrall.

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◉◉ Principal Focus Of Vitae Infusion

This ritual imbues a quantity of blood within an object small enough for the vampire to carry in both hands. (The object may not be any larger than this, though it may be as small as a dime.) After the ritual is conducted, the object takes on a reddish hue and becomes slick to the touch. At a mental command, the caster may release the object from its enchantment, causing it to break down into a pool of blood. This blood may serve whatever purpose the vampire desires; many thaumaturges wear enchanted baubles to ensure they have emergency supplies of vitae.

System:

Free Action 

The item can be used once a day and it comes in form of a pendant that gets a red hue. Once it is activated it restores 1 blood point to whome ever is wearing it, while losing it's red tint. 

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◉◉ Blood Mead

It was thought by the cults of Dionysus that supernatural powers could procured while under the effects of oinos, or any intoxication for that matter. During the Dionysian rites, a special drink combining vitae and mead (a fermented honey drink) might be prepared for favored supplicants. the drink was thought to pass on a powerful resilience, though only under intoxication. Similarly, a thaumaturge casting this ritual will be able to withstand a greater amount of damage than he would normally tolerate.

System:

Duration: 10 hours

After drinking the substance the character gains 2 extra HP but gets intoxicated, taking -1 penalty to Intellect and Dexterity

 

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LEVEL 3

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◉◉◉ Pavis Of Foul Presence

The Tremere joke privately that this is their "ritual for the Ventrue." Kindred who invoke the Presence Discipline on the subject of this ritual find the effects of their Discipline reversed, as if they had used the power on themselves. For example, a vampire using Presence to instill fear in a Kindred under the influence of this ritual feels the fear herself; a vampire summoning the caster is instead drawn to the thaumaturge's location. This ritual is an unbroken secret among the Tremere, and the Warlocks maintain that its use is unknown outside their Clan. The magical component for this ritual is a length of blue silken cord, which must be worn around the caster's neck.

System:

Normal Action

ROLL  Resolve + Occult, Difficulty 14

This ritual lasts against a number of effects equal to the successes rolled, or until the sunrise after it is enacted. Note that the Presence Discipline power must actually succeed before being reversed by the ritual. As such, only powers that specifically target the caster (and thus, require a roll to succeed) can be reversed — "passive" powers such as Majesty are not affected. This also only works once before cord breaks. 

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◉◉◉ Rutor's Hands

The creation of life, twisted and obscene as it might be, has long been a goal of some thaumaturges. While Gargoyles and homunculi are among the more well-known creatures created by Thaumaturgy, the Rutor's Hands are a more obscure and horrifying creation. A thaumaturge of sufficient will can pluck out her own eye and set it atop one of her own severed hands and animate this thing as a scurrying, malevolent spy. The eye rests on the back of the hand and swivels about to watch its surroundings, while the hand scuttles about like a desiccated spider. The construct obeys the will of its owner and can relay what it sees and hears (even though it has no ears) back to its master, as the thaumaturge desires.

System:

Extended Action (takes 5 turns to complete)

ROLL  Resolve + Occult, Difficulty 14

The casting of this ritual requires that the thaumaturge cut off her hand and pluck out her eye at the conclusion of this ritual; this causes 3 aggravated damage. Once this damage is healed, the Tremere regenerates her hand and eye, though the ghastly homunculus may still prowl. Completing this ritual may also require a Willpower roll at the Storyteller's discretion, simply to carry out the painful finale. The animate hand has one health level of its own and moves about with the equivalent of two dots in each Physical Attribute and in Perception. The caster mentally directs the thing's movement at will (so long as the thaumaturge remains conscious, of course). The Hand must have one point of blood each week, or else it crumbles to dust. Likewise, if the hand is exposed to sunlight or fire, it vanishes with a squeal, leaving behind a putrid stench.

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◉◉◉ Sanguine Assistant

Thaumaturges often need laboratory assistants whom they can trust implicitly. This ritual allows the intrepid vampire to conjure a temporary servant. To cast the ritual, the thaumaturge slices open his arm and bleeds into a specially prepared earthen bowl. The ritual sucks in and animates whatever random unimportant items the wizard happens to have lying around his workshop — glass beakers, dissection tools, pencils, crumpled papers, semiprecious stones — and binds the materials together into a small humanoid form animated by the power of the ritual and the blood. Oddly enough, this ritual almost never takes in any tool that the caster finds himself needing during the assistant's lifespan, nor does it take the physical components of any other ritual nor any living thing. The servant has no personality to speak of at first, but gradually adopts the mannerisms and thought processes that the thaumaturge desires in an ideal servant. Sanguine Assistants are temporary creations, but some vampires become fond of their tiny accomplices and create the same one whenever the need arises.

System:

Normal Action

ROLL  Resolve + Occult, Difficulty 14

The player spends five blood points and rolls. The servant created by the ritual stands a foot (30 cm) high and appears as a roughly humanoid shape composed of whatever the ritual sucked in for its own use. It lasts for one night per success rolled. At the end of the last night, the assistant crawls into the bowl used for its creation and falls apart. The assistant can be reanimated through another application of this ritual; if the caster so desires, it re-forms from the same materials with the same memories and personality. A Sanguine Assistant has Strength and Stamina of 1, and Dexterity and Mental Attributes equal to those of the caster. It has all of the caster's Abilities at one dot lower than his own. A Sanguine Assistant is a naturally timid creature and flees if attacked, though it will try to defend its master's life at the cost of its own. It has no Disciplines of its own, but has a full understanding of all of its master's Thaumaturgical knowledge and can instruct others if so commanded. A Sanguine Assistant is impervious to any mind-controlling Disciplines or magic, so completely is it bound to its creator's will. Caster may only have one Sanguine Assistant at the time. 

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◉◉◉  Illusion of Peaceful Death

This ritual involves dusting a corpse with a white feather, and has the effect of hiding all signs of unnatural death on a corpse, making the deceased appear to have died of natural causes. This will not hide exsanguination; only obvious signs.

System:

Extended Action (takes 2 turns to cast)

ROLL  Perception + Occult, Difficulty 14

works as described. 

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LEVEL 4

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◉◉◉◉ The Curse Belated 

The training of a ghoul to serve the needs of a thaumaturge can take years. Some use this process to weed out undesirables and test potential Embrace candidates. The amount of effort involved inspired the creation of the ritual known as the Curse Belated. By performing this ritual on a ghoul, the caster invests a portion of her power so that, should the unthinkable happen, her thrall shall be resurrected as a vampire.

This ritual was originally used by the sorcerers of the Assamites and the Followers of Set. Clan Tremere has an organized system of schooling their apprentices, and while most are forever regulated to the position of research assistant, some were important enough that elders sought out and converted this ritual to preserve those that they put so much time into.

System:

Extended Action (takes 2 turns to cast)

Costs 1 Blood Point

ROLL  Blood Sorcery + Occult, Difficulty 14

The thaumaturge must first prepare a brand with her sigil. She must feed her ghoul a point of blood while chanting the incantation, and then seal the covenant by branding her sigil onto the body of her thrall. The thaumaturge loses access to one permanent point from her blood pool until this ritual is triggered. The moment that the ghoul's heart stops beating, the stored vitae inside her body activates and resurrects her as a full-fledged vampire. Once "Embraced," the sigil disappears and the empty spot in the caster's blood pool unlocks, allowing her to once again spend that blood point. The caster is immediately aware that the ritual has been triggered and that her former ghoul is now dead and might be her new childer. (Though she can sense the ritual's activation, the thaumaturge may have no way to know whether the former ghoul managed to survive the process.)

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◉◉◉◉ Innocence

By ripping out a heart of an innocent human the vampire may perform a ritual over it which will mask their aura, turning it pure white. 

System:

Extended Action (takes 2 turns to cast)

Costs 1 Blood Point

ROLL  Blood Sorcery + Occult, Difficulty 14

Works as the description says. 

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◉◉◉◉ Preservation Of The Sanguine Heart

Loyalty is an exceptionally rare commodity, and perhaps that is why so many are willing to rob others of their free will to secure it. Blood bonds are one of the oldest means of control and ensuring loyalty by the elders in vampire society. The Anarchs now utilize many of the same tactics that were once the tools of their oppression. The Sabbat have embraced what once terrified them in their own communal Vaulderie. Agents of the Camarilla often must disguise their allegiances while working undercover for the Ivory Tower in Anarch or Sabbat territory where proving loyalty is often as simple as sharing blood.

System:

Extended Action (takes 3 turns to cast)

Costs 1 Blood Point

ROLL  Intelligence + Occult, Difficulty 14

The thaumaturge must anoint the forehead of the target with a point of the caster's vitae and then pass to her a prepared chalice with a drop of mercury. She must drink the metal and suffer 1 aggravated damage to her internal organs as the mercury covers her insides with a mystical barrier. Afterward, the target is magically protected against being blood bound or the effects of the Vaulderie (including getting the Mark of the Betrayer for some Tremere antitribu) for one day per success achieved on the activation roll. This protection comes at a steep price. In addition to the aggravated wound, the target may not receive sustenance from blood without the target willingly canceling the ritual.

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◉◉◉◉ Splinter Servant

A Splinter Servant consists of a stake carved from a tree which has nourished itself on the dead. The stake must be bound in wax-sealed nightshade twine. When the binding is torn off, the Splinter Servant leaps to life, animating itself and attacking whomever the wielder commands — or the wielder, if she is too slow in assigning a target. The servant splits itself into a roughly humanoid form and begins single-mindedly trying to impale the target's heart. Its exertions tear it apart within a few minutes, but if it pierces its victim's heart before it destroys itself, it is remarkably difficult to remove, as pieces tend to remain behind if the main portion is yanked out.

System:

Extended Action (takes 3 turns to cast)

Costs 1 Blood Point

ROLL  Blood Sorcery + Occult, Difficulty 14

When the binding is torn off, the character who holds it must point the servant at its target and verbally command it to attack during the same turn. If this command is not given, the servant attacks the closest living or unliving being, usually the unfortunate individual who currently carries it. A Splinter Servant always aims for the heart. It has an attack dice pool of the caster's Wits + Occult, the damage applied as usually. and a maximum movement rate of 20 meters per turn. Note that these values are those of the caster who created the servant, not the individual who activates it. A Splinter Servant cannot fly, but can leap its full movement rating every turn. Every action it takes is to attack or move toward its target; no defense. The servant makes normal stake attacks that aim for the heart (difficulty 16). A Splinter Servant has 2 HP, and while it can't dodge all the attacks made against it must beat difficulty 15 to land due to it's size. A Splinter Servant has an effective life of five combat turns. If it has not impaled its victim by the last turn of its life, the servant collapses into a pile of ordinary, inanimate splinters. Three successes on a Perception + Dexterity roll (difficulty 14) are required to remove a Splinter Servant from a victim's heart without leaving behind shards of the stake.

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LEVEL 5

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◉◉◉◉◉ Abandon The Fetters

Created by Clan Tremere during the Anarch Revolt, Abandon the Fetters shatters the blood bond between master and thrall through a grueling, excruciating process that lasts for 5 turns. The thaumaturge forms a bond to the thrall and master by mixing a concoction made from blood from all three of them and placing it in a glass container. Next, the caster must exsanguinate and excoriate the thrall. The exact method is determined by the ritualist's individual style: some prefer mortification with a whip, while others might apply brands. Once the subject is almost dead, the caster shatters the glass container, spilling the blood to the ground and snapping the thread of the bond. The mixture of blood evaporates in a hissing, scalding steam, and the subject is freed.

System:

Extended Action (takes 3 turns to cast)

Costs 1 Blood Point

ROLL  Blood Sorcery + Occult, Difficulty 14

The thaumaturge must have one point of blood each from himself, the thrall, and the subject's master. (If the caster happens to be the subject or regnant, no additional blood is needed.) The excoriation causes 3 aggravated damage to the subject as flesh is flayed or burned away. The final venomous steam inflicts an additional point of unsoakable aggravated damage on both the caster and the subject. If the ritual succeeds, the blood bond dissipates immediately. However, this offers no protection against the formation of another, later bond. Abandon the Fetters may not be used to break the vinculum of a Vaulderie or the effects of theThaumaturgy ritual called Transubstantiation of Seven.

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◉◉◉◉◉ Cobra's Favor

During the war between the fledgling Camarilla and Clan Assamite, there were a vast number of casualties. The Tremere created this ritual as a precaution against being diablerized by their many enemies, especially the Assamites, who seemed to delight in targeting the Warlocks. Some historians have speculated that Cobra's Favor was the first of many thaumaturgical experiments that eventually lead to the ritual that cursed the Assamites at the signing of the Treaty of Tyre.

Cobra's Favor manipulates the vitae of the caster, causing it to burn with a toxin that causes horrific damage to anything that consumes it. The ritual requires an herbal poultice and the venom of a snake to be mixed with some of the thaumaturge's blood.

System:

Extended Action (takes 3 turns to cast)

Costs 1 Blood Point

ROLL  Blood Sorcery + Occult, Difficulty 12

Duration: 1 day per success

By spilling one point of blood into a prepared container and combining it with the necessary herbs and poison, the thaumaturge recites an incantation, willing her magic into the concoction until it turns jet black. The caster must ingest the elixir for the ritual to take effect, suffering one  aggravated damage in the process. Afterwards, anything that consumes the blood of the caster suffers 2 aggravated damage per point ingested. 

 

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