

Sanguine Sands
Second level rituals
• • Ascension of the Blood • •
Casting Time: 10 minutes
Duration: Instant
Requirements: Occult ability 2; Latin
Components: An ensorcelled chalice
Visible Effects: None
This ritual must be combined with another ritual that would require a Tremere to ingest the blood as part of the ritual. The blood to be ingested must be first passed through the chalice before being consumed. In doing so, the consumption does not form a blood bond. Any blood consumed in such a way provides no sustenance.
• • Black Water • •
Casting Time: 1 hour
Duration: Lasts 1 week
Requirements: Occult ability 2; Latin
Components: A specially prepared dark oil
Visible Effects: See Below
The vampire may create a liquid that, once poured into a body of water the size of a large swimming pool, will turn it opaque black. The liquid will lose its potency in a week, but once used, it lasts until dispelled, diluted, or evaporated.
• • Blood Mead • •
Casting Time: 30 minutes
Duration: See Below
Requirements: Occult ability 2; Greek
Components: vitae and mead
Visible Effects: See Below
It was thought by the cults of Dionysus that super-natural powers could be 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: The thaumatruge must ingest this concoction to trigger it's effect. By mingling two points of his own vitae with a honey brew, the magus creates a potent anesthetic and intoxicant. While under this effect, the caster gains an extra bruised health level. However, he suffers the effects of intoxication and, as such, loses one die to all dexterity and intelligence dice pools. The effects from Blood Mead last a number of hours equal to the successes scored after the blood mead is imbibed. At night's end, the vitae within the blood mead dilutes and loses it's mystical properties and, as a result, cannot refill a vampire's blood pool. The mead may, however, continue to act as an intoxicant, depending on how much the vampire consumed.
• • Blood Walk • •
Casting Time: 1 hour
Duration: Instant
Requirements: Occult ability 2; Latin
Components: 1 Blood Trait of the subject
Visible Effects: None
This ritual allows the caster to trace the lineage of another Cainite. Successful casting requires an hour and a Blood Point from the subject being traced. This gives the caster knowledge not only of the subject's immediate sire but their grandsire as well.
The caster may drink the blood at the climax of the ritual. If they do so they automatically become aware of the subject’s clan; generation; and the most powerful Blood Bonds the subject has, as both Regnant and Thrall. Specific knowledge of each blood-bonded vampire is also obtained, including the vampire's true name. If they do not consume the blood it evaporates.
• • Burning Blade • •
Casting Time: 10 minutes
Duration: Until sunrise, or the weapon is sheathed, or successfully used to attack someone.
Requirements: Occult ability 2; German
Components: A bladed weapon
Visible Effects: The blade burns brightly with an unholy green flame
On completing this ritual, the caster must draw the blade to be ensorcelled across their palm, inflicting a level of normal damage and coating the blade with three traits of their blood, at which point green fire leaps into life across the blade.
The next three times the blade is used to successfully inflict damage on a supernatural creature it’s base damage is two aggravated, rather than two normal. Once it has inflicted it’s third set of damage, the flame sputters and dies.
• • Bureaucratic Condemnation • •
Casting Time: 1 hour
Duration: Varies
Requirements: Occult ability 2
Components: A piece of mail delivered to the victim or a sample of their writing; a document related to the endeavour
Visible Effects: None
The antithesis of expedient paperwork, when cast upon a rival’s efforts, it causes them to become mired in red tape, lost in the post and so forth. In game terms, the caster must know about an individual’s efforts to employ influence, and possess a document related to the effort. Any paperwork related to this endeavour takes three times as much work as it would to process, or reach the intended recipient. This will increase the difficulty of appropriate downtime actions by two.
• • Calling the Restless Spirit • •
Casting Time: 1 hour
Duration: Varies
Requirements: Occult ability 2; Spirit Lore
Components: A Haunt or the corpse
Visible Effects: None
Try to communicate with the wraith of a recently deceased
• • Craft Bloodstone • •
Casting Time: 1 Hour
Duration: Permanent
Requirements: Occult ability 2; Latin
Components: A small clear stone
Visible Effects: None
By casting this ritual on three consecutive nights over a small clear stone, and imbuing it with a trait of blood each night, the caster creates a blood red stone that they always know the approximate direction and distance to the stone.
The willpower expended in this ritual is ‘invested’.
• • Communicate with Kindred Bond Mate • •
Casting Time: 30 minutes
Duration: 1 night
Requirements: Occult ability 2; Latin
Components: A vampire with whom the casters shares a Blood Bond
Visible Effects: None
The caster and the bond mate can communicate telepathically
• • Deny The Intruder • •
Casting Time: 4 Hours
Duration: 1 Year
Requirements: Occult ability 2; Latin
Components: None
Visible Effects: None
Designed to maintain the masquerade, Deny the Intruder ensures that those who make the chantry their home are never bothered by unwanted individuals. By casting this night long ritual and renewing it yearly with the sacrifice of a blood trait, the chantry becomes mystically obscured from mortal bureaucracy. It does not appear in records, applications for planning in the area never pass and utility bills never arrive or are chased up. In game terms, relevant downtime actions that attempt to affect the chantry add +5 to their difficulty.
• • Detect Authority • •
Casting Time: 2 minutes
Duration: instant
Requirements: Occult ability 2, Perception + intimidation
Components: None
Visible Effects: None
This is a testing ritual, usually performed on new neonate members to make sure they are not working for the prince. The caster cuts his palm, and does the same to the young neonate. They then clasp hands, mixing their blood while the caster stares into the eyes of the neonate, searching for any mystical sign of the prince's blood or power.
System: The caster rolls Perception + intimidation (difficulty of the neonates willpower.) Any successes reveal if the neonate is blood bound or under the control of a vampire's Discipilne. The Anarchs will usually refuse to accept anyone who tests positive to this ritual, unless she has a damn good explanation.
• • Donning the Mask of Shadows • •
Casting Time: 20 Minutes
Duration: 4 Hours
Requirements: Occult ability 2; Latin
Components: None
Visible Effects: The caster takes on a shadowy mien, then fades from view
Darkness seems to envelop the caster as their body appears to fade into inky blackness. This ritual transforms the vampire into a ghostlike state, rendering them nearly invisible in darkness. This ritual only affects the character's appearance. Even though a character may appear shadowy and transparent, they are still physically present.
Upon completing the ritual the caster counts as if they are using Unseen Presence. Their effective level in Obfuscate to be perceived by someone with Auspex is 3. Once the caster takes action (or her faux obfuscation is otherwise broken), the ritual ends.
• • Dust of Remembrance • •
Casting Time: 1 hour
Duration: Instant
Requirements: Occult ability 2; Latin
Components: Myrrh, ash from the severed finger of the caster, wine dregs, silver powder
Visible Effects:
Mix the components and sprinkle them across material objects. The caster learns who has interacted when with any object sprinkled with the dust
• • Enhancing the Curse • •
Casting Time: 1 Hour
Duration: 1 Lunar Cycle
Requirements: Occult ability 2
Components: 1 Blood trait drawn from the subject
Visible Effects: None
This ritual, cast upon the ghoul in question, who must be restrained or willing, causes the ghoul to suffer damage from sunlight as if they were a vampire, until a full lunar cycle has passed. It is often used to punish useful, but less trusted, retainers. This ritual fades if, at any point, the ghoul stops being a ghoul.
• • Eyes of Babel • •
Casting Time: 10 minutes
Duration: A lunar cycle
Requirements: Occult ability 2
Components: A Kindred or Kine with the knowledge they seek
Visible Effects: None
The caster must first bind a Kindred or Mortal in chains, During the casting of the ritual they must pluck out and consume the victim’s tongue and eye. Whilst the ritual lasts, they read, speak and understand any languages the victim does, at the levels they possess.
At the end of the lunar cycle, the Kindred must vomit up the (now decayed) eye and tongue.
• • Eyes of the Night Hawk • •
Casting Time: 10 minutes
Duration: Until sunrise
Requirements: Occult ability 2; Latin
Components: A predatory bird, at least the size of a crow
Visible Effects: None
This ritual allows the caster to see and hear what a bird sees. Upon completion the caster can mentally control where the bird goes, although not what it does when it gets there. Whilst controlling the bird, the caster does not see or hear their own surroundings. The caster may relinquish control of the bird at any time, once they do so, it automatically returns to the caster, but to see through it’s eyes and ears again would require the ritual to be recast.
When the bird returns to the caster they must ritually remove it’s eyes. If they do not (or the bird is unable to return), then the caster suffers a three night period of blindness.
• • Extinguish • •
Cost: 1 Willpower
Duration: Until sunrise
Requirements: Occult ability 2; Latin
Components: Enchanted & inscribed candle
Visible Effects: None
The Thaumaturge casting this ritual is required to extinguish a candle flame while spitting on the floor. Until sunrise, by uttering a specific Latin curse. the caster may extinguish a single fire of any size of a bonfire.
• • Hidden Haven • •
Casting Time: Full night
Duration: Permanent
Requirements: Occult ability 2; English
Components: Chalk made of owl-feather ash, a moderate building
Visible Effects: See Below
The caster must surround the building, and mark all corners, doorways, and windowsills with the chalk. The ritual takes an entire night and the caster sacrifices a permanent Willpower point. The caster hides the building in plain sight, locking the means to find it to a singular key (like a password)
• • Illusion of Peaceful Death • •
Casting Time: 10 minutes
Duration: Permanent
Requirements: Occult ability 2; English
Components: A pristine feather, soaked in the blood of a good person, who died peacefully
Visible Effects: Wounds on a corpse close.
To cast this ritual, the Thamaturge must carefully dust a corpse that is no longer than 24 hours dead, whilst chanting the phrase ‘If must have been Frank’s time to go. At least he went out in his sleep’. Upon successful completion of the ritual he places the feather over the subject’s heart and it sinks from view. Upon completion any obvious wounds on a corpse heal and close, lending the corpse the appearance that it died of natural causes.
An autopsy may still reveal something odd about the corpses cause of death. And a feather sat over the heart cavity.
• • Impassable Trail • •
Casting Time: 20 minutes
Duration: Until sunrise
Requirements: Occult ability 2; Latin
Components: An owl’s feather steeped in Kindred blood or the ritually burnt ashes of a toad, carried by the caster for the duration of the ritual
Visible Effects: None
Upon completion of this twenty minute ritual, for an hour, the thaumaturge leaves no physical sign of their passing, neither smell nor tracks. They are a ghost to most mundane and supernatural methods of tracking, although they still leaves a spiritual aura, which can be detected through Spirit’s Touch or similar powers, normally.
• • Inscription • •
Casting Time: Same as doing yourself
Duration: Until Used then based on ritual given
Requirements: Occult ability 2; Access to the Ritual
Components: Tremere Blood
Visible Effects: None
Not everyone can be proficient with Thaumaturgy. Some Tremere build mystic items specifically to aid their subordinates or allies. A neonate with only the rudiments of skill may have need of a specific ritual, or another kindred might desire to purchase the special services of Thaumaturgy but need them for his own later use. Instead of taking the time and risk to instruct someone else in the fine points of the working in question, a proficient thaumaturge can build an annotated version of a ritual, fueled with his blood, to make the formula accessible to someone else.
The inscription ritual allows the thaumaturge to place any other first or second level ritual in a written form. This generally requires the equivalent of a full page of paper. A reader can then unlock the power of that ritual by reading the inscription and following it's instructions. The scribe uses his blood as a base for the ink, and his vitae's power remains in the mixture to help fuel the ritual. An inscribed ritual is in imperfect form - it cannot be used to learn thaumaturgy. It's a simplified set of instructions, with the scribe's vitae empowering the rite so that it overcomes any omissions or sloppiness on part of the practitioner.
System: A thaumaturge who knows the techniques of Inscription can write an abbreviated form for any first or second level ritual that he knows, at a cost of two blood points. Anyone who can read the language may then use the ritual notes later. Actually casting the ritual from the notes requires the use of the usual components and time, as well as the standard intelligence + occult roll, but the caster need not have any knowledge of Thaumaturgy. Once an inscription is complete, the power of the writer's vitae is trapped in the object; his maximum blood pool is effectively reduced by one until the inscription is used. After use, the inscription dries into a fine, illegible ash, with all the power expelled from the vitae-based ink. The scribe can use the scroll himself (which is rather pointless) or give it to someone else. To prevent an inscription from reaching the wrong subject many scribes also use Encrypt Missive with this ritual.
• • Iron Body • •
Casting Time: 10 minutes
Duration: One night
Requirements: Occult ability 2;
Components: A spent shell casing
Visible Effects: None
The caster has to carry the casing on their skin. The caster can better withstand the traditional banes of vampires
• • It Steals Your Whispers • •
Casting Time: 1 night
Duration: Permanent unless destroyed
Requirements: Occult ability 2;
Components: A silver saw, a copper horn, an elixier containing the caster's vitae, a living human
Visible Effects: None
The caster saws off the ear of the victim and drops it into the elixier. The elixier is brewed and its vapors coat the horn. Anyone drinking the elixier can listen to anything that happens near the horn
• • The Jinx • •
Casting Time: 10 minutes
Duration: Till sunrise of the victim’s next challenge
Requirements: Occult ability 2; French
Components: A point of blood of the victim; Either a personal possession of the victim or a lock of their hair
Visible Effects: None
The caster of the ritual must chant and concentrate their hatred and anger over the blood of their victim. Upon completion of the ritual they burn the item or hair, then douse the fire with the victim’s blood.
Open completion, the next opposed challenge the victim initiates, they automatically lose.
• • Machine Blitz • •
Casting Time: 10 minutes
Duration: Concentration
Requirements: Occult ability 2; English
Components: A scrap of rusted machinery or a piece of knotted metal wire steeped in human saliva
Visible Effects: None
Any machine more complex than a rope and pulley within line of sight of the caster goes haywire on completion of this ritual. Car engines stop, cell phone batteries drain, life-support machines malfunction. The caster has no control over the exact effects, but they continue until they cease to concentrate on the ritual.
• • Membraneous Appropiation • •
Casting Time: 1 Hour
Duration: Permanent
Requirements: Occult ability 2; Medical; Craft
Components: Intact skin from a target, an oven, vis, alumn, pine resin, powdered serpent scales
Visible Effects: See Description
The caster kneads the skin and puts it over an oven ignited by vis. After a period of time, the caster molds the skin into a simulacra of a human body part and returns it to the oven, periodically spraying it with alum, pine resin and the the scales. Crafts a hand or face-mask from the skin of a person. Whenever the person moves, the respective part immortalized in this ritual also moves in the same fashion. The mask can even reproduce the sounds made by the victim. The mask can also be worn as a second face
• • Mourning Life Curse • •
Casting Time: 1 Hour
Duration: As long as the victim is in the gaze
Requirements: Occult ability 2; English
Components: Crocodile blood
Visible Effects: See Description
This one-hour ritual involves the ingestion of crocodile blood. The vampire may whisper a magic word in a victim’s ear, which will cause the victim to cry blood until the vampire removes her gaze from her, at a rate of one blood point per five minutes. The effects of this are slightly swollen capillaries around the eyes, and the usual effects of blood loss.
• • Obscure the Malice • •
Casting Time: 10 minutes
Duration: Instant
Requirements: Occult ability 2; Medical
Components: A wounded corpse
Visible Effects: None
Heals wounds on the bodies of corpses (not including the undead). The wounds may heal cleanly or may leave a scar.
• • The Open Passage • •
Casting Time: 5 Minutes
Duration: 1 Minute
Requirements: Occult ability 2
Components: 1 blood trait, traced in an intricate Occult pattern
Visible Effects: None
By spending a point of blood and taking a few minutes to trace an intricate pattern, the vampire can cause a barrier to become insubstantial. This will allow anyone to pass through it during the next minute without affecting the individual or the barrier. For instance, if a Character cast Open Passage on a cell wall, they (and anyone else) would be able to walk through the wall for the next minute, but the wall would still retain its ability to hold up the ceiling, as well as any posters taped to it, and it would continue to look like a normal wall.
• • Oinos of Dionysus • •
Casting Time: 10 minutes
Duration: Till sunrise
Requirements: Occult ability 2; Greek
Components: A cask of wine
Visible Effects: None
The caster mixes a point of blood with each cask of wine they wish to affect. Any mortal then drinking the ritually enchanted wine must either spend a Willpower (if they are able) or be overcome by an artificially induced lethargy, feeling a pleasant happiness, a vague arousal until they eventually lose consciousness and fall asleep. They awake to vague pleasant memories, completely forgetting the details of the night before.
A vampire who feeds from a mortal who has drunk from a mortal who has drunk of the wine feels a slight buzz, enough to remind them of mortal days, but suffers no ill effects.
• • Power of the Invisible Flame • •
Casting Time: 10 minutes
Duration: Till sunrise
Requirements: Path : Lure of Flame
Components: Burning torch or large fire
Visible Effects: None
This ritual must be cast around a fire at least the size of a torch, and the vampire must know the Thaumaturgy Path Lure of Flames. The vampire can make flames made by the Thaumaturgy Path Lure of Flames invisible. Lasts one night.
• • Preserve • •
Casting Time: 30 minutes
Duration: 1 decade per blood point spent
Requirements: Occult ability 2
Components: None
Visible Effects: None
This simple ritual allows it’s caster to protect an object from the ravages of time. The object must be one that a normal mortal could lift with one hand. For every blood point spent, it protects the item from a decades worth of aging. It does not convey any resistance to the object from physical harm.
• • Principle Focus of Vitae Infusion • •
Casting Time: 2 Hours
Duration: Permanent
Requirements: Occult ability 2; Latin
Components: None
Visible Effects:
This ritual allows the caster to imbue a physical object with a portion of their blood, creating a convenient means of storing blood for later use. The blood may be consumed at any time in the future by swallowing the infused item. Many Tremere wear several pieces of infused jewellery as a precaution.
The object must be of a size that the vampire can easily hold in both hands, and can be as small as a pea. One of the caster's own Blood Points must be used, and the proper incantations require four hours to complete. Afterward, the object takes on a slightly ruddy hue and is oddly slick to the touch. By touching the object, the original caster (see exception below) may release the blood from its enchantment, causing the object to disintegrate. It then completely breaks down into a puddle of blood (one Blood Point's worth).
Such an "infused focus" can be made for another Kindred, though the other vampire must be present at the initial ritual (the Blood Point must still be the caster's). With this exception to the rule, both the caster and the recipient may release the blood.
The willpower expended in this ritual is ‘invested’.
• • Recure of the Homeland • •
Casting Time: 10 minutes
Duration: A lunar cycle
Requirements: Occult ability 2
Components: A handful of dirt from the city or town of the Thaumturge’s birth
Visible Effects: None
The caster recites a litany of their mortal family over the earth as they complete the ritual. mixing two two traits of blood into the earth to form a paste. They may rub the paste into a normal or aggravated wound, healing one level of damage. The paste only affects the Thamaturge that created it and a Thamaturge may only benefit from a Recure once per night
• • Seal Egress • •
Casting Time: An hour
Duration: 10 years+
Requirements: Occult ability 2
Components: None
Visible Effects: See description
To cast Seal Egress, the caster must smear each wall of the room they wish to seal whilst chanting. They may then complete the ritual either whilst standing in the chamber, or by stepping outside of it. Upon the ritual’s completion, the materials of the walls (be they stone, earth or otherwise) move to seal the entrances, as if they parts of the wall. The ritual requires 4 blood points to complete the ritual, sealing the room for a decade. For every additional blood point spent, the duration is extended by a decade.
The chamber is covered by an air-tight mystically sealed, which will quickly lead to suffocation for anyone living inside and prevent access to the room for most physically. It also prevents mystical access from rituals such as Open Passage; Incorporeal Passage, as well as disciplines such as Mist Form. Psychically projecting forms, ghosts & spirits are not barred from entering
Whilst the seal is firm, the chamber’s security is still limited by the material that forms these temporary walls. They can still be broken down, dug through or otherwise breached by significant physical force.
The chamber affected may be no larger than a small house.
• • Spite of the Harridan • •
Casting Time: 5 Minutes
Duration: Instant
Requirements: Occult ability 2
Components: A snake egg, a pregnant woman
Visible Effects: See Description
The caster ends the victim's pregnancy, so long as the child is not currently being born. The termination is immediate, messy, obvious and often painful to the mother. This power must be activated in the victim's presence, though she need not know the caster is there.
• • Steps of the Terrified • •
Casting Time: 5 Minutes
Duration: Varies
Requirements: Occult ability 2
Components: A perfect cube of dried mud
Visible Effects: See Description
This ritual requires a perfect cube of dried mud. The vampire may slow down a specific foe. The faster that foe tries to run, the slower she moves.
• • Summon Guardian Spirit • •
Casting Time: 30 minutes
Duration: 24 hours
Requirements: Occult ability 2; Spirit Lore
Components: None
Visible Effects: None
The vampire may summon a spirit to alert her to danger should it arise, but this spirit is only visible in time of danger, and is mute. It must warn the vampire by creating physical disturbances, IE Embody or Outrage. The spirit remains for twenty-four hours.
• • Transubstantiation of Humors • •
Casting Time: 30 minutes
Duration: 24 hours
Requirements: Occult ability 2;
Components: None
Visible Effects: See Below
Transforms the character's vitae into black bile. Anybody who tries to drink the blood may vomit it immediately.
• • Trima • •
Casting Time: 30 minutes
Duration: 24 hours
Requirements: Occult ability 2;
Components: Nwine, herbs, spices, the caster's vitae
Visible Effects: See Below
a drink that makes mortals lethargic and unable to take any action without great difficulty
• • The Veils of Kirophet • •
Casting Time: 5 Minutes
Duration: 24 hours
Requirements: Occult ability 2; Latin
Components: See description
Visible Effects: See Below
Summons a thick rolling mist. Can obstruct things out of vision on long distances.
• • Ward Magic • •
Casting Time: 1 Hour
Duration: Permanent
Requirements: Occult ability 2; Latin
Components: An amulet made out of expensive materials (like gold, ivory etc)
Visible Effects: None
As long as the amulet is in skin contact with the wearer, it is harder to directly affect him with magic
• • Ward versus Ghouls • •
Casting Time: 1 Hour
Duration: Permanent
Requirements: Occult ability 2; Latin
Components: Blood
Visible Effects: See Below
The caster can create an arcane sigil that will detrimentally affect any creature that contains both mortal and Kindred blood, such as a ghoul. The ward can be placed on an unbroken and immobile circle or loop. Inscribing and enchanting the area requires a trait of mortal blood, and the caster must permanently expend a Willpower Trait. If the symbol is somehow discovered and destroyed, the ward's magic is destroyed.
If a ghoul approaches the edge of this barrier (from within or without), they will feel very uncomfortable. If they should actually cross the barrier, the ghoul must make a challenge. On a loss they take four aggravated wounds, on a draw three and on a win two.
Alternatively, the ward can be placed on a melee weapon. If this is the case, the weapon’s damage becomes a base two aggravated when used against a ghoul.
If the caster wishes, individual ghouls can be excluded from either version of the ward if they are present at the casting and donate a blood trait to attune the ward to ignore them, but exclusions to a ward after it has been cast cannot be added later, instead requiring the ward to be destroyed and then recreated
A ward cannot be any larger than a medium size house.
• • Warding Circle versus Ghouls • •
Casting Time: 1 Hour
Duration: Permanent
Requirements: Occult ability 2; Latin
Components: Blood
Visible Effects: See Below
Creates a circle centered on the caster into which a ghoul cannot pass without being burned. The circle can be amde as large and as permanent as the caster desires, as long as he is willing to pay the necessary price. If a ghoul attempts to cross the barrier, he must roll willpower. Failure means he cannot breach the barrier and suffers bashing damage. Furthermore, failure makes the next attempted breach a magnitude more difficult.
• • Whispers of the Ghost • •
Casting Time: 15 minutes
Duration: Until sunrise or as description
Requirements: Occult ability 2; Psychic Projection
Components: The ear of a still living creature
Visible Effects: None
The caster must first sever the ear of a still living creature, then hold it in their left hand whilst meditating for fifteen minutes. Upon completing the ritual they enter Psychic Projection. Whilst in Psychic Projection the caster may speak to anyone they come across, but only at the volume of a whisper.
If the caster makes themselves apparent to anyone whilst Psychically Projecting, the ritual ends. If the ear is taken from the caster’s hand, the ritual ends. If the donor of the ear dies, the ritual ends.
• • Your Fate Shall Be Known • •
Casting Time: 1 month
Duration: See below
Requirements: Occult ability 2;
Components: a willing participant, a golden needle, an agate, alchemical vapors
Visible Effects: None
The caster pierces the eyeball of the participant and extracts a small amount of vitreous gel from it. The gel is rubbed on the agate while the caster incantates. Over the course of a month, the agate is steamed under alchemical vapors until an eyelid-like shell has developed around it. Crafts a magical eye from a subject. As long as the subject is well, the eye is open. If the subject goes into torpor, the eye is half-shut. If the subject enters Final Death, the eye crumbles to death.