

Sanguine Sands
Third Level Rituals
• • • A Touch of Nightshade • • •
Casting Time 15 minutes
Duration: Until sunrise or until used. Also, see description
Requirements Occult ability 2; Latin
Components: Bitter extract of nightshade
Visible Effects: See Below
This ritual allows the thaumaturge to poison a single victim by her slightest touch. The caster must anoint his hands with the bitter extract of nightshade before conducting this ritual.
System: The victim rolls Stamina + Fortitude (difficulty 8). With three or more successes, the target is unaffected. With two successes or less, the victim feels nauseous and queasy for three nights and increases his difficulties by one. (This does effect Kindred)
• • • Amulet of Mnemosyne • • •
Casting Time: 1-6 nights
Duration: Permanent
Requirements: Occult ability 2; English
Components: An amulet forged of brass by the caster, quenched in their own blood
Visible Effects: None
This ritual allows the caster to hide secrets from the mind of a subject and from both supernatural and magical detection.
First, the Thaumaturge must create an amulet by their own hand, quenched in their blood. This takes 6 nights, reduced by 1 for every level they have in the Crafts (Jewellry) ability. This process must be started after the deeds relating to the secret, a Thaumaturge may not have amulets ‘waiting in the wings’. The amulet should incorporate simple clues as to the nature of the secret. For, example, the bloody murder of the Prince’s childe might be a ruby set in a purple cloth background. The secret diablarie of a Gangrel, might be a set of claws, with cloudy opals hanging from them
Once the amulet is complete, the subject (which need not be the Thaumaturge) must prick their lips, kiss the amulet and whisper a secret to it. Upon doing so the secret and any associated memories of it are completely removed from the subject’s mind, new memories overwriting the previous ones.
The secret can later be restored by: The Willpower used in the amulet’s creation becoming uninvested in the usual ways; the amulet being destroyed; the subject kissing the amulet a second time.
For the purposes of truth detection, telepathic intrusion, even dominate, the subject has no memory of the secret and surrounding events. To their mind, they never happened. Similarly, the subject will have no inkling of their actions, and many would be criminals have been undone by uncovering their own bloody deeds.
Any Thaumaturge coming into possession of the amulet, who knows the ritual can place the amulet to their ear and hear the secret contained within.
• • • Awakening the Verdant Thorn • • •
Casting Time: 24 hours to create
Duration: Permanent
Requirements: Occult ability 2;
Components: A stake, a fire
Visible Effects: None
The caster hardens the stake above the fire and chants the incantation. Afterwards, the caster pierces their own heart. Enchants a stake. If the stake inflicts at least one level of lethal damage on a Kindred, it immediately beings growing, drinking one blood point each turn until the victim's blood pool is empty. It becomes harder to pull out as it grows and will ultimately blossom into a tree from the exterminated Kindred's body if left to its own devices. If used for staking, this stake acts as a normal stake.
• • • Beacon of the Self • • •
Casting Time: 10 minutes
Duration: 5 minutes
Requirements: Occult ability 2;
Components: A portion of the victim
Visible Effects: None
Reveals the location of a Kindred, so long as he is within a night's travel of the caster's current location. The caster receives a dream-like but identifiable mental image of the subject's current location.
• • • Bind the Familiar • • •
Casting Time: Full Night
Duration: Instant Permanent
Requirements: Occult ability 2;
Components: Blood, a small animal
Visible Effects: None
Beginning at dusk, the caster draws a circle out of blood, drawing their True Name at its circumference. At midnight, the caster drains the animal to house the spirit dry and places it within the circle, feeding it a small portion of their own vitae. After incantating for several hours, a spirit will be drawn to the body and trapped in the circle.
Binds a spirit to an animal, which then never ages and remains perfectly healthy. The familiar must serve the caster, willing or otherwise. Familiars can technically be of Level 1-5, with each level indicating a more intelligent Familiar, the best of which may possess great secrets.
• • • Bladed Hands • • •
Casting Time: 10 minutes
Duration: 1 Night
Requirements: Occult ability 2; Latin
Components: Incantation
Visible Effects: None
Makes the caster's hands very sharp, so that they do extra damage. This lasts until sunrise.
• • • Blood Allergy • • •
Casting Time: 10 minutes
Duration: 1 night per success
Requirements: Occult ability 2;
Components: The dead petals of a rose
Visible Effects: None
The caster spills their blood into the petals. Reminded of their lost mortality, of illness and unhappiness, Kindred suffering from an allergy of the blood cannot keep vitae within their bodies. Attempts to hold down any blood after ingesting this unlife sustaining fluid will result in moments of severe nausea followed by episodes of vomit-induced heaves that only abate when all of the blood is expelled from the system. After spilling his blood onto the dead petals of a red rose, a magus may infect a target with this allergy.
System: This ritual requires only 10 minutes of preparation before casting, during which the thaumaturge must spend a blood point and mingle it with dead rose petals. A target suffering a blood allergy is affected for one night per success scored by the caster. Victims are unable to keep blood within their bodies, and, therefore, unable to do much that concerns their vampiric powers. Vampires will not expunge blood if they have three or less blood points remaining, and this power does not work on Kindred older than the caster. While the loss of blood is not enough to cause a Kindred to enter torpor, he will be on the threshold of hunger, and may need to roll frenzy if he encounters blood.
• • • The Bottled Voice • • •
Casting Time: 15 minutes per Willpower the victim possesses
Duration: Permanent
Requirements: Occult ability 2; French
Components: A crystal voice
Visible Effects: None
The victim of this ritual must be immobilized and the caster must have unfettered access to them. They place a crystal bottle over the victim’s heart and engage them in a magical battle of wills.
At the conclusion of the ritual the caster seals the bottle and victim gains the ‘Mute’ flaw. The flaw may be removed by the bottle being opened; the bottle being broken; the caster un-investing their Willpower in the ritual.
• • • Brotherhood of the Cup • • •
Casting Time 15 minutes
Duration: Until sunrise
Requirements Occult ability 2; Latin
Components: An ensorcelled Chalice
Visible Effects: None
In addition to the caster this ritual requires at least four other Tremere (who do not have to know the ritual themselves), through tradition dictates it should be seven, each of whom places one of their blood into the chalice.
At the conclusion of the ritual the participants drink from the cup and become fully blood bound to clan Tremere and it’s goals. At sunrise this temporary bond fades.
The similarity between this ritual and the Sabbat Vaulderie is something no right-minded Tremere ever mentions.
• • • Blazing Shaft • • •
Casting Time 1 night to create
Duration: Until next new moon
Requirements Occult ability 2;
Components: Projectiles (like arrows)
Visible Effects:
Causes a projectile weapon to inflict several levels of aggravated damage. This power also wears off at the next new moon. A wooden weapon enchanted by this ritual, used for staking, will cause two levels of aggravated fire damage per turn for a number of turns equal to the remaining successes.
• • • Cleansing of the Flesh • • •
Casting Time 1 hour to set up full night in the tub
Duration: Till infected again
Requirements Occult ability 2; German
Components: A tub full of purified water
Visible Effects:
Vampires must drink the blood of mortals in order to survive and, accompanying this bane is the risk of becoming addicted to mortal vices: illegal narcotics and alcohol. In some cases, Kindred lead their unlives as hosts to a number of sexually transmitted diseases, such as AIDS. The Warlock casting this ritual must spend one full night in a bathtub filled with purified water. Throughout the night, the thaumaturge must expunge all but the smallest drop of his blood from his body, a little at a time over the course of one night. As the blood is released from the body, all addictions and diseases the vampire formerly housed will no longer burden him.
System: The caster lies in a vessel of purified water and bleeds out all but one of his blood points, roughly two points an hour. All addictions to drugs and all diseases that are not supernatural in nature will no longer hinder the thaumaturge beginning at the night's end, though he will likely be quite ravenous after performing this ritual. This ritual may be performed on another, who must open his own veins, with the Warlock chanting beside the tub.
• • • Clinging of the Insect • • •
Casting Time 15 minutes
Duration: 30 minutes or until the caster spits the spider out
Requirements Occult ability 2; German
Components: A live spider
Visible Effects: The caster’s skin takes on a sun-kissed hue with an almost metallic hint
The caster places a live spider under their tongue at the culmination of this ritual, after which they treat all climbing challenges as difficulty three, regardless of the nature of the surface or conditions. Thamaturges will appear to climb across walls, ceilings and other surfaces with incredible ease, but in a discomforting spider like fashion.
• • • Craft Dreamcatcher • • •
Casting Time 1 month to craft
Duration: Permanent
Requirements Occult ability 2; Craft
Components: Hair, blood and spittle from the target
Visible Effects: None
The caster crafts a dreamcatcher incorporating elements from the person it is intended for. Owners of a Dreamcatcher become harder to target by spirits and powers that seek to influence their dreams. Creates a Dream Catcher, which makes it more difficult for spirits to affect the item's older and can increase or decrease the difficulty of using Oneiromancy on the item's posessor.
• • • Crucible of Sympathetic Agony • • •
Casting Time 1 night
Duration: Varies
Requirements Occult ability 2;
Components: Two persons, an iron rack, sewing needles, various torture instruments
Visible Effects: None
Causes intense sympathetic pain in a victim, up to the feeling of death, though he remains alive. This breaks down the victim's mental barriers, forcing him into subserviance and also enabling the caster to reinvoke the power whenever he desires.
• • • Curse of the Outcast • • •
Casting Time 11 days
Duration: Varies
Requirements Occult ability 2;
Components: A victim, pieces of paper
Visible Effects: None
Over a period of ten days, the caster collects pieces of paper that have been in contact with the victim. He must then write on the paper and burn it. On the eleventh day, the caster fasts and performs the ritual. The victim's difficulty for all social rolls is raised for a month (more quickly when the victim leaves the area near the caster)
• • • Displacement of the Pneuma • • •
Casting Time 3 days
Duration: Permanent unless Soul moved back
Requirements Occult ability 2;
Components: Victim and a Goat
Visible Effects: None
Transfers a person's soul into the body of a goat or ewe. He has almost no volition or willpower while in that form. With some good success, the soul can even be moved back into its own body. This is an incomplete ritual in the sense that it is the stepping stone to something greater.
• • • Dante’s Urban Legend • • •
Casting Time A minimum if 30 minutes
Duration: Decade
Requirements Occult ability 2; French
Components: None
Visible Effects: None
Dante’s Urban Legend allows a Thaumaturge to instill a location or property with a popular urban legend. First they must recreate the legend they want to instill. To create the legend of the hangman, they might kidnap a criminal in the dead of night and hang them from a lightning blasted tree. For a wailing ghost, they might tranquilize a singer and cut their wrists in the bath. Once the ‘legend’ is recreated, they must then mark the entrances to the location with their own blood.
Once the ritual is complete, rumours will start to circulate amongst the mortal populace of the ‘legend’. Within a month, the local populace will believe that the legend has always been there and will actively avoid the location.
The caster of the ritual need not re-enact the ritual every decade, instead they can return to the site on the deed’s decade long anniversary and re-annoint the entrances with their blood, renewing the ritual for another 10 years
• • • Draught of Earth's Blood • • •
Casting Time 30 minutes
Duration: 1 hour
Requirements Occult ability 2;
Components: Tass, a Node, a cauldron
Visible Effects:
The caster grinds the tass into a paste within the cauldron by mixing it with his own blood. Crafts a blood-tass which restores one blood point per point of blood-tass. Thaumaturges, for the next hour, may spend extra blood points each turn to reduce the difficulty of casting rolls as if engaging in Certámen.
• • • Eyes of the Past• • •
Casting Time 10 minutes
Duration: 1 night if continue focus
Requirements Occult ability 2; Latin
Components: Incantation
Visible Effects:
Allows the caster to see whatever occurred in the caster's present location at a specific time in the past, up to five years ago.
• • • Eldritch Glimmer • • •
Casting Time 30 minutes
Duration: One shot per blood point
Requirements Occult ability 2; Latin
Components: a piece of vinegar-soaked sandstone (See Below)
Visible Effects: The caster’s glows in green light for the duration of this ritual.
This ritual requires a piece of vinegar-soaked sandstone. The vampire may, for the cost of one blood point each, shoot one energy bolt per turn. To hit someone, roll Perception + Firearms, difficulty 6, and these bolts do three dice of damage. The vampire glows in green light for the duration of this ritual.
• • • Father's Freedom • • •
Casting Time 30 minutes
Duration: Until sunset of the next day
Requirements Occult ability 2; Latin
Components: A diablerist, a ritual circle
Visible Effects:
The diablerist is placed in a ritual circle, while the caster incantates until the soul breaks free. The caster can question the freed soul and all benefits and drawbacks of the Diablerie are settled
Fire in the Blood • • •
Casting Time 30 minutes
Duration: Until sunset of the next day
Requirements Occult ability 2; Latin
Components: Picture of the victim and an open flame
Visible Effects:
Causes the victim's body to become increasingly hotter as he performs physical activities. Essentially, the victim becomes incapable of performing physical activities without suffering aggravated damage.
• • • Flesh of Fiery Touch • • •
Casting Time 30 minutes
Duration: Until sunset of the next day
Requirements Occult ability 2; Latin
Components: A burning coal or ember (see description)
Visible Effects: The caster’s skin takes on a sun-kissed hue with an almost metallic hint
This ritual causes the caster's flesh to burn any who come into contact with them. During the ritual, the casting vampire must consume a small burning ember or coal, causing an aggravated wound. While the enchantment is in effect, the Kindred's skin takes on a subtle bronze tint. This hue can be noticed with a successful use of Heightened Senses (sight) against a mental challenge difficulty of 11.
After the ritual is completed, anyone who deliberately touches the bespelled Thaumaturge’s flesh receives a single Health Level of aggravated damage in the form of a searing burn. The damage can be resisted with Fortitude, but if the victim continues to hold the caster, the victim continues to take damage each round. The caster cannot inflict this damage by touching someone or through accidental contact; they must be touched.
• • • Friend of the Trees • • •
Casting Time 30 minutes
Duration: Until sunset of the next day
Requirements Occult ability 2; Latin
Components: A buried acorn
Visible Effects:
This ritual involves planting an acorn. In woods, those following the vampire will only be able to move half-speed, due to an unusual tendency of the trees, vines, and roots to get in their way.
• • • Gentle Mind • • •
Casting Time 30 minutes
Duration: Until sunset of the next day
Requirements Occult ability 2; Latin
Components: A willing person to give the point to
Visible Effects: None
This ritual involves sharing a blood point with the target, and therefore can not be cast on one’s self. The target is considered to have four extra dots in Willpower, but only as applicable to stopping a frenzy.
• • • Haunted House • • •
Casting Time 1 night
Duration: 10 years
Requirements Occult ability 2; Latin
Components: Blood, a house
Visible Effects: None
Causes a house to appear haunted for about ten years. It is not actually haunted, but rumors will spread that it is.
• • • Hell's Calling• • •
Casting Time 30 minutes
Duration: Instant
Requirements Occult ability 2; Latin
Components: A personal possession of the target
Visible Effects: None
The caster burns the possession while incantating . The target is immediatly subjected to Rötschreck
• • • Illusion of Peaceful Death • • •
Casting Time 30 minutes
Duration: Permanent
Requirements Occult ability 2; Latin
Components: A plain white mask
Visible Effects: None
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 sanguination; only obvious signs.
• • • Illusion of Perfection • • •
Casting Time 30 minutes
Duration: Permanent
Requirements Occult ability 2; Latin
Components: Corpse and a white feather
Visible Effects: None
After incantating for several hours, the caster dons the mask. The features of the caster become nondescript and his appearance average
• • • Incorporeal Passage • • •
Casting Time 1 Hour
Duration: Until sunrise or the caster chooses to end the ritual
Requirements Occult 2, Latin
Components: A shard from a shattered mirror
Visible Effects: See description
This ritual allows the vampire to become as intangible as a ghost. All that remains visible of the thaumaturge is a hazy outline. While in this form the Kindred can travel unhindered through all obstacles, even walls, as if they do not exist. The caster is impervious to most attacks, just as if they were utilising the Protean power Form of Mist (follow the rules for this Form of Mist when using this ritual). In addition, while assuming this form, the caster may walk through solid objects. The caster must walk in a straight line through objects; once they she begin, they must continue through - they cannot draw back.. However, the Kindred may not travel downward into solid ground as it would be impossible to reach the other side before the ritual expired.
During the ritual, the caster must break a mirror holding their reflection. One of the pieces is used later to hold her image as they move incorporeally. They need not look into the mirror, only make certain they carry it on their person.
Whilst in this form she may not employ disciplines or initiate any opposed challenges. Any attempt to do so causes her to revert to her normal form.
• • • Inherited Affinity • • •
Casting Time 3 nights to pre set up 1 night to do
Duration: 1 full night
Requirements Occult ability 2;
Components: A conoction of blood, human fat, various herbs and and powdered garnet, six golden needles,
Visible Effects:
Although it's possible to learn Thaumaturgy with long and difficult study, experienced Tremere can help a student to "attune" his blood more closely to the twisted form of the Curse necessary for thaumaturgical practice. Students who are sluggish in mastering the basics of Thaumaturgy often suffer through this ritual once, which seems to "open the door," so to speak. Non-Tremere kindred have a rougher time - should they find a willing tutor, this ritual can help in learning Thaumaturgy, but it's still a slow and painful process. To awaken the Inherited Affinity, the caster must have uninterrupted access to the subject for an entire night.
Typically the subject is chained to a wall, so as to avoid having her break loose and cause havoc. The caster feeds the subject a nauseating concoction of rendered fat, various herbs and powdered garnet all steeped in blood. Then the thaumaturge inserts six heated, gold-plated needles into various points of the subject's anatomy - points of bodily power, generally , through the exact locations vary from caster to caster. Over the next three hours, the caster instructs the subject to infuse her body with the power of her vitae. The needles block off usual sources of blood circulation and alter the results (often quite painfully), complete with bloody splotches on the skin, profoundly distended veins and bleeding from various pores. Once complete, the subject may practice the new vistas of Thaumaturgy. This of course, requires that the subject ingest yet more vitae to replace that lost through the ritual. Many Regents know how to use the Inherited affinity, and it's common to put a newly Embraced neonate through the process to help awaken the power of blood magic. The subject must remember the feelings of the blood flow from the course of the rite; for most Tremere, this comes naturally after one application.
System: Surviving the Inherited Affinity ritual does not guarantee that a subject can learn Thaumaturgy, but it helps. The end result is up to the storyteller - if the storyteller requires players to make various study rolls to unearth thaumaturgical knowledge or rituals, going through the Inherited Affinity ritual may lower the difficulty. The ritual itself takes three nights of time and requires the subject to suffer through five levels of lethal damage and to expend all but one blood point; it's most helpful if the subject then imbibes additional blood and contemplates the feelings evokes. Obviously a kindred is subject to the usual chances of frenzy from hunger and injury due to this ritual.
• • • Major Creation • • •
Casting Time 1 Hour
Duration: Permanent
Requirements Occult 2, Path of Conjuring
Components: An oval or circular mirror, between 4 and 18 inches in diameter
Visible Effects: See description
Normally the Path of Conjuring is restricted to items the size of the thaumaturge, both in size and weight. However, by the application of this ritual, the conjurer is able to create items that exceed this normal limit. Tremere magi can surprise enemies by creating a motorcycle "out of thin air" for an escape or anything else they can think up. This ritual requires the caster to sever his own thumb, which disappears during any conjuration. Many thaumaturges suspect that the thumb provides the additional mass for large conjured objects, even though the object may be several times the caster's size.
System: After preparing this ritual, the number of successes on the activation roll determines the multiplier that the conjurer can exceed on his normal weight an size limit. Use of this ritual costs an additional three blood points, in addition to the normal costs of conjuring an item. What the thaumaturge creates is still limited by the Path of Conjuring power being activated. Additionally, severing one's own thumb requires a successful Willpower roll or expenditure of a Willpower point.
• • • Mirror of Second Sight • • •
Casting Time 1 Hour
Duration: Permanent
Requirements Occult 2, French
Components: An oval or circular mirror, between 4 and 18 inches in diameter
Visible Effects: See description
During the ritual the caster must douse the mirror in their blood, which is ‘absorbed’. Thereafter, when the caster holds the mirror and looks at another person through it, they will be able to discern whether they are: Mortal; Vampire; Werewolf; Mage; Ghost; Faerie; Demon; Other. The creature’s reflection will appear to the caster (and only the caster) as an idealised form.
A Thaumaturge of humanity 7 or higher will also be able to determine if a character possesses the ‘Faithful’ merit.
• • • Moonlight Dancers • • •
Casting Time 10 minutes
Duration: 1 night
Requirements Occult 2, Italian
Components: Incantation
Visible Effects: See description
The vampire may create illusions of persons and music from a period of history of her choice, which will then dance. These illusions will be mistaken for ghosts by those unfamiliar, but are not real or even sentient -- just figments of everyone’s imaginations created to put on an entertaining show. Lasts until sunrise, though the vampire may end it before then.
• • • Pavis of the Foul Presence • • •
Casting Time 1 Hour
Duration: Until Sunrise
Requirements Occult 2; French
Components: A blue ribbon, worn around the neck
Visible Effects: None
It is rumoured that this ritual, which takes an hour to perform, was created by the Tremere to counter the power of their chief rivals in the Camarilla, the Ventrue. Indeed, it is almost never found outside the Tremere Clan.
The first time of an evening that either Dreadgaze, Entrancement or Summon is successfully used against the caster, the user of the Presence Discipline is instead affected by the Discipline.
Only one of these enchants may be present at one time. To represent the presence of this Discipline, the player must record it on their Character sheet and wear (not necessarily visibly) a blue silken cord about her neck.
• • • Power of the Pyramid • • •
Casting Time 15 Minutes
Duration: Until Sunrise
Requirements Occult 2; Latin
Components: Each member of the circle must wear a brooch or pin made from mortal bone, that pierces their flesh
Visible Effects: None
This ritual requires multiple casters (minimum 3, maximum 8) all of whom must know the ritual and cast it simultaneously. Every member of the circle must be in physical contact with another, typically in a circle.
Once the ritual is complete, one of the casters may break from the circle, known as the lynchpin. The lynchpin may then draw upon the Willpower of the others in the circle, as they see fit.
The ritual will end immediately if a second member of the circle leaves it.
• • • Quicksilver Eel • • •
Casting Time 1 week
Duration: See Below
Requirements Occult 2; Latin
Components: Quicksilver, various alchemical instruments, a glass flakon
Visible Effects: None
Crafts a strange little creature that latches onto the nearest mortal mage when it is released. The creature burrows through any clothing to get to the mage's flesh. It then works its way up the victim's skeletal structure from within, riding up the spinal column into the brain. From there it begins to devour the victim's will and with it his ability to weild magic. This takes several days. Once the work is finished, the victim is either dead or left a mindless, drooling husk of his former self.
• • • Ritual of Darkness • • •
Casting Time 15 Minutes
Duration: Until Sunset
Requirements Occult 2; Latin
Components: Soot from a coal fire
Visible Effects: None
reates a powerful shroud of darkness within a haven through which only the caster can see.
• • • Ritual of the Bitter Rose • • • ((Locked away Can not get))
Casting Time 15 Minutes
Duration: Until Sunset
Requirements Occult 2; Latin
Components: Soot from a coal fire
Visible Effects: None
Although this ritual has almost passed wholly from the face of the world, it's reputation makes it one of the most fearsome weapons in the arsenal of the Tremere. The Ritual of the Bitter Rose allows multiple kindred to gain the benefit of diablerizing a single vampire. Many elders rightly fear this ritual; nothing encourages a bloodthirsty coterie more than a chance to bring themselves closer to Caine and the opportunity for all of them to do it at once…. Needless to say, it is almost unthinkable that someone would teach a childe or protege this ritual, as the potential for having it turned around and harm her is too great. Scholarly Tremere suspect that perhaps a half-dozen or so transcriptions of this ritual exist outside the one copy carefully locked away at the Vienna Chantry.
System: The diablerie victim must be drained of all but a single blood point. This in itself may prove difficult, and those players of vampires drinking this blood from the kindred may have to make a self-control roll (difficulty 7) to halt their characters at the proper time. Thereafter, the victim's heart must be cut out and ground into paste with a marble mortar and pestle and mixed with a small amount of red wine. The thaumaturge adds to this mix a bit of ash from a burned alder stake and a pint of pure water. In old accounts of this ritual, the "pure water" comes from a mountain stream, but the few accounts of this ritual being used in the modern nights indicate that even purified tap water or store-bought distilled water works as well. Each character wishing to take part in the communal diablerie must imbibe the concoction. The player of the character performing the ritual then makes the necessary roll.
If the roll is successful, the ritual works correctly, and a number of characters may lower their generation. If the ritual fails, the concoction is sterile and no one gains any benefits (or suffers any detriments) of diablerie. If the roll botches, the mixture becomes poisonous, inflicting three unsoakable aggravated wounds on each kindred who partook of it. The number of kindred who can benefit from this ritual is equal to the number of generation steps between the diablerized vampire and the vampire of the lowest generation participating in the ritual, even if he's not the one performing the ritual. That is, if an eighth generation vampire, a 10th generation vampire and an 11th generation vampire use this ritual on a fifth generation vampire, all three can benefit from the ritual (as the difference between generations eight and five is three).
If the number of steps yielded by the difference is less than the number of vampires participating in the ritual, the storyteller should lower the generations of those kindred with the highest generations first until all of the steps have been accounted for. No kindred may gain more than one generation step through use of this ritual at one time. Anyone who participates in the ritual suffers the drawbacks of diablerie - loss of humanity, veins in their aura, etc. - even if they did not gain a benefit from it.
• • • Rutor’s Hands • • •
Casting Time 2 hours
Duration: Permanent
Requirements Occult 2; Willpower 4+; English
Components: One of the caster’s own hands and eyes
Visible Effects: None
An ancient Tremere ritual, that takes 2 hours to perform. Rutor's Hands requires that a vampire cut off one of their own hands and pluck out one of his eyes. This causes three levels of aggravated damage, though these can be healed normally.
They then work the ritual, which will animate the hand, allowing it to move about and serve its owner. The eye rests on the back of the hand, and provides both sight and hearing.
The hand makes a useful spy or messenger, and each one must absorb a point of blood each week, although it does not matter where this blood comes from. An unfed hand disintegrates to dust.
Each hand has four Traits in each category and three health levels (Healthy, Injured -1, Injured -2). Further damage destroys them. They have no Willpower, can’t learn any disciplines, and have one Blood Trait. Losing the Blood Trait causes them to shrivel and die.
• • • Rotten Wood • • •
Casting Time 2 Hours prior set up
Duration: Instant once word said 1 shot
Requirements Occult 2, German
Components: None
Visible Effects: None This ritual must be set up in advance. The vampire may, by use of a word and a touch, turn any wooden object to dust.
• • • Samirah's Kihanah• • •
Casting Time 1 night
Duration: Three questions
Requirements Occult 2,
Components: A small, metal, hand-crafted objec
Visible Effects: None
The caster smears the object in their vitae under a blood moon. When rubbing the object, a djinn will be summoned that will answer a question that no existing being knows. The object can be used three times.
• • • Sanguine Assistant • • •
Casting Time 2 Hours
Duration: Permanent
Requirements Occult 2, German
Components: None
Visible Effects: None
This ritual, widely known amongst older Tremere, but often discounted by younger bloods, creates an implicitly trustworthy laboratory assistant. The Thaumaturge expends a number of willpower equal to the number of nights they require the assistant, and a blood trait, which they cast about their laboratory at the climax of the ritual. The blood then coalesces, pulling laboratory objects (books, glass beakers, bunsen burners etc) into the form of a two foot tall humanoid ‘familiar’.
This creature, which has five physical and four health levels, is completely loyal to it’s master and will obey all of their commands. It may not leave the laboratory in which it was created, dissolving if it does into it’s constituent parts and spoiled blood. It possesses no disciplines and will flee from any combat. Whilst it has an empathic link with it’s creator and will fulfill their wishes, it has no intelligence ‘per se’ and will not comprehend any others instructions.
At storyteller discretion it may then assist in any research or undertaking the Thaumaturge may set to doing. Mechanically this will halve the length of time any appropriate downtime actions take.
The assistant is only active in the presence of it’s creator, otherwise remaining quiescent.
Alternative versions of this ritual, that turn blood into animated imps (blood imp), and fleshy creatures of body parts into homunculi (soul of the homunculi) also exist, but are mechanically the same, differing only in appearance. A Tremere may be taught any one of these variants..
• • • Sanguine Trail • • •
Casting Time 15 minutes
Duration: Instant
Requirements Occult 2, English
Components: None
Visible Effects: None
Upon completing this ritual, the caster must touch their target. On doing so they (and only they), see a network of red lines shoot out from the target, connecting them to anyone they are blood bound to, or who is blood bound to them. The caster will discern the total number of blood bonds the victim has as Regnant and Thrall and, if the other party(s) are also in line of sight who they are to/from. The ritual does not determine who is the Regnant or Thrall, not the level of the bond.
The ritual has no power to detect the Sabbat’s vaulderie, the power of that bond being too diffuse.
• • • Shaft of Belated Quiescence • • •
Casting Time Hours
Duration: Permanent
Requirements Occult 2; Latin
Components: Shaft of ensorceled Rowan wood
Visible Effects: None
This vicious ritual is cast on a stake that is meant for the heart of a vampire. The intended shaft is carved with ornate symbols and blackened in an oakwood fire. The darkened shard then becomes one of the most feared vampire-slaying weapons known. A simple hit with the stake, even in the leg or arm, causes the tip to break off inside the victim and begin burrowing into the victim's body. The point slowly works its way to the heart. The victim of this attack may not even know what is occurring until it is too late.
During a five-hour ritual, the caster must carve an ornate series of symbols onto a sharpened shaft of rowan wood, coat the stake with theri blood (two Blood Traits) and blacken it in an oakwood fire. The point reaches the heart in ‘x’ hours. where ‘x’ is the amount of Blood Traits the victim has (minimum one).
During the time of the splinter's journey, the sufferer occasionally feels sharp pains. These pains grow closer together and more unbearable as the tip nears its target. Damage caused on the splinter's journey isn't enough to remove Health Levels from a vampire, but will harm a mortal or ghoul – Mortals & Ghouls lose 1 health level per hour, but Ghouls can expend a Blood to heal the wound (this does not remove the tip).
One of the only ways to remove the thing is to dig for it - a very grisly process that may not always work. The vile thing may actually try to elude the surgeon by burrowing away from the open wound. The "surgeon" does more and more damage as he digs deeper after it. Needless to say, this weapon is often a death sentence for a mortal, and may well destroy a Cainite - who knows where the vampire might be when he is immobilised.
To successfully remove the “stake” before, or in the case of a vampire after, it reaches the heart will require someone with Medicine at a level of at least 3 and suitable surgery equipment. They need to win a Mental challenge against 10; +1 difficulty for every hour since the victim was staked
• • • Summon Mischievous Spirit • • •
Casting Time Hours
Duration: See Below
Requirements Occult 2; Spirti Lore
Components: None
Visible Effects: None
Roll: Charisma + Spirit Lore, difficulty 7. The vampire may summon a poltergeist. This spirit will not usually intentionally injure a victim; it just wants to drive her bat-shit. However… accidents happen. How the spirit annoys the victim is up to the Storyteller. This spirit remains for the following periods of time:
1 suc. one hour.
2 suc. one night.
3 suc. one week.
4 suc. one month.
5 suc. one year.
• • • Telecommunication • • •
Casting Time 15 minutes
Duration: Up to fifteen minutes
Requirements Occult ability 2
Components: None
Visible Effects: See description
This ritual allows the caster to temporarily take over a television set. They must have touched said set within the last week, but on completion of the ritual they gain control of the television, either controlling what is broadcast, or filling the screen with images from their own imagination. The Thaumaturge may also ‘see’ and ‘hear’ out from the TV
This ritual is proscribed within clan Tremere’s ranks and to be found with knowledge and not be an Archon would invite censure.
• • • Translocation of the Vessel • • •
Casting Time 1 night preparation
Duration: Instant
Requirements Occult ability 2;
Components: An object that can be lifted with one hand, the caster's blood
Visible Effects: None
The caster incantates while bathing the object in their blood. The caster speaks a word and the vessel will manifest in their hand
• • • Track Transgressor • • •
Casting Time 1 hour
Duration: Instant lasts a night
Requirements Occult ability 2;
Components: A place where Thaumaturgy was practiced
Visible Effects: None
Following the recent destruction of the Tremere antitribu, a subsect of clan Tremere has undertaken hunting what they call transgressors, non-clan kindred who wield the secrets of Thaumaturgy. This crackdown on those violating the most sacred of Tremere laws has not been widespread, but this is expected to change soon with the recent addition of this ritual. This ritual finds and tracks down these transgressors, presumably to be dealt with at the Tremere's discretion. The thaumaturge spills her own blood on the ground, which briefly reveals the footprints of the transgressor.
System: The thaumagurge must conduct this ritual at a site where Thaumaturgy has been used within the past 24 hours. After casting this ritual, the Tremere is able to flawlessly track down the other magus for the rest of the night. This tracking follows the exact path that the magus took after leaving the area where he magic was used. This ritual may track down only Thaumaturgy and not Necromancy or other types of magic. The caster must spend at least one blood point to activate the ritual.
• • • Transubstantiation of the Seven • • •
Casting Time 15 minutes
Duration: Instant
Requirements Occult ability 2; 13th generation or lower
Components: An ensorcelled chalice
Visible Effects: None
The caster sacrifices a point of their own blood into the chalice. When that blood is then drunk, it magically transforms into the blood of the Tremere Council of Seven, creating a blood bond to them, rather than the original donor of the blood.
• • • The Unseen Change • • •
Casting Time 15 minutes
Duration: Instant
Requirements Occult ability 2; Gauro Lore
Components: A silver jug, wolf blood
Visible Effects: None
Pour the wolf's blood from the jug to delineate an area. Any Lupine who enters the area is forced to assume Lupus form
• • • Ward versus Cathayans • • •
Casting Time 1 Hour
Duration: Permanent
Requirements Occult ability 2; Latin
Components: Iron filings
The caster incantates while marking a material object with a glyph drawn out of blood. Any Cathayan who touches the object feels intense pain and falls into Wave Soul.
• • • Ward versus Fae • • •
Casting Time 1 Hour
Duration: Permanent
Requirements Occult ability 2; Latin
Components: Iron filings
Visible Effects: None
The caster can create an arcane sigil that will detrimentally affect faeries. The ward can be placed on an unbroken and immobile circle or loop. Inscribing and enchanting the area requires a handful of cold iron filings, 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 faerie approaches the edge of this barrier (from within or without), they will feel very uncomfortable. If they should actually cross the barrier, the faerie 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 faerie.
If the caster wishes, individual faerie 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.
• • • Ward versus Lupines • • •
Casting Time 1 Hour
Duration: Permanent
Requirements Occult ability 2; Latin
Components: Silver dust
Visible Effects: None
The caster can create an arcane sigil that will detrimentally affect werewolves. The ward can be placed on an unbroken and immobile circle or loop. Inscribing and enchanting the area requires a handful of silver dust, 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 werewolf approaches the edge of this barrier (from within or without), they will feel very uncomfortable. If they should actually cross the barrier, the werewolf 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 werewolf.
If the caster wishes, individual werewolves 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 Lupines • • •
Casting Time 1 Hour
Duration: Permanent
Requirements Occult ability 2; Latin
Components: Silver dust
Visible Effects: None
The caster draws a circle made out of interconnected silver glyphs around the area they want to ward. Lupines who attempt to cross the ward suffer intense pain and possibly death.
• • • The Watcher • • •
Casting Time 10 minutes
Duration: Permanent unless rat is killed
Requirements Occult ability 2;
Components: A rat, alcohol
Visible Effects: None
Calls a small rat to the caster, who will then obey the master's directions and, upon returning, telepathically show the caster what it saw.
• • • Wielding the Spear of Damnation • • •
Casting Time 1 month
Duration: Permanent
Requirements Occult ability 2; Melee
Components: An edged weapon
Visible Effects: None
The caster writes "Genesis 4:10" in an angelic script on the weapon while meditating. Wounds struck by the weapon refill the blood of the caster
• • • Whispers of Truth • • •
Casting Time 10 minutes
Duration: Permanent
Requirements Occult ability 2; Auspex 3
Components: Item to read
Visible Effects: None
As Spirit's Touch, the Auspex Discipline, only more potent. Reveals an objects manufacture or composition, the object's use, the owner and events that occurred around the object.