

Sanguine Sands
First Level Rituals
• Bind The Accusing Tongue •
Casting Time: 10 minutes
Duration: Until Sunrise
Requirements: Occult ability 1
Components: Lock of Target’s Hair
Visible Effects: None
Often used to protect clan interests, this versatile ritual allows a Thaumaturge to prevent their victim speaking ill of them. The ritual, performed upon awakening, requires the Thaumaturge to bind a lock of the target’s hair around an image or effigy of the target, whilst chanting for ten minutes. For the rest of the night, or until the hair is unwound, the target may not speak ill of the caster, unless they expend a willpower, something they must do every time they attempt to denigrate the caster. Mortals cannot resist this effect. The hair and image rot to dust at the next setting of the sun.
• Blood Into Water •
Casting Time: 5 minutes
Duration: Instant
Requirements: Occult ability 1; English
Components: A cup of purified water
Visible Effects: None
A recent ritual designed to cover blood evidence at crime scenes. The thaumaturge slowly pours a cup of purified water through their outstretched palm, while chanting. All spilled blood (so not in a vampire, living thing or container, within 15 feet is transmuted to water. The ritual has no effect on blood used to power rituals (e.g. incorporated into symbols for crimson sentinel or a ward) but will affect blood used in mundane rituals, e.g. a mortal satanic rite.
• Blood Mastery •
Casting Time: 1 Action
Duration: 1 Hour
Requirements: Occult ability 1; English
Components: The tooth of a predatory animal, carried on their person
Visible Effects: Blood of victim
System: The caster must mix a tiny quantity of his own Vitae (a negligible amount, less than a point) with that of his victim, then slowly burn it in a fire or boil the blood slowly over an open flame. The caster speaks the phrases of Symmetry as he finishes. Once complete, the Tremere has magical mastery over the victim, however briefly. Successful completion of the Blood Mastery ritual guarantees a victory of some degree over the victim. In the next contention that the caster brings against the victim, the ritualist automatically succeeds. If the task would require some roll, the caster garners one success automatically, but no more (and cannot roll or spend Willpower to improve the roll). This means that the caster is guaranteed a marginal success against his opponent.
Of course, it may not be in the fashion that the Thaumaturge desires – one success alone is not enough to decapitate an enemy, but it might influence him briefly with the Dominate Discipline. Similarly, if the victim takes some action first, the ritual is of no help if the caster’s player could not normally make a countering roll. E.g. the caster would still be subject to an opponent’s use of Presence, because he may not normally make a roll to resist. If the victim uses some Discipline that would require the caster to resist, though, then the thaumaturge automatically counters it and thus ends the power of the ritual. Blood Mastery can only guarantee successes in one limited endeavor – a Thaumaturge cannot burn multiple points of blood to gain additional successes or success on multiple consecutive actions. Once the ritual is in place, it must be discharged before it can be invoked again against the same subject. Blood mastery expires if its effects remain unused by sunrise.
• Blood Rush •
Casting Time: 1 Action
Duration: 1 Hour
Requirements: Occult ability 1; French
Components: The tooth of a predatory animal, carried on their person
Visible Effects: None
When affected by bloodlust frenzy from being hungry (level 10 humanity slot), a Thaumaturge may spend Willpower to resist frenzy as normal and take an action to utter to cast this three word ritual. They stave off the frenzy for an hour.
• Brand •
Casting Time: 5 minutes
Duration: Permanent
Requirements: Occult ability 1; French
Components: An ounce of molten silver
Visible Effects: None
Normally tattoos and other body modifications received post-embrace disappear after a night, after a vampire’s body rejects them, returning to the state it was in on the night of the embrace. Brand allows a Thaumaturge to make such modifications permanent.
The caster slowly smears the affected area (whether it be a tattoo, piercing or other body mod) with the molten silver, causing an aggravated wound and requiring the subject to spend a Willpower to resist terror frenzy. Once that aggravated wound is healed by the subject, the modification becomes permanent.
• Brand of the Paramour •
Casting Time: 10 minutes
Duration: Permanent (see description)
Requirements: Occult ability 1
Components: Blood of mortal twins
Visible Effects: None
Used to monitor the safety of important ghouls, the ritual caster must perform the ritual over the blood of mortal twins, then the caster and one of their ghouls must imbibe a trait each. After this time, for as long as the ghoul remains a ghoul, the caster is instantly aware of any physical pain that befalls her servant, from a pinprick to a fatal fall.
• The Carrion Fly Delayed •
Casting Time: 3 hours
Duration: Permanent
Requirements: Occult ability 1; Medical 1
Components: A living victim, a censor, alchemical salts
Visible Effects: None
A living victim, a censor, alchemical salts. Preserve severed body parts from rot
• Chime of Unseen Spirits •
Casting Time: 3 hours
Duration: Permanent
Requirements: Occult ability 1
Components: The wedding rings of three dead women, reforged and cast into a metallic chime
Visible Effects: None
The chime takes three hours to create.
When hung in a room, the chime will ring melodiously when a ghost, spirit or incorporeal demon comes within thirty feet of it. Otherwise the chime will not ring at all, in the face of winds or direct manipulation.
• Cloak of Blood •
Casting Time: Seven Nights
Duration: 10 min per success
Requirements: Occult ability 1
Components: An innocent
Visible Effects: None
Fasting for seven nights, then drink blood freely offered from the innocent.. Temporarily mask the stains of Diablerie in your aura
• Communicate With Kindred Sire •
Casting Time: 30 minutes
Duration: 10 min per success
Requirements: Occult ability 1
Components: Item from Sire
Visible Effects: None
By enacting this ritual, a Tremere 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: The caster must meditate for 30 minutes to create the connection. Conversation may be maintained for 10 minutes per success on the activation roll.
• Crimson Sentinel •
Casting Time: 30 minutes
Duration: Permanent
Requirements: Occult ability 1; Latin
Components: 1+ of the victim’s blood traits
Visible Effects: None
This ritual allows the caster to inscribe a warding rune that will make it difficult or impossible for the subject to enter an area. The rune must be inscribed with one of the subject's Blood Traits and can affect an area up to fifteen paces across (a small room). This area may be increased by fifteen paces for every additional of the subject’s blood traits employed in the ritual. Once engaged, the subject cannot enter the warded area. The rune can be hidden by mundane means (behind a painting, for example) but if the rune is discovered and destroyed, the ritual is dispelled. The rune can be recognised for what it is, by anyone possessing Thaumaturgy: Path of Blood for exactly what it is, or Occult 4+ as a ‘warding rune’. The rune itself is 1 metre across, for every blood trait used in it’s creation.
• Decrypt Missive •
Casting Time: 10 minutes
Duration: Permanent once decrypted
Requirements: Occult ability 1
Components: Blood, an encrypted document
Visible Effects: None
Let one drop of blood fall on the document, then meditate for 10 minutes. The caster can break through any thaumaturgical encryptions
• Dedicate the Chantry •
Casting Time: Varies depending size of building
Duration: Permanent
Requirements: Occult ability 1
Components: Stale Water, one building
Visible Effects: None
Tremere chantries typically house arcane books, special resources, servants and other major assets. It’s no wonder they’re so closely guarded. One common practice includes the casting of various wards over a chantry site, to prevent unauthorized entry and to make the place difficult to locate. Dedicate the Chantry expatiates this process, making it easier to place subsequent enchantments over the area. To Dedicate the Chantry, the caster must walk a counter clockwise circle around the entire grounds and sprinkle stagnant water as he travels. Once the ring is complete, the thaumaturge must return to the (rough) center and anoint his hands with the stale water, then the lowest level of the floor.
System: A dedication functions over a single building. So a complex of homes or an estate and grounds may require several castings. One dedicated, the chantry is open to more defenses; any site ritual cast over the chantry, from a ward to potent magic’s like Deny the intruder (Level 2 ritual), has its casting difficulty lowered by one.
• Defence of the Sacred Haven •
Casting Time: 10 minutes
Duration: Until sunset
Requirements: Occult ability 1
Components: None
Visible Effects: Viewed from the inside, windows & glass take on a dim, tinted look
This handy ritual can be used by a Kindred to protect a haven from the oldest bane of her kind - sunlight. The ritual lasts as long as the structure is intact and the caster remains within. After it is cast, no sunlight can enter the haven by a window or door (as long as they remain closed). The ritual will affect a structure up to the size of a small house. A Regent with knowledge of the Hearth Path may affect the domain’s chantry, regardless of it’s size.
• Deflection of the Wooden Doom •
Casting Time: 10 minutes
Duration: 24 Hours
Requirements: Occult ability 1
Components: A circle of wood (preferably ash). A piece of the circle, carried on the person.
Visible Effects: None
By performing this ritual within a circle of wood (of any sort, but traditionally ash), the caster can stave off the threat of staking to themselves or another. If the character is successfully staked then the staking implement is destroyed in a shower of wooden splinters, the caster is not staked, and the enchantment is over. The ritual also expires after 24 hours.
To represent the presence of this ritual, the player must record it on their character sheet, and a small wooden sliver (like a toothpick) must be carried on their person. Only one of these enchantments may be present on a subject at a given time.
• Decrypt Missive •
Casting Time: 4 hours
Duration: Permanent
Requirements: Occult ability 1
Components: None
Visible Effects: None
This simple ritual counters the effects of Encrypt Missive, making a message written through that ritual legible to all who wish to read it.
• Devil’s Touch •
Casting Time: 30 minutes
Duration: Until sunrise
Requirements: Occult ability 1; Latin
Components: A penny or similar coin
Visible Effects: None
The caster can place a temporary magical curse upon a mortal (this includes Ghouls, werewolves and other mortal supernaturals) that causes others to view the victim with revulsion and disgust. While under of the effects of the ritual the subject suffers a two trait penalty on any intimidation-based Social Challenge, and three trait penalty if trying to be friendly. A penny or similar coin must be slipped onto the victim by either skilful role-playing or an appropriate ability. The ritual ends when the coin is found and discarded, or at sunrise, whichever comes first.
• Domino of Life •
Casting Time: 5 minutes
Duration: Until sunrise
Requirements: Occult ability 1; French
Components: A vial of fresh (drawn that night) human blood
Visible Effects: None
Upon completion of this ritual, the caster takes on the ability to simulate one characteristic from the following list: eat/drink; breathe; maintain a normal body temperature; assume a human flesh tone. This gives them a three trait bonus to appropriate challenges to avoid being recognised as a vampire. The vial of blood must remain on the caster’s person for the ritual to stay in effect.
• Encrypt Missive •
Casting Time: 4 hours
Duration: Permanent
Requirements: Occult ability 1
Components: A trait of the caster’s blood. The true name of the recipient
Visible Effects: None
Over the course of a night the caster writes a missive in their own blood, whilst chanting the true name of the individual they wish the missive to be read by. Once the ritual is complete, only that individual may read the message. To any other it appears as gibberish.
• Engaging the Vessel of Transference •
Casting Time: 30 minutes
Duration: Until used, or the caster chooses.
Requirements: Occult ability 1; Latin
Components: A Blood Trait. A vessel, inscribed with a hermetic symbol
Visible Effects: None
The caster can mystically prepare a vessel to act as a conduit, swapping the blood contained within with that of anyone who comes in to skin contact with it. Only one Blood Trait can be placed within a container and it will enact a single transfer. No tests are made to accomplish this, and the victim will only notice a slight shivering sensation. Once the Vessel is used and the original blood has been transferred, the magic fades, but the blood collected remains. This ritual is often used to get blood samples or to Blood Bond a subject.
The Vessel must be of a sufficient size to hold a Blood Trait (330ml & upwards). part of the ritual requires the vessel to be inscribed with a hermetic symbol. A character observing that symbol who knows the ritual will recognise it for what it is. Other character’s with Occult 4+ will recognise it as a symbol meaning ‘blood transference’
• Expedient Paperwork •
Casting Time: 30 minutes
Duration: Permanent
Requirements: Occult ability 1; Latin
Components: None
Visible Effects: None
Often possessed by Regents, and any Tremere involved in the workings of mortal institutions, this ritual, cast over documentation, ensures it’s ‘expedient’ arrival on the desk of it’s intended recipient. Attempts to disrupt it’s travel can often be foiled with almost supernatural coincidence. The ritual reduces the difficulty on relevant downtime actions by two.
• Flatline •
Casting Time: 5 minutes
Duration: Till sunrise
Requirements: Occult ability 1; Latin
Components: A dead insect
Visible Effects: See Below
The caster hides the insect in the target's home. The target shows no secondary vital signs
• Illuminate the Trail of Prey •
Casting Time: 5 minutes
Duration: Till sunrise
Requirements: Occult ability 1; Latin
Components: A length of white satin that must have been in the caster’s possession for at least 24 hours
Visible Effects: None
The caster must have a mental picture or know the true name of their prey and be at a point where they have travelled or left from. After casting the ritual the thaumaturge sees the tracks of their victim, shining brightly. From the brightness they can determine how recently they passed to within an hour. They will see the tracks of a character in modern transportation (cars, planes etc) as phorescent trails, rather than individual footsteps.
The tracks fade if the subject reaches their destination, or passes through running water.
At the climax of this short ritual the thaumaturge must burn the white ribbon.
• Impressive Visage •
Casting Time: 5 minutes
Duration: Until sunrise
Requirements: Occult ability 1; French
Components: A point of virgin blood; a sprig of mint
Visible Effects: None
The caster of this ritual enchants themself with an irresistible mien, an aura that commands attention and a degree of sexual attractiveness. To complete the ritual, the Thaumaturge must wash their face with virgin blood and place the sprig of mint in their left shoe. Against mortals they receive advantage on the first social challenge they undertake against them.
• Imp’s Affliction •
Casting Time: 5 minutes
Duration: See Below
Requirements: Occult ability 1; Any Language
Components: victim’s name on a scrap of paper.
Visible Effects: See Below
A disgusting ritual, the Imp’s Affliction curses the subject by aggravating his ears, throat and nose. Mucus membranes inflame, ears fill with liquid, the throat becomes raspy and dry, and the subject’s eyes brim with tears. This ritual requires merely that the Thaumaturge write her victim’s name on a scrap of paper.
System: The Imp’s Affliction lasts for one scene, during which the victim becomes winded after five minus Stamina turns. Subjects so exhausted suffer a temporary level of unsoakable bashing damage, which vanishes at the end of the scene as the symptoms disperse. This ritual is most often used to torment people in social situations, as their unpleasant maladies make them odious, to say the least – the difficulties of Social rolls for a character stricken with the Imp’s Affliction increase by one. This ritual has no effect on Kindred
• Incantation of the Shepherd •
Casting Time: 5 minutes
Duration: Instant
Requirements: Occult ability 1; Latin
Components: A needle
Visible Effects: None
The caster slowly spins in a circle, holding two pieces of glass over their eyes. At the conclusion of the ritual the caster instinctively knows where each member of their herd is, within a range of 10 miles.
Casting this ritual increases starting blood pool by one for the night
• Learning the Mind Enslumbered •
Casting Time: 10 minutes
Duration: Instant
Requirements: Occult ability 1; Latin
Components: A penny, or similar coin
Visible Effects: None
The caster must place a penny over the eye of a torpid vampire, or within the ash of dead vampire and spend ten minutes performing this ritual, after which time they may lift the penny to their ear and the caster ‘hears’ how the vampire was torpored or killed as a ghostly whisper. This will not give details of the perpetrator, rather giving answers such as ‘the sun’, ‘fire’, or ‘her head was cut off’.
• Luminous Vitae •
Casting Time: 5 minutes
Duration: Instant
Requirements: Occult ability 1; Latin
Components: Two pieces of glass
Visible Effects: None
The caster looks through the eye of the needle while incantating Blood in the vicinity of the caster glows in an iridescent purple
• Now Its Sight Is Ours •
Casting Time: 2 hours
Duration: See below
Requirements: Occult ability 1; Medical 1
Components: A three-inch golden pin, wire, vitae from the caster, a golden bowl, a censor, a small golden claw and a living victim
Visible Effects: None
The victim has its eye plucked out, which is then slowly pierced with the pin under incantations. The pin is attached to the wire, which is attached to the claw. The eye is drawn through the smoke of the censor and then bathed in the vitae within the bowl.
The eye can be used as a spying device when a vampire drinks something from the vitae the eye was bathed in.
• Protect the Tomb •
Casting Time: 10 minutes
Duration: See Below
Requirements: manipulation; Empathy
Components: A specially constructed gravesite, a dead body, incense
Visible Effects: None
The caster inters the body, then burns incense while incantating and inscribing the grave with symbols. Raises attempts to meddle with the interred person's corpse or spirit fail
• Purge the Inner Demon •
Casting Time: 10 minutes
Duration: See Below
Requirements: manipulation; Empathy
Components: A sturdy pin
Visible Effects: None
All kindred have a raging monster within their souls. A caster invoking this ritual can silence the beast in a vampire for a time, even removing the vampire from the beast’s control. The caster must push a sturdy pin through his own hand to begin the ritual. This causes the subject to become strangely submissive, even pulling her out of her frenzy. In actuality, her bestial nature has been temporarily separated from her psyche. According to legend, some kindred have willingly starved themselves into torpor after having been subjected to this ritual.
System: This ritual; lasts for a number of nights equal to the number of successes the caster scores on a manipulation + Empathy roll (Difficulty 10 – subjects humanity, never less than 1). During this time, the subject cannot frenzy. The caster may not use this ritual on their self.
• Purify Blood •
Casting Time: 10 minutes
Duration: Instant
Requirements: Occult ability 1; Latin
Components: See Below
Visible Effects: None
Kindred learned to be cautious of diseased vessels during the Black Plague. Experimentation showed that most diseases, even blood-Bourne ones, rarely have any affect upon Kindred, but that vampires can carry such diseases and pass them to their victims. Cautious Tremere can use a simple rite to ensure the blood remains safe to drink. The caster simply decants the blood into a suitable container and makes a few passes of his hands over it, combined with some thaumaturgical phrases and a mixture of ash and crushed ginger. The blood lightens slightly in colour if the ritual succeeds and the rite cleanses all poison or disease from the sample. Unfortunately, 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 more a survival ritual during desperate epidemics, not a nightly staple. (See also Cleansing the flesh Lvl 3 and Purity of flesh below)
System: A surpassingly simple ritual. Purify Blood requires only a minimal investment in time and effort. The caster can tell from the colour of the blood if the rite succeeds. Purify Blood functions on up to one point of blood. Because of the volume limitations, Purify Blood can cleanse only one blood point at a time (unless used on the vitae of very low generation vampires). Poisons, diseases and other are removed, while foreign substances bubble to the top. However, the ritual does not in any way change the potency of the blood; vitae can still cause a blood bond and blood rendered acidic or caustic by a discipline (like Quietis or Vicissitude) cannot be cleansed. This ritual cannot counter the Vaulderie (nor is it stealthy enough to perform unnoticed in the midst of such a rite). Rotten, solidified or otherwise befouled blood also vanishes if subjected to the ritual, so a vampire needn’t fear gagging on old, dead blood.
• Purity of Flesh •
Casting Time: 10 minutes
Duration: Instant
Requirements: Occult ability 1
Components: 1 Blood Trait from the subject
Visible Effects: As description
This ritual, mystically purges impurities (mundane pollutants, poisons and drugs, but not diseases or magical effects) from a target by concentrating these impurities into the subject's blood. One Blood Trait from the subject is used to enact the ritual. Afterward, the blood is thoroughly putrid and useless. A Storyteller may require a Simple Test or challenge for particularly stubborn substances.
If Purity of Flesh is used to remove a drug, this will also cure the subject of any addiction to that drug. If used on a character with the addiction flaw, they must spend their next experience points buying off that addiction (or lapse back into bad habits).
• Rebirth of Mortal Vanity •
Casting Time: 10 minutes
Duration: Permanent
Requirements: Occult ability 1; Latin
Components: None
Visible Effects: None
This simple ritual allows the user to grow their hair. Through a series of complex gestures performed in front of a mirror, the caster may grow their hair to a new length, that does not revert back to the length it was when they were embraced each night. This power may be cast on others, with their consent. It has no effect on the bald.
• Rite of Introduction •
Casting Time: 30 minutes
Duration: Varies
Requirements: Occult ability 1
Components: Water heated to form vapor
Visible Effects: None
This ritual involves reciting a half-hour incantation, and then speaking into water vapor. The vampire may contact the Regent of the nearest Tremere Chantry first, and then others, descending the hierarchy. By tradition, only the Regent is bound to answer, and a brief dialogue with each person is possible. Used often to announce one’s presence, or to call for help.
• Sanguineous Phial •
Casting Time: Three nights+
Duration: Permanent
Requirements: Occult ability 1; Latin or Egyptian
Components: An earthenware jar/container, at least large enough to be held with two hands; dried ash leaf
Visible Effects: None
This ritual allows a canny thaumaturge to store blood without the need for modern refrigeration or other preservation methods.
On the first night of the ritual, the caster takes their earthenware vessel and buries it in the ground, where it must remain for at least two nights. Once removed they whisper incantations before crumbling dried ash leaf into the vessel. Afterwards, they may pour up to two traits of blood into the vessel and seal it with tallow wax, after which it will remain fresh until the seal is broken.
Unlike a normal invested ritual, the mystical effect does not end if the creator of the vial is destroyed, only if they choose to end it.
• Scent the Werewolf (Lupine’s Passing) •
Casting Time: 30 minutes
Duration: Permanent (until used, then 1 hour)
Requirements: Occult ability 1; German or French
Components: None
Visible Effects: None
By drinking a strange herbal mixture containing milkweed, wolvesbane and some other more noisome materials, a Kindred can detect the presence of a werewolf by smell on a successful Mental Challenge (Threshold 12). The user can identify a previously smelt werewolf if they have Heightened Senses, and used it to sniff the Garou previously.
Once drunk, the effects last for an hour. There is no ill effects for drinking this mixture and anyone who drinks it is able to “Scent” a werewolf.
• Sense the Mystical •
Casting Time: 5 minutes
Duration: 1 Hour
Requirements: Occult ability 1; Latin
Components: A mystically prepared candle
Visible Effects: Sources of blood magic glow with a red hue
The thaumaturge chants over the candle, then lights it. All sources of blood magic (Specifically Thaumaturgy and/or Necromancy paths) with 10 feet glow with a red hue, visible to all. this would indicate currently active rituals and powers, but would not identify someone capable of such powers, or other disciplines, or other non-vampiric forms of magic. The power only illuminates objects or powers within the candle’s light so, for example.an item hidden in a pocket would not be illuminated unless it was ‘bought into the light’.
Once the candle it lit, it may not be moved.
• The Scribe / ‘Clippy’ •
Casting Time: 30 minutes
Duration: Permanent
Requirements: Occult ability 1; Latin (Or computer, see below)
Components: A writing implement
Visible Effects: None
The caster may permanently enchant a writing implement, a pen, a feather, a piece of charcoal. After the ritual is completed, as long as there is paper available, the pen will document whatever the thaumaturge speaks within it’s presence.
The willpower expended in this ritual is ‘invested’.
An alternative version of this ritual exists, amongst younger apprentices substitutes a computer for a writing implement. This version requires the caster to have at least Computer 1, rather than Latin. This version of the ritual is proscribed and not contained within any legal grimoires.
• Serenading the Kami •
Casting Time: 30 minutes
Duration: Until sunrise (or expended)
Requirements: Occult ability 2; Japanese
Components: A stick of incense
Visible Effects: None
Through invocations and smudging with incense, the ritualist gains the temporary support of spirits known as Kami, “highly placed beings” that are found in all things. Developed by a traditional Japanese Kindred to aid in a duel, this ritual is used prior to a major feat of strength. The Thaumaturge must burn a stick of incense to invoke this ritual.
System: This half hour ritual allows the Thaumaturge to reduce the difficulty of any physical action by two immediately following the completion of the ritual. This may be an extended action such as digging a ditch, or it may be as brief as guiding a deadly blow.
• Sigil of Authority •
Casting Time: 10 minutes/An evening
Duration: A year and a day/by sigil creator’s removal
Requirements: Occult ability 1
Components: A silver tipped blade
Visible Effects: See description
A recent creation (or possible rediscovery) by the Tremere Justicar that has started to propagate amongst Tremere Princes, Sigil of Authority allows s Kindred of status to mark their agents as in their service and instill in them a degree of their authority.
The Thaumaturge carves their sigil into the flesh of a willing agent which must be representative of their authority. For example the Tremre Justicar’s is a stylised three towered castle, the symbol of his city of birth. A more modern Prince might use mark their sheriff with a five pointed badge. The bearer of the sigil must then spend an evening in their authority’s presence, being invested with their will. At the end of the evenign they must swear an oath to the office.
At any time after this, the Sigil Bearer may reveal the sigil and expend a point of Willpower and declare (truthfully) who they are, their position and who they serve. Any Vampire in sight of it, must respond as if affected by Awe. If they lie, the power has no effect.
The sigil last a year and a day. Alternately , the sigil’s creator may revoke a sigil at any time by spending a Willpower. If they do so, the sigil sears itself from it’s bearers skin, inflicting an aggravated wound on them that cannot be reduced by Fortitude.
• Tame the Maddening Flame •
Casting Time: 10 minutes
Duration: Permanent
Requirements: Occult ability 1
Components: A jug of water, a building filled with fires
Visible Effects: See Below
The caster pollutes the water with his vitae and sprinkles it around the building. Existing fires take on a green hue and no longer inspire Rötschreck.
• Wake with Evening’s Freshness •
Casting Time: 10 minutes
Duration: Until Sunrise
Requirements: Occult ability 1
Components: None
Visible Effects: None
Another ritual popular with Tremere who fear that enemies may come for them during the day, this allows the protected Kindred to awaken immediately at any sign of danger during the next day. The ritual costs one of the caster’s Blood Trait’s.
This ritual must be performed immediately before a vampire prepares to sleep through the coming day. A period of complete meditation is required. Any interruption or performance of other activities after the ritual, but before sleep, renders the magic ineffective. Once cast the Kindred will awaken at the first sign of danger, i.e. Haven under attack, someone about to stake them, etc.
Upon waking the character acts as if they had woken for daytime action but, for the first two rounds of their wakefulness, ignores any daytime trait penalty.
• Widow’s Spite •
Casting Time: 5 minutes
Duration: Until Sunrise
Requirements: Occult ability 1; Latin
Components: A wax or cloth doll/effigy of the victim
Visible Effects: See description
During the ritual the caster pricks an area of the doll or effigy with a needle, sharpened stick, pin or other small object. The area targeted could be a limb, the head of the body. Upon completing the casting of this ritual the doll or effigy starts to weep a thin blood like substance from the area targeted. The victim will then feel an itching and prickling sensation in the affected area, until sunrise.
• Will O'Wisp •
Casting Time: 5 minutes
Duration: As long as in sight
Requirements: Occult ability 1; Latin
Components: Branch of a willow tree
Visible Effects: See description
The vampire may turn a small branch from a willow tree into a floating ball of light that is under her mental command, that will continue to glow if within sight of the vampire.