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Cainites The Basics: The Race of Cain functions just as Kindred do on the purely physical level.

The following are changed. Predators Taint: Cainites do not suffer the Predators Taint. Blood Potency: The Vampires blood potency varies depending on the vampires age and how many generations he is removed from Cain. Only generations 15-4 are quantifiable. Trait Maximums, Vitae Maximums, and Vitae expenditures are unchanged. Feeding requirements are variable. Vampires begin at a Blood Potency depending on their generation, and can increase to a maximum Blood Potency dependent on generation. Here is the chart. Generation: 4 Beginning Blood Potency: 7 After 25 years active: 8 After 50 years active: 9 After 100 years active: 10 Generation: 5 Beginning Blood Potency: 6 After 25 years active: 7 After 50 years active: 8 After 100 years active: 9 After 500 years active: 10 Generation: 6 Beginning Blood Potency: 5 After 25 years active: 6 After 50 years active: 7 After 100 years active: 8 After 500 years active: 9 After 1,000 years active: 10 Minimum Humanity to Feed on Animals Humans 8 3 9 4 10 4 5 Minimum Humanity to Feed on Animals Humans 7 0 8 4 9 4 10 5 5 Minimum Humanity to Feed on Animals Humans 7 0 8 0 9 4 10 4 5 6

Generation: 7 Beginning Blood Potency: 4 After 25 years active: 5 After 50 years active: 6 After 100 years active: 7 After 200 years active: 8 After 500 years active: 9 After 1,000 years active: 10 Generation: 8 Beginning Blood Potency: 3 After 25 years active: 4 After 50 years active: 5 After 150 years active: 6 After 300 years active: 7 After 500 years active: 8 After 1,000 years active: 9 Generation: 9 Beginning Blood Potency: 2 After 25 years active: 3 After 50 years active: 4 After 100 years active: 5 After 200 years active: 6 After 500 years active: 7 After 1,000 years active: 8 Generation: 10 Beginning Blood Potency: 1 After 25 years active: 2 After 50 years active: 3 After 100 years active: 4 After 200 years active: 5 After 500 years active: 6 After 1,000 years active: 7

Minimum Humanity to Feed on Animals Humans 7 0 8 0 9 0 10 4 4 5 6 Minimum Humanity to Feed on Animals Humans 7 0 8 0 9 0 10 0 4 4 5 Minimum Humanity to Feed on Animals Humans 0 0 6 0 7 0 8 0 9 0 10 4 5 Minimum Humanity to Feed on Animals Humans 0 0 0 0 5 0 6 0 7 0 8 0 9 4

Generation: 11 Beginning Blood Potency: 1 After 25 years active: 2 After 50 years active: 3 After 200 years active: 4 After 500 years active: 5 After 1,000 years active: 6 Generation: 12 Beginning Blood Potency: 1 After 25 years active: 2 After 100 years active: 3 After 500 years active: 4 After 1,000 years active: 5 Generation: 13 Beginning Blood Potency: 0 After 5 years active: 1 After 100 years active: 2 After 500 years active: 3 After 1,000 years active: 4 Generation: 14 Beginning Blood Potency: -1 After 5 years active: 0 After 100 years active: 1 After 500 years active: 2 After 1,000 years active: 3 Generation: 15 Beginning Blood Potency: -2 After 5 years active: -1 After 100 years active: 0 After 500 years active: 1 After 1,000 years active: 2

Minimum Humanity to Feed on Animals Humans 0 0 0 0 4 0 5 0 6 0 7 3 Minimum Humanity to Feed on Animals Humans 0 0 0 0 3 0 4 0 5 2 Minimum Humanity to Feed on Animals Humans 0 0 0 0 0 0 2 0 3 1 Minimum Humanity to Feed on Animals Humans 0 0 0 0 0 0 0 0 2 1 Minimum Humanity to Feed on Animals Humans 0 0 0 0 0 0 0 0 2 1

Torpor works in the reverse of age category. Torpor can put a vampire below blood potency minimums for their generation at the rate of 1,000 years per point of blood potency. Vampires below 13nth generation can go no lower than blood potency one. 13nth generation vampires and younger fall to their starting point.

Diablerie (which otherwise is as explained in VtR) lowers the diablerists generation at the following rate. The vampires blood potency goes up by one, if the consumed vampire had a blood potency higher than the diablerits, or to the minimum for the new generation. The diablerist can have problems. The consumed vampire rolls Presence+Blood Potency opposed by the diablerists Resolve+Blood Potency. If the consumed vampire gains more successes than the diablerist, then the diablerist gains a form of Sanguinary Animism involving the victim that has a chance of manifesting each time the vampire awakens. If the victim gets five or more successes than the diablerist and the diablerist gets no successes, then the victim is essentially in control of the attacker, but suffers Sanguinary Animism from the attacker with the same stipulations. # of Generations raised by diablerie, only applies if the victim is of lower generation than the attacker. Difference between 1 and 3: 1 Difference between 4 and 6: 2 Difference between 7 and 9: 3 Difference between 10 and 12 (ridiculously, theoretically possible): 4.

Sects
Autarkis
No benifet or hindrance. The Autarkis covenants do not have any gaol unifying each of them, they dont have any unifying benefits, but they also suffer no common penalty. Benu al-Haqim While known for their skill as warriors, the home branch of this clan has much skill with sorcery. As such Blood Sorcery can be purchased as an out of clan discipline. Half XP costs are paid for Kung Fu, Two Weapon, and Fencing fighting style merits. Benu al-Haqim Discliplines for the clan are Auspex, Celerity, and Obfuscate. Their clan weakness is the fact that each and every one of them has a form of the Fixation derangement that is tied to one particular field of endeavor. At character creation the player decides if the field is in the Physical, Mental, or Social realm. The derangement kicks in if t he character fails at a skill check in their particular specialty. The choice of attributes is Dexterity or Resolve. Unlike other vampires, they darken with age. Warriors This bloodline gains Quietus as an in-clan discipline. They lose two dice to resist vitae addiction. Baali The Baali are known for their dark mysticism. All members of the covenant have access to Dark Thaumaturgy as an in-clan discipline. -1 on XP costs for Occult. Any Mystics Disciplines are Auspex, Dominate, and Resilience. Their weakness is the fact that those attempting to use supernatural senses on them gain a +2 bonus to do so. Their attribute choices are Intelligence and Wits. Baali Bloodline Baali bloodlines replace Dominate with Presence and gain Daimoineon. Their weakness is that they lose one die on all rolls to keep from losing Humanity. Giovanni The Giovanni gain access to Necromancy as an in clan discipline. Resources and Retainers can be purchased for XP cost. Necromancers Necromancers gain Auspex, Resilience, and Thanatosis. Their clan weakness is unearthly palor, they look pale and waxy. They are unable to spend blood to mimic life. Their attributes of choice are Intelligence and Composure Giovanni Bloodline The Giovanni bloodline loses access to Thanatosis, but gains Dominate and Potence. Their additional clan weakness is the fact that they do one additional point of damage per point of Vitae drained from mortals, and their bite does not have the Kiss as a

result, in fact, it is more painful than the wound would ordinarily, causing any mortal to try to resist. Inconnu The Inconnu have access to the Coils of the Dragon. They can purchase Mentor and Meditative Mind for half xp costs. Any Settites The Settites can purchase Allies and Resources at xp costs. They gain access to Settite Sorcery as an out of clan discipline. Followers of Set The in clan disciplines are Obfuscate, Presence, and Serpentis. Their clan Weakness is the same as the Mekhet clans. Their attributes of choice are Manipulation and Wits. Warriors Settite Warriors gain Potence, and lose 1 die to resist frenzy. True Hand The True Hand gain Resources and Retainers at XP costs. They can purchase Necromancy as an Out of Clan discipline. Benu al Haqim Discliplines for the clan are Auspex, Celerity, and Obfuscate. Their clan weakness is the fact that each and every one of them has a form of the Fixation derangement that is tied to one particular field of endeavor. At character creation the player decides if the field is in the Physical, Mental, or Social realm. The derangement kicks in if t he character fails at a skill check in their particular specialty. The choice of attributes is Dexterity or Resolve. Unlike other vampires, they darken with age. Gangrel Disciplines for this clan are Animalism, Resilience, and Protean. Their weakness is that they are disadvantaged on Mental rolls other than Perception. Their attributes of choice are Resolve and Stamina. Malkavian Malkavians gain Auspex, Mind Web, and Obfuscate. Their weakness is that they all start with a Major derangement that they cannot ever be rid of. Their attributes of choice are Presence and Wits. Mystics Disciplines are Auspex, Dominate, and Resilience. Their weakness is the fact that those attempting to use supernatural senses on them gain a +2 bonus to do so. Their attribute choices are Intelligence and Wits. Necromancers Necromancers gain Auspex, Resilience, and Thanatosis. Their clan weakness is unearthly palor, they look pale and waxy. They are unable to spend blood to mimic life. Their attributes of choice are Intelligence and Composure Nosferatu As V:tR

Ravnos Ravnos disciplines are Animalism, Chimerstry, and Resilience. Weakness is as Daeva. Attributes of choice are Wits and Manipulation True Bruja True Brujah clan disciplines are Potence, Presence, and Temporis. Their weakness is the loss of one die to resist Humanity degeneration. Further, they lose two dice to all Empathy based rolls. Their attributes of choice are Intelligence and Resolve. Ventrue Ventrue clan disciplines are Dominate, Resilience, and Presence. Their weakness is that all Ventrue suffer from a feeding restriction. Each Ventrue can only feed from one type of vessel, unless in frenzy. Attributes of choice are Presence and Resolve.

Camarilla
Anarchs Any Tremere Gargoyles Mystics Tremere

Liabon
Akunanse Disciplines are Abombwe, Animalism, and Resilience. Their Weakness is that their maximum Social dice when dealing with mortals is reduced by one each time they fail a degeneration roll, as each time they fail such a roll they gain one bestial feature related to a mystically significant animal of their homeland. Attributes of choice are Stamina and Wits. Guruhi Disciplines are Animalism, Majesty, and Vigor. Their weakness is as that of the V:tR Ventrue. Attributes of choice are Strength and Presence. Slayers Slayer Guruhi lose Majesty, and gain Auspex and Obfuscate. They are warped and corpse-like, and thus suffer the Nosforatu weakness of V:tR. Ishtarri Disciplines are Celerity, Majesty, and Resilience. Their weakness is that they are at -1 dice to resist wassail from hunger. They must either succeed on a Resolve+Composure roll or spend one Willpower point to resist indulging in their Vice. Attributes of Choice are Stamina and Manipulation. Kinyonye Disciplines are Animalism, Chimerstry, and Resilience. The clan weakness of the Kinyonye is that they cannot rest in the same place two days in a row. If they try, they wake up one point shy in Willpower. If they do this on their last Willpower point, they enter Torpor. Attributes of choice are Stamina and Wits. Nagloper Disciplines are Animalism, Auspex, and Vicisitude. The clan weakness is that they must rest buried in the earth each day. Failure to do so results in the loss of one point of Willpower upon awakening. Loss of the last Willpower point results in Torpor. Attributes of choice are Dexterity and Wits. Osebo Disciplines are Auspex, Celerity, and Vigor. Their weakness is the same as the Gangrel of V:tR. Their favored attributes are Strength and Wits. Shango Disciplines are Celerity, Dur-An-Ki, and Obfuscate. Clan weakness is -2 dice to resist Vitae addiction. Favored attributes are Presence and Intelligence. Xi Dundu Disciplines are Dominate, Obtenebration, and Vigor. Clan weakness is that they cast no shadow, and that if they rest touching the earth, they lose two points of Willpower. Favored attributes are Strength and Intelligence.

Sabbat
Black Hand Assamites Warriors

Brujah Gangrel City Gangrel Lasombra Malkavian Mystics Warriors Nosferatu Ravnos Tzimisce Kuldon Assamites Mystics Necromancers Settites Tzimisce

Lillim Brujah Caitiff Gangrel City Gangrel Lasombra Mystics Tremere Warriors Necromancers Samedi Nosferatu Ravnos Tzimisce

Ventrue Tremere Antitribu Mystics Tremere The Clans Brujah Attributes: Strength Presence Disciplines: Celerity, Majesty, Vigor Weakness: -2 dice on all rolls to resist Wassail Benu al-Haqim Attributes: Dexterity/Resolve Disciplines: Auspex, Celerity, Quietus Weakness: Fixation derangement Bloodline: Warriors Disciplines: Auspex, Celerity, Obfuscate, Quietus Weekness: -2 dice to resist Vitae addiction Caitiff Attributes: None Weakness: All disciplines are at New Dots x6 Cost Followers of Set Attributes: Manipulation/Wits Disciplines: Majesty, Obfuscate, Serpentis Weakness: +1 damage from fire and sunlight. Bloodline: Path of the Warrior Disciplines: Majesty, Obfuscate, Serpentis, Vigor Weakness: -2 dice to resist frenzy Gangrel Attributes: As VtR Disciplines: Animalism, Protean, Resilience Weakness: As VtR Bloodline: Nomad Gangrel Disciplines: Animalism, Protean, Resilience, Vigor Weakness: Beastial Features (1 beast trait per wassail) Bloodline: City Gangrel Disciplines: Animalism, Celerity, Protean, Obfuscate Weakness: Territoriality Lasombra Attributes: Strength/Presence

Disciplines: Dominate, Obtenobration, Vigor Weakness: +2 damage from sunlight Bloodline: Kyasid Disciplines: Auspex, Mythercaria, Obtenobration, Vigor Weekness: Cold Iron deals aggravated damage Malkavian Attributes: Minipulation/Wits Disciplines: Auspex, Dementation, Obfuscate Weakness: Begin with 1 Mild derangement Bloodline: Camarilla Malkavians Disciplines: Auspex, Dominate, Obfuscate, Resilience Weakness: -2 on rolls to resist further derangement Mystics Attributes: Composure/Intelligence Disciplines: Auspex, Dominate, Reslience Weakness: +2 dice on any mystical ability to sense unnaturalness. Bloodline: Baali Disciplines: Daimoinian, Dominate, Majesty, Resilience Bloodline: Tremere Disciplines: Auspex, Dominate, Resilience, Thaumaturgy Weakness: -2 to Resist compulsion type disciplines from one of higher Clan Status Bloodline Healer Disciplines: Auspex, Obeah, Obfuscate, Resilience Weakness: 3 die violation if vitae is ever taken against the will of the subject Bloodline: Warrior Disciplines: Auspex, Resilience, Valaren, Vigor Weakness: Only nourishment from vitae not taken while indulging vice. Necromancers Attributes: Intelligence/Wits Disciplines: Auspex, Resilience, Thanatosis Weakness: Cannot use vitae to mimic life functions Bloodline: Giovanni Disciplines: Dominate, Resilience, Thanatosis, Vigor Weakness: +1 point of damage per vitae drained from a mortal, who feels no pleasure from the kiss. Bloodline: Samedi Disciplines: Auspex, Resilience, Obfuscate, Thanatosis Weakness: As Nosferatu Nosferatu Attributes: As VtR Disciplines: Animalism, Obfuscate, Vigor

Weakness: As VtR Bloodline: Nictuku Disciplines: Animalism, Nightmare, Obfuscate, Vigor Weakness: -2 to resist Wassail Ravnos Attributes: Manipulation/Wits Disciplines: Animalism, Chimerstry, Resilience Weakness: -1 Willpower upon failure to ingulge in vice. Bloodline: Phuri Dae Disciplines: Animalism, Auspex, Chimerstry, Resilience Weakness: Cannot refuse prophecy Bloodline: Warriors Disciplines: Animalism, Chimerstry, Resilience, Vigor Weakness: -2 to resist Wassail Toreador Attributes: Presence/Intelligence Disciplines: Auspex, Celerity, Majesty Weakness: Must roll Composure+Resolve not to become enthralled by beautiful things at Humanity 6+ or awful things at humanity 5-. Bloodline: Weekness:

Tzimisce Attributes: Composure/Intelligence Disciplines: Animalism, Auspex, Vicisitude Weakness: Must rest in two handfuls of native soil Bloodline: Bratovitch Disciplines: Animalism, Auspex, Vigor, Viscisitude Weakness: -2 dice to resist wassail

Ventrue Attributes: Presence/Resolve Disciplines: Dominate, Presence, Resilience Weakness: Feeding Preference Bloodline: Weekness:

Disciplines
Abombwe (Akunanse)
Predators Communion (1) Description: This discipline allows the character to sense the presence of other beasts. For purposes of this discipline, vampires, kuei-jin, shape changers, predatory animals, and mortals (including modified ones) qualify as beasts. This power lasts 1 scene. Cost: 1 Vitae Dice Pool: Wits+Survival+Abombwe Action: Instant Roll Results Dramatic Failure: False or misleading information. Failure: The presence or absence of beasts is noted, but no other information is gained. Success: Direction and distance are noted. Exceptional Success: The strength of the beast in question is noted. Generally higher power stats, or lower morality will indicate stronger beasts. Suggested Modifiers Modifier Situation +1 For every point of power stat. +1 For every point of Morality under 5. -1 For every point of Morality above 6. -1 Target lacks a power stat. -1 Target is not supernatural. Invoking the Beast (2) Description: The character can gain any one power of the natural world for one scene. The available powers are as follows: Armor: Scales or Chiten grant 1 point of armor. Claws: +1L damage in unarmed combat and +1 dice to climb. Night Eyes: No darkness penalties until pitch darkness. Superior Senses: +2 dice to Perception rolls. Wings: Negate falling damage, glide twice falling distance. Cost: 1 Vitae/modifiaction Dice Pool: Action: Instant

Unseen Hibernation (3) Description: The vampire can meld into any unworked material of roughly her same mass and rest there during the day. The vampire is undetectable by mortal means. Damage or destruction of the resting place deals 1 level of aggravated damage to the vampire and drives them out of the object in question. The vampire learns the ability to merge into 1 type of material when this power is taken, and each additional costs 3 XP to learn. The materials are wood, stone, earth, or still water. Cost: 2 Vitae. Dice Pool:Action: Instant Devil Channel (4) Description: The vampire brings his beast close to the surface, this imposes a -2 penalty to avoid wassail, but grants a benefit depending on the part of the body the beast is channeled to. One location is granted when this discipline is first learned, and each additional one costs 3 XP. Back: The vampire sprouts four spider-like legs from the back granting an additional action that can be used for climbing or grappling. Hands: The vampire does Aggravated damage in unarmed combat. Head: The vampire can see in perfect darkness, and can spit poison at a range of 2/4/6 at a potency equal to the vampires Abombwe that deals Bashing damage to any target, living or undead that it comes into contact with. Legs: The vampire can jump an additional 10 per point of Abombwe and gains an additional die per point to avoid damage from falling. Cost: 2 Vitae Dice Pool:Action: Instant Predators Transformation (5) Description: The vampire must anoint herself with the blood of a predatory creature in a ritual binding the form to her. From then on she may take the form of that animal. The creature must be size 2 at least. All natural abilities of the critter in question are taken. One form is learned at the achievement of this discipline. Each form learned thereafter costs 3 XP. Cost: 3 Vitae Dice Pool: Action: Instant

Chimerstry (Ravnos, Kinyonye)


Ignus Fatuus (1) Description: The vampire can create a static illusion that fools one sense. It lasts so longs as the vampire is present. Cost: 1 Willpower Dice Pool: Wits+Expression+Chimerstry Action: Instant Roll Results Dramatic Failure: While the vampire believes her mirage is in place, it is not. Failure: No result Success: The illusion works as normal. Exceptional Success: The willpower cost is rescinded. Suggested Modifiers Modifier Situation -2 The vampire is trying to create an illusion like nothing she has experienced. Fata Morgana (2) Description: The vampires illusion appeals to whatever senses he chooses, though it still cannot move. Examination may prove an object false. The illusion lasts so long as the vampire is present. The more successes the more detailed and realistic the illusion. Cost: 1 Willpower Dice Pool: Wits+Expression+Chimerstry vrs Wits Action: Extended (each roll indicates 1 round). Roll Results Dramatic Failure: The vampire believes the illusion is in place, though it is not. Failure: No result. Success: Progress is made on the illusion. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation -2 The vampire is trying to create an illusion like nothing he has experienced.

Apparition (3) Description: The vampire can add this power to Fata Morgana, allowing movement. Cost: One cycle of movement costs 1 blood point. For example, a fire flickering would cost one, or a guard dog circling would cost one. Making the fire appear to spread, or causing the dog to start lunging and barking costs another. Dice Pool:Action: Reflexive Permanency (4) Description: This adds on to any lower level Chimerstry power, it makes the illusion last until the vampire cancels it. Cost: 1 Willpower, 1 Vitae Dice Pool:Action: Reflexive Horrid Reality (5) Description: This inflicts horrifying hallucinations on a target, causing them to believe they are being burned alive, or shredded, or something. This deals 1 point of Bashing damage per success. Cost: 1 Willpower, 1 Vitae Dice Pool: Wits+Intimidation+Chimerstry-targets Composure Action: Instant Roll Results Dramatic Failure: The illusion rebounds on the vampire, she takes 1 level of Bashing damage. Failure: No result. Success: The target believes they are being harmed, and cons himself into taking damage. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +1 The vampire knows a specific fear of the targets.

Daimoinon (Baali)
Sense the Sin (1) Description: The character can, after brief conversation, learn the answer to any one question about the target per success. The possibilities are: What is the targets Vice? What is one Derangement of the subject? Is the subjects Morality less than 5? What is one Flaw the character possesses? What group of Attributes is the subject weakest in? What group of Skills is the target weakest in? What is the subjects weakest attribute? What is one supernatural weakness of the target? Cost: 1 Willpower Dice Pool: Wits+Empathy+Daimoinon- Composure Action: Instant Roll Results Dramatic Failure: False or misleading information. Failure: No result. Success: Things work as planned. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +1 The vampire has the targets True Name. -1 For every dot of humanity the target possesses above 7. -1 to -3 The character is rushed or distracted, such as by evoking a power in combat or while trapped in a burning building. This penalty is cumulative with multiple distractions (such as by casting a ritual in combat during a hurricane). Successes gained on a meditation roll for the night offset interruption penalties on a one for one basis.

Fear of the Void Below (2) Description: The character must have used Sense the Sin on the target previously. It fills the targets mind with fear borne of their own particular weakness, and of oblivion following failure. Each success removes 1 die from the subjects dice pools for the scene due to terror. Cost: 1 Willpower Dice Pool: Manipulation+Empathy+Daimoinon vrs Composure Action: Instant, resistance is Reflexive. Roll Results Dramatic Failure: The power is turned back on the Cainite/Mortals take the vampires successes as Bashing damage due to overwhelming panic, Cainites enter torpor. Failure: No result. Success: Things go as planned. Exceptional Success: The subject must flee in gibbering fear/The power cannot work on that character unless the vampire successfully uses Sense the Sin on them again. Psychomachia Description: The vampire must have used Sense the Sin on the target previously. Once this is done, the character may call forth a nightmare from the subjects own psyche that they must contend with. The creature has the following traits: Power: Subjects Intelligence -5, Finesse: Subjects Manipulation -5, Resilience: Subjects Resolve -5, Size: Subjects Presence -5 Speed: Subjects Composure -5+10. The creature attacks the subject and the subject only, and is only visible to the subject. The subject must make a Resolve+Composure roll to do anything other than attack or flee from the creature. While ranged weapons appear to hurt the creature (because the subject believes they should), they pass right through it, and will hit anyone in the line of fire. Injuries are always in Bashing damage, and if they wipe out the subjects health levels, they always fall unconscious or enter Torpor. The creature remains until destroyed and it always looks like the embodiment of the subjects worst nightmare. Cost: 1 Willpower, 1 Vitae Dice Pool: Manipulation+Empathy+Daimoinon vrs Composure Action: Instant, resistance is Reflexive. Roll Results Dramatic Failure: A psychomachia is created. It uses the caster as a target. Failure: No result. Success: Things go as planned. Exceptional Success: The casters Daimoinon is an extra Attribute pool for the creature.

Conflagration (4) Description: The vampire can summon forth bursts of pure oblivion against physical targets. This can appear as a rent in reality, black flames, or with any number of unpleasant effects (which often appear differently to different viewers). Each success deals 1 level of Aggravated damage. The range uses the vampires Daimoinonx3 as a base. Cost: Willpower, 1 Vitae Dice Pool: Wits+Firearms+Daimoinon Action: Instant Roll Results Dramatic Failure: The vampire suffers a level of aggravated damage. Failure: A miss. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation Standard ranged weapon modifiers. Concordance (5) Description: The vampire may take on certain demonic traits, each costing 3 XP. These gifts physically alter the vampire in some way and take the form of either particular demonic powers, or physical features of a demons form. All not-so-subtly warp the vampires form. They cannot negate the need for blood, or grant resistance to sunlight. Cost: Variable Dice Pool: Wits+Survival+Daimoinon (if any) Action: Typically Instant, if any.

Dementation (Malkavian Antitribu)


Passion (1) Description: The vampire can choose to sharpen or blunt the emotions of one target. When this power is first learned, the Cainite chooses which power they have. Learning the other costs 3 XP. Either effect lasts for one hour per success. A target with blunted emotions suffers a -1 on social rolls per point of Dementation the attacking vampire has. They cannot spend Willpower, or regain it from either their Virtue or their Vice. They gain their normal penalty as a bonus to resist Majesty powers. A target with enhanced emotions suffers the same penalty on social rolls as one with blunted emotions. They suffer the same penalty to mental rolls, and have a -1 die penalty to resist wassail and Rotshreck. They gain their usual penalty as a bonus to resist Dominate powers. Cost: 1 Willpower Dice Pool: Wits+Expression+Dementation vrs Composure Action: Instant, resistance is Reflexive. Roll Results Dramatic Failure: The power rebounds upon the vampire. Failure: The power fails. Success: Things work as normal. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +2 The subject has a major derangement +1 The subject has a minor derangement +1 For every point of Morality below 5. -1 For every point of Morality above 6.

The Haunting (2) Description: The vampire can cause the subject to suffer random disruptions of one sense for one sunrise per success. The vampire chooses the sense, but the disruptions occur generally when the subject is alone, or under stress. Attempting to focus on the hallucination tends to cause it to go away. Usually they take the form of repressed emotions, guilty memories, or anything else unpleasant and dramatically appropriate. The vampire must make eye contact to inflict this ability. Mechanically, the subject must make a Resolve+Composure each sleep cycle to regain Willpower, and loses 1 die to resist gaining a Derangement. Cost: 1 Willpower Dice Pool: Manipulation+Expression+Dementation vrs Composure Action: Instant, resistance is Reflexive Roll Results Dramatic Failure: Backfire. Failure: No result Success: Things go as planned. Exceptional Success: Every 5th success extends things for a full week. Suggested Modifiers Modifier Situation +2 The target already has the minor version of the derangement given. +1 The target already has a derangement +1 The target is well known to the vampire. -1 The target is a stranger to the vampire.

Eyes of Chaos (3) Description: The vampire can do one of two things with this ability. The first is learned when this discipline is first learned, the second can be learned with 3 XP. Read the Soul: The vampire can attempt to glean information about an individual. One use can gain the vampire any one fact about the target: Name, Virtue, Vice, Morality type, morality level, species, highest mental or social attribute, or lowest mental or social attribute. Omens and Portents: The vampire may seek anything with a pattern to it, and try to answer one question based on that pattern. Cost: 1 Willpower Dice Pool: Wits+Empathy+Dementation vrs Composure for the first, Wits+Occult+Dementation for the second. Action: The first is Instant (resistance is Reflexive), the second is Extended, requires 5 successes, with 10 minutes per roll. Roll Results Dramatic Failure: False or misleading information. Failure: No result. Success: Things work as expected or progress is made. Exceptional Success: An additional fact is gained, an additional clue tied to the question asked is learned. Suggested Modifiers Modifier Situation +2 Pattern sought in subject of the question itself, such as trying to crack a code. +1 Attempted reading of someone well known. Pattern sought in something related. -1 Attempted reading of a stranger. Pattern sought in something completely unrelated.

Voice of Madness (4) Description: The vampire must make eye contact with another creature capable of Frenzy or Rotshreck and attempts to induce that state in the victim. Using this power forces the vampire to roll to resist the same condition he attempted to inflict. Cost: 1 Willpower, 1 Blood Point Dice Pool: Manipulation+Empathy+Dementation vs Composure Action: Instant, resistance is Reflexive Roll Results Dramatic Failure: The target is unaffected, the Cainite must make his own check at -2. Failure: No result. Success: Things work as planned. Exceptional Success: The vampire gains a +2 to resist his own check. Suggested Modifiers Modifier Situation -1 Attempting to use this on a non-vampire. Total Insanity (5) Description: The Cainite can, by speaking to an individual, give them one major derangement for one night per success. Cost: 1 Willpower, 1 Vitae Dice Pool: Manipulation+Empathy+Dementation vrs Composure Action: Instant, resistance is Reflexive Roll Results Dramatic Failure: The power backfires on the vampire. Failure: No result. Success: The target is driven mad. Exceptional Success: The effect lasts for one year. Suggested Modifiers Modifier Situation +2 The target already has the minor version of the derangement given. +1 The target already has a derangement +1 The target is well known to the vampire. -1 The target is a stranger to the vampire.

Dragon Eye (Salubri)


Day Watch Description: The eye opens when the vampire sleeps, keeping watch for danger. This grants the Cainite a bonus equal to their Dragon Tears level to awaken during the day. Cost:Dice Pool:Action: Once learned, this power is permanent. Dragon Sight Description: This level of mastery grants the Cainite three abilities, the Sense Magic ability is always learned first. The See Corruption powers must be learned separately for 3 XP. Sense Magic: The vampire can see any supernatural ability in action as it manipulates ambient Chi. Creatures with an internal store of Chi can picked out as well as the relative strength of their Power Stat. Fetishes reveal their spirit resident, other magical items reveal the fact that they have power in them, and the bands of Renown on shapeshifters glow to this sight. Rolls are likely required to interperate what is seen or to pick out something specific. See Corruption: The Hungry Dead can see if the Chi in her vicinity is defiled or not, and can sense defilement on other creatures. Rolls are likely needed to interpret what is seen or to find something specific. Cost: 1 Vitae Dice Pool: Wits+Occult+Dragon Eye Action: Reflexive Roll Results Dramatic Failure: False or misleading information Failure: Nothing is seen Success: Things work as planned. Exceptional Success: +2 to Perception dice to interperate what is seen. Suggested Modifiers Modifier Situation 1 to -3 The character is rushed or distracted, such as by combat or while being harried by persuers. This penalty is cumulative with multiple distractions. Successes gained on a Meditation roll for the night offset interruption penalties on a one-for-one basis.

Dragon Ward Description: The vampires third eye opens with blazing fire, creating a ward that makes approaching with Cainite a grueling psychic challenge. Any and all trying to approach the vampire must engage in this. The ward lasts for one scene. Cost: Vitae Dice Pool: Presence+Intimidation+Dragon Eye, resisted with Composure Action: Extended/Resistance is Extended (both last one turn, on a turn of successful Resistance the only action that may be taken is to approach the Cainite) Roll Results Dramatic Failure: The ward shatters, all comers may approach at will/The would be aggressor finds himself paralyzed for the scene. Failure: The aggressor may approach/The aggressor may not approach. Success: The aggressor is stood off/The aggressor may approach this round Exceptional Success: The aggressor is paralyzed for the scene/The ward is shattered, all comers may approach. Suggested Modifiers Modifier Situation 1 to -3 The character is rushed or distracted, such as by combat or while being harried by persuers. This penalty is cumulative with multiple distractions. Successes gained on a Meditation roll for the night offset interruption penalties on a one-for-one basis.

Purification Description: This power has multiple applications, the first one (Cleansing) is learned first. The rest must be purchased for 3 XP each. Cleansing: The Cainite can cleanse a being of spiritual impurity, correcting the results of being in tainted areas, or certain magical/discipline related abilities. If used on a Cainite this quiets the Beast of a target, making them immune to Frenzy (fear or hunger) but unable to regain Willpower. This can cure a target of any derangements as well, though this takes exceptional success. Undergoing this treatment is justification for spending XP to raise morality if backed up with good roleplaying. Cleanse the Land: The Cainite can cleanse an area of spiritual corruption. Exorcism: The Cainite can see, and attempt to banish any spirit Urging or Riding a target. It is possible to banish a Claiming spirit as well, though the spirits opposing roll will do Aggravated damage to the victim on a one for one basis. This will require a Resolve+Composure roll to avoid derangement even if the subject survives. Taint: The Cainite must bite the target, and the third eye channels the poison of the Beast into the target. The target must spend a Willpower point to resist succumbing to any clear opportunity to indulge in their vice. Further, the Cainite gains +1 per success on the roll to use social skills to get the victim to follow any course of action the vampire may suggest, particularly ones that are destructive, or relate to the subjects vice. If this is done to a Cainite the vampire automatically enters Wassail. Cost: 2 Vitae Dice Pool: Intelligence+Medicine+Dragon Eye/Power+Resistance (Exorcism) -Resolve (Taint) Action: Extended for Cleansing or Cleanse the Land (2 Successes for point of Taint, 1 minute/roll) Resisted (Resistance is Reflexive) for Exorcism Instant for Taint Roll Results Dramatic Failure: There is a backlash of spiritual corruption into the vampire which deals 3 levels of Aggravated damage to the vampire and forces a roll for Frenzy. Failure: No result Success: Things go as planned. Exceptional Success: Additional success are their own reward. Suggested Modifiers Modifier Situation 1 to -3 The character is rushed or distracted, such as by combat or while being harried by persuers. This penalty is cumulative with multiple distractions. Successes gained on a Meditation roll for the

night offset interruption penalties on a one-for-one basis. Soul Joining Description: The Cainites eye absorbs the soul of an individual and takes it into the vampires own where one of two applications are possible. While soulless, the body will take no action, but can be lead about by the vampire, acting without volition. It can be told to do simple things, like walk, eat, sit, things like that. The character chooses which one when this level of the discipline is first taken and the second can be picked up with 3 XP. Replenish the Soul: The Cainite can attempt one of a few feats to heal a soul. 1 point of lost Morality (up till 7) per success. Each point costs one point of Willpower on the part of the vampire. One derangement may be cured, 1 success can cure a minor derangement, 5 can cure a major derangement, and 10 can cure an extreme derangement. Torment the Soul: The Cainite can suck a soul into the eye and give it to her Po. The Po can than either torment it, or eat it. Tormenting a soul can inflict a derangement at the rate of 1 success for a Minor derangement, 5 for a Major derangement, and 10 for an extreme derangement. If the Po eats the soul, then the body instantly dies and the character gains certain pieces of knowledge from the victim. If the victim was Cainite, than a dot in any discipline, or any skill that the victim had higher than the Cainite can be gained. From any other being, only a skill can be taken. This automatically costs a Morality dot, with a check for another. This requires 1 success per Willpower dot. Cost: 2 Chi, 1 Willpower Dice Pool: Presence+Empathy+Dragon Eye/Resolve Action: Extended (variable number of successes needed, each roll takes 1 hour) Resistance is Reflexive. Roll Results Dramatic Failure: The victims soul cannot be extracted for one lunar cycle or flies screaming back into the body if it is already withdrawn/the soul cannot resist anything else done to it. Failure: No result at this time. Success: The soul is extracted or headway is made. Exceptional Success: Additional successes are their own reward/The soul escapes screaming back into its body. Suggested Modifiers Modifier Situation 1 to -3 The character is rushed or distracted, such as by combat or while being harried by persuers. This penalty is cumulative with multiple distractions. Successes gained on a Meditation roll for the night offset interruption penalties on a one-for-one basis.

Melpominee (Daughters of Cacophany)


The Missing Voice (1) Description: A vampire with this power may throw her voice anywhere within her line of sight. This does not disallow the vampire from using her natural voice. Trying to do anything other than speaking or singing while using two voices imposes a -2 die penalty to whatever she is doing. This power lasts until the vampire wills it otherwise. Cost: 1 Willpower Action: Reflexive Phantom Speaker (2) Description: The vampire may speak to any individual she knows, regardless of their location. The sounds are inaudible to anyone but the speaker, or one with currently active supernaturally keen senses (treat as a Test of Wills). Communication is one way only, and it must be night wherever the listener is. Cost: 1 Vitae Dice Pool: Wits+Expression+Melpominee Action: Instant. Roll Results Dramatic Failure: While the vampire believes the communication took place, it did not. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can talk to the target for a scene. Suggested Modifiers Modifier Situation +2 The vampire knows the True Name of the target. +1 The vampire has fed from the target (or been fed on by them) within a lunar cycle. -1 The vampire has seen the target, and knows their use name, but has never spoken to them. -2 The vampire has seen the target, but does not have a name for them.

Madrigal (3) Description: The vampire can force others to act according to either their Virtue or their Vice. Alternately the vampire can impose either her own Virtue or Vice on the target. The vampire learns one of the two options first, the other costs 3xp to pick up at a later date. The first does just what it says. The vampire can choose to sing to inspire either the higher nature of the target, or call out to the beast in others. For the rest of the night, any character given the opportunity to engage their Virtue will do so (for higher nature songs) or their Vice (for lower nature songs). The second imposes a second Virtue or Vice on the target supplanting his usual ratings. This would be either the Virtue or Vice of the Vampire performing the song. Cost: 1 Willpower Dice Pool: Manipulation+Expression+Melpominee vrs Targets Composure Action: Extended (each roll takes 1 minute). Resistance is Reflexive. Roll Results Dramatic Failure: All successes are lost. The target realizes that someone was trying to manipulate them. Failure: No result. Success: Things work as planned. Exceptional Success: Every 5th success extends the duration by another night. Suggested Modifiers Modifier Situation +1 (for resisting) The audience member is aware that there will likely be an attempt to supernaturally manipulate them.

Sirens Beckoning (4) Description: The vampire can impose a Minor Derangement on one subject, or change a Minor Derangement into a severe one by singing. This lasts 1 night under ordinary circumstances. Cost: 1 Willpower Dice Pool: Manipulation+Expression+Melpominee vrs Composure Action: Extended, each roll requires 1 minute. Resistance is Reflexive. Roll Results Dramatic Failure: All successes are lot, things backfire onto the vampire. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success draws things out for another night. Suggested Modifiers Modifier Situation +1 The subject has a minor derangement. +1 The subject has had to make a Degeneration roll within the same night. +1 The vampire is aware of any of the following, Virtue, Vice, or Minor Derangements the subject has. -1 The subject already has a Major Derangement. -1 For every point of Morality the subject has over 7. Virtuosa (5) Description: The vampire may add to the number of targets single target only powers of Melpominee may effect. Cost: 1 Vitae per target after the first. Action: Reflexive

Mind Web (Malkavians)


Mind Web Description: The vampire activating this gains +1 to Wits for the scene per point of Mind Web the character possesses. Activating this is a Reflexive action. Cost: 1 Willpower Dice Pool:-

Mytherceria (Kyasid)
Folderol (1) Description: The vampire can sense when they are being lied to. They gain +1 dice to sense deception per dot of Mytherceria they possess. Once learned this ability is innate. Cost:Dice Pool:Action: Fae Sight (2) Description: The vampire can see Glamour, including entrances into the Hedge, latent Contracts, and can sense that there is something odd about Changelings, True Fae, and Fetches. This is automatic. The vampire can see exactly what is up on a successful roll. Cost:Dice Pool: Wits+Occult+Mythercaria-subjects Composure Action: Instant Roll Results Dramatic Failure: False or Misleading information Failure: No result. Success: Things go as planned. Exceptional Success: No especial result. Suggested Modifiers Modifier Situation -1 Fetch, Changeling with a Wyrd of 3 or less. Changeling with a Clarity of 8 or more. +1 Wyrd of 8 or more. Clarity of 4 or less.

Aura Absorption (3) Description: This power works in all ways as Auspex 3 save that the object is wiped psychically clean, leaving no impression for any other power to gather and the cost is different. Cost: 1 Willpower, 1 Vitae Chanjelin Ward (4) Description: The vampire is able to mark an object or area. Anyone seeing the mark or touching the object becomes disoriented, losing the vampires Mytherceria score against any Mental or Physical based rolls due to the inability to make anything out clearly without serious focus. The ward does not effect the vampire that made it, and lasts until the next sunset. Cost: 1 Willpower, 1 Vitae Dice Pool: Manipulation+Larceny+Mytherceria Action: Instant. Roll Results Dramatic Failure: The ward only works on its creator. Failure: No result. Success: Things go as planned. Exceptional Success: The ward works until the sunrise after next. Riddle Phantastique Description: The vampire tells one target an inscrutable riddle. The target can then do nothing but try and solve it, failure deals the difference in successes in Lethal damage each round. Cost: 1 Willpower, 1 Vitae Dice Pool: Manipulation+Subterfuge+Mytherceria vrs Intelligence Action: Instant, resistance is Instant. Roll Results Dramatic Failure: The vampire is trapped by his own riddle, briefly. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward.

Obeah (Salubri Healers Bloodline)


Sense Vitality Description: The vampire may learn the answer to any one of the following questions per success: How many Health Levels does the target still have? How much damage of what type has the target suffered? Is the subject a mortal, ghoul, vampire, other undead, or something else? How much Vitae is in the subject? Is the subject poisoned? What sort of poison (drugs count)? Is the subject infected with any diseases? If so, what diseases? What caused these injuries (information will be limited to a large blunt instrument, or the claws of a large animal, as opposed to an angry gangster with a Louisville Slugger or a pissed off Lupine)? This power requires physical contact. Cost: 1 Willpower Dice Pool: Intelligence+Medicine+Obeah Action: Instant Roll Results Dramatic Failure: False or misleading information. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Anesthetic Touch Description: The vampire at this level develops the characteristic 3rd eye of this discipline (if they do not already have it). This power requires physical touch, and each success on the roll is one point of Bashing damage and manifests itself as a -1 penalty to any dice rolls. The target feels no pain (Wound Penalties disappear, and pain based powers may vanish as well with a Test of Wills) but is slowed down considerably. A character who runs out of Health Levels due to this power automatically falls unconscious. Health levels and dice pool penalties are recovered by 1 per hour. Cost: 1 Vitae Dice Pool: Presence+Medicine+Obeah Action: Instant Roll Results Dramatic Failure: The target is immune to this power for one Lunar Cycle. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward.

Corpore Sano (3) Description: The vampire must touch a subjects wounds and the third eye opens. The vampire can heal 2 Bashing, 1 Lethal, or .5 Aggravated damage for each blood point spent. The vampire must touch the target for the duration of the healing and can spend as much blood per turn for purposes of this power as she can for any other reason. Cost: 1 Vitae or more per turn. Dice Pool: Intelligence+Medicine+Obeah. Action: Instant Roll Results Dramatic Failure: The vampire takes 1 level of Lethal damage. Failure: No result. Success: Things go as planned. Exceptional Success: The last blood point spent on the turn is as effective as two. Mens Sana (4) Description: The vampire can cure a target of a derangement. This requires some time, and conversation with the subject with the eye open and shining. Malkavians cannot be cured of their core derangement. Cost: 1 Willpower Dice Pool: Intelligence+Empathy+Obeah Action: Extended (each roll takes 10 minutes, one success is needed per point of Morality under 10. Minor derangements must be cured after Major derangements.) Roll Results Dramatic Failure: The subjects derangements activate, and backlash onto the vampire. Failure: No result. Success: Headway is made. Exceptional Success: Major headway is made.

Renewed Vigor (5) Description: The character can heal a target of all Bashing damage, turn all Lethal damage to Bashing damage, or all Aggravated Damage to Lethal. An additional power can be learned for 3 XP. With the additional power, all diseases or toxins can be purged from the subject as well. Cost: 1 Willpower, 2 Vitae Dice Pool: Intelligence+Medicine+Obeah. Action: Instant Roll Results Dramatic Failure: The vampire takes 1 point of aggravated damage. Failure: No result. Success: Things go as planned. Exceptional Success: Two steps are covered, Lethal is healed completely, and Aggravated damage becomes Bashing. Suggested Modifiers Modifier Situation -1 to -3 The character is rushed or distracted, such as by evoking a power in combat or while trapped in a burning building. This penalty is cumulative with multiple distractions (such as by casting a ritual in combat during a hurricane). Successes gained on a meditation roll for the night offset interruption penalties on a one for one basis.

Obtenebration (Lasombra, Xi Dundu)


Shadow Play (1) Description: The vampire can stretch, compress, or move ambient shadows in the area to do one of three effects. All practitioners initially learn to use shadows to hide more effectively, granting them a +1 to Stealth rolls per point of Obtenobration the vampire possesses. For 3 XP the vampire can control the shadows more finely, often to make themselves appear more fearsome, granting a +1 to Intimidation pools per point of Obtenobration the vampire has. Lastly, the shadows can be used to hinder and frustrate attackers, adding Obtenobration to the vampires Defense, this applies even against firearms attacks. Numbers can still eat away at this form of protection, though. In either case, control of the shadows lasts for the scene. Cost: 1 Vitae Dice Pool: Presence+Occult+Intimidation Action: Reflexive Roll Results Dramatic Failure: An additional point of Vitae is drawn from the vampire, but to no effect. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire manages to make the shadows semi-solid. For the first application of this power, this adds an additional die to Stealth applications per 5 successes. For the others, it allows the vampire to actually use the shadows to attack, using Obtenobration as a die pool. The shadows can only attempt to grapple to hinder a target. If they can grapple, they can attempt to suffocate their target. Suggested Modifiers Modifier Situation +1 Flickering or uneven light sources. -1 Well lit area. -2 Intense lighting, such as from a spot light. -3 Daylight.

Shroud of Night (2) Description: The vampire can summon a cloud of darkness within line of sight up to 5 across per success. This darkness is total, and unnaturally intense. Even forms of perception that can ordinarily handle total darkness suffer a -2 penalty to Perception rolls using them. Smell, touch, and hearing qualify as the blob of darkness seems to warp sound, mute scents, and make everything feel either hot and cloying or icy as well as oddly greasy. The vampire may move the cloud as an Instant action up to five feet per point of Wits she has. Light is extinguished in this cloud, save for sunlight and fire. Cost: 1 Vitae. Dice Pool: Manipulation+Occult+Obtenobration Action: Instant Roll Results Dramatic Failure: The vampire loses an additional point of Vitae, but nothing happens. Failure: No result. Success: Things work as planned. Exceptional Success: The darkness is semi-solid. This means that those inside have their speed reduced by 1 per point of Obtenobration the vampire has. Creatures that need to breath must make a Stamina check each round, or find they cannot so long as they are in the darkness. Suggested Modifiers Modifier Situation +1 Flickering or uneven light sources. -1 Well lit area. -2 Intense lighting, such as from a spot light. -3 Daylight.

Arms of the Abyss (3) Description: The vampire conjures up inky black tentacles of darkness from nearby shadows. On each use of this power, the vampire can summon up to his Obtenobration score in tentacles per point of Vitae spent. Each success summons one tentacle up to that limit. The tentacles will generally do the last thing they were asked to do until and unless their summoner causes them to do something else. The tentacles statistics are as follows: Power: Vampires Obtenobration. Finesse: Vampires Wits, Resilience: Vampires Resolve. Size: 3 (6 long). The tentacles have 2/2 armor, but take aggravated damage from fire and sunlight. Any attribute can be increased by spending Vitae on a 1 for 1 basis. Increasing Size adds 2 to the tentacle per point. Cost: 1 Vitae (or more) Dice Pool: Manipulation+Occult+Obtenobration Action: Instant Roll Results Dramatic Failure: A tentacle appears, and attacks the summoner. Failure: No result. Success: The tentacles appear, and act as ordered. Exceptional Success: Every 5th success increases one tentacle attribute by 1 point. Suggested Modifiers Modifier Situation +1 Flickering or uneven light sources. -1 Well lit area. -2 Intense lighting, such as from a spot light. -3 Daylight. Black Metamorphosis (4) Description: The vampires body is infused with shifting patterns of darkness with odd tendrils writhing off her extremities, and four tentacles the vampires own height in length sprouting form her lower abdomen and shoulders. This form grants the vampire the following abilities. Armor equal to the vampires Obtenobration score. The ability to act two additional times per round with the tentacle pairs. The vampire may feed directly through the tentacles. +1 to Stealth for each point of Obtenobration the vampire has. +1 to Intimidate for each point of Obtenobration the vampire has.

Darkness cannot hinder the vampires perceptions at all. Cost: 2 Vitae Dice Pool:Action: Instant Tenebrous Form (5) Description: The vampire can become an amorphous pool of shadow. This is functionally the same as the Protean power of Body of Spirit, save that the Tenebrous form allows for perfect perception in darkness, and the vampire can still take aggravated damage from fire. Cost: 3 Vitae Dice Pool:Action: Instant

Protean (Gangrel)
Eyes of the Beast (1) Description: The vampire can see in pitch darkness at no penalty, but may be dazzled by sudden bright light. The eyes glow with a feral red light, and the Beast is reflected in the vampires gaze, granting a +1 die to Intimidate for each point of Protean the vampire has. Cost: 1 Vitae. Dice Pool:Action: Reflexive

Quietus (Benu Al Haqim Warriors)


Silence of Death (1) Description: The vampire can negate all sound within 5 per point of Quietus the practitioner possesses. This lasts 1 scene. Cost: 1 Vitae Dice Pool:Action: Reflexive Scorpions Touch (2) Description: The vampire may convert as much Vitae as they can spend in a round into a toxin with a Potency equal to the practitioners Quietus level. The poisoned Vitae deals 1L per point. It must be ingested or introduced into the targets blood stream to be effective. It works on both living and vampiric targets, but cannot harm things like zombies or Revenants unless they are created through vampiric blood sorcery of some sort. The vampire may not use the poisoned Vitae for any normal Vitae related purpose once it is transformed. Cost: 1 Willpower Dice Pool:Action: Instant

Dagons Call (3) Description: After touching a target, the vampire has until the next sunrise to fill the subjects lungs with blood, even beyond capacity, drowning and constricting the target from the inside out. Each success does one point of Bashing damage to the target. After 5, successes, mortals begin to drown. Cost: 1 Willpower, 1 Vitae Dice Pool: Presence+Medicine+Quietus vrs Stamina Action: Extended, Resistance is Reflexive. Roll Results Dramatic Failure: The vampire loses her grip on the target, and cannot make another attempt to use this discipline against the target until the moon rises next. Failure: No result. Success: Things go as planned. Exceptional Success: A point of Lethal damage is done, vampiric targets lose a point of Vitae. Suggested Modifiers Modifier Situation +1 The vampire has a picture or item from the victim when they attempt to use the damaging aspect of this power. +2 The vampire is actually in the victims presence when they activate the power. Baals Caress (4) Description: The vampire must suffer 1 level of Lethal damage to cut themselves, and smear vitae on their weapon. This causes the damage of the weapon in question to become aggravated for the scene. Cost: 1 Vitae, 1 Willpower Dice Pool: Action: Instant Taste of Death (5) Description: The vampire can spit a caustic stream of acid at a target dealing 1 level of aggravated damage per success. The range increment is the vampires Strength+Blood Potency. Cost: 1 Vitae Dice Pool: Dexterity+Athletics+Quietus Action: Instant Suggested Modifiers Modifier Situation

Modifiers and roll results are as firearms.

Sanguinus (Blood Brothers)


Brothers Blood (1) Description: The vampire can spend Vitae to heal anyone in his circle up to the maximum that they can spend in a given round. This can be banked to up to 5 Vitae to heal an aggravated wound. Cost:Dice Pool:Action: Reflexive Octopod (2) Description: The vampire can share limbs or organs with other members of their circle. These must be external organs. Eyes can grant bonuses to Perception rolls, or prevent ambush. Every other extra arm grants an extra action. Extra legs gain a bonus to remain upright. Note that these limbs are lost by those that loan them for the duration of this power (1 scene). The recipient must be a practitioner of Sanguinus, but need not have this level of proficiency. Cost: 1 Vitae. Dice Pool:Action: Instant Gestalt (3) Description: All vampires in the circle must pay the cost for this power, but gain the following benefits. 1) Mind effecting disciplines use the highest resistance pool/trait of the group members. Anyone falling victim to a mind effecting ability drops out of the loop. 2) Perception rolls use the highest die pool total of the group. 3) A vampire may loan any other member of the group any skill they possess as an Instant action. 4) All vampires in the group may telepathically communicate with each other, no mind reading is allowed, however. Cost: 1 Vitae Dice Pool:Action: Instant. Walk of Caine (4) Description: The vampire must first be in Gestalt with their circle. If any vampires are willing to temporarily give up a dot of Blood Potency for the scene, for the same amount of time the user of this discipline may gain a dot. Each vampire in the circle can donate up to one dot of Blood Potency. This has no effect on any childer sired in such a state, and any diablerists gain only the normal benefit for diablerizing the vampire.

Cost: 1 Willpower Dice Pool:Action: Instant Coagulated Entity (5) Description: All members of the circle spend 3 Vitae, and once this is accomplished, they meld into one entity. The guiding mind is (and mental and social attributes resulting are from) the vampire with the highest Blood Potency, though the thing as an effective Blood Potency equal to the lowest. Otherwise, the attributes are as follows: Strength: Highest vampire +1 per additional, Stamina: Highest vampire +1 per additional vampire, Dexterity: Lowest vampire, Size: Highest +1 per additional vampire. Shared Disciplines work at the highest level of any member of the circle (up to current generational limits). The mess cannot be staked, gets a +1 to Perception rolls for each vampire present, and gains 1 action per 2 vampires involved. All social rolls other than Intimidate automatically fail. Cost: 3 Vitae Dice Pool:Action: Instant

Serpentis (Followers of Set)


Eyes of the Serpent (1) Description: The vampires eyes become gold with slit pupils. Anyone meeting the vampires gaze becomes fascinated and frozen in place until either they break free, are harmed (the Kiss doesnt count) or the vampire looks away. This power only works in person. Cost: 1 Willpower Dice Pool: Presence+Persuasion+Serpentis vrs Composure. Action: Instant, Resistance is Instant. Roll Results Dramatic Failure: The target is repelled, and is immune to this power from this vampire for one lunar cycle. Failure: The subject is not trapped. Success: Things work as planned. Exceptional Success: The subject cannot roll to resist any longer. Tongue of the Asp (2) Description: The vampires tongue becomes three feet long, narrow, forked, and sharp at the points. The tongue can be fed through, as with the Kiss (same effects and all), or can be used as a weapon doing +1L. Additionally, the tongue can feel vibrations in the air, halving all penalties for operating in darkness. Cost: 1 Vitae Dice Pool:Action: Reflexive

Skin of the Adder (3) Description: The vampires skin grows supple scales. This grants the vampire +1 Armor per point of Serpentis the vampire has, this armor protects against sources of Aggravated damage other than fire and sunlight. Additionally, the vampire becomes far more supple, adding 1 point of Dexterity per 2 points of Serpentis the vampire possesses (round down). Lastly, the undeads mouth widens and the teeth sharpen, causing the vampires bite to deal +2L, and not require a grapple. The Kiss is impossible when this power is in use, unless the Tongue of the Asp is active, and then only via that power. Cost: 1 Vitae, 1 Willpower Dice Pool:Action: Instant Form of the Cobra (4) Description: The vampire becomes a huge black cobra, as thick as a small womans thigh, and roughly twice the length of the vampires humanoid height. The modifications for this form are as follows: Dexterity: +3, Manipulation: -5, Size -1, Speed: -2, Perception: +2, -2 for sound based rolls, Armor: 1/1, Bite +1L. This form is poisonous, with a venom potency of 5 that does aggravated damage. All disciplines that do not require speech or hands are available in this form. Cost: 3 Vitae Dice Pool:Action: Instant

Heart of Darkness (5) Description: The vampire can remove her own heart from her chest, and keep it elsewhere. The heart can be destroyed by casting it into a fire or sunlight, or pierced with a wooden stake. Staking the heart paralyzes the vampire as normal, and exposing it to fire or sunlight is instant death for the vampire in question. The vampire separated from her heart is in an interesting condition. She cannot be staked through the normal procedure. She gains +2 dice to resist Frenzy, and all emotion effecting powers. For the cost of 3XP, the vampire may learn how to perform this feat upon another. This requires that the subject of this ability be immobilized, and the roll becomes an Extended action requiring 5 successes, modified by the recipients Stamina. Possessing a vampires heart grants excellent blackmail potential, and +2 dice to use any other supernatural power on the vampire whos heart is held. In either variant, this can only be done on the night of the New Moon. Cost: 2 Willpower, 1 Vitae. Dice Pool: Intelligence+Occult+Serpentis-Stamina Action: Extended, 5 successes required. Each roll takes 1 minute. Roll Results Dramatic Failure: Any successes thus far are converted to Lethal damage upon the target. A roll to resist Rotshreck is required. Failure: No result. Success: Progress is made. Exceptional Success: The thing is done. Suggested Modifiers Modifier Situation 1 to -3 The character is rushed or distracted, such as by evoking a spell in combat or while trapped in a burning building. This penalty is cumulative with multiple distractions (such as by casting a ritual in combat during a hurricane). Successes gained on a meditation roll for the night offset interruption penalties on a one for one basis.

Temporis: No character may learn both Temporis and Celerity. (True Brujah)
Time Attunement (1) Description: The vampire automatically knows precisely how much time is left until sunrise, and how much time has passed since they performed any given event. Cost:Dice Pool:Action:Internal Recursion (2) Description: The vampire puts the subject into a sort of mental time loop where they relive the same moment over and over until something snaps them out of it. The loop must be of mundane events, and must be something from within the last few minutes unless the vampire has access to the subjects memories. The subject will repeat actions taken during the memories (such as walking a patrol) but will be oblivious to outside stimulous. Physical contact enough to force movement from the subject will undo the effect. The vampire must be able to observe the subject to begin this power. Cost: 1 Vitae Dice Pool: Manipulation+Empathy+Temporis vrs Composure Action: Instant, resistance is Reflexive Roll Results Dramatic Failure: The vampire takes 1 level of Bashing damage. Failure: No result. Success: Things go as planned. Exceptional Success: The subject does not move, and the recursion is entirely mental. Actual damage is required to shake them out of it. Suggested Modifiers Modifier Situation +1 The subject is doing something boring or repetitive. -1 The vampire has not been able to observe the target for at least one minute. -2 The target is in combat, running, or otherwise doing something chaotic or strenuous.

Lapse (3) Description: The vampire makes time slow around one target, who sees everything around them speeding up. The subject loses the vampires Temporis from all dice pools . from initiative, and from Defense for one turn per success on the vampires roll. Celerity can either be used to negate this penalty on a one for one basis, or all benefits can be sacrificed to end the effect entirely. The vampire must be able to see her target. Cost: 1 Willpower, 1 Vitae. Dice Pool: Intelligence+Occult+Temporis vrs Composure Action: Instant, resistance is Reflexive. Roll Results Dramatic Failure: 2 Bashing damage Failure: No result Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Subjective Suspension (4) Description: The vampire may stop an object in time until it is touched. Once touched, it returns to precisely the state it was in when the power was used. Thrown weapons stop in mid air, burning objects stop, and time stops decaying old parchment. The object must be visible to the vampire, and it may be no larger than size 5. Cost: 1 Willpower, 2 Vitae Dice Pool: Intelligence+Crafts+Temporis Action: Instant Roll Results Dramatic Failure: 1 Lethal damage Failure: No result Success: Things go as planned. Exceptional Success: The timeless quality grants the item an additional 1 durability for one week after being retriggered. Suggested Modifiers Modifier Situation -1 The object is moving -2 The object is moving very rapidly (such as a projectile)

Clothos Gift Description: As Celerity 5, but the vampire may use extended action powers as Instant if they require 5 or less successes. This causes 1 level of aggravated damage to the vampire using this power. This lasts for 1 turn per 2 dots of Temporis (round down). Disciplines that require speech are heard normally by the target. Cost: 2 Willpower, 2 Vitae Dice Pool: Wits+Occult+Temporis Action: Reflexive. Roll Results Dramatic Failure: 2 Lethal damage Failure: No result. Success: Things go as planned. Exceptional Success: An additional turn of speed is granted for every 5 successes.

Thanatosis (Necromancers)
Destroy the Husk (1) Description: The vampire can destroy one dead (not undead) body, reducing it to ash, about 5 pounds per dot of size. Cost: 1 Vitae Dice Pool: Intelligence+Medicine+Thanatosis Action: Instant Rigor Mortis (2) Description: The vampire is able to hobble foes by causing their muscles to rigidify and tighten as in a corpse. So long as the target is within 3 per point of Willpower and the vampire can see them, this power can be attempted. Each success saps one point of Dexterity until all are gone. The targets muscles return to normal in one scene. Cost: 1 Vitae Dice Pool: Intelligence+Medicine+Thanatosis vrs Stamina Action: Instant, resistance is Reflexive. Roll Results Dramatic Failure: Backlash, the vampire suffers the loss of one point of Dexterity themselves. Failure: No result. Success: Things go as planned. Exceptional Success: Each success after the 5th results in a level of Bashing damage.

Wither (3) Description: The vampire is able to greatly weaken mortal flesh, causing it to decay quite rapidly. This power requires a touch, and each success does 1 level of fairly hideous aggravated damage to mortals. Against vampires and other undead, the damage is lethal. Cost: 1 Vitae Dice Pool: Intelligence+Medicine+Thanatosis vrs Stamina Action: Instant Roll Results Dramatic Failure: The vampire takes a level of aggravated damage themselves. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Corrupt the Undead Flesh Description: The vampire is able to infect other undead with an unpleasant disease. The disease has a Potency equal to the vampires mastery of Thanatosis, and deals 1 Bashing per point of Potency until it is thrown off (the number of successes equal to the activation roll must be beaten). The subject must be within 3 per point of Willpower the vampire has. In addition to the Bashing damage, the subject loses 1 point in physical attributes equal to the amount of Bashing damage suffered that day (minimum 1), an additional point of Vitae must be spent to rise each evening (vampire victims only), and a Stamina+Resolve roll must be made upon feeding, or it will all be vomited up. Mortals in the presence of an afflicted vampire must make a Resist Disease roll or catch it if they come into the presence of the vampire. Other vampires must make the check if they consume any of the afflicteds blood. Cost: 1 Willpower, 1 Vitae Dice Pool: Intelligence+Medicine+Thanatosis vrs Stamina Action: Instant, resistance is Reflexive Roll Results Dramatic Failure: Backlash, the vampire has afflicted herself. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward,

Dissolve Flesh Description: The vampire converts flesh into rotting foulness that simply sloughs off the bone, and non-living material is reduced to dust. With a touch the vampire deals 1 point of Aggravated damage per success. Cost: 1 Vitae, 1 Willpower Dice Pool: Intelligence+Medicine+Thanatosis Action: Reflexive Roll Results Dramatic Failure: Backlash, 1 level of aggravated damage is suffered by the vampire himself. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward.

Valeren (Salubri Warrior Bloodline)


Read the Foe (1) Description: The vampire may learn the answer to any one of the following questions per success: How many Health Levels does the target still have? How much damage of what type has the target suffered? Is the subject a mortal, ghoul, vampire, other undead, or something else? How much Vitae is in the subject? What is the targets highest combat dice pool? Cost: 1 Willpower Dice Pool: Intelligence+Medicine+Valeren Action: Instant Roll Results Dramatic Failure: False or misleading information. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Strength of Will (2) Description: The vampire gains one dot to put in a physical attribute for the scene per point of Valeren they have. Cost: 1 Willpower Dice Pool: Action: Instant Fervor Strike (3)

Description: The vampires third eye opens, and they can add Valeren to any Brawl or Weaponry attack made that round. Cost: 1 Vitae Dice Pool: Action: Reflexive Grant Death (4) Description: The vampire can attempt to kill any creature that has suffered Aggravated damage with a touch. Vampires, instead, enter torpor. The death is painless. This requires the vampires 3rd eye be open. Cost: 1 Willpower, 1 Vitae Dice Pool: Presence+Medicine+Valeren vrs Stamina Action: Instant Roll Results Dramatic Failure: The vampire suffers 1 lethal damage themselves. Failure: No result. Success: The subject is slain. Exceptional Success: Major headway is made. Vengeance of Samiel (5) Description: The character lashes out with a Weaponry or Brawl attack which automatically hits for full successes. Defense does not lower this. Disciplines which may add to Defense provoke a Test of Wills to see if they remain in effect. The vampires eye must be open. Cost: 1 Willpower, 2 Vitae Dice Pool: Wits+Weaponry+Valeren vrs Wits Action: Instant Roll Results Dramatic Failure: The vampire loses defense for the rest of the round. Failure: No result. Success: Things go as planned. Exceptional Success: Damage is staged up, Bashing becomes Lethal, and Lethal becomes Aggravated.

Vicissitude (Tzimisce, Nagloper)


Malleable Visage (1) Description: The vampire may add Vicissitude to any Disguise roll on themselves or another. They cannot change a persons height or weight, but may possibly alter the impression by a little bit. Skin and hair tone can be changed. This requires the vampire to physically sculpt the subject. Cost: 1 Vitae Dice Pool: Action: Reflexive (note that the act of altering someones appearance is still an application of Stealth and an extended action in and of itself). Fleshcraft (2) Description: The vampire can do any of five abilities with this power. Disfigure is always learned first. The rest may be purchased separately at 3 XP each. All require the vampire to physically sculpt the subject. Vampires can negate successes with Vitae expenditures, other critters that can heal via supernatural means can do the same thing. Mortals are generally stuck with the results without reconstructive surgery. Disfigure: The vampire simply melts some of the subjects features. This denies them the 10 and again benefit on social rolls, and tends to make them memorable. This can also be used to blind, deafen, or close the mouth of a target. This takes but one success, but requires either a Called Shot, a grapple, or a restrained target to pull off. Gird for Battle: The vampire may rearrange the physical attributes of a target. Each use switches one point for point. Fleshtrap: The vampire seeks to trap the target in their own flesh. This can either be the binding of limbs in an inappropriate way, or detaching of muscles from each other or their tendons. Each success strips one dot of Dexterity or Strength form the target. This requires either a Called Shot or an immobilized target. Sculpt: The vampire can grant himself or another the Striking Looks merit at the rate of 1 dot per success. Nosferatu, Samedi or other cursed to look appalling vampires find that their curse immediately reasserts itself after this. Wound: The target simply rips flesh open, adding their Vicissitude score as a Lethal damage bonus to unarmed attacks. Cost: 1 Vitae. Dice Pool: Dexterity+Craft+Vicissitude vrs Stamina Action: Instant, resistance is Reflexive. Roll Results Dramatic Failure: The vampire does something unexpected, such as trapping herself, or becoming stuck in an unfavorable position in a grapple. Failure: No result.

Success: Things go as planned. Exceptional Success: Additional successes are, as a rule, their own reward. Where they are not, every 5th success allows another 1 dot modifier.

Bonecraft (3) Description: The vampire can shift bones about as if they were copper wire. There are several applications of this art, though Wound is always learned first. The others cost 3 XP each. The damage from this is considered aggravated. Wound: The vampire simply grabs a bone and pulls it out of place into some way it was never meant to go. This does 1 point of Aggravated damage per success. Torment: The vampire fuses shut the nose, ears, mouth, or eye sockets and leaves the victim to deal with the result, or otherwise shifts things about into an inappropriate manner to cause constant pain. This requires a preliminary grapple, called shot, or helpless target. Armor: The vampire may grant another up to 1 point of bony armor per point of Vicissitude the vampire has (1 per success). This generally does nothing good for the appearance of the subject, costing them the benefits of the 10 again roll on social dice. Weapons: The vampire may create bone talons or spurs granting up to a +2L bonus for the target in unarmed combat. Alternately, the target can be given quills adding the damage to grapples, or damaging those that would strike the target in unarmed combat (Quills requires the Armor application). Cost: 2 Vitae Dice Pool: Dexterity+Crafts+Vicissitude vrs Stamina Action: Instant Roll Results Dramatic Failure: Things go badly awry. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Horrid Form (4) Description: The vampire gains his Vicissitude in points to divide among attributes, and a +1 to Size. In addition, the vampire gains her Vicissitude in armor, and +2L to unarmed combat due to spikes and blades and other things. Biting no longer requires a grapple. Cost: 3 Vitae Dice Pool: Action: Instant Bloodform (5) Description: As Spirit Body, but the vampire is floor bound, and can now sense anything with blood within 30. If a grapple can be achieved, it is possible to drown a mortal. The vampire suffers aggravated damage in this form from fire and sunlight.

Cost: 3 Vitae. Dice Pool:Action: Instant

Visceratika (Gargoyles)
Skin of the Chameleon (1) Description: So long as the vampire moves only slowly, (1/2 speed or less), their color changes to match their background. This grants the vampire +1 die per rank in Visceratika to all stealth dice pools. This can be activated on and off at will. Cost:Dice Pool:Action: Reflexive Bond With the Mountain (2) Description: As Earth Meld (level 2 Protean). Stone is the automatic first material of attunement. Scry the Hearthstone (3) Description: The vampire can see and hear anything happening anywhere in an enclosed structure they are in or on. If the subject is using some sort of concealing supernatural ability, then a Test of Wills is initiated. Initial activation of this power allows a vague sense of all beings within the structure. An additional roll is required to focus in on a particular individual. Once activated, this power lasts till sunrise, or until the vampire breaks contact with the structure in question. Cost: 1 Willpower Dice Pool: Wits+Survival+Visceratika Action: Instant Roll Results Dramatic Failure: False or misleading information. Failure: No results Success: Things go as planned. Exceptional Success: The vampire automatically focus on individuals without a second roll. Suggested Modifiers Modifier Situation +2 The structure is one the vampire regularly uses as a haven. +1 The structure is one the vampire frequents. -1 This is the first time the vampire has been in this structure. Armor of Terra (4) Description: The vampire gains 1 level of armor, protective even against Aggravated Damage per level of Visceratika. This power is innate once learned. Cost:-

Dice Pool:Action:-

Flow Within The Mountain (5) Description: The vampire can travel through any material they have first bonded with as it were thick liquid (1/2 speed). Cost: 2 Vitae. Dice Pool:Action: Reflexive

Dark Thaumaturgy (Infernalists)


Description: This is vampiric blood magic as taught by diabolical entities. Each time a level of Dark Thaumaturgy is learned an additional spell is learned as well. A practitioner can have a Humanity no higher than their Dark Thaumaturgy level -8. They also lose 1 from any resistance traits/rolls against Demonic powers. Cost: 1 Willpower, 1 Vitae Dice Pool: Intelligence+Occult+Thaumaturgy Action: Extended (1 action per level of spell) Suggested Modifiers Modifier Situation -1 to -3 The character is rushed or distracted, such as by evoking a spell in combat or while trapped in a burning building. This penalty is cumulative with multiple distractions (such as by casting a ritual in combat during a hurricane). Successes gained on a meditation roll for the night offset interruption penalties on a one for one basis. Level 1 Bind the Accusing Tongue Description: The vampire can prevent the subject from speaking ill of him until they can successfully overcome the spell (make a Resistance roll). This ritual requires a hair from the head of the target, an image or effigy of the target, and a black silken cord which is wound round the image and hair. The whole thing crumbles to dust once the effect is ended. Action: Extended (each role requires 1 minute)/Resisted (resistance is reflexive). Roll Results Dramatic Failure: The components crumble to inert dust. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Call the Weakness Description: The character can, after brief conversation, learn the answer to any one question about the target per success. The possibilities are: What is the targets Vice? What is one Derangement of the subject? Is the subjects Morality less than 5? What is one Flaw the character possesses? What group of Attributes is the subject weakest in? What group of Skills is the target weakest in? What is the subjects weakest attribute? What is one supernatural weakness of the target?

After using this ritual on the subject, the vampire will become obsessive about them, in a decidedly unhealthy way. They are going to want to bring the subject down in a slow, torturous death spiral, and must spend Willpower to do anything other than try and groom that subject for destruction for a given night. Regardless of the amount of Willpower spent, this will be the vampires new obsession until the subject is destroyed. Others attempting to harm or draw close to the target seem like a threat to the caster, who must check for Wassail if they witness someone else moving in on their target, for good or for ill. Action: Extended, each roll requires 5 minutes. Resistance is reflexive, and uses Composure. Roll Results Dramatic Failure: False or misleading information. Failure: No result. Success: Things work as planned. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +1 The vampire has the targets True Name. -1 For every dot of humanity the target possesses above 7. -1 to -3 The character is rushed or distracted, such as by evoking a power in combat or while trapped in a burning building. This penalty is cumulative with multiple distractions (such as by casting a ritual in combat during a hurricane). Successes gained on a meditation roll for the night offset interruption penalties on a one for one basis. Curse of Oedipus Description: The vampire blinds a target for one hour per success. This ritual requires the vampire know the targets face and name. Incense must be burnt while the ritual is incanted. Action: Extended, each roll requires 10 minutes, Resistance is Reflexive and uses Stamina. Roll Results Dramatic Failure: Backlash. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Deflection of Wooden Doom Description: The vampire must meditate in a circle of wood while performing the ritual, while keeping a splinter under the tongue. Once complete, the next wooden stake actually used in an attempt to pierce the vampires heart crumbles to dust. The effects last until the next sunset.

Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: The vampire believes the ritual to have worked, but instead a +1 bonus is added to all staking attempts. Failure: No result. Success: Things go as planned. Exceptional Success: Another sun set or stake attempt is gained. Devils Touch Description: The mortal must be present for this ritual to work. It cannot be performed on any creature with a supernatural power statistic (such as Blood Potency). A penny must be placed somehow in the mortals possession. The effects last until the next sunrise. It makes others see the mortal in question as a loathsome individual of some sort (that guy sure looks like a kiddie toucher.). This deprives the mortal of the benefit of the 10 and again rule on social dice. Action: Extended, each roll requires 1 minute. Roll Results Dramatic Failure: Things rebound on to the vampire. Failure: No result. Success: Things go as planned. Exceptional Success: The mortal loses the vampires Thaumaturgy in social dice as well. Ecstasy Description: The vampire must touch the target, who immediately feels the sensation of whatever their greatest pleasure is. The sensation lasts as long as the physical contact does. Once contact stops, the victims sensations wind down within a round. The subject must make a separate Resistance roll to avoid gaining the Addiction flaw related to this power. For the rest of the night, the vampire suffers a -1 die penalty to resist Frenzy . Action: Extended, each roll requires an Instant action, resistance uses Composure, and is Instant. Resistance rolls can be made each round to break free. Roll Results Dramatic Failure: Backlash for one round. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +1 The target is willing. Encrypt Missive Description: The vampire can make a document or other writing illegible to any but themselves and the intended reader. Other readers get nothing but gibberish. Anyone with this ritual can attempt to decode writing protected this way with an opposed roll. Action: Extended, each roll takes 10 minutes. Roll Results

Dramatic Failure: The writer, and intended reader cant make heads or tails of this, but others can. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Flatline Description: A mortal under the effects of this ritual enters a coma until the next sunrise and appears to have none of the secondary characteristics of being alive. This will fool medical professionals most of the time (-successes to Medicine checks to find vitals) and will automatically fool mechanical or electronic devices. This ritual requires a small dead insect or animal be placed in the subjects actual home. It can only be used once per month on any given target. Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: The vampire thinks it works, it doesnt. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Hermetic Sight Description: The vampire can see objects in Twilight as overlays on the physical world for one scene. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The vampire can sporadically see into the Spirit Wilds, but doing so completely interrupts seeing in the physical world. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can see into the Spirit Wilds with an additional Willpower point spent, without interrupting material vision. Suggested Modifiers Modifier Situation +2 In the vicinity of a powerful Nexus +1 In the vicinity of a weak Nexus -1 Small town, village, or other built up countryside area. -2 City suburb or town. -3 Dense urban area. Illuminate the Trail of Prey Description: The vampire can see the tracks of a target as pale glowing footprints on the ground. This only works if the target was on foot. The vampire must have a piece of the target or an item belonging to them. This ritual is mostly practiced by the Sabbat. Action: Extended, each roll takes 1 minute. This is resisted with Composure, resistance is Reflexive.

Roll Results Dramatic Failure: False or misleading information. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can track vehicles the target uses so long as the target was driving. Induce Fear Description: The vampire must touch the subject, who then is subject to fealings of fear and paranoia. Non-physical actions are at -2. Checks against Rotshreck are at -2. This lasts for one night per success. Any vampire who knows this ritual must take a Phobia as a minor derangement. Action: Extended, each roll requires 1 Instant action. Resisted with Composure, resistance is Reflexive. Roll Results Dramatic Failure: Backlash. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Summon Simple Form Description: The vampire conjures an inanimate object. The object cannot have any moving parts, and it must all be made from one type of material. Each turn the vampire wishes to keep the object, another point of Willpower must be spent. Each success grants an object with one point of Structure. Action: Extended, each roll takes 1 Instant action. Roll Results Dramatic Failure: The vampire manages to agitate the local spirit world. Failure: No result. Success: Things go as planned. Exceptional Success: The object is permanent. The Numbing Description: The vampire can negate all wound penalties for the scene. The vampire also loses one level of Defense for the duration. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The vampire loses the Defense level, until they get hit next and realize that the ritual did not work. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire does not lose the level of Defense. Level 2 Anguish

Description: The ritualist must inflict a level of Bashing damage upon themselves, and then can inflict intense agony on a subject with a touch. Each success deals 1 level of Bashing damage with doubled wound penalties. Cost: 1 level of Bashing damage, and one additional Willpower Action: Extended, each success. Resisted with Stamina, resistance is Reflexive. Roll Results Dramatic Failure: 2 Bashing is inflicted on the caster. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Burning Blade Description: The vampire must cut herself with a bladed weapon (1 lethal), while performing the proper chant. Once completed the weapon does Aggravated damage against any creature with a mystical power stat while glowing with a flickering green light. Unlike the usual course with aggravated damage, this item does not ignore armor. It lasts for one attack per success. This ritual cannot be drawn out for additional successes. Cost: +2 additional Vitae. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The weapon itself takes a level of aggravated damage. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Burnout Description: The vampire can attempt to fry any electronic device she can see with her own eyes that is within 10 yards times Willpower. Each success deals 1 level of Aggravated damage to the device. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The vampire suffers 1 Bashing damage. Failure: No result. Success: Things go as planned Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation -1 The device has a surge protector. Gremlins Description: The vampire must touch one object to discharge the spell. Once this is done, the object takes 1 point of Lethal damage per success. Durability subtracts from this damage, which appears as signs of age and corrosion. Action: Extended, each roll requires 1 Instant action.

Roll Results Dramatic Failure: Some random object on the vampires person suffers damage. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation -1 Object is made from purely natural materials. -2 Object to totally unworked. Intrusion Description: As Ecstasy, but eye contact is required, it lasts for one scene. Action: Extended, each roll requires an Instant action. Resisted with Composure, resistance is Reflexive. Roll Results Dramatic Failure: Backlash. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Palm of Flame Description: The vampire may call up a baseball sized ball of fire to her hand. It will not burn so long as the vampire holds it. The fire can be thrown to a range increment equal to the vampires Thaumaturgy+Wits. Once released, the fire acts normally. Initial contact deals 2 levels of damage, as the fire is considered to be the size and heat of a torch. Cost: 1 additional Willpower. Action: Extended, each roll takes 1 Instant action. Roll Results Dramatic Failure: The vampire catches herself on fire, taking 1 level of Aggravated damage and is forced to roll for Rotshreck. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success increases the Heat increment of the fire by one, and therefore its damage level. Spirit Speech Description: The vampire is able to speak with any spirits he can see for one scene and understand their attempts at communication for the same duration. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The spirit will automatically be hostile. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire gains an additional +1 per 5 successes on social rolls

with spirits for the scene. Spite of the Harridan Description: The vampire may terminate any pregnancy if the pregnant individual is within the Cainites sight. This ritual requires crushing a snakes egg. The termination of the pregnancy is messy and painful to the would be mother. Action: Extended, each roll requires 30 seconds. This is resisted with Composure with a Reflexive action. Roll Results Dramatic Failure: The vampire loses an additional Vitae. Failure: No result. Success: Things go as planned. Exceptional Success: The target suffers 1 level of Bashing damage per success. Steps of the Terrified Description: The target of this ritual, who must either be in the vampires sight (or the vampire may have a piece of the target), finds their Speed reduced by the vampires successes. The vampire must throw a handful of poplar buds at the target, and then douse her hands in oil. Once done, the vampire must wring the oil from her hands while following the target. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The vampire finds her own speed reduced. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Subvert Description: The vampire must have some piece of the target, or close personal item. The vampire can use this to cause a subject to be consumed by their Vice for one hour per success. What this means is that the target must act on their vice when confronted with it or lose 1 point of Willpower. This power is resisted with Composure. Action: Extended, each roll requires 10 minutes, resistance is Reflexive. Roll Results Dramatic Failure: The power backfires onto the caster. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +1 The subjects Vice is known. +1 The subjects Morality is 4 or less. -1 The subjects Morality is 7 or more. Taint

Description: The vampire may cause a target to doubt their ability in the area of their highest Trait (skill or attribute). The subject will go out of their way to avoid using this, and loses the 10 and again rule when they do. 1s subtract from successes, and can cause a Dramatic Failure, so convinced is the target that failure is the only worthy outcome. This ritual requires the use of Call the Weakness on the target first, and lasts for one night per success. Action: Extended, each roll takes 1 Instant action, resisted via Composure as a Reflexive. Roll Results Dramatic Failure: Backlash, related to Dark Thaumaturgy, for one week. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Video Nefas Description: The vampire can commune with their infernal patron and ask a question. The question will be answered to the letter, but not for free. Typically their will be wrangling of service for information. Demons are not, as a rule, omniscient, and they may not know the answer to the question. Action: Extended, each roll takes 1 hour. Roll Results Dramatic Failure: The caster loses a Humanity dot, as the demon collects a portion of their degraded soul. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire gains +1 die in negotiations with the demon in question over information. Warding Circle Versus Ghouls. Description: The vampire creates a circle of a 10x10 radius. Any ghoul hitting the edge of this feels resistance and a puff of wind. Persistence in the face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest of the night, but it can be made permanent. This ritual involves drawing a rune at the center in a pigment made from mortal blood. Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the permanent. Resistance is Instant and uses Resolve. Roll Results Dramatic Failure: While the ward appears to work, it actually does not. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5 successes doubles the radius. Ward Versus Ghouls Description: This ritual creates a glyph that causes pain to ghouls who touch it. The glyph affects one solid part of an object. It could effect a car door, but not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph. Once created, the glyph is permanent unless defaced somehow. Any ghoul touching the

warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus if used against ghouls. Cost: 1 additional vitae Action: Extended, 5 hours per roll. Roll Results Dramatic Failure: The ward appears, but will only work against ghouls with the vitae of the thaumaturge in their veins. Failure: No result. Success: Things go as planned. Exceptional Success: +1 damage. Level 3 Acid Touch Description: The vampires hands become coated in acid. This does not harm the vampire or any gear on her person when the ritual was cast. Anyone the vampire attacks in hand to hand suffers 1 level of Aggravated damage per point of Vitae invested in the ritual (expenditure can happen once per roll). The acid lasts 1 scene. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: Backfire, the vampire suffers the damage instead. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Blood of Potency The vampire may increase her blood potency for one hour. Each success grants one additional hour of use or one additional level of blood potency. This has no effect on those who diablerise the vampire in the meantime, or any childer she embraces in this state. This may be done only once per night. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: Backfire, the vampires blood potency drops by one for one hour. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Chain Description: As Intrusion, but those effected are contagious. Anyone they touch succumbs to the same effect they do if they fail the same Resistance roll. The vampire in question suffers -2 dice to resist Wassail. Action: As Intrusion Roll Results Dramatic Failure: Backlash for one round onto the vampire only. Failure: No result Success: Things go as planned

Exceptional Success: Additional successes are their own reward. Degradation Description: The vampire causes the target to lose access to their Virtue as a source of Willpower, and infects them with a new Vice in addition to their old one. This lasts for one night per success, and requires Call the Weakness be used on the target first, and the description of the new Vice is added to the conversation. Action: Extended, each roll requires 1 minute. Resistance is with Composure and is Reflexive. Roll Results Dramatic Failure: Backlash. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success allows the implantation of a derangement related to the new Vice. Felis Negrum Description: The caster can turn a target into a perfectly normal black cat until the next sunrise. If the target is a vampire, the cat has all the instincts and weaknesses of a Cainite. In all cases, all traits become that of a cat, with a cats (more or less) normal mentality. The infernalist may cast this ritual on themselves, and can adopt cat and switch back again at will until the next sunrise. The ritualists traits are altered by the cat form in the following way: Str: -1, Dexterity: +2, Size: -3, Speed: +2, Perception Rolls: +4 Claws and Teeth do +1L, +2 to Stealth rolls against size 5 or larger creatures. No penalties for darkness, effective sense of smell. This ritual requires burning a true cats whiskers. If used on another, one of the victims hairs must be burnt along with cats. Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: Backlash, the caster becomes a cat, with the cats mentality until the duration elapses. Failure: No result. Success: Things go as planned. Exceptional Success: The ritual lasts until the next sunset. Flesh of the Fiery Touch Description: The vampire swallows a burning ember, and thereafter anyone attacking the target unarmed suffers 2 levels of Fire damage for the rest of the night, this does not apply to the caster attacking someone else, for some reason. The casters skin takes on a sun-browned hue which can add one beyond Humanity limits to the vampires dice pools. Cost: 1 Aggravated damage level, 1 Willpower Action: Extended, each roll requires 1 hour. Roll Results

Dramatic Failure: The vampire takes 2 levels of aggravated damage. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can deal damage unarmed. Hells Calling Description: This ritual requires something that belongs to the subject, which is burned at the climax of the ritual. When this happened, the subject feels flames, and emotionally feels that flames are right in front of them. This essentially provokes a check against the Red Fear in Cainites. Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: Backfire, the caster is effected. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success forces another -1 penalty on the check to resist Rotshreck. Rhyme of Discord Description: Once this ritual is performed, anyone in the vampires haven other than the thaumaturge himself loses 1 point from all Mental and Physical rolls while on the premises for each point of Thaumaturgy the ritualist possesses. The place seems to warp and change, preventing observations and effective action. This lasts until the next sunset. Action: Extended, each roll requires 10 minutes. This is resisted individual with Wits as an Instant action. This clears perceptions up for one round per success. Roll Results Dramatic Failure: The ritual effects the caster. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success gains a sunset or adds to the penalties of intruders. Suggested Modifiers Modifier Situation -1 Per room to be affected beyond the casters Thaumaturgy. -1 Per 1,000 feet to be affected beyond the casters Thaumaturgy. Shaft of Belated Quiescence Description: This ritual requires that a shaft of rowan wood be soaked in 3 points worth of Vitae, and blackened in an oak fire. The weapon then need only make contact for a splinter of it to come loose in the target and begin working its way to the heart. At this point, each round after penetration the stake splinter deals 1 level of Lethal damage per minute as it makes its way to the targets heart. It does this once the initial attack damage plus the damage per round equal 5 (+1 per point of active Resilience). Mortals at this point, must roll Stamina+Resolve each round or take a point of Aggravated damage until death. Vampires react as if the stake were driven directly into their heart. This

process can be averted by a surgeon going after the tip, which is an opposed Intelligence+Medicine vrs Thaumaturgy roll. This doubles the amount of Lethal damage done (if it doesnt happen in a hospital setting) in the turn, but once (if) the surgeon wins the splinter is retrieved preventing further harm. Each shaft is good for one successful attack. Cost: 2 additional Vitae. Action: Extended, each roll requires 3 hours. Roll Results Dramatic Failure: The shaft will not function, unless the wielder gets a Dramatic Failure on an attack roll, and therefore gets a splinter Failure: No result. Success: Things go as planned. Exceptional Success: The stake moves at a rate of 1L per round. Shattering Description: The caster must wound themselves, then make eye contact with the subject who then suffers 1 level of Lethal damage per success as bones break and organs rupture. Cost: 1 Lethal, 1 additional Willpower Action: Extended, each roll requires an Instant action, resisted with Composure, resistance is Reflexive. Roll Results Dramatic Failure: The caster takes an additional level of Lethal damage. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward.

Taking the Spirit Description: The vampire must lock eyes with the target while making the invocation. Each success transfers one point of Willpower from the subject to the vampire. If all willpower is drained from the target, they become as a zombie, not speaking, and staring blankly forward (though they do not act mindlessly when on a task, the task must not require communication in any but a dry, monotone voice). Willpower returns at the normal rate. Action: Extended, each roll requires an Instant action, resisted with Composure, resistance is Reflexive. Roll Results Dramatic Failure: Roll again, this drains the vampires Willpower, if all is lost, he temporarily gets to house a demon which will do what it wants with the vampires body. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward.

Level 4 Deadening Description: The vampire can strip a target (who he must have a piece of, or something that belongs to them) of the ability to feel physical sensations entirely, and severely mutes their emotions. This lasts for one sunrise per success. The victim loses 1 die from physical actions, and two dice from Social rolls or Degeneration checks. Every 24 hours the character must roll Resolve+Composure or gain a Minor derangement related to seeking sensations. Two failures make it a Major derangement. On a positive note, the target suffers no wound penalties. Action: Extended, each roll requires 10 minutes. Resistance is reflexive and uses Composure. Roll Results Dramatic Failure: Backlash. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Inferno Description: The vampire calls up a fire roughly 5x5 anywhere within his line of sight. This fire does 5 levels of damage to anyone it is placed upon. Once released it cannot be controlled by the vampire. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: Bad luck, the fire appears on the caster. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success adds 1 to the heat of the flames, and therefore the damage. Plagues Secret Domain Description: The vampire causes another to succumb to depression. Once the ritual is cast, the target loses 1 point of Willpower per day, and cannot regain Willpower in any normal way. Once all points of Willpower are expended, Willpower dots are taken. Once all of these are gone, the victim enters torpor or commits suicide. This ritual requires 3 points of mortal blood (lethal health levels) or some other vampires Vitae be poored over an open flame. Action: Extended, each roll requires hour. Resistance is reflexive and uses Composure. Roll Results Dramatic Failure: Backlash, and roll again. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward.

Suggested Modifiers Modifier Situation +1 The targets vice is Sloth. +1 For every point of Morality the subject has under 4. -1 The targets virtue is Hope or Fortitude. -1 For every point of Morality the subject has above 8. Poisoned Soul Description: The vampire temporarily reduces a target to their Morality equivalent of 1 for one night per success. The subject will find themselves pulled to do base and horrible things (related to their vice). Their Virtue grants them no advantages. Any vile actions they undertake in this state automatically reduce their actual Morality by one. This ritual requires the use of Call the Weakness on the target. Action: Extended, each roll requires 1 minute, resistance is reflexive and uses Composure. Roll Results Dramatic Failure: Backlash for one night. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success adds a derangement of a suitably depraved nature. Reverse Conjuration Description: The character can banish any object or creature made or called via blood sorcery. The caster must get more successes then the original caster. Note that while the original flame of fire based blood magic might be banished, anything it spread or sparked to is likely to stay in reality. Objects otherwise made permanent can still be banished with this power. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The attempt fails, and cannot be tried again. Failure: No result. Success: Progress is made. Exceptional Success: More progress is made. Suggested Modifiers Modifier Situation +1 An object belonging to the original caster is in hand. Splinter Servant Description: The vampire creates a creature made of animated wood. The wood must come from a tree nourished by the dead, bound in wax, and sealed in nightshade twine. When the binding is removed, the creature attacks whomever the wielder commands, or the wielder if he does not designate a target within 1 round. The creatures statistics are as follows:

Power: 2, Finesse: Thaumaturgy, Resistance: 3 Size: 2, Speed: Power+Finesse+5. The critter has +2 Defense over what it should have due to small size and jerky movements. It can jump the same distance as a man sized creature, and it will always try and strike the heart. Being made of wood, the result is obvious. The creature can be targeted by whomever unwraps it, and it suffers 1 level of Lethal damage as it shakes itself apart. Action: Extended, each roll requires 6 hours. Roll Results Dramatic Failure: The servant will always attack whomever unwraps it. Failure: No result. Success: Things go as planned. Exceptional Success: The critter suffers a level of Bashing damage each round. Warding Circle Versus Cainites. Description: The vampire creates a circle of a 10x10 radius. Any vampire (but not kuejin) hitting the edge of this feels resistance and a puff of wind. Persistence in the face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest of the night, but it can be made permanent. This ritual involves drawing a rune at the center in a pigment made from spilled Vitae. The caster is immune to her own ward. Cost: 2 additional Vitae. Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the permanent. Resistance is Instant and uses Resolve. Roll Results Dramatic Failure: While the ward appears to work, it actually does not, against any vampire other than the creator. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5 successes doubles the radius. Ward Versus Cainites Description: This ritual creates a glyph that causes pain to vampires who touch it (but not kuei-jin). The glyph affects one solid part of an object. It could effect a car door, but not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph. Once created, the glyph is permanent unless defaced somehow. Any vampire touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus if used against vampires. The caster is immune to her own ward. Cost: 3 additional vitae Action: Extended, 5 hours per roll. Roll Results Dramatic Failure: The ward appears, but will only work vampire that created it. Failure: No result. Success: Things go as planned. Exceptional Success: +1 damage.

Level 5 100 Deaths Description: The vampire must inflict a level of aggravated damage upon themselves while burning a hair from the target. The target then suffers 1 level of Aggravated damage per success. Wound penalties are as though the target went through all Bashing and Lethal health levels first. The target must spend a Willpower point to do anything other than writhe in agony (including heal). Each night, for one night per success, the target takes 1 level of Aggravated damage per point of aggravated damage remaining under the same conditions. Targets must make a Resolve+Composure roll to avoid developing a derangement from this treatment. Cost: 1 Aggravated health level, 2 additional Willpower Action: Extended, each roll requires 1 minute. Resistance is with Composure, and is Reflexive. Roll Results Dramatic Failure: The vampire takes another aggravated health level of damage. Failure: No result Success: Things go as planned Exceptional Success: Additional successes are their own reward. Blood Contract Description: The vampire draws up a contract written in his own blood, and signed by another being in its blood. Both sides of the contract must be upheld their end, and this will be enforced by a literal demon if someone tries to do otherwise. This ritual requires the use name of a Demon to work. Cost: +2 additional Vitae. Action: Extended, 10 minutes per roll. Roll Results Dramatic Failure: The thaumaturge must hold of their end, but the other is free in clear. There will still be demonic enforcement. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire has a bit more wiggle room than the other party. Suggested Modifiers Modifier Situation +4 The True Name of the Demon is known. +2 The Celestial Name of the Demon is known. +1 The True Name of either party to the contract is known. -1 Only a pseudonym of the other party is known. Cauldron of Blood The vampire must touch the target to activate this ability. The subject then suffers one point of Aggravated damage per success as their blood boils in their veins. Vampires and

ghouls also lose one point of Vitae per success. Action: Extended, each roll requires an Instant action. This is resisted with Stamina, resistance is Reflexive. Roll Results Dramatic Failure: Backfire. The ritualist suffers all accumulated successes as aggravated damage and loses a like number of Vitae. Failure: No result Success: Things go as planned. Exceptional Success: Additional successes are their own reward. False Life Description: The vampire may craft a body suitable for the use of a wraith or spirit to inhabit and use. Each success adds 1 to a physical attribute (maximum 3). The spirit may then manipulate the vessel as they claim it. It is best to forge a compact with the spirit intended to inhabit the body before completing this rite. Cost: 1 Vitae per size. Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: An unclean spirit enters, and wreaks havoc. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success grants a +1 to the creatures attributes. Suggested Modifiers Modifier Situation +1 Per success over 4 on the initial Intelligence+Crafts roll.

Dur An Ki
Description:This is a sort of blood magic that the Shango and Benu al Haqim use. A character can only have spells equal to or less than his Dur An Ki level. Each time a level of Dur An Ki is learned an additional spell is learned as well. Cost: 1 Willpower, 1 Vitae Dice Pool: Presence+Occult+Dur An Ki Action: Extended (1 action per level of spell) Suggested Modifiers Modifier Situation -1 to -3 The character is rushed or distracted, such as by evoking a spell in combat or while trapped in a burning building. This penalty is cumulative with multiple distractions (such as by casting a ritual in combat during a hurricane). Successes gained on a meditation roll for the night offset interruption penalties on a one for one basis. Level 1 Spells

Confer with the Blade Description: The vampire can gain the answer to one question regarding any bladed weapon that they perform this ritual on per success. The information can be any of the following: What is the precise length and weight? What is this weapons chemical composition? How much of what kind of damage does this weapon do? When and where was the blade forged? What is the name and face of the smith? What is one significant event in this blades history? Does this weapon have any enchantments lade on it? How strong are these enchantments? What are these enchantments? Who laid these enchantments? Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: False or misleading information. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Communicate with Kindred Sire Description: The vampire can communicate with her sire until one or the other desires to stop the conversation, or for 10 minutes per success. This requires an item once owned by the sire. Communication is mind to mind, and this ritual alone does not allow for mind reading. Action: Extended, each roll requires hour. Roll Results Dramatic Failure: The vampire sends her message randomly through the ether, something may or may not get it. Failure: No result. Success: Things go as planned. Exceptional Success: The sender gets an idea of her sires general location. Suggested Modifiers Modifier Situation -1 Sire and Child are of different bloodlines. Corporal Reservoir Description: This ritual is only usable by Black Hand practitioners. It allows the vampire to store one point of Vitae in any Black Hand tattoo, which is undetectable until the owner of the tattoo chooses to draw upon it. The ritualist must poor the blood onto the tattoo while performing this ritual, the blood is instantly absorbed in a flash of red light, and then remains inert until used. Action: Each roll requires 1 minute. Roll Results Dramatic Failure: An additional point of Vitae is waisted. Failure: No result. Success: Things go as planned. Exceptional Success: An additional point of Vitae can be stored.

Defense of the Sacred Haven Description: This ritual prevents sunlight from entering an area within 20 of the rituals casting. Glyphs and a warding circle drawn in blood are required for this ritual to work. This ritual lasts until the next sunset. Cost: 2 additional points of Vitae. Action: Extended, each roll requires one hour. Roll Results Dramatic Failure: While the ritual appears to work, some flaw causes it to shatter upon contact with sunlight. Failure: No result. Success: Things go as planned. Exceptional Success: An additional sunset is achieved. Suggested Modifiers Modifier Situation +1 The ritual is performed in a place the vampire has habitually slept in for one lunar cycle. -1 The ritual is performed in what is effectively a public place, such as a hotel room. Eye of Humiliation Description: The subject loses 1 die per success on all social rolls for 1 night per level of Dur An Ki the caster knows. Action: 1 round per roll. Roll Results Dramatic Failure: The curse backlashes onto the caster. Failure: No result. Success: The curse works as expected. Exceptional Success: Every success after the 5th adds 1 day onto the duration of the curse. Suggested Modifiers Modifier Situation +1 The subject has bested the character at something. +1 The subject has insulted the caster. +2 The subject provoked the caster into an anger wassail. -1 or more Subjects Composure Fortify the Solid Form Description: The vampire may add 1 durability to an object per point of Thaumaturgy he possesses. This adds +1 to any damage it may be capable of inflicting. This lasts for one night. Action: Extended, each roll takes ten minutes. Roll Results Dramatic Failure: The reverse of what was intended is achieved.

Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success adds another to durability or +1 to damage potential. Illuminate the Trail of Prey Description: The vampire can see the tracks of a target as pale glowing footprints on the ground. This only works if the target was on foot. The vampire must have a piece of the target or an item belonging to them. This ritual is mostly practiced by the Sabbat. Action: Extended, each roll takes 1 minute. This is resisted with Composure, resistance is Reflexive. Roll Results Dramatic Failure: False or misleading information. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can track vehicles the target uses so long as the target was driving. Mantic Sight Description: The vampire can see objects in Twilight as overlays on the physical world for one scene. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The vampire can sporadically see into the Spirit Wilds, but doing so completely interrupts seeing in the physical world. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can see into the Spirit Wilds with an additional Willpower point spent, without interrupting material vision. Suggested Modifiers Modifier Situation +2 In the vicinity of a powerful Nexus +1 In the vicinity of a weak Nexus -1 Small town, village, or other built up countryside area. Scent of Deception Description: The character masks or alters his scent, each success penalizes any attempts to track him by scent by 1. This lasts until sunrise. Action: Each roll requires 1 action Roll Results Dramatic Failure: Those attempting to track the character by scent gain +1 to do so. Failure: No result Success: Things work as planned. Exceptional Success: Additional successes are their own reward.

Taste for Blood Description: The vampire must taste the blood of the subject. From that drop of blood, the vampire can learn one of the following per success: How much blood is in the target, how recently they have fed, Generation within 3, blood potency within 3, if the subject is a vampire, mortal, or other supernatural, a mental image of the target. Action: Extended, each roll requires 1 minute. Roll Results Dramatic Failure: False or misleading information. Failure: No result Success: Things go as planned. Exceptional Success: Every 5 successes can answer another one of the following questions: What is the targets name, Have they committed diablerie, an image of their sire, an image of any one of their childer, have they sired. Suggested Modifiers Modifier Situation +1 For every question that the character can already answer accurately. -1 For every hour old the blood is. Threads of the Past Description: The vampire can see important events in the targets past, each success grants one brief snapshot of an event that made the target who they are at the time of the reading. Such things would be events like the Embrace, adopted a path, events that cost the target Morality, or other significant events. The vampire must have met the target, or have an object belonging to the person, or a piece of the target. Action: Extended, each roll requires 5 minutes. Resistance is Reflexive and uses Composure. Roll Results Dramatic Failure: False or misleading information. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Truth in Ink Description: This power is only available to Black Hand practitioners. This allows the character to know if any Crescent Moon tattoo that they can see or touch was genuinely created by the Black Hand. Action: Each roll requires 1 round. Roll Results Dramatic Failure: False or misleading information. Failure: No result. Success: Things work as planned. Exceptional Success: The actual origin of the tattoo is revealed.

Level 2 Spells Banish Spirit Description: The vampire can force a spirit back into the Spirit Wilds. The spirit must first be bound with the Bind Spirit rite or otherwise held in place for the duration to the ritual. The ritualist must circle the spirit counterclockwise and sprinkle it with salt water from each of the four cardinal directions five times, while speaking a banishing chant. Action: Extended, each roll takes one minute. This is Contested with the Spirits Resistance, which is Instant. Roll Results Dramatic Failure: All successes are lost, no attempt can be made to banish this spirit until the next sunset. Failure: No result. Success: Progress is made. Exceptional Success: More progress is made. Blood Rage The thaumaturge may force the subject to spend Vitae at a rate of one point per success the ritualist gets. The subject must either be touched by the vampire, or the thaumaturgist must have something belonging to the target. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The thaumaturgist loses an additional point of Vitae. Failure: No result. Success: Things go as planned Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +1 The vampire has tasted the blood of the subject. Blood Walk Description: Each success grants the vampire the answer to one of the following questions: Who is one person in Vinculum with the subject. Who is the subject in Vinculum to? Each success may be used to trace the characters lineage back one Generation granting either an image of the ancestors face or the ancestors True Name per success. Each ancestor requires double the number of successes. This can go forward in the same manner, seeking childer. This ritual requires a sample of Vitae from the vampire to be traced. In some instances this may require a Test of Wills, if the ancestor/childer/Vincullum holder has certain potent powers of concealment. Action: Extended, each roll requires 3 hours. Roll Results

Dramatic Failure: False or misleading information. Failure: No information is gained. Success: Some questions are answered. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +1 The subjects Clan is known by the ritualist. -2 The subject is a Caitiff. Burning Blade Description: The vampire must cut herself with a bladed weapon (1 lethal), while performing the proper chant. Once completed the weapon does Aggravated damage against any creature with a mystical power stat while glowing with a flickering green light. Unlike the usual course with aggravated damage, this item does not ignore armor. It lasts for one attack per success. This ritual cannot be drawn out for additional successes. Cost: +2 additional Vitae. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The weapon itself takes a level of aggravated damage. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Call Gaffling Description: The vampire can summon a lesser spirit, who is under no compulsion to do anything other than appear in a prepared sacred circle. In the circle their must be a small amount of some sort of material appropriate to the spirit to be summoned. Most spirits do not like vampires very much, and they must be negotiated with to get them to actually do anything. Action: Extended, each roll requires one minute, Resisted with Resistance as a Reflexive action. Roll Results Dramatic Failure: All successes are lost. Failure: No result. Success: Things go as planned. Exceptional Success: The spirit is apt to be receptive to what the vampire offers. Suggested Modifiers Modifier Situation +2 The material in the summoning circle is especially valuable to the spirit. +1 The spirit is of a sort with some kinship with vampires, such as a spirit of blood, death, rage, or murder. Or the material offered is of particular value to the spirit.

-1

The attempt is to summon a particular spirit.

Chameleon Skin Description: The practitioners skin takes on the color and texture of surrounding materials granting a bonus to Stealth rolls equal to the characters Dur An Ki score. This lasts until the character moves. Action: Each roll takes 1 action. Roll Results Dramatic Failure: The character becomes partially fused with whatever surface they are touching and cannot move without suffering 1 level of lethal damage. Failure: No result Success: Things go as planned. Exceptional Success: So long as the character moves at only half their speed, they can gain the bonus of this spell. Eye of Famine Description: The character must make eye contact with the target and pronounce a curse (eye contact is only needed to initiate, though the target must never leave the casters sight). Each success strips 1 dot of Resources, Haven, or Herd from the subject due to random accident over the course of the next seven nights. The ST decides what goes, neither the victim nor the caster know. Action: Each roll costs 1 action. Roll Results Dramatic Failure: The curse rebounds. Failure: No result Success: Things go as expected. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation -1 to -5 Subjects Composure Grasp of the Mountain Description: The vampire may enchant one weapon so that it will never leave their grasp unless they will it so. This can link a weapon to a different individual, though that person must contribute a point of Vitae to the ritual. Even if the weapon is put down for some reason, if its designated owner can summon the weapon with a Presence+Resolve roll if it is in their line of sight. Action: Extended, each roll takes 1 hour. Roll Results Dramatic Failure: The weapon is now +1 to attack the enchanter. Failure: No result Success: Things go as planned. Exceptional Success: +1 per 5 successes to the return to the hand roll.

Inscription Description: The vampire may impart any 1st or 2nd level ritual into a written form for anothers use. The caster must pay the cost, and perform the ritual, which is then activated by any other, once. After the ritual is used, the ink turns into inert ash. The instructions are annotated in the extreme, the inscribed ritual cannot be used to learn Thaumaturgy. Activating the stored ritual requires an Intelligence+Occult roll. Action: Extended, each roll takes 5 minutes Roll Results Dramatic Failure: The stored ritual will automatically have a Dramatic Failure, effecting the initial caster. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success grants a +1 to the user activating the ritual. Kiss of the Asp Description: This ritual is only known to Black Hand and/or Benu Al-Haqim practitioners. This ritual may be cast upon the practitioner herself, or any other vampire. The recipient of the spell can at that point, at any time they desire (the desire portion is important, mystical compulsion does not count) invoke the ritual. This requires steps of sequential thought, and thus can be done even if the vampire is staked. Once completed, the heart and all blood in the vampire boils away killing him instantly. If the heart has somehow been safely removed after the Kiss of the Asp ritual, then the heart is still destroyed. Cost: 1 additional Willpower Action: 10 minutes per roll. Roll Results Dramatic Failure: Things take off prematurely, the recipient takes 1 level of aggravated damage. Failure: No result Success: Things work as planned. Exceptional Success: The heat is intense enough that anything in contact with the vampire takes 3 levels of lethal damage as if from fire. Plague Breath Description: The vampire must breath upon the target, exhaling disease up them. The disease has a potency equal to that of the vampires Dur An Ki and deals Bashing damage. A check must be made once per night until the disease is fought off. Action: Extended, each roll requires an Instant action. Resistance is Reflexive and uses Stamina. Roll Results Dramatic Failure: Backlash. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success grants +1 to the Potency of the disease. Spirit Speech

Description: The vampire is able to speak with any spirits he can see for one scene and understand their attempts at communication for the same duration. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The spirit will automatically be hostile. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire gains an additional +1 per 5 successes on social rolls with spirits for the scene. Steps of the Terrified Description: The target of this ritual, who must either be in the vampires sight (or the vampire may have a piece of the target), finds their Speed reduced by the vampires successes. The vampire must throw a handful of poplar buds at the target, and then douse her hands in oil. Once done, the vampire must wring the oil from her hands while following the target. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The vampire finds her own speed reduced. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Strike True Description: The vampire may add their Blood Potency and their Thaumaturgy to their next roll to attack. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: Strike that, reverse it. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success can be added as a bonus as well. Warding Circle Versus Ghouls. Description: The vampire creates a circle of a 10x10 radius. Any ghoul hitting the edge of this feels resistance and a puff of wind. Persistence in the face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest of the night, but it can be made permanent. This ritual involves drawing a rune at the center in a pigment made from mortal blood. Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the permanent. Resistance is Instant and uses Resolve. Roll Results Dramatic Failure: While the ward appears to work, it actually does not. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5 successes doubles the radius.

Ward Versus Ghouls Description: This ritual creates a glyph that causes pain to ghouls who touch it. The glyph affects one solid part of an object. It could effect a car door, but not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph. Once created, the glyph is permanent unless defaced somehow. Any ghoul touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus if used against ghouls. Cost: 1 additional vitae Action: Extended, 5 hours per roll. Roll Results Dramatic Failure: The ward appears, but will only work against ghouls with the vitae of the thaumaturge in their veins. Failure: No result. Success: Things go as planned. Exceptional Success: +1 damage. Level 3 Spells Acid Touch Description: The vampires hands become coated in acid. This does not harm the vampire or any gear on her person when the ritual was cast. Anyone the vampire attacks in hand to hand suffers 1 level of Aggravated damage per point of Vitae invested in the ritual (expenditure can happen once per roll). The acid lasts 1 scene. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: Backfire, the vampire suffers the damage instead. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Bind the Spirit Description: This ritual can prevent a spirit from leaving a particular location in either the physical world or the Spirit Wilds. Their must be a single condition allowing for escape from the binding, which two others must be told (though neither need be the spirit). The conditions must be possible (though they may be difficult). The ritual requires a summoning circle be drawn on the floor or ground. Action: Extended, each roll requires an Instant action,. Resisted with the spirits Resistance as a Reflexive action. Roll Results Dramatic Failure: All successes are lost, and the spirit gains an additional point of Resistance for the rest of the scene. Failure: The circle develops a flaw, and the spirit escapes. Success: Things go as planned. Exceptional Success: The vampire may siphon a point of Essence from the spirit and

convert it to Vitae. Blood of Potency The vampire may increase her blood potency for one hour. Each success grants one additional hour of use or one additional level of blood potency. This has no effect on those who diablerise the vampire in the meantime, or any childer she embraces in this state. This may be done only once per night. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: Backfire, the vampires blood potency drops by one for one hour. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Call Jaggling Description: As call Gaffling, but this ritual is usable on more powerful spirits. Curse of Peril Description: The character must be able to see the target and threaten them with harm. The next time the subject is in danger of taking physical damage, all dice pools are reduced by 1 per success. Action: Each roll requires 1 action. Roll Results Dramatic Failure: The curse rebounds on the caster. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation -1 to -5 Subjects Composure Cleanse the Herd Description: The vampire can, with a touch, drive infection from a target, whom they must touch. This power will only work on bacterial, viral, or parasitic infections. Using this ritual creates a disease spirit related to whatever the target had. The spirit cannot attack the subject or the vampire for one week per success. Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: The plague spirit manifests in Twilight, and attacks. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation

-1 -1

The disease is ordinarily terminal. Per point of Potency the disease has.

Unassuming Pose Description: For one scene after casting this spell, the practitioner seems to be part of any crowd they are in to observers using their own senses. They will escape notice for the scene, or unless they take violent action. Action: 1 action per roll. Roll Results Dramatic Failure: The character draws the hostility of whatever crowd they enter. Failure: No result Success: The character appears one of the crowd. Exceptional Success: The character appears one of the crowd even to electronic surveillance. Voice of Command Description: The vampire can attempt to order about any spirit that she can see and can communicate with. The spirit cannot be made to violate its ban, or do anything directly against its nature (spirits of healing are not likely to make good assassins, for example). The order must be a single task (though their can be multiple steps), and it must be something that can be completed by the next sunset. Action: Extended, each roll takes 1 Instant action, Spirits can resist Reflexively with Resistance. Roll Results Dramatic Failure: The spirit cannot be affected by this ability for one lunar cycle, and is apt to be angry. Failure: No result, the spirit is probably pissed. Success: Things go as planned. Exceptional Success: The spirit will do anything that does not violate its ban. Suggested Modifiers Modifier Situation +2 The vampire knows the spirits True Name +1 The vampire offers the spirit something appropriate to its type. +1 The thaumaturgist knows the spirits ban. Warding Circle Versus Lupines. Description: The vampire creates a circle of a 10x10 radius. Any werewolf hitting the edge of this feels resistance and a puff of wind. Persistence in the face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest of the night, but it can be made permanent. This ritual involves drawing a rune at the center in a pigment made from powdered silver. Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the permanent. Resistance is Instant and uses Resolve. Roll Results Dramatic Failure: While the ward appears to work, it actually does not.

Failure: No result. Success: Things go as planned. Exceptional Success: Every 5 successes doubles the radius. Ward Versus Lupines/Fae Description: This ritual creates a glyph that causes pain to werewolves who touch it. The glyph affects one solid part of an object. It could effect a car door, but not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph. Once created, the glyph is permanent unless defaced somehow. Any werewolf touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus if used against werewolves. This glyph must be etched with powdered silver. The ward vrs Fae must be learned separately, works against Changelings as well, and uses iron filings instead of silver. Cost: 1 additional vitae Action: Extended, 5 hours per roll. Roll Results Dramatic Failure: The ward appears, but will not. Failure: No result. Success: Things go as planned. Exceptional Success: +1 damage. Wind Dance Description: The vampire adds Thaumaturgy to their Defense for the scene. These levels of Defense are not lost due to multiple attackers or numbers. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: Strike this power, reverse it. Failure: No result. Success: Things go as planned. Exceptional Success: Add Blood Potency as well. Wrath of the Storm God Description: The vampire can store 1 level of Bashing damage worth of electricity per success. In addition, exposure to electricity simply adds successes to the ritual. Each level of Bashing damage can be added as a bonus to a Strength+Brawl attack or a Dexterity+Athletics attack at range (range increment equal to Thaumaturgy). The vampire may use as much or as little of the electrical charge as they desire with each attack (this works as a maximum, each success on the attack up to that maximum costs a charge but deals a level of bashing damage). For the rest of the scene, each round the vampire gathers another success worth of electrical damage. As the vampire gathers charge, her hair starts to move with electricity, sparks will appear with movement, and at a moderate charge (5 or more charges) the vampires hair will stand on end, at the high end (8 or more), the vampire will actually glow. The electricity grounds out harmlessly as the ritual ends at the end of the scene. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The vampire suffers a level of lethal damage.

Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward.

Level 4 Spells Entrap Ephemera Description: This ritual creates a Fetish, as discussed in W:tF. The fetish must be activated with a Manipulation+Occult roll, which does not benefit from the 10 and again rule. It always costs 1 Willpower and 1 Vitae to activate. The fetish lasts until there are no successes on an activation roll. Action: Extended, each roll costs 1 minute. Resisted, resistance is Reflexive. Roll Results Dramatic Failure: The spirit is free to do what it wants to, this is likely to be nothing good. Failure: No result. Success: Headway is made. Exceptional Success: The 10 and again roll does apply toward activation. Suggested Modifiers Modifier Situation See fetish creation rules in W:tF Razors Shield Description: The vampire may use her Defense against solid projectile weapons for the scene after this ritual is activated. This can include any addition to Defense that is attached to the Weaponry skill. The effect automatically ends if the ritualist drops or puts down her weapon. The weapon must be a melee weapon. Action: Extended, each roll requires one Instant action. Roll Results Dramatic Failure: The vampire loses Defense against melee attacks. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success adds one to the vampires Defense against projectiles. Sire Impotent Description: This ritual requires the caster have a fang or tongue of the vampire in question, and be a blood ancestor of the target. The caster must drink blood from a vessel under the influence of khalif. This makes the target unable to sire another vampire for a year and a night or until the final death of the ritualist. Action: Extended, each roll requires an hour. Resisted as a Reflexive action via Composure. Roll Results

Dramatic Failure: Backlash. Failure: No result. Success: Things go as planned. Exceptional Success: Final Death of the caster will not end the curse. Warding Circle Versus Cainites. Description: The vampire creates a circle of a 10x10 radius. Any vampire (but not kuejin) hitting the edge of this feels resistance and a puff of wind. Persistence in the face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest of the night, but it can be made permanent. This ritual involves drawing a rune at the center in a pigment made from spilled Vitae. The caster is immune to her own ward. Cost: 2 additional Vitae. Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the permanent. Resistance is Instant and uses Resolve. Roll Results Dramatic Failure: While the ward appears to work, it actually does not, against any vampire other than the creator. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5 successes doubles the radius. Ward Versus Cainites Description: This ritual creates a glyph that causes pain to vampires who touch it (but not kuei-jin). The glyph affects one solid part of an object. It could effect a car door, but not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph. Once created, the glyph is permanent unless defaced somehow. Any vampire touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus if used against vampires. The caster is immune to her own ward. Cost: 3 additional vitae Action: Extended, 5 hours per roll. Roll Results Dramatic Failure: The ward appears, but will only work vampire that created it. Failure: No result. Success: Things go as planned. Exceptional Success: +1 damage. Level 5 Spells Duality Description: The vampire can see creatures in Twilight and physically interact with them for the rest of the scene. Creatures in Twilight may respond in kind. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The vampire is transported bodily to the Spirit Wilds and must find her own way home.

Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can maintain this state for one hour per 5 successes or until they decide to turn it off. Eye of Doom Description: The character must express fulsome praise, vicious insult, or utter astonishment of the subject, and the subject must be visible to the subject. Immediately afterword the subject takes 1 level of Aggravated damage per success. Cost: 1 additional Vitae Action: Each roll requires 1 action. Roll Results Dramatic Failure: The curse rebounds onto the caster. Failure: No result. Success: Things go as planned. Exceptional Success: Suggested Modifiers Modifier Situation -1 to -5 Subjects Composure Ghost Body Description: The vampire enters Twilight until she wills otherwise or the sun rises. Cost: 2 extra Vitae Action: Each roll takes 1 round. Roll Results Dramatic Failure: The vampire ends up trapped in the Shadow. Failure: No result. Success: The vampire ends up in Twilight. Exceptional Success: The vampire can enter the Shadow and then leave it again once each. Suggested Modifiers Modifier Situation +3 In a graveyard or battlefield +2 In a church, hospital, or 100+ year old building +1 In a building 50-100 years old, or a handmade structure. -1 In a parking lot or modern commercial building. -2 In a modern industrial building -3 In a modern laboratory Stone of the True Form Description: This ritual creates a weapon in the form of a small pebble, roughly the size and shape of a marble. The stone must be smeared with the users Vitae. From that point on, if the stone comes into contact with a shape-shifted or disguised creature, it is forced to make a resistance roll or return to its true form, and must remain that way for one turn

per success. Each marble is good for one strike. Cost: 1 additional Vitae. Action: Extended, each roll takes 10 minutes. Resisted with Composure as a Reflexive action. Roll Results Dramatic Failure: The creature is immune to this ritual from this caster for one lunar cycle. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Strike at the True Flesh Description: The vampire can ignore any armor or defensive disciplines or enchantments for one attack per success. No other offensive enchantment may be laid on the weapon in question. Action: Extended, each roll costs an Instant action. Roll Results Dramatic Failure: The vampire loses Defense against any attacks until hit. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Verdant Blade Description: The vampire may cause any sharp object to act as a stake for one use. The object must be long enough to penetrate the heart. The weapon must be immersed in a mixture of tree sap and water along side a rowan branch. Action: Each roll requires 5 minutes Roll Results Dramatic Failure: The weapon shatters the first time it is used. Failure: No result Success: The weapon works as expected. Exceptional Success: The weapon may be used as normal without expending the enchantment, only a successful staking attempt will trigger the effect. Warding Circle Versus Ghosts, Spirits, or Demons. Description: The vampire creates a circle of a 10x10 radius. Any creature of the specific type hitting the edge of this feels resistance and a puff of wind regardless if it is manifested in the physical plane, in Twilight, or in the Spirit Wilds. Persistence in the face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest of the night, but it can be made permanent. This ritual involves drawing a rune at the center in a pigment made from Vitae, and either Holy Water (demons), sage ash (spirits), or ground up grave stone (ghosts). Each ward against non-physical entities must be learned separately. Cost: 1 additional Vitae. Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the permanent. Resistance is Instant and uses Resolve.

Roll Results Dramatic Failure: While the ward appears to work, it actually does not. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5 successes doubles the radius. Ward Versus Demons, Ghosts, or Spirits. Description: This ritual creates a glyph that causes pain to a specific non-physical entity that comes into contact with it, whether in Twilight, or physically manifested somehow. The glyph affects one solid part of an object. It could effect a car door, but not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph. Once created, the glyph is permanent unless defaced somehow. Any creature of the appropriate type touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L if used against the appropriate sort of critter. Such weapons can be used against creatures in Twilight for only the +3L if the wielder can see thing thing. Each sort of ward against non-physical entity must be learned separately. The glyph must be inlayed with a pigment containing Holy Water (for demons), sage ash (for spirits), or ground gravestone (for ghosts). Cost: 1 additional vitae Action: Extended, 5 hours per roll. Roll Results Dramatic Failure: The ward appears, but does not. Failure: No result. Success: Things go as planned. Exceptional Success: +1 damage.

Koldunic Sorcery
Description:This is a sort of blood magic originally developed by the Tzimisce. It has decidedly dark overtones, and it often draws upon unclean forces, and sometimes elemental spirits. It is a closely guarded secret of the Koldun covenant, which holds itself to be the spiritual center of the Sabbat. A character can only have spells equal to or less than his Koldunic Sorcery level. Each time a level of Koldunic Sorcery is learned an additional spell is learned as well. Cost: 1 Willpower, 1 Vitae Dice Pool: Presence+Occult+Koldunic Sorcery Action: Extended (1 action per level of spell) Suggested Modifiers Modifier Situation -1 to -3 The character is rushed or distracted, such as by evoking a spell in combat or while trapped in a burning building. This penalty is cumulative with multiple distractions (such as by casting a ritual in combat during a hurricane). Successes gained on a meditation roll for the night offset interruption penalties on a one for one basis.

Level 1 Rituals Brand of the Paramour Description: The vampire must drink from both of a set of twins, and then feed her ghoul before expending Vitae. The vampire will then will know when the ghoul is injured (though not how badly or by what) so long as the ghoul lives and remains a ghoul. Action: Extended, each roll takes 10 minutes. Roll Results Dramatic Failure: The vampire believes that the ritual works, but gets false or misleading information. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire may gain a sense of the amount of damage the ghoul has taken. Suggested Modifiers Modifier Situation +1 For every year the ghoul has been kept. Communicate with Kindred Sire Description: The vampire can communicate with her sire until one or the other desires to stop the conversation, or for 10 minutes per success. This requires an item once owned by the sire. Communication is mind to mind, and this ritual alone does not allow for mind reading. Action: Extended, each roll requires hour. Roll Results Dramatic Failure: The vampire sends her message randomly through the ether, something may or may not get it. Failure: No result. Success: Things go as planned. Exceptional Success: The sender gets an idea of her sires general location. Suggested Modifiers Modifier Situation -1 Sire and Child are of different bloodlines. Defense of the Sacred Haven Description: This ritual prevents sunlight from entering an area within 20 of the rituals casting. Glyphs and a warding circle drawn in blood are required for this ritual to work. This ritual lasts until the next sunset. Cost: 2 additional points of Vitae. Action: Extended, each roll requires one hour. Roll Results Dramatic Failure: While the ritual appears to work, some flaw causes it to shatter upon contact with sunlight.

Failure: No result. Success: Things go as planned. Exceptional Success: An additional sunset is achieved. Suggested Modifiers Modifier Situation +1 The ritual is performed in a place the vampire has habitually slept in for one lunar cycle. -1 The ritual is performed in what is effectively a public place, such as a hotel room. Deflection of Wooden Doom Description: The vampire must meditate in a circle of wood while performing the ritual, while keeping a splinter under the tongue. Once complete, the next wooden stake actually used in an attempt to pierce the vampires heart crumbles to dust. The effects last until the next sunset. Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: The vampire believes the ritual to have worked, but instead a +1 bonus is added to all staking attempts. Failure: No result. Success: Things go as planned. Exceptional Success: Another sun set or stake attempt is gained. Elemental Strength Description: The vampire gains 3 bonus dots to devide among Strength and Stamina for the rest of the scene. The vampire must be in skin on surface contact with unworked stone or the earth when this ritual is performed. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: 1 Lethal damage. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire gains an additional attribute dot for the duration. Eyes of the Sea Description: The vampire may peer into a body of still, standing water and view events that have occurred on it up to one lunar cycle previous. Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: Spirits of the water are irritated. Failure: No result. Success: Things go as planned. Exceptional Success: An additional lunar cycle back in time can be viewed. Fortify the Solid Form

Description: The vampire may add 1 durability to an object per point of Thaumaturgy he possesses. This adds +1 to any damage it may be capable of inflicting. This lasts for one night. Action: Extended, each roll takes ten minutes. Roll Results Dramatic Failure: The reverse of what was intended is achieved. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success adds another to durability or +1 to damage potential. Mephistophelean Minx Description: The player must feed a cat a drop of her vitae. It will then seek out an infant and siphon a point of Willpower to the sorcerer to use as her own. The willpower must be used that night. This sort of treatment three nights in a row kills the infant. As many cats (and as many children) may be treated in this fashion as the vampire cares to feed Vitae to. Cost: 1 additional Vitae per cat. Action: Extended, each roll takes 10 minutes. Roll Results Dramatic Failure: The cats attack the caster. Failure: No result. Success: Things go as planned. Exceptional Success: No additional effect. Pools of Illusion Description: The vampire can create a fully mobile, video, and audio illusion on or under the surface of any body of water. The illusion smells like the water, and cannot leave the water it is cast on. The ritualist must either be in, around, or have a sample of the water in question. The illusion requires the vampires concentration to move or speak. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The vampire loses an extra point of Vitae. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can see through the illusion as if standing in its place. Scent of the Lupines Passing Description: The vampire must inhale the smoke from a burning bundle of specially prepared herbs. For the rest of the night, the vampire can detect werewolves by scent. This requires a separate Wits+Composure roll to smell if a place or object has recently been handled/inhabited by a lupine, or to get a scent on a person more than about a yard away. The scent of a lupine can be detected automatically (supernatural invervention requires a Test of Wills) if the lupine is closer than a yard or so. Action: Extended, each roll requires 10 minutes.

Roll Results Dramatic Failure: The vampires nose grants false or misleading information. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success grants an additional +1 on the subsequent perception rolls. Shamans Vision Description: The vampire can see objects in Twilight as overlays on the physical world for one scene. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The vampire can sporadically see into the Spirit Wilds, but doing so completely interrupts seeing in the physical world. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can see into the Spirit Wilds with an additional Willpower point spent, without interrupting material vision. Suggested Modifiers Modifier Situation +2 In the vicinity of a powerful Nexus +1 In the vicinity of a weak Nexus -1 Small town, village, or other built up countryside area. -2 City suburb or town. -3 Dense urban area. Soil Silhouette Description: The target of this ritual must be standing on earth. If they are, the earth crawls up the targets legs holding them with a strength equal to the number of successes on the casting roll. Action: Extended, each roll requires 1 instant action. This is resisted with Strength as an Instant action. Roll Results Dramatic Failure: Resistance becomes reflexive. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Winds of Guilt Description: The vampire may cause one subject to hear the wind whisper of their most severe acts against the Koldun, and the likely consequences thereof. This causes them to lose 2 Resistance dice against social rolls by the vampire in question. This requires the vampire know the subjects face or name. Action: Extended, each roll requires 1 minute. This is resisted as a Reflexive with Composure.

Roll Results Dramatic Failure: The target is emboldened against the vampire, gaining a +1 bonus to social Resistance rolls. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th successes makes the penalty 1 die more severe. Level 2 Rituals Banish Spirit Description: The vampire can force a spirit back into the Spirit Wilds. The spirit must first be bound with the Bind Spirit rite or otherwise held in place for the duration to the ritual. The ritualist must circle the spirit counterclockwise and sprinkle it with salt water from each of the four cardinal directions five times, while speaking a banishing chant. Action: Extended, each roll takes one minute. This is Contested with the Spirits Resistance, which is Instant. Roll Results Dramatic Failure: All successes are lost, no attempt can be made to banish this spirit until the next sunset. Failure: No result. Success: Progress is made. Exceptional Success: More progress is made. Biting Winds Description: The vampire blasts a target with chill air, the wind has an effective strength equal to the vampires Koldunic Sorcery, and deals 1 level of Bashing damage per success to mortals due to cold. Action: Extended, each roll is an Instant action. Roll Results Dramatic Failure: The wind backlashes onto the vampire. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation Standard Firearms modifiers. Call Gaffling Description: The vampire can summon a lesser spirit, who is under no compulsion to do anything other than appear in a prepared sacred circle. In the circle their must be a small amount of some sort of material appropriate to the spirit to be summoned. Most spirits do not like vampires very much, and they must be negotiated with to get them to actually do anything. Action: Extended, each roll requires one minute, Resisted with Resistance as a Reflexive action.

Roll Results Dramatic Failure: All successes are lost. Failure: No result. Success: Things go as planned. Exceptional Success: The spirit is apt to be receptive to what the vampire offers. Suggested Modifiers Modifier Situation +2 The material in the summoning circle is especially valuable to the spirit. +1 The spirit is of a sort with some kinship with vampires, such as a spirit of blood, death, rage, or murder. Or the material offered is of particular value to the spirit. -1 The attempt is to summon a particular spirit. Craft Weirding Stone Description: This ritual requires the use of a piece of quartz, onyx, or jade that must be invested with the ritualists own blood and pointed at one end. Once accomplished, the ritualist may invest the stone with one point of Willpower per success. This allows the creator to always know the distance and general location of the stone. Also, the stone may be given to another who may activate it by spending a Willpower point. This grants the asking of one question that must be directional in nature. The stone spins to point in the right direction. Alternately, the user may spend one of the stones invested Willpower points to communicate telepathically with the creator. Cost: +1 Vitae Dice Pool:Action: Each roll takes 3 hours. Roll Results Dramatic Failure: The stone becomes a beacon for unfriendly and unclean spirits. Have fun. Failure: No result. Success: The stone works as expected. Exceptional Success: The creator can tell whenever the stone changes hands. Crystallize the Liquid Form Description: Any liquid within line of sight may be turned into a solid with the a durability equal to the vampires Thaumaturgy. The liquid may not already be inside a creature, but the blood seeping from a wound may be solidified. This lasts for the scene. Up to one cubic foot of liquid can be transformed this way. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The power misfires in some random, bad for the caster, way. Failure: No result. Success: Things go as planned. Exceptional Success: The transformation lasts an hour.

Palm of Flame Description: The vampire may call up a baseball sized ball of fire to her hand. It will not burn so long as the vampire holds it. The fire can be thrown to a range increment equal to the vampires Thaumaturgy+Wits. Once released, the fire acts normally. Initial contact deals 2 levels of damage, as the fire is considered to be the size and heat of a torch. Cost: 1 additional Willpower. Action: Extended, each roll takes 1 Instant action. Roll Results Dramatic Failure: The vampire catches herself on fire, taking 1 level of Aggravated damage and is forced to roll for Rotshreck. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success increases the Heat increment of the fire by one, and therefore its damage level. Prison of Water Description: The vampire can cause water (1/2 the targets size in gallons, round up.) to grab and hold a target until sunrise or until the ritualist chooses to negate the power. Even after the water has initially bound a target, the caster can add more successes for a firmer hold, living creatures can even be drowned this way. This ritual is resisted with Strength. The water can lash out its size away (again, rounded up). Action: Extended, each roll requires an Instant action, resistance is also Instant. Roll Results Dramatic Failure: That particular body of water will not respond to the casters call again for one lunar cycle. Failure: No result. Success: Things go as planned. Exceptional Success: Mortal targets can be drowned. Rouse the Molten Rock Description: The vampire can summon magma from deep in the earths crust. At first, the molten rock is Torch size, but is as hot as a chemical fire, doing 4 damage. Each round after the rock appears, it increases by one size category (hence +1 damage), until it is inferno size. At this point it will cover an additional 5 in whatever direction the Koldun desires each round. The lava can be moved at a speed of 1 each round. Once the vampire stops concentrating, the heat level decreases (as does the damage bonus) until the lava is only doing 3 levels of damage to anyone in the middle of it each turn. At this point it is solid, if blazing hot. It cools by 1 level of damage each round until it does none and is just an odd rock formation. This ritual must be performed outside or on ground level. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The magma appears under the Koldun. Failure: No result. Success: Things go as planned.

Exceptional Success: The size is one step greater per 5 successes upon completion. Spirit Speech Description: The vampire is able to speak with any spirits he can see for one scene and understand their attempts at communication for the same duration. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The spirit will automatically be hostile. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire gains an additional +1 per 5 successes on social rolls with spirits for the scene. Spite of the Harridan Description: The vampire may terminate any pregnancy if the pregnant individual is within the Cainites sight. This ritual requires crushing a snakes egg. The termination of the pregnancy is messy and painful to the would be mother. Action: Extended, each roll requires 30 seconds. This is resisted with Composure with a Reflexive action. Roll Results Dramatic Failure: The vampire loses an additional Vitae. Failure: No result. Success: Things go as planned. Exceptional Success: The target suffers 1 level of Bashing damage per success. Watery Solace Description: As the Protean Ability of Earth Meld, as applied to water. Action: Extended, each roll requires 1 minute. Roll Results Dramatic Failure: The vampire is trapped in the water, vulnerable to the rays of the sun. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can perceive her surroundings. Wooden Tongues Description: The vampire can speak with the spirit of an inanimate object. Such spirits tend to have rather intimate knowledge of a limited region of concerns (who uses them, when, how are they cared for) and tend to have a number of related wants. Most dont much care for vampires, and the ones that do tend to be objects of bloody violence or malice. No spirit will offer information for free, and negotiation for such information as it has tends to be an opposed Manipulation+Persuasion vrs the spirits Finesse+Rank (usually about 4 dice, more for objects that are connected strongly with their owner or a set of owners, or that have strong symbolic value.)/ Action: Extended, each roll takes 10 minutes Roll Results Dramatic Failure: The spirit is angry. The ritualist suffers a -1 penalty to any attempts

to use a similar object for one lunar cycle. Failure: No result. Success: Things go as planned. Exceptional Success: +1 dice to negotiate with the spirit of the object. Suggested Modifiers Modifier Situation +2 The spirit of the object is already awakened somehow. +1 The object has strong symbolic value. -1 The object has never had any sort of regular owner. Level 3 Rituals Bind the Spirit Description: This ritual can prevent a spirit from leaving a particular location in either the physical world or the Spirit Wilds. Their must be a single condition allowing for escape from the binding, which two others must be told (though neither need be the spirit). The conditions must be possible (though they may be difficult). The ritual requires a summoning circle be drawn on the floor or ground. Action: Extended, each roll requires an Instant action,. Resisted with the spirits Resistance as a Reflexive action. Roll Results Dramatic Failure: All successes are lost, and the spirit gains an additional point of Resistance for the rest of the scene. Failure: The circle develops a flaw, and the spirit escapes. Success: Things go as planned. Exceptional Success: The vampire may siphon a point of Essence from the spirit and convert it to Vitae. Blood to Water Description: The vampire must touch his target, and some of that targets blood turns to water. In mortals this manifests as one point of Lethal damage per success. In vampires, one point of Vitae is destroyed per success, and a Stamina+Composure roll each round to resist vomiting water, for one round till it is successfully resisted. Action: Extended, each roll requires 1 Instant action, Resisted is Reflexive, using Stamina. Roll Results Dramatic Failure: The vampire suffers the loss of an additional point of Vitae. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +1 Within sight of at least a bathtubs worth of water.

Call Jaggling Description: As call Gaffling, but this ritual is usable on more powerful spirits. Cut the Cord Description: The vampire may sever a spirits bond with a person or object, even if the spirit is the spirit of that object. This is not pleasant for the spirit, who will likely have to find a way back to the Spirit Wilds right quick. This will not work on Claimed as the bond is far to strong, but it will work on Urged or Ridden. Action: Extended, each roll requires an Instant action. This is resisted with the spirits Resistance as a Reflexive action. Roll Results Dramatic Failure: This will not work on that spirit for a lunar cycle. Failure: No result, the spirit knows something was tried. Success: Things go as planned. Exceptional Success: The spirit takes a level of Bashing damage per success. Flesh of the Fiery Touch Description: The vampire swallows a burning ember, and thereafter anyone attacking the target unarmed suffers 2 levels of Fire damage for the rest of the night, this does not apply to the caster attacking someone else, for some reason. The casters skin takes on a sun-browned hue which can add one beyond Humanity limits to the vampires dice pools. Cost: 1 Aggravated damage level, 1 Willpower Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: The vampire takes 2 levels of aggravated damage. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can deal damage unarmed. Gates of Magma Description: The vampire can ring anything they can see in a circle of magma 10 high and up to 10 across per success. Touching the wall provokes 5 levels of fire damage. Passing through indicates 7 levels per round, 1 per round as the lava cools and hardens on your skin, which is unlikely to be pleasant to remove. The ring lasts so long as the vampire concentrates on its maintenance. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: Magma appears under the caster. Failure: No result. Success: Things go as planned. Exceptional Success: No additional benefit. Suggested Modifiers Modifier Situation +1 The Koldun is trying to make the ring around themselves.

-1 -2 -3

The Koldun is trying to make a ring around a walking individual. The Koldun is trying to make the ring around a running target. The target is in an accelerating vehicle.

Sense the Land Description: The Koldun can sense everything around her within 100 yards per Willpower dot. This lasts for a scene, and by focusing on one individual, the Koldun can inflict any other Koldunic ritual upon them of a level up to 3. This power invokes a Test of Wills if anyone in the area is concealing themselves through supernatural means. Action: Extended, each roll lasts 1 minute. Roll Results Dramatic Failure: The vampire is stricken blind for the scene. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success adds 100 yards or allows an additional level of Koldunic Ritual to be applied through this medium. Liquefy the Solid Form Description: The vampire can deal one level of aggravated damage per success to solid objects (not living or undead creatures). This manifests by the objects melting into a puddle. The object must be within line of sight, and stays this way for a scene, before regenerating 1 level of Structure per round until it is reconstituated. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: A misfire in some random way that is bad for the caster. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Shaft of Belated Quiescence Description: This ritual requires that a shaft of rowan wood be soaked in 3 points worth of Vitae, and blackened in an oak fire. The weapon then need only make contact for a splinter of it to come loose in the target and begin working its way to the heart. At this point, each round after penetration the stake splinter deals 1 level of Lethal damage per minute as it makes its way to the targets heart. It does this once the initial attack damage plus the damage per round equal 5 (+1 per point of active Resilience). Mortals at this point, must roll Stamina+Resolve each round or take a point of Aggravated damage until death. Vampires react as if the stake were driven directly into their heart. This process can be averted by a surgeon going after the tip, which is an opposed Intelligence+Medicine vrs Thaumaturgy roll. This doubles the amount of Lethal damage done (if it doesnt happen in a hospital setting) in the turn, but once (if) the surgeon wins the splinter is retrieved preventing further harm. Each shaft is good for one successful attack. Cost: 2 additional Vitae. Action: Extended, each roll requires 3 hours. Roll Results

Dramatic Failure: The shaft will not function, unless the wielder gets a Dramatic Failure on an attack roll, and therefore gets a splinter Failure: No result. Success: Things go as planned. Exceptional Success: The stake moves at a rate of 1L per round. Soil of Death Description: The earth swallows the target, potentially suffocating mortal targets (the target must be standing on earth). Once buried, it is an Extended Strength roll to escape at -5 dice. The victim must beat the Kuldons initial successes by 5 to be completely free of the earth (but can breath if they beat them by 3). Action: Extended, each roll requires an Instant action. This is resisted with Strength as an Instant action. Roll Results Dramatic Failure: Resistance becomes Reflexive. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Voice of Command Description: The vampire can attempt to order about any spirit that she can see and can communicate with. The spirit cannot be made to violate its ban, or do anything directly against its nature (spirits of healing are not likely to make good assassins, for example). The order must be a single task (though their can be multiple steps), and it must be something that can be completed by the next sunset. Action: Extended, each roll takes 1 Instant action, Spirits can resist Reflexively with Resistance. Roll Results Dramatic Failure: The spirit cannot be affected by this ability for one lunar cycle, and is apt to be angry. Failure: No result, the spirit is probably pissed. Success: Things go as planned. Exceptional Success: The spirit will do anything that does not violate its ban. Suggested Modifiers Modifier Situation +2 The vampire knows the spirits True Name +1 The vampire offers the spirit something appropriate to its type. +1 The thaumaturgist knows the spirits ban. Water Walk Description: The vampire can walk on the water as if it were solid earth for the scene. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The vampire believes they can walk on the water when they cannot.

Failure: No result. Success: Things go as planned. Exceptional Success: The vampire gains +1 speed on the water for the duration. Level 4 Rituals Beyond the Wall of Death Description: The vampire can summon forth the spirit of a dead Koldun if they have the body (or ash), and know what ritual or level of Koldunic sorcery they wish to learn. The vampire must have the XP to learn the level or ritual in question. Action: Extended, each roll takes 1 hour. Roll Results Dramatic Failure: Angry ghosts are coming for you. Failure: No result. Success: Things go as planned. Exceptional Success: There is a cost for the particular thing you are trying to learn. Curse Belated Description: This ritual marks a ghoul of the casters with a sigil that activates if the ghoul is slain, instantly transforming them into a vampire sired by the caster. Any Vitae left in their system is usable, and they gain one additional point once the ritual activates. Cost: 1 Willpower Dot. Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: The ritual is believed to work, but does not. Failure: No result. Success: Things go as planned. Exceptional Success: The newly minted vampire gains +1 Vitae. Entrap Ephemera Description: This ritual creates a Fetish, as discussed in W:tF. The fetish must be activated with a Manipulation+Occult roll, which does not benefit from the 10 and again rule. It always costs 1 Willpower and 1 Vitae to activate. The fetish lasts until there are no successes on an activation roll. Action: Extended, each roll costs 1 minute. Resisted, resistance is Reflexive. Roll Results Dramatic Failure: The spirit is free to do what it wants to, this is likely to be nothing good. Failure: No result. Success: Headway is made. Exceptional Success: The 10 and again roll does apply toward activation. Suggested Modifiers Modifier Situation See fetish creation rules in W:tF

Heart of Stone Description: The vampire transmutes her heart to solid rock. She must lie naked on a stone slab while performing this rite, while a candle burns down on her chest. Once this is finished, the vampire gains her Thaumaturgy rating in armor against attacks aiming for the heart, and is completely immune to the Shaft of Belated Quiescence. Also, Thaumaturgy is added to any rolls to resist emotional manipulation (supernatural or otherwise) and Wassail. On the downside, the vampire loses two dice to resist Degeneration for Humanity, and three dice to all Social dice pools that arent about Composure. This ritual lasts until the caster decides otherwise. Cost: 1 Aggravated Damage Action: Extended, each roll requires four hours. Roll Results Dramatic Failure: The negative effects occur, but not the positive. Failure: No effect Success: Things go as planned. Exceptional Success: Every 5th success removes 1 die of penalty. Inferno Description: The vampire calls up a fire roughly 5x5 anywhere within his line of sight. This fire does 5 levels of damage to anyone it is placed upon. Once released it cannot be controlled by the vampire. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: Bad luck, the fire appears on the caster. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success adds 1 to the heat of the flames, and therefore the damage. Merging of Souls Description: The vampire summons a spirit to join with one of his ghouls making a Claimed in the process. The result is still a blood bound creature, and one that is radically unpleasant and subject to strange drives, but likely more powerful than what existed originally. This requires some negotiation with the spirit. Action: Extended, 1 hour per roll. Roll Results Dramatic Failure: The creature is free willed, and apt to be a hostile blood addict. Failure: No result. Success: Things go as planned. Exceptional Success: The creature is unusually stable and devoted. Roots of Vitality Description: The subject must be buried by the Koldun. For every success on the activation roll, 2 Bashing, 1 Lethal, or .5 Aggravated levels of damage are healed. The target need only remain buried until the healing is complete (concerns about breathing are handled by the magic of the spell).

Cost: 1 Vitae per roll. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The magic fails to provide for breathing. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Splinter Servant Description: The vampire creates a creature made of animated wood. The wood must come from a tree nourished by the dead, bound in wax, and sealed in nightshade twine. When the binding is removed, the creature attacks whomever the wielder commands, or the wielder if he does not designate a target within 1 round. The creatures statistics are as follows: Power: 2, Finesse: Thaumaturgy, Resistance: 3 Size: 2, Speed: Power+Finesse+5. The critter has +2 Defense over what it should have due to small size and jerky movements. It can jump the same distance as a man sized creature, and it will always try and strike the heart. Being made of wood, the result is obvious. The creature can be targeted by whomever unwraps it, and it suffers 1 level of Lethal damage as it shakes itself apart. Action: Extended, each roll requires 6 hours. Roll Results Dramatic Failure: The servant will always attack whomever unwraps it. Failure: No result. Success: Things go as planned. Exceptional Success: The critter suffers a level of Bashing damage each round. Traveling with the Wind Description: The vampire can head to any place they are familiar with as the wind, effectively at 240 mph. The vampire must appear out of doors, but all intervening obstacles will be avoided. Observers will at most get a brief glimps of a rapid moving, ethereal and indistinct humanoid. The sorcerer must be outside when this power is initiated. Action: Extended, each roll takes 1 minute. Roll Results Dramatic Failure: The vampire takes 1 level of lethal damage. Failure: No result. Success: Things go as planned. Exceptional Success: Double travel speed. Suggested Modifiers Modifier Situation +1 The vampire is intimately familiar with the location. -1 The place has only been seen in photographs -2 The place has only been described in detail.

Level 5 Rituals Doom Tides Description: The vampire may create a whirlpool 10 wide per success in any sufficiently large body of water. This pool will deal 1 level of lethal damage per point of Koldunic Sorcery the vampire possesses to any boats caught in it, and imposes a -2 penalty to all Swim rolls on the same. Every success adds another level of damage and imposes a further -1 penalty. The vampire must either be present, or have a sample of water from the body they intend to influence. Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: The vampire loses an additional point of Vitae and Willpower. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Duality Description: The vampire can see creatures in Twilight and physically interact with them for the rest of the scene. Creatures in Twilight may respond in kind. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The vampire is transported bodily to the Spirit Wilds and must find her own way home. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can maintain this state for one hour per 5 successes or until they decide to turn it off. Elemental Savior Description: The vampire can grant any spirit physical form for an hour per success. The creature has access to all its supernatural powers, and returns to Twilight once the rituals effects end. The spirit had best already be part of a deal with the caster, as this ritual grants no control. Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: The spirit appears, but is made hostile for some reason. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Stone Slumber Description: The vampire must cover herself in the blood of a 12 hour old corpse, and then stand stock still facing east. Once the first rays of sunlight touch her, she will turn to stone (durability 5) and take no damage from fire or sunlight. She will also be completely dormant for 12 hours. Rotshrecking at the sight of the sun will ruin the spell.

Action: Extended, each roll takes hour. Roll Results Dramatic Failure: The vampire is frozen in place, but is burned by the sun as normal. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success adds one to the ritualists durability. Warding Circle Versus Ghosts, Spirits, or Demons. Description: The vampire creates a circle of a 10x10 radius. Any creature of the specific type hitting the edge of this feels resistance and a puff of wind regardless if it is manifested in the physical plane, in Twilight, or in the Spirit Wilds. Persistence in the face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest of the night, but it can be made permanent. This ritual involves drawing a rune at the center in a pigment made from Vitae, and either Holy Water (demons), sage ash (spirits), or ground up grave stone (ghosts). Each ward against non-physical entities must be learned separately. Cost: 1 additional Vitae. Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the permanent. Resistance is Instant and uses Resolve. Roll Results Dramatic Failure: While the ward appears to work, it actually does not. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5 successes doubles the radius. Ward Versus Demons, Ghosts, or Spirits. Description: This ritual creates a glyph that causes pain to a specific non-physical entity that comes into contact with it, whether in Twilight, or physically manifested somehow. The glyph affects one solid part of an object. It could effect a car door, but not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph. Once created, the glyph is permanent unless defaced somehow. Any creature of the appropriate type touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L if used against the appropriate sort of critter. Such weapons can be used against creatures in Twilight for only the +3L if the wielder can see thing thing. Each sort of ward against non-physical entity must be learned separately. The glyph must be inlayed with a pigment containing Holy Water (for demons), sage ash (for spirits), or ground gravestone (for ghosts). Cost: 1 additional vitae Action: Extended, 5 hours per roll. Roll Results Dramatic Failure: The ward appears, but does not. Failure: No result. Success: Things go as planned. Exceptional Success: +1 damage.

Necromancy
Description:This is a sort of blood magic that vampires can use to form a bridge between the lands of the living and the lands of the dead. A character can only have spells equal to or less than her Necromancy level. Each time a level of Necromancy is learned an additional spell is learned as well. Cost: 1 Willpower, 1 Vitae Dice Pool: Intelligence+Occult+Necromancy Action: Extended (1 action per level of spell) Suggested Modifiers Modifier Situation -1 to -3 The character is rushed or distracted, such as by evoking a spell in combat or while trapped in a burning building. This penalty is cumulative with multiple distractions (such as by casting a ritual in combat during a hurricane). Successes gained on a meditation roll for the night offset interruption penalties on a one for one basis. Level 1 Rituals Call of the Hungry Dead Description: The victim begins to hear snatches of sound from Twilight, both ghostly and spiritual. This will be mostly unintelligible, and some of it may well be in the spirit tongue. This can be disconcerting for anyone, particularly the unprepared. This ritual requires a hair from the head of the target to be burnt in the flame of a black candle. This lasts for one sunrise per success. Action: Extended, ten minutes per roll. Roll Results Dramatic Failure: The ritual rebounds upon the caster. Failure: No result. Success: Things work as expected. Exceptional Success: The subject draws the attention of those that he can hear. Eldritch Beacon Description: The vampire must melt a green candle and form it into a ball. The ball glows in Twilight in the eyes of ghosts, and makes them +1 die to effect the bearer with their abilities. The beacon lasts 1 hour per success. This ritual is most common among the Sabbat. Action: Extended, each roll requires 15 minutes. Roll Results Dramatic Failure: The caster becomes the beacon. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward.

Insight Description: The vampire looks into the eyes of a cadaver and see the last thing they saw. The image appears in the cadavers eyes and is invisible to all but the necromancer. Action: Each roll takes 1 action. Roll Results Dramatic Failure: False or misleading information is gained. Failure: No result Success: Things work as expected Exceptional Success: The last thirty seconds or so of the corpse is revealed realtime. Suggested Modifiers Modifier Situation -1 For every time the sun has risen since the body died. Reapers Shroud Description: This vampire allows the caster, or a subject of her choice take on the semblance of a corpse. Skin tightens over bones, and grows pale and sallow, and joints dont want to move much. The subject loses the advantage of the 10 and again rule on Social Rolls, and vampires cannot use the Blush of Life ability. All targets lose 1 point of Dexterity. All targets gain +2 dice on any rolls involving the impersonation of a dead body. This lasts until the next sunrise for mortals, and vampires can negate this earlier than that by spending 2 Vitae. Performing this ritual on another requires a piece of the target, or an item belonging to them. If cast on oneself, the vampire can end the effect at any time. This power is most common among the Sabbat. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The vampire suffers 1 lethal damage. Failure: No result. Success: Things go as planned. Exceptional Success: The effect lasts until next sunset. Shroudsight Description: The vampire can see into Twilight for a scene. Action: Extended, each roll takes 1 round. Roll Results Dramatic Failure: The vampire can see into the Underworld, and only the Underworld for the scene. Failure: No result. Success: Things work as planned. Exceptional Success: The necromancer can instantly differentiate between ghosts and spirits.

Suggested Modifiers Modifier Situation +3 Graveyard or Battlefield +2 Church, Hospital, or building more than 100 years old +1 Building between 50 and 100 years old or handmade structure. -1 Parking lot or modern commercial building -2 Modern industrial building -3 Modern laboratory. Touch of Death Description: The vampire can sense whether a ghost has manipulated something in the physical world. Action: Each roll requires 1 action. Roll Results Dramatic Failure: False or misleading information. Failure: No result Success: Things work according to plan. Exceptional Success: The vampire can gain a sense of what the ghost did to the object in question. Suggested Modifiers Modifier Situation -1 or more Per sunrise since the ghost acted. Tremens Description: This ritual allows the necromancer to cause a single corpse to shift once. Eyes may open, the body may sit up, or an arm may suddenly lurch in a direction. Action: Each roll takes 1 round. Roll Results Dramatic Failure: The necromancer offends a ghost tied to the body. Failure: No result. Success: Things work as expected. Exceptional Success: The necromancer finds this body useful. +1 die to any further attempts to alter it.

Level 2 Rituals Apprentices Broom Description: The necromancer can animate a single weak zombie. It has the following statistics. Power: 2, Finesse: 1, Resilience: 2, Health: 5, Initiative: 1

Physical Integrity: 10, Size: 5, Speed: 1 Aspects: Indestructible, Intensely Stupid Cost: 1 additional Vitae. Action: Extended, each roll takes 1 action. Roll Results Dramatic Failure: The zombie is upset with you, and attacks. Failure: No result. Success: The zombie is created. Exceptional Success: An additional point of Power, Finesse, or Resilience can be added to the zombie. Suggested Modifiers Modifier Situation +3 Graveyard or Battlefield +2 The summoner has the ghosts fetter in possession. +2 Church, Hospital, or building more than 100 years old +1 Building between 50 and 100 years old or handmade structure. -1 Parking lot or modern commercial building -2 Modern industrial building -3 Modern laboratory. Eyes of the Grave Description: The vampire inflicts random, intermittent images of her own death upon a subject. This requires some item of the victims and a pinch of soil from a fresh grave. These images come without warning, block out other vision, and last up to a minute at a time. The victim must succeed a Resolve+Composure roll or be terrified into incapacity for a few seconds. The Cainite does not know the nature of the visions. This happens until the next sunrise. Action: Extended, each roll takes 1 hour. Roll Results Dramatic Failure: The ritual backfires onto the vampire. Failure: No result. Success: Things go as planned. Exceptional Success: The visions will always happen when the victim is shooting, or driving, or doing something else important. Lifeless Tongues Description: This is an improved version of Shroud Sight. It allows the vampire to be able to both see into Twilight, but also converse with anything that cares to communicate on the other side. This lasts 1 scene. Action: Extended, each roll takes 1 minute. Roll Results Dramatic Failure: The Cainite can only communicate with, see, or hear beings in the actual underworld for the duration.

Failure: No result. Success: Things go as planned. Exceptional Success: The vampire may also communicate effortlessly with creatures in Twilight that normally do not share a language with her, such as spirits, or the dead from foreign lands, or God help her, ghosts from when the language was incomprehensibly different. Puppet Description: The vampire smears a targets eyes, ears, and mouth with a mixture of ash from burnt bone and grave soil. The target may be willing or unwilling, but it grants ghosts +4 dice to attempt to possess the subject. Once performed, the ritual lasts for one hour per success. This ritual is most common among the Sabbat. Action: Extended, each roll requires 5 minutes, Resistance is Reflexive and uses Composure. Roll Results Dramatic Failure: Backlash. Failure: Things go as planned. Success: Additional successes are their own reward. Exceptional Success: Summon Soul Description: The Necromancer can call forth any existing ghost if they know its name, or have a picture of it. It is required that they have part of the ghosts former body, or an item belonging to it. The Cainite can keep the ghost for one minute per success, and can see it for the duration. Action: Each roll requires 1 minute. Roll Results Dramatic Failure: An unpleasant sort of spirit shows up and decides the character is its to toy with. Failure: No result Success: The summoned ghost arrives. Exceptional Success: The summoned ghost arrives, and is well disposed to the summoner. Suggested Modifiers Modifier Situation +3 Graveyard or Battlefield +2 The summoner has the ghosts fetter in possession. +2 Church, Hospital, or building more than 100 years old +1 Building between 50 and 100 years old or handmade structure. -1 Parking lot or modern commercial building -2 Modern industrial building -3 Modern laboratory. Level 3 Rituals

Compel Soul Description: The vampire can force a ghost to answer questions or perform a task for one hour per success, until completion, or until sunrise. Whichever comes first. The ghost is free to subvert the spirit of the question or request for the letter, so the necromancer had best be careful. Dice: This ritual is resisted with Resistance. Action: Extended, each roll takes 1 minute. Roll Results Dramatic Failure: The ghost is immediately free from the summoning and may act as it chooses. Failure: The ghost is not bound, but is not released from the summoning assuming time still remains. Success: The ghost is bound. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +2 The summoner has the ghosts fetter in possession. Dead Hand Description: The necromancer can physically interact with things in Twilight and vice a versa for one scene. Action: Extended, each roll requires 1 instant action. Dramatic Failure: Interaction is only one way. Things in Twilight may physically interact with the necromancer, but she cannot physically touch them. Failure: No result. Success: Things work as planned. Exceptional Success: The vampire can interact with things in Twilight, but thing trying to return the favor lose one die trying to interact with the necromancer. Suggested Modifiers Modifier Situation +3 Graveyard or Battlefield +2 Church, Hospital, or building more than 100 years old +1 Building between 50 and 100 years old or handmade structure. -1 Parking lot or modern commercial building -2 Modern industrial building -3 Modern laboratory. Resume the Coil Description: The vampire can force another out of torpor, they must be able to touch the target. Action: Extended, each roll requires 1 minute. Roll Results

Dramatic Failure: The vampire loses 2 Vitae. Failure: No result. Success: Things go according to plan. Exceptional Success: The vitae expenditure for the ritual enters the target, making them somewhat less likely to frenzy on awakening. Suggested Modifiers Modifier Situation -1 For every half-century the vampire has remaining until they can leave torpor. Ritual of the Unearthed Fetter Description: This ritual requires the vampire to have the finger bone of the ghost he is interested in. When the ritual is performed, the finger bone becomes attuned to one of the ghosts fetters. The name of the ghost is necessary as well, and is a chip from a gravestone. Any gravestone will do. The finger bone acts as a sort of compass leading it to the nearest fetter of the ghost in question. It points out the direction as the crow flies. Each finger bone is good for one fetter search. Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: The ghost knows that someone tried to find out about it, and who the individual is. Failure: No result. Success: The ritual works as planned. Exceptional Success: The vampire gains a sense of distance, and one fact about the fetters location per five successes. Suggested Modifiers Modifier Situation +2 One fetter is already in the vampires possession. +1 The gravestone chip is the ghosts own. Shambling Hordes Description: The ritualist creates zombies up to one per point of Necromancy the vampire possesses per batch. They have the following statistics Power: 3, Finesse: 3, Resilience: 4, Initiative: 3 Physical Integrity: 10, Size: 5, Speed: 1 Positive Aspects: Autonomous Parts, Indestructible, Limited Intelligence, Pack Instinct (1 applies to batches created together only). Preservation 3, Negative Aspects: Vulnerable to Fire Cost: 1 additional Vitae per zombie created. Action: Extended action, 1 roll per 10 minutes.

Roll Results Dramatic Failure: The zombies animate uncontrolled, and hungry. Failure: No result. Success: Things go as planned. Exceptional Success: The zombies gain +1 in each attribute. Suggested Modifiers Modifier Situation +3 Graveyard or Battlefield +2 The summoner has the ghosts fetter in possession. +2 Church, Hospital, or building more than 100 years old +1 Building between 50 and 100 years old or handmade structure. -1 Parking lot or modern commercial building -2 Modern industrial building -3 Modern laboratory. Tread Upon the Grave Description: The vampire can sense if they are within a ghosts area of influence. This can also tell if they are in a Hallow related to the underworld, or a place of ghostly resonance. Which of these is not determined, nor is any information necessarily gleaned about the ghostly resident. Action: Each roll requires 1 action. Roll Results Dramatic Failure: False or misleading information. Failure: No result Success: The vampire can tell if they are in a ghosts area of influence, a Hallow related to the underworld, or a place of ghostly resonance. Exceptional Success: The relative strength of the ghost is known, what sort of place the vampire is in is learned, and how strong it is. Level 4 Rituals Cadavers Touch Description: This ritual causes a mortal to physically resemble a freshly dead version of themselves. Vital signs, while present, are very weak, though the subject is not physically harmed. Socially, the mortal seems a bit colder, and slower to react than normal. Those under the influence of this ritual do not gain the benefit of the 10 and again rule. This ritual requires something belonging to the target imbedded in a wax facsimile. The ritual takes effect as the wax is melted to the point of losing its form. It lasts for two sunrises, or until the wax completely boils off. Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: The ritual backfires onto the caster. Failure: No result. Success: The ritual works as normal.

Exceptional Success: The subject loses 1 from Dexterity related rolls, and negates 1 point of wound penalty as well. Death Knell Description: The vampire can determine if any new ghosts have been created within a half mile radius, complete with general direction. Action: Each roll takes 1 round. Roll Results Dramatic Failure: False or misleading information. Failure: No result Success: Things work as expected. Exceptional Success: The vampire can pinpoint the ghosts location. Ex Nihilo Description: The vampire can open a temporary passageway. Using this causes the vampire to enter Twilight, and finding a similar passage is necessary to allow the vampire to become solid again. The portals are permanent once created, requiring a point of Willpower to activate from then on. From Twilight, particularly brave/foolish vampires may search out portals to the Underworld, or the Spirit Wilds from here. Cost: 1 additional point of Vitae and Willpoewer. Action: Extended, 2 minutes per roll. Roll Results Dramatic Failure: If used, the portal will vanish behind the vampire. Alternately, the door may be one way, and closed to the vampire, allowing things to use it to manifest. This is unlikely to be a good thing. Failure: No result. Success: The ritual works as expected. Exceptional Success: The vampire has a permanent connection to this door, being able to open it without the Willpower expenditure, and able to always sense its direction while in Twilight. Suggested Modifiers Modifier Situation +3 Graveyard or Battlefield +2 Church, Hospital, or building more than 100 years old +1 Building between 50 and 100 years old or handmade structure. -1 Parking lot or modern commercial building -2 Modern industrial building -3 Modern laboratory. Haunting Description: The vampire binds a ghost to a place or object. The ghost cannot move beyond 10 yards per point of power it has from the location/object it is bound to, nor can it shift itself to another fetter for the duration of this ritual. The duration is one sunrise per success. The ghost must be present to be bound.

Action: Each roll requires 1 minute. Roll Results Dramatic Failure: The ghost is immune to necromancy from this vampire until sunrise. Needless to say it is angry. Failure: No result. Success: Things work as planned. Exceptional Success: The binding lasts a year and a day. Suggested Modifiers Modifier Situation +2 The ritualist holds one of the wraiths fetters. Devil Stick Description: The vampire must remove a leg bone from a living person, dip it in molten led, inscribe that with runes, and then proceed to bludgeon the poor bastard to death. From that point on, the club is a potent weapon against ghosts, zombies, and Revenants. The wielder, (who may be anyone, not just the creator) must spend a point of Willpower, and then for the rest of the scene, they can see ghosts in Twilight. Hitting them with the stick does no damage (unless the ghost has physically manifested), but it burns off one Essence. Against zombies and revenants, the stick does +2 Aggravated damage while activated. All such creatures can automatically sense the sticks presence, and that it is unfriendly to them. Action: Extended, each roll requires an hour. Roll Results Dramatic Failure: The bone is ineffective against ghosts, and does +2 aggravated damage only to its creator. It is a normal club against anything else. Failure: No result. Success: Things go as planned. Exceptional Success: It drains 2 Essence from ghosts on a hit. Soul Stealing Description: The necromancer forces a soul out of its body and into Twilight making a brand spanking new ghost fettered to the body, and a comatose body. Autonomic functions remain. The exile lasts until sunrise, when the soul can return to the body, assuming nothing else is using it. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: Hostile spirits and hungry ghosts are drawn to the commotion seeking a home. They will be disappointed that the necromancer did not deliver. Failure: No result. Success: Things go as planned. Exceptional Success: The spirit cannot return for one sunrise per 5 successes.

Level 5 Rituals Chill of the Underworld Description: The subject must lay naked on a bed of grave earth with a block of ice melting on their chest. Once the ritual is completed, it lasts for one sunrise per success. This ritual causes the subject to appear to have an extremely cold body temperature. It downgrades all damage from fire or high heat by one step (Aggravated becomes lethal, lethal becomes bashing). Also, the subject may cause a fire to shrink by one step per success with a Wits+Pressence roll. Further, the ritualists aura tends to draw hostility from ghosts, and their touch causes small plants to whither and die. This ritual is primarily used by the Sabbat. Action: Extended, each roll requires 4 hours. Roll Results Dramatic Failure: The subject is plagued by hostile ghosts. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Daemonic Possession Description: The vampire opens up a corpse no more than one sunrise dead for inhabitation by any disembodied being floating about, be it ghost, spirit, or someone astrally projecting. The new tenant of the body must be willing, and can keep the corpse until it decays beyond use. The owner uses the physical attributes of the old body, with the mental and social attributes it would have anyway. The body begins to decay at an accelerated rate, losing 1 health point per sunrise. Cost: 1 additional Vitae. Action: Extended, each roll requires 1 minute. Roll Results Dramatic Failure: Somethingunpleasant animates the body. It is not grateful. Failure: No result. Success: Congratulations are in order. A revenant has been created. Exceptional Success: The vampire gains a +1 to all social rolls regarding the new revenant. Ephemeral Binding Description: The vampire can cause an item or being to become a fetter for a ghost for one week per success. For the duration the artificial fetter works precisely as the natural equivalent. For objects, it must be marked with vitae, for beings, the vitae must be consumed. The name of the ghost must be known, or else the necromancer must be in its presence. If the name of the ghost is known, it can be drawn out of the underworld, so long as it has not moved on to its final reward. Cost: 1 additional Vitae Action: Each roll requires 1 minute. Roll Results Dramatic Failure: The ghost knows what was attempted, and is angered.

Failure: No result. Success: Things work as planned. Exceptional Success: The fetter functions for a year and a day. Grasp the Ghostly Description: The vampire may take objects from Twilight and drag them into the physical world. Only relics, items that were once real world items that were lost or destroyed may be taken in this way. The lose 1 Structure or Durability per a number of sunrises equal to the number of successes. Something of similar mass must be sent into Twilight at the same instant as part of this ritual. Action: Extended, each roll takes 1 Instant action. Roll Results Dramatic Failure: The replica enters Twilight, but the sought item stays in place. Failure: No result. Success: Things work as planned. Exceptional Success: Every 5th success adds one Durability to the item. Suggested Modifiers Modifier Situation +3 Graveyard or Battlefield +2 Church, Hospital, or building more than 100 years old +1 Building between 50 and 100 years old or handmade structure. -1 Parking lot or modern commercial building -2 Modern industrial building -3 Modern laboratory. Torment Description: The necromancer can see and interact physically with a ghost, but the ghost cannot physically interact with the vampire in turn unless it has the numina needed to do so. This lasts for a scene. Action: Each roll requires an Instant action. Roll Results Dramatic Failure: Things are reversed. The wraith can strike the necromancer as if he were in twilight, but not the other way around. Failure: No result. Success: Things work as planned. Exceptional Success: The ghost loses a die to any numina it may have to effect the physical world if they are used directly against the necromancer.

Settite Sorcery
Description:This is a sort ritual blood magic that the Settites developed long ago. Settite magic requires that the sorcerer have a corpse robbed from a grave where it was properly buried in order for the rituals to work. The corpse must be desecrated in various ways in order for this to work, and each corpse is good for 10 uses+1 for every decade old the body is. A character can only have spells equal to or less than her Settite Sorcery. Each time a level of Settite Sorcery is learned an additional spell is learned as well.

Cost: 1 Willpower Dice Pool: Intelligence+Occult+Settite Sorcery Action: Extended (1 action per level of spell) Suggested Modifiers Modifier Situation -1 to -3 The character is rushed or distracted, such as by evoking a spell in combat or while trapped in a burning building. This penalty is cumulative with multiple distractions (such as by casting a ritual in combat during a hurricane). Successes gained on a meditation roll for the night offset interruption penalties on a one for one basis. Level 1 Beauty Fades Description: The vampire must have access to a fragment or facsimile of a piece of art work. This item is destroyed, and anyone viewing it then will see it as repellent in some way. This only works on those seeing the piece then. This can work on a play or television performance, but this would require a piece of the script. Action: Extended, each roll requires 30 seconds. Roll Results Dramatic Failure: No result. Failure: No result. Success: Things go as planned. Exceptional Success: The viewers hate the piece, completely and utterly. Brand of the Paramour Description: The vampire must drink from both of a set of twins, and then feed her ghoul before expending Vitae. The vampire will then will know when the ghoul is injured (though not how badly or by what) so long as the ghoul lives and remains a ghoul. Action: Extended, each roll takes 10 minutes. Roll Results Dramatic Failure: The vampire believes that the ritual works, but gets false or misleading information. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire may gain a sense of the amount of damage the ghoul has taken. Suggested Modifiers Modifier Situation +1 For every year the ghoul has been kept. Call of the Hungry Dead Description: The victim begins to hear snatches of sound from Twilight, both ghostly

and spiritual. This will be mostly unintelligible, and some of it may well be in the spirit tongue. This can be disconcerting for anyone, particularly the unprepared. This ritual requires a hair from the head of the target to be burnt in the flame of a black candle. This lasts for one sunrise per success. Action: Extended, ten minutes per roll. Roll Results Dramatic Failure: The ritual rebounds upon the caster. Failure: No result. Success: Things work as expected. Exceptional Success: The subject draws the attention of those that he can hear. Defense of the Sacred Haven Description: This ritual prevents sunlight from entering an area within 20 of the rituals casting. Glyphs and a warding circle drawn in blood are required for this ritual to work. This ritual lasts until the next sunset. Cost: 2 additional points of Vitae. Action: Extended, each roll requires one hour. Roll Results Dramatic Failure: While the ritual appears to work, some flaw causes it to shatter upon contact with sunlight. Failure: No result. Success: Things go as planned. Exceptional Success: An additional sunset is achieved. Suggested Modifiers Modifier Situation +1 The ritual is performed in a place the vampire has habitually slept in for one lunar cycle. -1 The ritual is performed in what is effectively a public place, such as a hotel room. Devils Touch Description: The mortal must be present for this ritual to work. It cannot be performed on any creature with a supernatural power statistic (such as Blood Potency). A penny must be placed somehow in the mortals possession. The effects last until the next sunrise. It makes others see the mortal in question as a loathsome individual of some sort (that guy sure looks like a kiddie toucher.). This deprives the mortal of the benefit of the 10 and again rule on social dice. Action: Extended, each roll requires 1 minute. Roll Results Dramatic Failure: Things rebound on to the vampire. Failure: No result. Success: Things go as planned. Exceptional Success: The mortal loses the vampires Thaumaturgy in social dice as well. Eldritch Beacon

Description: The vampire must melt a green candle and form it into a ball. The ball glows in Twilight in the eyes of ghosts, and makes them +1 die to effect the bearer with their abilities. The beacon lasts 1 hour per success. This ritual is most common among the Sabbat. Action: Extended, each roll requires 15 minutes. Roll Results Dramatic Failure: The caster becomes the beacon. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. First Taste Description: The vampire must see the target doing some sort of simple, repetitive behavior, and perform this quick ritual. Once performed, the target associates that action with pleasure, and develops the Addiction flaw in retards to that behavior. This Addiction can be beat in the normal ways. Action: Extended, each roll requires an Instant action, resistance is Reflexive and uses Composure. Roll Results Dramatic Failure: Backlash. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success is a -1 on the target Resisting their addction. Suggested Modifiers Modifier Situation +1 The target already has the addiction flaw to something else. Flatline Description: A mortal under the effects of this ritual enters a coma until the next sunrise and appears to have none of the secondary characteristics of being alive. This will fool medical professionals most of the time (-successes to Medicine checks to find vitals) and will automatically fool mechanical or electronic devices. This ritual requires a small dead insect or animal be placed in the subjects actual home. It can only be used once per month on any given target. Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: The vampire thinks it works, it doesnt. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Illuminate the Trail of Prey Description: The vampire can see the tracks of a target as pale glowing footprints on the ground. This only works if the target was on foot. The vampire must have a piece of the target or an item belonging to them.

Action: Extended, each roll takes 1 minute. This is resisted with Composure, resistance is Reflexive. Roll Results Dramatic Failure: False or misleading information. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can track vehicles the target uses so long as the target was driving. Incantation of the Shepherd Description: The vampire can, by chanting and slowly spinning while looking into a glass object. At the end of the ritual he gets a sense of the distance and direction of the nearest 3 mortals from whom he has fed at least three times. Action: Extended, each roll requires 5 minutes. Scent of the Lupines Passing Description: The vampire must inhale the smoke from a burning bundle of specially prepared herbs. For the rest of the night, the vampire can detect werewolves by scent. This requires a separate Wits+Composure roll to smell if a place or object has recently been handled/inhabited by a lupine, or to get a scent on a person more than about a yard away. The scent of a lupine can be detected automatically (supernatural invervention requires a Test of Wills) if the lupine is closer than a yard or so. Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: The vampires nose grants false or misleading information. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success grants an additional +1 on the subsequent perception rolls. Shroudsight Description: The vampire can see into Twilight for a scene. Action: Extended, each roll takes 1 round. Roll Results Dramatic Failure: The vampire can see into the Underworld, and only the Underworld for the scene. Failure: No result. Success: Things work as planned. Exceptional Success: The necromancer can instantly differentiate between ghosts and spirits. Suggested Modifiers Modifier Situation +3 Graveyard or Battlefield +2 Church, Hospital, or building more than 100 years old +1 Building between 50 and 100 years old or handmade structure.

-1 -2 -3

Parking lot or modern commercial building Modern industrial building Modern laboratory.

Taste for Blood Description: The vampire must taste the blood of the subject. From that drop of blood, the vampire can learn one of the following per success: How much blood is in the target, how recently they have fed, Generation within 3, blood potency within 3, if the subject is a vampire, mortal, or other supernatural, a mental image of the target. Action: Extended, each roll requires 1 minute. Roll Results Dramatic Failure: False or misleading information. Failure: No result Success: Things go as planned. Exceptional Success: Every 5 successes can answer another one of the following questions: What is the targets name, Have they committed diablerie, an image of their sire, an image of any one of their childer, have they sired. Suggested Modifiers Modifier Situation +1 For every question that the character can already answer accurately. -1 For every hour old the blood is. Touch of Death Description: The vampire can sense whether a ghost has manipulated something in the physical world. Action: Each roll requires 1 action. Roll Results Dramatic Failure: False or misleading information. Failure: No result Success: Things work according to plan. Exceptional Success: The vampire can gain a sense of what the ghost did to the object in question. Suggested Modifiers Modifier Situation -1 or more Per sunrise since the ghost acted. Typhons Brew Description: The vampire can brew a Vitae laced beer capable of sustaining ghouls and vampires alike. It cannot be used to foster Vitae addiction, or to create a blood bond, but it is as intoxicating as a like amount of beer would be, and tastes excellent to mortal or vampiric drinkers. Each success creates 1 gallon of beer. Cost: 1 Vitae per gallon.

Action: Extended, each roll requires 1 lunar month. Roll Results Dramatic Failure: The beer does nothing, and is rather disgusting. Failure: No result Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Level 2 Blood Walk Description: Each success grants the vampire the answer to one of the following questions: Who is one person in Vinculum with the subject. Who is the subject in Vinculum to? Each success may be used to trace the characters lineage back one Generation granting either an image of the ancestors face or the ancestors True Name per success. Each ancestor requires double the number of successes. This can go forward in the same manner, seeking childer. This ritual requires a sample of Vitae from the vampire to be traced. In some instances this may require a Test of Wills, if the ancestor/childer/Vincullum holder has certain potent powers of concealment. Action: Extended, each roll requires 3 hours. Roll Results Dramatic Failure: False or misleading information. Failure: No information is gained. Success: Some questions are answered. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +1 The subjects Clan is known by the ritualist. -2 The subject is a Caitiff. Cross-Addiction Description: The vampire may switch the subject of a targets addiction to something else of his own choosing. This ritual requires the targets presence, a piece of the target, or an item belonging to the target. The new addiction lasts for one hour per success, then switches back to the original. Action: Extended, each roll takes 1 minute, this is resisted with Composure, Resistance is Reflexive. Roll Results Dramatic Failure: Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Darkness of Duat Description: The vampire must catch the targets attention with an obsidian amulet with

the image of a mummy carved into it. The image must have Vitae smeared on one side of it. Once done, the victim is blinded for as long as the vampire concentrates. Cost: 1 additional Vitae Action: Extended, each roll requires 1 Instant action. This is resisted as a Reflexive action with Composure. Roll Results Dramatic Failure: The vampire is blinded for the round. Failure: No result. Success: Things go as planned. Exceptional Success: The subjects blindness will last one round per success after concentration is ended. Inscription Description: The vampire may impart any 1st or 2nd level ritual into a written form for anothers use. The caster must pay the cost, and perform the ritual, which is then activated by any other, once. After the ritual is used, the ink turns into inert ash. The instructions are annotated in the extreme, the inscribed ritual cannot be used to learn Thaumaturgy. Activating the stored ritual requires an Intelligence+Occult roll. Action: Extended, each roll takes 5 minutes Roll Results Dramatic Failure: The stored ritual will automatically have a Dramatic Failure, effecting the initial caster. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success grants a +1 to the user activating the ritual. Lifeless Tongues Description: This is an improved version of Shroud Sight. It allows the vampire to be able to both see into Twilight, but also converse with anything that cares to communicate on the other side. This lasts 1 scene. Action: Extended, each roll takes 1 minute. Roll Results Dramatic Failure: The Cainite can only communicate with, see, or hear beings in the actual underworld for the duration. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire may also communicate effortlessly with creatures in Twilight that normally do not share a language with her, such as spirits, or the dead from foreign lands, or God help her, ghosts from when the language was incomprehensibly different. Opening the Mouth Description: The vampire is capable of commanding a ghost to speak through its own cadaver. This requires the vampire to sprinkle the corpse with water and salt, while chanting funereal prayers and adorning the body with special ornaments. The vampire points a rod at the corpses mouth, commanding it to speak. The vampire may converse

with the wraith in this way, but the wraith may take no other action with the corpse. It is not compelled to be honest with the vampire, however. Cost: 1 Vitae per size. Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: The ghost is summoned, and is quite hostile. Failure: No result Success: Things go as planned. Exceptional Success: The vampire gains a +1 to social rolls in dealing with the ghost. Principal Focus of Vitae Infusion Description: The vampire takes an object between the size of a baseball and a dime and infuses it with one point of her own vitae. Once the ritual is completed, the item takes on a reddish hue and becomes slick to the touch. The thaumaturgist can then cause the item to break down into a small pool of blood ready for consumption at a later time. If another is present during the ritual, or a piece of another, or the item belongs to another, the item can be attuned to them and they can retrieve the vitae. The blood must come from the ritualist, however, with all attendant complications. Cost: 1 additional vitae. Action: Extended, each roll takes 5 minutes. Roll Results Dramatic Failure: The vitae is foul and undrinkable once retrieved. Failure: No result. Success: Things go as planned. Exceptional Success: An additional bloodpoint can be added to the object. Suggested Modifiers Modifier Situation +1 The object has sentimental value to the intended recipient. Puppet Description: The vampire smears a targets eyes, ears, and mouth with a mixture of ash from burnt bone and grave soil. The target may be willing or unwilling, but it grants ghosts +4 dice to attempt to possess the subject. Once performed, the ritual lasts for one hour per success. This ritual is most common among the Sabbat. Action: Extended, each roll requires 5 minutes, Resistance is Reflexive and uses Composure. Roll Results Dramatic Failure: Backlash. Failure: Things go as planned. Success: Additional successes are their own reward. Exceptional Success: Spite of the Harridan Description: The vampire may terminate any pregnancy if the pregnant individual is within the Cainites sight. This ritual requires crushing a snakes egg. The termination

of the pregnancy is messy and painful to the would be mother. Action: Extended, each roll requires 30 seconds. This is resisted with Composure with a Reflexive action. Roll Results Dramatic Failure: The vampire loses an additional Vitae. Failure: No result. Success: Things go as planned. Exceptional Success: The target suffers 1 level of Bashing damage per success. Steps of the Terrified Description: The target of this ritual, who must either be in the vampires sight (or the vampire may have a piece of the target), finds their Speed reduced by the vampires successes. The vampire must throw a handful of poplar buds at the target, and then douse her hands in oil. Once done, the vampire must wring the oil from her hands while following the target. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The vampire finds her own speed reduced. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Subvert Description: The vampire must have some piece of the target, or close personal item. The vampire can use this to cause a subject to be consumed by their Vice for one hour per success. What this means is that the target must act on their vice when confronted with it or lose 1 point of Willpower. This power is resisted with Composure. Action: Extended, each roll requires 10 minutes, resistance is Reflexive. Roll Results Dramatic Failure: The power backfires onto the caster. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +1 The subjects Vice is known. +1 The subjects Morality is 4 or less. -1 The subjects Morality is 7 or more. Summon Soul Description: The Sorcerer can call forth the ghost of the cadaver they draw power from. The Cainite can keep the ghost for one minute per success, and can see it for the duration. Action: Each roll requires 1 minute. Roll Results Dramatic Failure: An unpleasant sort of spirit shows up and decides the character is its

to toy with. Failure: No result Success: The summoned ghost arrives. Exceptional Success: The summoned ghost arrives, and is well disposed to the summoner. Suggested Modifiers Modifier Situation +3 Graveyard or Battlefield +2 The summoner has the ghosts fetter in possession. +2 Church, Hospital, or building more than 100 years old +1 Building between 50 and 100 years old or handmade structure. -1 Parking lot or modern commercial building -2 Modern industrial building -3 Modern laboratory. Trust Withers Description: This ritual requires a blue glazed pottery amulet be placed in the belongings of the target. Once this is done, the target can be made to develop feelings of distrust and paranoia toward a particular individual. These two do not gain the benefit of the 10 and again on social dice rolls toward each other unless it is for intimidation purposes. This lasts until the amulet is destroyed or has left the targets possession. Action: Extended, each roll takes 1 minute. This is resisted with Composure as a Reflexive action. Roll Results Dramatic Failure: Failure: No result. Success: Things go as planned. Exceptional Success: The target develops the Suspicion derangement, or that progresses to the Paranoia derangement. Suggested Modifiers Modifier Situation +2 The target already has the Paranoia and Suspicion derangements. +1 The target already has the Suspicion derangement. Ushabti Laborer Description: This ritual requires the crafting of a figure of clay and wax of the size the vampire desires. This requires a separate Intelligence+Crafts roll. A basic success means the creature will obviously be artificial once created, and an Exceptional success means that the creature is indistinguishable from the real thing (at least to casual observation). Creatures created by this level may appear as animals or humans. They must be fed 1 point of Vitae every lunar month or take a level of aggravated damage. Animals created in this way have normal abilities for their kind. Creatures created with this ritual are little better than automatons, and can only do precisely as ordered. Initial attributes are as follows:

Power: Size, Finesse: 1, Resistance: 2 Speed: Power+Finesse+normal creatures species factor. Cost: 1 Vitae per size. Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: An unclean spirit enters, and wreaks havoc. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success grants a +1 to the creatures attributes. Suggested Modifiers Modifier Situation +1 Per success over 4 on the initial Intelligence+Crafts roll. Warding Circle Versus Ghouls. Description: The vampire creates a circle of a 10x10 radius. Any ghoul hitting the edge of this feels resistance and a puff of wind. Persistence in the face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest of the night, but it can be made permanent. This ritual involves drawing a rune at the center in a pigment made from mortal blood. Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the permanent. Resistance is Instant and uses Resolve. Roll Results Dramatic Failure: While the ward appears to work, it actually does not. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5 successes doubles the radius. Ward Versus Ghouls Description: This ritual creates a glyph that causes pain to ghouls who touch it. The glyph affects one solid part of an object. It could effect a car door, but not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph. Once created, the glyph is permanent unless defaced somehow. Any ghoul touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus if used against ghouls. Cost: 1 additional vitae Action: Extended, 5 hours per roll. Roll Results Dramatic Failure: The ward appears, but will only work against ghouls with the vitae of the thaumaturge in their veins. Failure: No result. Success: Things go as planned. Exceptional Success: +1 damage.

Level 3 Compel Soul Description: The vampire can force a ghost to answer questions or perform a task for one hour per success, until completion, or until sunrise. Whichever comes first. The ghost is free to subvert the spirit of the question or request for the letter, so the necromancer had best be careful. The ghost must be one summoned by the sorcerer. Dice: This ritual is resisted with Resistance. Action: Extended, each roll takes 1 minute. Roll Results Dramatic Failure: The ghost is immediately free from the summoning and may act as it chooses. Failure: The ghost is not bound, but is not released from the summoning assuming time still remains. Success: The ghost is bound. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +2 The summoner has the ghosts fetter in possession. Joined Soul Elixer Description: The vampire must poor Typhons Brew over a stele describing a spellprayer to Anubis. The brew is then mixed with various drugs and honey. The first success creates 2 doses, at that point every other success creates an additional dose. What this does is link everyone who drinks from the same batch of the Elixer, this must all be done at once. The subjects then all feel each others wounds and emotions, if one is hit with a mind effecting ability, all of them are, if one enters any sort of frenzy, all of them do, and they lose one level of Resistance against mind control effects per level of Settite Sorcery the original caster had. On the upside, they can all use each others Skills, and communicate instantly mind to mind. Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: The brew is ruined for any purpose. Failure: No result Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Scorpion Sending Description: The vampire creates a small wax effigy of a scorpion with the hair of a particular target embedded within. Once this is done, the scorpion can be placed in an area that the target frequents. Once this happens, the scorpion activates and attacks. It has the following traits:

Power: 1, Finesse: 4, Resistance: 1 Speed: 15, Size: 1 Attack: Sting +1L (6L)+poison. The poison has a Potance equal to the vampires Thaumaturgy and deals Lethal damage. It lasts for one hour per success on the initial roll, with one Resistance check made an hour. The poison can effect vampires, spending Vitae can purge the poison at the rate of 1 hour per point. Cost: 1 Vitae. Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: The scorpion attacks its master. Failure: No result Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Suffocation of the Tomb Description: The vampire must attract the subjects attention to the amulet described under the Darkness of Duat ritual. Once performed, the target cannot draw breath. This will suffocate living targets, and inconveniences the undead, possibly more than inconveniences them, as most types of blood magic requires some verbal component. Cost: 1 Vitae Action: Extended, each roll requires an Instant action, this is Resisted with Composure, as a Reflexive action. Roll Results Dramatic Failure: Backlash, for one round. Failure: No result. Success: Things go as planned. Exceptional Success: The inability to draw breath lasts for one round per 5th success after concentration is ended. The Jones Description: The vampire can force an addicted target to immediately indulge in their addiction regardless of cost or circumstances. The compulsion lasts for one hour per success. This requires that the vampire have a piece of, or a belonging of the target. This ritual automatically fails if the target does not have an addiction. Action: Extended, each roll requires 1 minute, this is resisted with Composure. Resistance is Reflexive. Roll Results Dramatic Failure: The vampire must immediately feed. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Tread Upon the Grave Description: The vampire can sense if they are within a ghosts area of influence. This can also tell if they are in a Hallow related to the underworld, or a place of ghostly

resonance. Which of these is not determined, nor is any information necessarily gleaned about the ghostly resident. Action: Each roll requires 1 action. Roll Results Dramatic Failure: False or misleading information. Failure: No result Success: The vampire can tell if they are in a ghosts area of influence, a Hallow related to the underworld, or a place of ghostly resonance. Exceptional Success: The relative strength of the ghost is known, what sort of place the vampire is in is learned, and how strong it is. Ushabti Warrior Description: This ritual requires the crafting of a figure of clay and wax of the size the vampire desires. This requires a separate Intelligence+Crafts roll. A basic success means the creature will obviously be artificial once created, and an Exceptional success means that the creature is indistinguishable from the real thing (at least to casual observation). Creatures created by this level may appear as animals or humans. They must be fed 1 point of Vitae every lunar month or take a level of aggravated damage. Animals created in this way have normal abilities for their kind. Creatures created with this ritual are capable of independent thought, (treat Finesse as mental attributes), and act as though blood bound to their creator. Attributes are as follows: Power: Size, Finesse: 2, Resistance: 3 Speed: Power+Finesse+original creatures species factor. Cost: 1 Vitae per size. Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: An unclean spirit enters, and wreaks havoc. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success grants a +1 to the creatures attributes. Suggested Modifiers Modifier Situation +1 Per success over 4 on the initial Intelligence+Crafts roll. Warding Circle Versus Lupines. Description: The vampire creates a circle of a 10x10 radius. Any werewolf hitting the edge of this feels resistance and a puff of wind. Persistence in the face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest of the night, but it can be made permanent. This ritual involves drawing a rune at the center in a pigment made from powdered silver. Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the permanent. Resistance is Instant and uses Resolve. Roll Results

Dramatic Failure: While the ward appears to work, it actually does not. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5 successes doubles the radius. Ward Versus Lupines/Fae Description: This ritual creates a glyph that causes pain to werewolves who touch it. The glyph affects one solid part of an object. It could effect a car door, but not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph. Once created, the glyph is permanent unless defaced somehow. Any werewolf touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus if used against werewolves. This glyph must be etched with powdered silver. The ward vrs Fae must be learned separately, works against Changelings as well, and uses iron filings instead of silver. Cost: 1 additional vitae Action: Extended, 5 hours per roll. Roll Results Dramatic Failure: The ward appears, but will not. Failure: No result. Success: Things go as planned. Exceptional Success: +1 damage. Wrath of the Storm God Description: The vampire can store 1 level of Bashing damage worth of electricity per success. In addition, exposure to electricity simply adds successes to the ritual. Each level of Bashing damage can be added as a bonus to a Strength+Brawl attack or a Dexterity+Athletics attack at range (range increment equal to Thaumaturgy). The vampire may use as much or as little of the electrical charge as they desire with each attack (this works as a maximum, each success on the attack up to that maximum costs a charge but deals a level of bashing damage). For the rest of the scene, each round the vampire gathers another success worth of electrical damage. As the vampire gathers charge, her hair starts to move with electricity, sparks will appear with movement, and at a moderate charge (5 or more charges) the vampires hair will stand on end, at the high end (8 or more), the vampire will actually glow. The electricity grounds out harmlessly as the ritual ends at the end of the scene. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The vampire suffers a level of lethal damage. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward.

Level 4

Bone of Lies Description: This ritual requires a human bone from a body at least 200 years old. One point of Vitae must be infused per successful ritual roll. Anyone holding the bone is compelled to tell the truth, though this costs 1 Vitae from the bone (A maximum of 10 points of Vitae may be infused). This calls forth the owners ghost, which either gains a derangement or loses a point of Morality each time it forces the truth from some poor bastard. Cost: At least +1 additional Vitae. Action: Extended, each roll takes 1 night. Roll Results Dramatic Failure: The vampire makes a link through which an upset ghost can act upon her. Failure: No result. Success: Things go as planned. Exceptional Success: The bone can hold an additional point of Vitae. Ex Nihilo Description: The vampire can open a temporary passageway. Using this causes the vampire to enter Twilight, and finding a similar passage is necessary to allow the vampire to become solid again. The portals are permanent once created, requiring a point of Willpower to activate from then on. From Twilight, particularly brave/foolish vampires may search out portals to the Underworld, or the Spirit Wilds from here. Cost: 1 additional point of Vitae and Willpoewer. Action: Extended, 2 minutes per roll. Roll Results Dramatic Failure: If used, the portal will vanish behind the vampire. Alternately, the door may be one way, and closed to the vampire, allowing things to use it to manifest. This is unlikely to be a good thing. Failure: No result. Success: The ritual works as expected. Exceptional Success: The vampire has a permanent connection to this door, being able to open it without the Willpower expenditure, and able to always sense its direction while in Twilight. Suggested Modifiers Modifier Situation +3 Graveyard or Battlefield +2 Church, Hospital, or building more than 100 years old +1 Building between 50 and 100 years old or handmade structure. -1 Parking lot or modern commercial building -2 Modern industrial building -3 Modern laboratory. Haunting Description: The vampire binds a ghost to a place or object. The ghost cannot move beyond 10 yards per point of power it has from the location/object it is bound to, nor can

it shift itself to another fetter for the duration of this ritual. The duration is one sunrise per success, or until its cadaver is used up. The ghost must be present to be bound. Action: Each roll requires 1 minute. Roll Results Dramatic Failure: The ghost is immune to necromancy from this vampire until sunrise. Needless to say it is angry. Failure: No result. Success: Things work as planned. Exceptional Success: The binding lasts a year and a day. Suggested Modifiers Modifier Situation +2 The ritualist holds one of the wraiths fetters. Hope Dissolves Description: The vampire must place a blue glazed ceramic amulet among the subjects possessions. This effect lasts until the amulet is destroyed or disposed of. Once the ritual activates, the subject begins to feel that nothing that they do can possibly come to anything useful. The subject cannot gain Willpower from their Virtue anymore at this point, and does not gain the benefit of the 10 and again rule on anything they do, in fact, 1s subtract from successes and can lead to Dramatic Failure. Action: Extended, each roll takes 1 hour. This is resisted with Composure, which is Reflexive. Roll Results Dramatic Failure: Backlash. Failure: No result. Success: Things go as planned. Exceptional Success: The target loses 1 die on all dice pools per 5 successes. Severing Sand Description: The vampire can change a handful of river sand and turns it into a potent weapon against spirits and ghosts. The sand must be cleansed, dried in the sun, and then sprinkled with Vitae, pure water, and salt. While invoking the appropriate Egyptian god, the vampire can cast the sand around himself to close the ritual, all ghosts and spirits are driven back into the Spirit Wilds. Cost: 1 Vitae. Action: Extended, each roll requires 12 hours. Roll Results Dramatic Failure: The sand deals 1L to the vampire when they touch it. Failure: No result Success: Things go as planned. Exceptional Success: Additional successes are their own reward. The Narrow House

Description: The target, whos attention must be drawn to the same amulet described under the Darkness of Duat ritual finds themselves paralyzed, they feel as if they are trapped in a stone sarcophagus so long as the vampire keeps concentrating on them. Cost: 1 Vitae Action: Extended, each roll requires an Instant action. This ritual is resisted with Composure as a Reflexive action. Roll Results Dramatic Failure: Backlash for one round. Failure: No result. Success: Things go as planned. Exceptional Success: Every fifth additional success maintains this sense of paralysis for 1 round beyond the end of concentration. Warding Circle Versus Cainites. Description: The vampire creates a circle of a 10x10 radius. Any vampire (but not kuejin) hitting the edge of this feels resistance and a puff of wind. Persistence in the face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest of the night, but it can be made permanent. This ritual involves drawing a rune at the center in a pigment made from spilled Vitae. The caster is immune to her own ward. Cost: 2 additional Vitae. Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the permanent. Resistance is Instant and uses Resolve. Roll Results Dramatic Failure: While the ward appears to work, it actually does not, against any vampire other than the creator. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5 successes doubles the radius. Ward Versus Cainites Description: This ritual creates a glyph that causes pain to vampires who touch it (but not kuei-jin). The glyph affects one solid part of an object. It could effect a car door, but not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph. Once created, the glyph is permanent unless defaced somehow. Any vampire touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus if used against vampires. The caster is immune to her own ward. Cost: 3 additional vitae Action: Extended, 5 hours per roll. Roll Results Dramatic Failure: The ward appears, but will only work vampire that created it. Failure: No result. Success: Things go as planned. Exceptional Success: +1 damage.

Level 5 Consignment to Duat Description: The vampire must first attract the targets attention to the amulet described under the Darkness of Duat ritual. At this point, the targets soul is drawn toward the underworld, dealing 1 level of lethal damage per success for no apparent reason. This ignores all armor. Cost: 1 Vitae Action: Extended, each roll requires an Instant action, targets resist with Composure as an Instant action. Roll Results Dramatic Failure: The vampire suffers a level of lethal damage. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Gift of Khnum Description: The vampire may craft a body suitable for the use of a wraith or spirit to inhabit and use. Each success adds 1 to a physical attribute (maximum 3). The spirit may then manipulate the vessel as they claim it. It is best to forge a compact with the spirit intended to inhabit the body before completing this rite. Cost: 1 Vitae per size. Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: An unclean spirit enters, and wreaks havoc. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success grants a +1 to the creatures attributes. Suggested Modifiers Modifier Situation +1 Per success over 4 on the initial Intelligence+Crafts roll. Grasp the Ghostly Description: The vampire may take objects from Twilight and drag them into the physical world. Only relics, items that were once real world items that were lost or destroyed may be taken in this way. The lose 1 Structure or Durability per a number of sunrises equal to the number of successes. Something of similar mass must be sent into Twilight at the same instant as part of this ritual. Action: Extended, each roll takes 1 Instant action. Roll Results Dramatic Failure: The replica enters Twilight, but the sought item stays in place. Failure: No result. Success: Things work as planned. Exceptional Success: Every 5th success adds one Durability to the item.

Suggested Modifiers Modifier Situation +3 Graveyard or Battlefield +2 Church, Hospital, or building more than 100 years old +1 Building between 50 and 100 years old or handmade structure. -1 Parking lot or modern commercial building -2 Modern industrial building -3 Modern laboratory. Stone of the True Form Description: This ritual creates a weapon in the form of a small pebble, roughly the size and shape of a marble. The stone must be smeared with the users Vitae. From that point on, if the stone comes into contact with a shape-shifted or disguised creature, it is forced to make a resistance roll or return to its true form, and must remain that way for one turn per success. Each marble is good for one strike. Cost: 1 additional Vitae. Action: Extended, each roll takes 10 minutes. Resisted with Composure as a Reflexive action. Roll Results Dramatic Failure: The creature is immune to this ritual from this caster for one lunar cycle. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Stone Slumber Description: The vampire must cover herself in the blood of a 12 hour old corpse, and then stand stock still facing east. Once the first rays of sunlight touch her, she will turn to stone (durability 5) and take no damage from fire or sunlight. She will also be completely dormant for 12 hours. Rotshrecking at the sight of the sun will ruin the spell. Action: Extended, each roll takes hour. Roll Results Dramatic Failure: The vampire is frozen in place, but is burned by the sun as normal. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success adds one to the ritualists durability. Warding Circle Versus Ghosts, Spirits, or Demons. Description: The vampire creates a circle of a 10x10 radius. Any creature of the specific type hitting the edge of this feels resistance and a puff of wind regardless if it is manifested in the physical plane, in Twilight, or in the Spirit Wilds. Persistence in the face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest of the night, but it can be made permanent. This ritual involves drawing a rune at the center in a pigment made from Vitae, and either Holy Water (demons), sage ash (spirits), or ground up grave stone (ghosts). Each ward against non-physical entities must be learned separately.

Cost: 1 additional Vitae. Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the permanent. Resistance is Instant and uses Resolve. Roll Results Dramatic Failure: While the ward appears to work, it actually does not. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5 successes doubles the radius. Ward Versus Demons, Ghosts, or Spirits. Description: This ritual creates a glyph that causes pain to a specific non-physical entity that comes into contact with it, whether in Twilight, or physically manifested somehow. The glyph affects one solid part of an object. It could effect a car door, but not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph. Once created, the glyph is permanent unless defaced somehow. Any creature of the appropriate type touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L if used against the appropriate sort of critter. Such weapons can be used against creatures in Twilight for only the +3L if the wielder can see thing thing. Each sort of ward against non-physical entity must be learned separately. The glyph must be inlayed with a pigment containing Holy Water (for demons), sage ash (for spirits), or ground gravestone (for ghosts). Cost: 1 additional vitae Action: Extended, 5 hours per roll. Roll Results Dramatic Failure: The ward appears, but does not. Failure: No result. Success: Things go as planned. Exceptional Success: +1 damage.

Thaumaturgy
Description:This is a sort of blood magic that vampires can use to create a wide variety of effects. A character can only have spells equal to or less than her Thaumaturgy level. Each time a level of Thaumaturgy is learned an additional spell is learned as well. Cost: 1 Willpower, 1 Vitae Dice Pool: Intelligence+Occult+Thaumaturgy Action: Extended (1 action per level of spell) Suggested Modifiers Modifier Situation -1 to -3 The character is rushed or distracted, such as by evoking a spell in combat or while trapped in a burning building. This penalty is cumulative with multiple distractions (such as by casting a ritual in

combat during a hurricane). Successes gained on a meditation roll for the night offset interruption penalties on a one for one basis. Level 1 Bind the Accusing Tongue Description: The vampire can prevent the subject from speaking ill of him until they can successfully overcome the spell (make a Resistance roll). This ritual requires a hair from the head of the target, an image or effigy of the target, and a black silken cord which is wound round the image and hair. The whole thing crumbles to dust once the effect is ended. Action: Extended (each role requires 1 minute)/Resisted (resistance is reflexive). Roll Results Dramatic Failure: The components crumble to inert dust. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Brand of the Paramour Description: The vampire must drink from both of a set of twins, and then feed her ghoul before expending Vitae. The vampire will then will know when the ghoul is injured (though not how badly or by what) so long as the ghoul lives and remains a ghoul. Action: Extended, each roll takes 10 minutes. Roll Results Dramatic Failure: The vampire believes that the ritual works, but gets false or misleading information. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire may gain a sense of the amount of damage the ghoul has taken. Suggested Modifiers Modifier Situation +1 For every year the ghoul has been kept. Communicate with Kindred Sire Description: The vampire can communicate with her sire until one or the other desires to stop the conversation, or for 10 minutes per success. This requires an item once owned by the sire. Communication is mind to mind, and this ritual alone does not allow for mind reading. Action: Extended, each roll requires hour. Roll Results Dramatic Failure: The vampire sends her message randomly through the ether,

something may or may not get it. Failure: No result. Success: Things go as planned. Exceptional Success: The sender gets an idea of her sires general location. Suggested Modifiers Modifier Situation -1 Sire and Child are of different bloodlines. Dedicate the Chantry Description: This ritual prepares a single building to accept warding magics over its whole structure. To perform it, the vampire must walk counterclockwise around the building sprinkling stale water. After this, the vampire must reach the lowest point at the center of the structure to anoint himself and the center with what is left of the stale water. Once this is done, any ritual intended to protect a place or a ward gains a +1 bonus to the die roll. Each separate room requires 1 additional success. Action: Extended, each roll takes hour. Roll Results Dramatic Failure: Defensive rituals performed here lose 1 die. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success grants an additional +1 bonus to later rituals. Defense of the Sacred Haven Description: This ritual prevents sunlight from entering an area within 20 of the rituals casting. Glyphs and a warding circle drawn in blood are required for this ritual to work. This ritual lasts until the next sunset. Cost: 2 additional points of Vitae. Action: Extended, each roll requires one hour. Roll Results Dramatic Failure: While the ritual appears to work, some flaw causes it to shatter upon contact with sunlight. Failure: No result. Success: Things go as planned. Exceptional Success: An additional sunset is achieved. Suggested Modifiers Modifier Situation +1 The ritual is performed in a place the vampire has habitually slept in for one lunar cycle. -1 The ritual is performed in what is effectively a public place, such as a hotel room. Deflection of Wooden Doom

Description: The vampire must meditate in a circle of wood while performing the ritual, while keeping a splinter under the tongue. Once complete, the next wooden stake actually used in an attempt to pierce the vampires heart crumbles to dust. The effects last until the next sunset. Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: The vampire believes the ritual to have worked, but instead a +1 bonus is added to all staking attempts. Failure: No result. Success: Things go as planned. Exceptional Success: Another sun set or stake attempt is gained. Devils Touch Description: The mortal must be present for this ritual to work. It cannot be performed on any creature with a supernatural power statistic (such as Blood Potency). A penny must be placed somehow in the mortals possession. The effects last until the next sunrise. It makes others see the mortal in question as a loathsome individual of some sort (that guy sure looks like a kiddie toucher.). This deprives the mortal of the benefit of the 10 and again rule on social dice. Action: Extended, each roll requires 1 minute. Roll Results Dramatic Failure: Things rebound on to the vampire. Failure: No result. Success: Things go as planned. Exceptional Success: The mortal loses the vampires Thaumaturgy in social dice as well. Elemental Strength Description: The vampire gains 3 bonus dots to devide among Strength and Stamina for the rest of the scene. The vampire must be in skin on surface contact with unworked stone or the earth when this ritual is performed. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: 1 Lethal damage. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire gains an additional attribute dot for the duration. Encrypt Missive Description: The vampire can make a document or other writing illegible to any but themselves and the intended reader. Other readers get nothing but gibberish. Anyone with this ritual can attempt to decode writing protected this way with an opposed roll. Action: Extended, each roll takes 10 minutes. Roll Results Dramatic Failure: The writer, and intended reader cant make heads or tails of this, but others can. Failure: No result.

Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Engaging the Vessel of Transference Description: The vampire fills an ornate vessel about the size of a small tea kettel etched with special hermetic sigils with up to three points of her own Vitae. This is then sealed with a lid and red wax. Anyone holding the vessel feels a small chill, but no discomfort as one point of Vitae is extracted from them and replaced with the casters. This can create a Vinculum. The vessel must be made of ceramics infused with bone dust and the etchings must be filled with red bronze and silver. Once created, the vessel can be activated by filling it with Vitae and spending a point of Willpower. Action: Extended, each roll takes 1 day to prepare the vessel. Roll Results Dramatic Failure: The vessel will take and destroy 3 points of the creator, (and only the creators) vitae once they touch it. Failure: No result. Success: Things go as planned. Exceptional Success: The vessel can take two points from the one holding it for each one of its creators. Eyes of the Sea Description: The vampire may peer into a body of still, standing water and view events that have occurred on it up to one lunar cycle previous. Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: Spirits of the water are irritated. Failure: No result. Success: Things go as planned. Exceptional Success: An additional lunar cycle back in time can be viewed. Flatline Description: A mortal under the effects of this ritual enters a coma until the next sunrise and appears to have none of the secondary characteristics of being alive. This will fool medical professionals most of the time (-successes to Medicine checks to find vitals) and will automatically fool mechanical or electronic devices. This ritual requires a small dead insect or animal be placed in the subjects actual home. It can only be used once per month on any given target. Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: The vampire thinks it works, it doesnt. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Fortify the Solid Form Description: The vampire may add 1 durability to an object per point of Thaumaturgy he

possesses. This adds +1 to any damage it may be capable of inflicting. This lasts for one night. Action: Extended, each roll takes ten minutes. Roll Results Dramatic Failure: The reverse of what was intended is achieved. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success adds another to durability or +1 to damage potential. Guests Herald Description: The ritualist creates a ward, and once crossed an audio or visual effects notifies him of the event. The effect, once decided can must be static, and must involve actual items in the real world. The ritualist, thus, may not be there to witness the event (which is the same every time). The effect must be subtle, and non-offensive. The ritualist may cancel the ward at any time. Action: Extended, each roll requires 10 minutes. Hermetic Sight Description: The vampire can see objects in Twilight as overlays on the physical world for one scene. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The vampire can sporadically see into the Spirit Wilds, but doing so completely interrupts seeing in the physical world. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can see into the Spirit Wilds with an additional Willpower point spent, without interrupting material vision. Suggested Modifiers Modifier Situation +2 In the vicinity of a powerful Nexus +1 In the vicinity of a weak Nexus -1 Small town, village, or other built up countryside area. -2 City suburb or town. -3 Dense urban area. Illuminate the Trail of Prey Description: The vampire can see the tracks of a target as pale glowing footprints on the ground. This only works if the target was on foot. The vampire must have a piece of the target or an item belonging to them. This ritual is mostly practiced by the Sabbat. Action: Extended, each roll takes 1 minute. This is resisted with Composure, resistance is Reflexive. Roll Results Dramatic Failure: False or misleading information.

Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can track vehicles the target uses so long as the target was driving. Incantation of the Shepherd Description: The vampire can, by chanting and slowly spinning while looking into a glass object. At the end of the ritual he gets a sense of the distance and direction of the nearest 3 mortals from whom he has fed at least three times. Action: Extended, each roll requires 5 minutes. Scent of the Lupines Passing Description: The vampire must inhale the smoke from a burning bundle of specially prepared herbs. For the rest of the night, the vampire can detect werewolves by scent. This requires a separate Wits+Composure roll to smell if a place or object has recently been handled/inhabited by a lupine, or to get a scent on a person more than about a yard away. The scent of a lupine can be detected automatically (supernatural invervention requires a Test of Wills) if the lupine is closer than a yard or so. Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: The vampires nose grants false or misleading information. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success grants an additional +1 on the subsequent perception rolls. Summon Simple Form Description: The vampire conjures an inanimate object. The object cannot have any moving parts, and it must all be made from one type of material. Each turn the vampire wishes to keep the object, another point of Willpower must be spent. Each success grants an object with one point of Structure. Action: Extended, each roll takes 1 Instant action. Roll Results Dramatic Failure: The vampire manages to agitate the local spirit world. Failure: No result. Success: Things go as planned. Exceptional Success: The object is permanent. Taste for Blood Description: The vampire must taste the blood of the subject. From that drop of blood, the vampire can learn one of the following per success: How much blood is in the target, how recently they have fed, Generation within 3, blood potency within 3, if the subject is a vampire, mortal, or other supernatural, a mental image of the target. Action: Extended, each roll requires 1 minute. Roll Results

Dramatic Failure: False or misleading information. Failure: No result Success: Things go as planned. Exceptional Success: Every 5 successes can answer another one of the following questions: What is the targets name, Have they committed diablerie, an image of their sire, an image of any one of their childer, have they sired. Suggested Modifiers Modifier Situation +1 For every question that the character can already answer accurately. -1 For every hour old the blood is. Wake with Evenings Freshness Description: The vampire must spread the ashes of a burnt feather around her sleeping space. If the ritual works, the vampire can automatically awaken from slumber at any disturbance during the day. Each success grants one turn without the Humanity dice pool limit for daytime activity. This ritual must be the last thing done before laying down to sleep. Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: Not only does the ritual fail, but an additional -1 penalty is imposed on all rolls to wake up that day. The same penalty implies for the first turn after awakening. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Zillahs Litany Description: The vampire may, with one drop of blood, gain the name and a rough impression of each vampire that the subject is blood bound to or has a Vinculi with. This ritual is known primarily to the Sabbat. Action: Extended, each roll requires 5 minutes. Roll Results Dramatic Failure: False or misleading information. Failure: No result. Success: Things go as planned. Exceptional Success: The degree of vinculum is known. Level 2 Blood Rage The thaumaturge may force the subject to spend Vitae at a rate of one point per success the ritualist gets. The subject must either be touched by the vampire, or the thaumaturgist must have something belonging to the target. Action: Extended, each roll requires an Instant action.

Roll Results Dramatic Failure: The thaumaturgist loses an additional point of Vitae. Failure: No result. Success: Things go as planned Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +1 The vampire has tasted the blood of the subject. Blood Walk Description: Each success grants the vampire the answer to one of the following questions: Who is one person in Vinculum with the subject. Who is the subject in Vinculum to? Each success may be used to trace the characters lineage back one Generation granting either an image of the ancestors face or the ancestors True Name per success. Each ancestor requires double the number of successes. This can go forward in the same manner, seeking childer. This ritual requires a sample of Vitae from the vampire to be traced. In some instances this may require a Test of Wills, if the ancestor/childer/Vincullum holder has certain potent powers of concealment. Action: Extended, each roll requires 3 hours. Roll Results Dramatic Failure: False or misleading information. Failure: No information is gained. Success: Some questions are answered. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +1 The subjects Clan is known by the ritualist. -2 The subject is a Caitiff. Burning Blade Description: The vampire must cut herself with a bladed weapon (1 lethal), while performing the proper chant. Once completed the weapon does Aggravated damage against any creature with a mystical power stat while glowing with a flickering green light. Unlike the usual course with aggravated damage, this item does not ignore armor. It lasts for one attack per success. This ritual cannot be drawn out for additional successes. Cost: +2 additional Vitae. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The weapon itself takes a level of aggravated damage. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward.

Burnout Description: The vampire can attempt to fry any electronic device she can see with her own eyes that is within 10 yards times Willpower. Each success deals 1 level of Aggravated damage to the device. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The vampire suffers 1 Bashing damage. Failure: No result. Success: Things go as planned Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation -1 The device has a surge protector. Crystallize the Liquid Form Description: Any liquid within line of sight may be turned into a solid with the a durability equal to the vampires Thaumaturgy. The liquid may not already be inside a creature, but the blood seeping from a wound may be solidified. This lasts for the scene. Up to one cubic foot of liquid can be transformed this way. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The power misfires in some random, bad for the caster, way. Failure: No result. Success: Things go as planned. Exceptional Success: The transformation lasts an hour. Deny the Intruder Description: The vampire must scrawl wards inside the area to be protected in charcoal. Once paperwork regarding this place enters the system, bureaucratic issues prevent any attention from actually reaching the building. Papers are misfiled, the internet eats memos, people assume that a bill is paid without checking, that sort of thing. Any attempts to investigate the building via records or the internet are at -1 per initial success. The wards must be renewed once per month. Action: Extended, each roll requires 15 minutes. Roll Results Dramatic Failure: The building sends up multiple bureaucratic red flags. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation -1 For every outside service the area has (electricity, gas, cable). Gremlins

Description: The vampire must touch one object to discharge the spell. Once this is done, the object takes 1 point of Lethal damage per success. Durability subtracts from this damage, which appears as signs of age and corrosion. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: Some random object on the vampires person suffers damage. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation -1 Object is made from purely natural materials. -2 Object to totally unworked. Inscription Description: The vampire may impart any 1st or 2nd level ritual into a written form for anothers use. The caster must pay the cost, and perform the ritual, which is then activated by any other, once. After the ritual is used, the ink turns into inert ash. The instructions are annotated in the extreme, the inscribed ritual cannot be used to learn Thaumaturgy. Activating the stored ritual requires an Intelligence+Occult roll. Action: Extended, each roll takes 5 minutes Roll Results Dramatic Failure: The stored ritual will automatically have a Dramatic Failure, effecting the initial caster. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success grants a +1 to the user activating the ritual. Iron Body Description: The vampire can cause themselves or any other target to treat Aggravated damage from fire and sunlight as Lethal for one hour. The subject must carry a spent shell casing with them for the duration. Action: Extended, each roll requires 5 minutes. Roll Results Dramatic Failure: The magic appears to work, but the subject actually takes an additional point of lethal damage for the duration. Failure: No result. Success: Things go as planned. Exceptional Success: An additional hour is gained. Masters Order Description: The vampire must use this ritual in a place she has spent the night at least once. This will allow the vampire to know the location of any object that belongs to her (even through theft) so long as it is in her haven. This lasts for one scene per success.

Action: Extended, each roll takes 1 minute. Roll Results Dramatic Failure: False or misleading information. Failure: No result. Success: Things go as planned. Exceptional Success: The effect lasts till sunrise. Suggested Modifiers Modifier Situation -1 For every room beyond the casters Thaumaturgy. -1 For every thousand square feet beyond the vampires Thaumaturgy. Palm of Flame Description: The vampire may call up a baseball sized ball of fire to her hand. It will not burn so long as the vampire holds it. The fire can be thrown to a range increment equal to the vampires Thaumaturgy+Wits. Once released, the fire acts normally. Initial contact deals 2 levels of damage, as the fire is considered to be the size and heat of a torch. Cost: 1 additional Willpower. Action: Extended, each roll takes 1 Instant action. Roll Results Dramatic Failure: The vampire catches herself on fire, taking 1 level of Aggravated damage and is forced to roll for Rotshreck. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success increases the Heat increment of the fire by one, and therefore its damage level. Principle Focus of Vitae Infusion Description: The vampire takes an object between the size of a baseball and a dime and infuses it with one point of her own vitae. Once the ritual is completed, the item takes on a reddish hue and becomes slick to the touch. The thaumaturgist can then cause the item to break down into a small pool of blood ready for consumption at a later time. If another is present during the ritual, or a piece of another, or the item belongs to another, the item can be attuned to them and they can retrieve the vitae. The blood must come from the ritualist, however, with all attendant complications. Cost: 1 additional vitae. Action: Extended, each roll takes 5 minutes. Roll Results Dramatic Failure: The vitae is foul and undrinkable once retrieved. Failure: No result. Success: Things go as planned. Exceptional Success: An additional bloodpoint can be added to the object. Suggested Modifiers

Modifier +1

Situation The object has sentimental value to the intended recipient.

Prison of Water Description: The vampire can cause water (1/2 the targets size in gallons, round up.) to grab and hold a target until sunrise or until the ritualist chooses to negate the power. Even after the water has initially bound a target, the caster can add more successes for a firmer hold, living creatures can even be drowned this way. This ritual is resisted with Strength. The water can lash out its size away (again, rounded up). Action: Extended, each roll requires an Instant action, resistance is also Instant. Roll Results Dramatic Failure: That particular body of water will not respond to the casters call again for one lunar cycle. Failure: No result. Success: Things go as planned. Exceptional Success: Mortal targets can be drowned. Spirit Speech Description: The vampire is able to speak with any spirits he can see for one scene and understand their attempts at communication for the same duration. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The spirit will automatically be hostile. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire gains an additional +1 per 5 successes on social rolls with spirits for the scene. Spite of the Harridan Description: The vampire may terminate any pregnancy if the pregnant individual is within the Cainites sight. This ritual requires crushing a snakes egg. The termination of the pregnancy is messy and painful to the would be mother. Action: Extended, each roll requires 30 seconds. This is resisted with Composure with a Reflexive action. Roll Results Dramatic Failure: The vampire loses an additional Vitae. Failure: No result. Success: Things go as planned. Exceptional Success: The target suffers 1 level of Bashing damage per success. Steps of the Terrified Description: The target of this ritual, who must either be in the vampires sight (or the vampire may have a piece of the target), finds their Speed reduced by the vampires successes. The vampire must throw a handful of poplar buds at the target, and then douse her hands in oil. Once done, the vampire must wring the oil from her hands while following the target. Action: Extended, each roll requires an Instant action.

Roll Results Dramatic Failure: The vampire finds her own speed reduced. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Strike True Description: The vampire may add their Blood Potency and their Thaumaturgy to their next roll to attack. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: Strike that, reverse it. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success can be added as a bonus as well. Subvert Description: The vampire must have some piece of the target, or close personal item. The vampire can use this to cause a subject to be consumed by their Vice for one hour per success. What this means is that the target must act on their vice when confronted with it or lose 1 point of Willpower. This power is resisted with Composure. Action: Extended, each roll requires 10 minutes, resistance is Reflexive. Roll Results Dramatic Failure: The power backfires onto the caster. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +1 The subjects Vice is known. +1 The subjects Morality is 4 or less. -1 The subjects Morality is 7 or more. Warding Circle Versus Ghouls. Description: The vampire creates a circle of a 10x10 radius. Any ghoul hitting the edge of this feels resistance and a puff of wind. Persistence in the face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest of the night, but it can be made permanent. This ritual involves drawing a rune at the center in a pigment made from mortal blood. Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the permanent. Resistance is Instant and uses Resolve. Roll Results Dramatic Failure: While the ward appears to work, it actually does not. Failure: No result. Success: Things go as planned.

Exceptional Success: Every 5 successes doubles the radius. Ward Versus Ghouls Description: This ritual creates a glyph that causes pain to ghouls who touch it. The glyph affects one solid part of an object. It could effect a car door, but not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph. Once created, the glyph is permanent unless defaced somehow. Any ghoul touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus if used against ghouls. Cost: 1 additional vitae Action: Extended, 5 hours per roll. Roll Results Dramatic Failure: The ward appears, but will only work against ghouls with the vitae of the thaumaturge in their veins. Failure: No result. Success: Things go as planned. Exceptional Success: +1 damage. Wooden Tongues Description: The vampire can speak with the spirit of an inanimate object. Such spirits tend to have rather intimate knowledge of a limited region of concerns (who uses them, when, how are they cared for) and tend to have a number of related wants. Most dont much care for vampires, and the ones that do tend to be objects of bloody violence or malice. No spirit will offer information for free, and negotiation for such information as it has tends to be an opposed Manipulation+Persuasion vrs the spirits Finesse+Rank (usually about 4 dice, more for objects that are connected strongly with their owner or a set of owners, or that have strong symbolic value.)/ Action: Extended, each roll takes 10 minutes Roll Results Dramatic Failure: The spirit is angry. The ritualist suffers a -1 penalty to any attempts to use a similar object for one lunar cycle. Failure: No result. Success: Things go as planned. Exceptional Success: +1 dice to negotiate with the spirit of the object. Suggested Modifiers Modifier Situation +2 The spirit of the object is already awakened somehow. +1 The object has strong symbolic value. -1 The object has never had any sort of regular owner. Level 3 Acid Touch Description: The vampires hands become coated in acid. This does not harm the

vampire or any gear on her person when the ritual was cast. Anyone the vampire attacks in hand to hand suffers 1 level of Aggravated damage per point of Vitae invested in the ritual (expenditure can happen once per roll). The acid lasts 1 scene. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: Backfire, the vampire suffers the damage instead. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Blood of Potency The vampire may increase her blood potency for one hour. Each success grants one additional hour of use or one additional level of blood potency. This has no effect on those who diablerise the vampire in the meantime, or any childer she embraces in this state. This may be done only once per night. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: Backfire, the vampires blood potency drops by one for one hour. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Blood to Water Description: The vampire must touch his target, and some of that targets blood turns to water. In mortals this manifests as one point of Lethal damage per success. In vampires, one point of Vitae is destroyed per success, and a Stamina+Composure roll each round to resist vomiting water, for one round till it is successfully resisted. Action: Extended, each roll requires 1 Instant action, Resisted is Reflexive, using Stamina. Roll Results Dramatic Failure: The vampire suffers the loss of an additional point of Vitae. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +1 Within sight of at least a bathtubs worth of water. Feast of Ashes Description: The target can not feed on blood for one night per success. Instead they must feed on ashes, and may only gain 1 Vitae per night this way, which may only be used for arising the next night. This ritual requires a part of the subject, or an item owned by them. This ritual is mostly known to the Sabbat. Action: Extended, each roll requires 10 minutes. Roll Results

Dramatic Failure: Backlash Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Flesh of the Fiery Touch Description: The vampire swallows a burning ember, and thereafter anyone attacking the target unarmed suffers 2 levels of Fire damage for the rest of the night, this does not apply to the caster attacking someone else, for some reason. The casters skin takes on a sun-browned hue which can add one beyond Humanity limits to the vampires dice pools. Cost: 1 Aggravated damage level, 1 Willpower Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: The vampire takes 2 levels of aggravated damage. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can deal damage unarmed. Hells Calling Description: This ritual requires something that belongs to the subject, which is burned at the climax of the ritual. When this happened, the subject feels flames, and emotionally feels that flames are right in front of them. This essentially provokes a check against the Red Fear in Cainites. Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: Backfire, the caster is effected. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success forces another -1 penalty on the check to resist Rotshreck. Incorporeal Passage Description: The vampire becomes insubstantial for one scene. During this time the ritualist is incorporeal, and thus can pass through solid objects and is immune to physical attack. Unfortunately, the character can only move in a strait line on a level course, and is vulnerable to things in twilight. Once moving, the vampire cannot retreat along his course. The ritualist must carry a shard of a mirror turned toward himself to hold his reflection. The vampire may drop the shard at any time to end the ritual prematurely. Cost: 1 additional Willpower Action: Extended, each roll indicates 1 Instant action. Roll Results Dramatic Failure: The vampire is trapped in Twilight for one hour per success before the point of the Dramatic Failure. During this time the vampire is completely immobile. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire moves at double his normal rate.

Lesser Animation Description: The vampire can animate a dead creature as a zombie which will follow simple commands. Each success allows a greater size for the creature to be animated, adds 1 to one attribute (up to +2 on original), or grant it one minor ability. The zombie has the following traits Power: Original Strength, Finesse: Original Dexterity, Resistance: Original Stamina Physical Integrity: x2 original Size, Speed: Higher of Finesse or Power+5 Aspects: Indestructible, Limited Intelligence, Preservation 3, Quick Movement Weaknesses: Vulnerability to Fire and Sunlight Possible Enhancements: +1 damage, Lethal damage (already has this if original form did), Tough. Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: The critter animates, and attacks. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Liquefy the Solid Form Description: The vampire can deal one level of aggravated damage per success to solid objects (not living or undead creatures). This manifests by the objects melting into a puddle. The object must be within line of sight, and stays this way for a scene, before regenerating 1 level of Structure per round until it is reconstituated. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: A misfire in some random way that is bad for the caster. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Magic of the Smith Description: The vampire can conjure objects made of multiple materials and with moving parts. Ordinarily, these things cost 1 Willpower per turn to keep them once they are created. Each success allows an item with 1 Structure, or 1 degree of complexity. Each degree of complexity is as follows. 1 for each different material up to 5. 1 for each simple machines, such as gears, wedges, and pullies up to 5. 1 for each spring, up to 5. +2 requiring fuel. +4 for being electrical. +10 for being computerized. Cost: 2 additional Vitae. Action: Extended, each roll requires 10 minutes. Roll Results

Dramatic Failure: You manage to really anger local machine spirits. Failure: No result. Success: Progress is made. Exceptional Success: Lots of progress. 5 successes beyond what is needed to make the object can make it permanent. Suggested Modifiers Modifier Situation +1 Character possesses a relevant Craft specialty. +1 Character possesses a relevant Science specialty. +1 Some piece of a relevant material is on hand. -1 For every point of Crafts under 4 the character has. Movement of the Mind Description: The vampire can move any object they can see up to a Strength equivalent to their Thaumaturgy. The possible speed is equal to the vampires Intelligence+Wits+Thaumaturgy. Subjects resist with Composure, this is Reflexive. The vampire can use this power on themselves to fly, if they have enough Strength to lift themselves. This power lasts for a scene. Action: Extended Roll Results Dramatic Failure: The magical backlash deals 1 point of Bashing damage to the thaumaturgist per success. Failure: No result. Success: Things go according to plan. Exceptional Success: Every 5th success increases the Strength by 1. Pavis of Foul Presence Description: This ritual causes Majesty effects to rebound on their user. Anyone attempting to use Majesty on the vampire using this ritual is effected as if the same ability was used with the same degree of success on them, by the ritualist. This ritual lasts till the next sunrise, and requires an item of blue silk, which must be worn by the ritualist. This particular trick is known only by the Tremere. Action: Extended, each roll requires 1 minute. Roll Results Dramatic Failure: The vampire believes the ritual works, but all attempts to use Majesty against her gain +1 dice. Failure: No result. Success: Things go as planned. Exceptional Success: The ritualist is aware of all Majesty attempts used against him. Rhyme of Discord Description: Once this ritual is performed, anyone in the vampires haven other than the thaumaturge himself loses 1 point from all Mental and Physical rolls while on the premises for each point of Thaumaturgy the ritualist possesses. The place seems to warp

and change, preventing observations and effective action. This lasts until the next sunset. Action: Extended, each roll requires 10 minutes. This is resisted individual with Wits as an Instant action. This clears perceptions up for one round per success. Roll Results Dramatic Failure: The ritual effects the caster. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success gains a sunset or adds to the penalties of intruders. Suggested Modifiers Modifier Situation -1 Per room to be affected beyond the casters Thaumaturgy. -1 Per 1,000 feet to be affected beyond the casters Thaumaturgy. Ritual of the Bitter Rose Description: This rite requires a vampire with a Blood Potency of at least 7 to be Diablerised by multiple Cainites. The number that may partake is the difference between the lowest Generation vampire and their target in generation. The elder must be drained of all but one Vitae, and their heart must be cut out, ground up, and mixed with the ash of a rowan wood stake and red wine. This concoction must be drunk by all participants who all gain the benefits of, and drawbacks therein, of Diablerie. Action: Extended, each roll requires Roll Results Dramatic Failure: The liquid is toxic, each participant takes 3 levels of aggravated damage. Failure: No result. Success: Things go as planned. Exceptional Success: No additional benefit is gained. Sanguine Assistant Description: The vampire creates a creature as a servant made of odds and ends and a quantity of Vitae. It is perfectly loyal to its creator, and has the following statistics when created: Power: 1, Finesse: 2, Resilience: 1 Size: 1, Speed: 6 (species factor 3) It suffers aggravated damage from Fire and Sunlight. It can attack for lethal damage, as sharp parts are generally part of the construction. It lasts till dawn, at which point it crawls back into the bowl it was created from and falls apart. Unless it was killed with aggravated damage, it can be recreated the next night for the cost of 1 Vitae. Each time it is recreated it gains 1 Finesse until it reaches par with its creators wits. Over time, the critter starts to gain thought patterns and a personality similar to its creator. Cost: +4 additional Vitae.

Action: Extended, each roll requires 15 minutes. Roll Results Dramatic Failure: The critter is hostile. Failure: No result. Success: Things go as planned. Exceptional Success: +1 attribute. Suggested Modifiers Modifier Situation +1 For every 2 nights the same materials are used from the same creation bowl to create the same creature. Shaft of Belated Quiescence Description: This ritual requires that a shaft of rowan wood be soaked in 3 points worth of Vitae, and blackened in an oak fire. The weapon then need only make contact for a splinter of it to come loose in the target and begin working its way to the heart. At this point, each round after penetration the stake splinter deals 1 level of Lethal damage per minute as it makes its way to the targets heart. It does this once the initial attack damage plus the damage per round equal 5 (+1 per point of active Resilience). Mortals at this point, must roll Stamina+Resolve each round or take a point of Aggravated damage until death. Vampires react as if the stake were driven directly into their heart. This process can be averted by a surgeon going after the tip, which is an opposed Intelligence+Medicine vrs Thaumaturgy roll. This doubles the amount of Lethal damage done (if it doesnt happen in a hospital setting) in the turn, but once (if) the surgeon wins the splinter is retrieved preventing further harm. Each shaft is good for one successful attack. Cost: 2 additional Vitae. Action: Extended, each roll requires 3 hours. Roll Results Dramatic Failure: The shaft will not function, unless the wielder gets a Dramatic Failure on an attack roll, and therefore gets a splinter Failure: No result. Success: Things go as planned. Exceptional Success: The stake moves at a rate of 1L per round. Transubstantiation of the Seven Description: The vampire can transform her blood into that of the Council of Seven to initiate the partial binding each Tremere Initiate must undergo. Only Tremere can use this ritual. Action: Extended, each roll takes 15 minutes. Roll Results Dramatic Failure: The caster finds themselves bound more closely to the Seven. Failure: No result. Success: Things go as planned. Exceptional Success: No additional result.

Voice of Command Description: The vampire can attempt to order about any spirit that she can see and can communicate with. The spirit cannot be made to violate its ban, or do anything directly against its nature (spirits of healing are not likely to make good assassins, for example). The order must be a single task (though their can be multiple steps), and it must be something that can be completed by the next sunset. Action: Extended, each roll takes 1 Instant action, Spirits can resist Reflexively with Resistance. Roll Results Dramatic Failure: The spirit cannot be affected by this ability for one lunar cycle, and is apt to be angry. Failure: No result, the spirit is probably pissed. Success: Things go as planned. Exceptional Success: The spirit will do anything that does not violate its ban. Suggested Modifiers Modifier Situation +2 The vampire knows the spirits True Name +1 The vampire offers the spirit something appropriate to its type. +1 The thaumaturgist knows the spirits ban. Warding Circle Versus Lupines. Description: The vampire creates a circle of a 10x10 radius. Any werewolf hitting the edge of this feels resistance and a puff of wind. Persistence in the face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest of the night, but it can be made permanent. This ritual involves drawing a rune at the center in a pigment made from powdered silver. Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the permanent. Resistance is Instant and uses Resolve. Roll Results Dramatic Failure: While the ward appears to work, it actually does not. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5 successes doubles the radius. Ward Device Description: The vampire causes a particular computer or piece of stored media to be completely inaccessible without the vampire their to cancel the spell. Attempted access results in disturbing snow which seems to show twisted faces, or white noise that seems to reveal threats, screams, and disturbed muttering. Action: Extended, each roll requires 5 minutes. Roll Results Dramatic Failure: The vampire believes the ritual worked when it did not. Failure: No result. Success: Things go as planned. Exceptional Success: Normal lack of access signals are shown.

Suggested Modifiers Modifier Situation +1 Per month the device has belonged to the vampire. Ward Versus Lupines/Fae Description: This ritual creates a glyph that causes pain to werewolves who touch it. The glyph affects one solid part of an object. It could effect a car door, but not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph. Once created, the glyph is permanent unless defaced somehow. Any werewolf touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus if used against werewolves. This glyph must be etched with powdered silver. The ward vrs Fae must be learned separately, works against Changelings as well, and uses iron filings instead of silver. Cost: 1 additional vitae Action: Extended, 5 hours per roll. Roll Results Dramatic Failure: The ward appears, but will not. Failure: No result. Success: Things go as planned. Exceptional Success: +1 damage. Wind Dance Description: The vampire adds Thaumaturgy to their Defense for the scene. These levels of Defense are not lost due to multiple attackers or numbers. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: Strike this power, reverse it. Failure: No result. Success: Things go as planned. Exceptional Success: Add Blood Potency as well. Zeuss Fury Description: The vampire can store 1 level of Bashing damage worth of electricity per success. In addition, exposure to electricity simply adds successes to the ritual. Each level of Bashing damage can be added as a bonus to a Strength+Brawl attack or a Dexterity+Athletics attack at range (range increment equal to Thaumaturgy). The vampire may use as much or as little of the electrical charge as they desire with each attack (this works as a maximum, each success on the attack up to that maximum costs a charge but deals a level of bashing damage). For the rest of the scene, each round the vampire gathers another success worth of electrical damage. As the vampire gathers charge, her hair starts to move with electricity, sparks will appear with movement, and at a moderate charge (5 or more charges) the vampires hair will stand on end, at the high end (8 or more), the vampire will actually glow. The electricity grounds out harmlessly as the ritual ends at the end of the scene. Action: Extended, each roll requires an Instant action.

Roll Results Dramatic Failure: The vampire suffers a level of lethal damage. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Level 4 Bone of Lies Description: This ritual requires a human bone from a body at least 200 years old. One point of Vitae must be infused per successful ritual roll. Anyone holding the bone is compelled to tell the truth, though this costs 1 Vitae from the bone (A maximum of 10 points of Vitae may be infused). This calls forth the owners ghost, which either gains a derangement or loses a point of Morality each time it forces the truth from some poor bastard. Cost: At least +1 additional Vitae. Action: Extended, each roll takes 1 night. Roll Results Dramatic Failure: The vampire makes a link through which an upset ghost can act upon her. Failure: No result. Success: Things go as planned. Exceptional Success: The bone can hold an additional point of Vitae. Curse Belated Description: This ritual marks a ghoul of the casters with a sigil that activates if the ghoul is slain, instantly transforming them into a vampire sired by the caster. Any Vitae left in their system is usable, and they gain one additional point once the ritual activates. Cost: 1 Willpower Dot. Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: The ritual is believed to work, but does not. Failure: No result. Success: Things go as planned. Exceptional Success: The newly minted vampire gains +1 Vitae.

Entrap Ephemera Description: This ritual creates a Fetish, as discussed in W:tF. The fetish must be activated with a Manipulation+Occult roll, which does not benefit from the 10 and again rule. It always costs 1 Willpower and 1 Vitae to activate. The fetish lasts until there are no successes on an activation roll. Action: Extended, each roll costs 1 minute. Resisted, resistance is Reflexive. Roll Results

Dramatic Failure: The spirit is free to do what it wants to, this is likely to be nothing good. Failure: No result. Success: Headway is made. Exceptional Success: The 10 and again roll does apply toward activation. Suggested Modifiers Modifier Situation See fetish creation rules in W:tF Greater Animation Description: The vampire can animate a dead creature as a zombie which will follow simple commands. Each success allows a greater size for the creature to be animated above 5, adds 1 to one attribute (up to +2 on original), or grant it one minor ability. The zombie has the following traits Power: Original Strength, Finesse: Original Dexterity, Resistance: Original Stamina Physical Integrity: x2 original Size, Speed: Higher of Finesse or Power+5 Aspects: Indestructible, Limited Intelligence, Preservation 3, Quick Movement Weaknesses: Vulnerability to Fire and Sunlight Possible Enhancements: +1 damage, Lethal damage (already has this if original form did), Tough, +1 Armor, Additional Quick Movement, Sensitivity Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: The critter animates, and attacks. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Heart of Stone Description: The vampire transmutes her heart to solid rock. She must lie naked on a stone slab while performing this rite, while a candle burns down on her chest. Once this is finished, the vampire gains her Thaumaturgy rating in armor against attacks aiming for the heart, and is completely immune to the Shaft of Belated Quiescence. Also, Thaumaturgy is added to any rolls to resist emotional manipulation (supernatural or otherwise) and Wassail. On the downside, the vampire loses two dice to resist Degeneration for Humanity, and three dice to all Social dice pools that arent about Composure. This ritual lasts until the caster decides otherwise. Cost: 1 Aggravated Damage Action: Extended, each roll requires four hours. Roll Results Dramatic Failure: The negative effects occur, but not the positive. Failure: No effect Success: Things go as planned. Exceptional Success: Every 5th success removes 1 die of penalty.

Inferno Description: The vampire calls up a fire roughly 5x5 anywhere within his line of sight. This fire does 5 levels of damage to anyone it is placed upon. Once released it cannot be controlled by the vampire. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: Bad luck, the fire appears on the caster. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success adds 1 to the heat of the flames, and therefore the damage. Reverse Conjuration Description: The character can banish any object or creature made or called via blood sorcery. The caster must get more successes then the original caster. Note that while the original flame of fire based blood magic might be banished, anything it spread or sparked to is likely to stay in reality. Objects otherwise made permanent can still be banished with this power. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The attempt fails, and cannot be tried again. Failure: No result. Success: Progress is made. Exceptional Success: More progress is made. Suggested Modifiers Modifier Situation +1 An object belonging to the original caster is in hand. Splinter Servant Description: The vampire creates a creature made of animated wood. The wood must come from a tree nourished by the dead, bound in wax, and sealed in nightshade twine. When the binding is removed, the creature attacks whomever the wielder commands, or the wielder if he does not designate a target within 1 round. The creatures statistics are as follows: Power: 2, Finesse: Thaumaturgy, Resistance: 3 Size: 2, Speed: Power+Finesse+5. The critter has +2 Defense over what it should have due to small size and jerky movements. It can jump the same distance as a man sized creature, and it will always try and strike the heart. Being made of wood, the result is obvious. The creature can be targeted by whomever unwraps it, and it suffers 1 level of Lethal damage as it shakes itself apart. Action: Extended, each roll requires 6 hours. Roll Results

Dramatic Failure: The servant will always attack whomever unwraps it. Failure: No result. Success: Things go as planned. Exceptional Success: The critter suffers a level of Bashing damage each round. Temportal Description: The vampire may link any door in her haven to any other for a brief instance. The caster can therefore use the door from her bedroom to put her outside, or rig a door in the front, next time it is opened, to deposit whomever opens it in the back yard. The door must be in the vampires haven, as defined as a place she has spent the day in at least once. The temporal transposition is only good the next time the door is opened. Action: Extended, each roll requires an Instant action. Dramatic Failure: The door opens someplace unwanted. Enemies end up in the inner sanctum, the caster ends up in the Spirit Wilds, all that kind of thing. Failure: No result. Success: Things go as planned. Exceptional Success: The enchantment lingers, and the caster may activate the door to do something unexpected again if they so choose. Theft of Vitae Description: The vampire physically forces blood from a target. This physically launches itself in a stream to the thaumaturge, who absorbs it through their left hand. Each success transfers one point of Vitae. The target must be within line of sight. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The thaumaturge loses a point of Vitae and a health level. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward, Suggested Modifiers Modifier Situation +1 An item belonging to the target is in the warlocks possession. Warding Circle Versus Cainites. Description: The vampire creates a circle of a 10x10 radius. Any vampire (but not kuejin) hitting the edge of this feels resistance and a puff of wind. Persistence in the face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest of the night, but it can be made permanent. This ritual involves drawing a rune at the center in a pigment made from spilled Vitae. The caster is immune to her own ward. Cost: 2 additional Vitae. Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the permanent. Resistance is Instant and uses Resolve.

Roll Results Dramatic Failure: While the ward appears to work, it actually does not, against any vampire other than the creator. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5 successes doubles the radius. Ward Versus Cainites Description: This ritual creates a glyph that causes pain to vampires who touch it (but not kuei-jin). The glyph affects one solid part of an object. It could effect a car door, but not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph. Once created, the glyph is permanent unless defaced somehow. Any vampire touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L as a bonus if used against vampires. The caster is immune to her own ward. Cost: 3 additional vitae Action: Extended, 5 hours per roll. Roll Results Dramatic Failure: The ward appears, but will only work vampire that created it. Failure: No result. Success: Things go as planned. Exceptional Success: +1 damage. Level 5 Blood Contract Description: The vampire draws up a contract written in his own blood, and signed by another being in its blood. Both sides of the contract must be upheld their end, and this will be enforced by a literal demon if someone tries to do otherwise. This ritual requires the use name of a Demon to work. Cost: +2 additional Vitae. Action: Extended, 10 minutes per roll. Roll Results Dramatic Failure: The thaumaturge must hold of their end, but the other is free in clear. There will still be demonic enforcement. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire has a bit more wiggle room than the other party. Suggested Modifiers Modifier Situation +4 The True Name of the Demon is known. +2 The Celestial Name of the Demon is known. +1 The True Name of either party to the contract is known. -1 Only a pseudonym of the other party is known.

Cauldron of Blood The vampire must touch the target to activate this ability. The subject then suffers one point of Aggravated damage per success as their blood boils in their veins. Vampires and ghouls also lose one point of Vitae per success. Action: Extended, each roll requires an Instant action. This is resisted with Stamina, resistance is Reflexive. Roll Results Dramatic Failure: Backfire. The ritualist suffers all accumulated successes as aggravated damage and loses a like number of Vitae. Failure: No result Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Cognizant Construct Description: The vampire essentially reawakens a slain being with a new template. The creature is treated as being Blood Bound to the vampire who created it, and is a sort of minor undead. The following traits apply: Attributes: These are whatever the original creature had, but -1 to Presence, Manipulation, Intelligence, and Wits (minimum 1) Firearms do Bashing damage to the creature, which need not eat, drink, or breath. Health levels are Staminax2+size. They suffer Aggravated damage from fire and sunlight. The creature can heal by devouring freshly dead meat and rolling Resolve+Composure. Each size point worth of flesh heals 4 bashing damage, 1 lethal, or .5 aggravated damage. Alternately, a Willpower point restores all Bashing damage or 1 lethal. These things do not suffer wound penalties unless it is from Aggravated damage. Morality is reduced by 1 (minimum 1) and one Derangement is gained. 1 Willpower point can be expended to grant the creature +3 Strength for the scene. Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: The critter animates, and attacks. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Create Talisman Description: The character must make a long, pointed object that must be carved with runes symbolizing the vampires true name, and the sum of his mystical knowledge. While holding it, any magic targeted at the vampire loses 1 die, while any Thaumaturgy performed by the vampire while they are holding this item gains +2 dice. Used as a weapon, the Talisman adds +1 to the dice pool to use it, whatever it would be ordinarily.

While the vampire may enchant a found item, all rune carving or what have you must be made by the would-be owner. If another gets their hands on the vampires Talisman, it can be used to target magic at the owner with +3 dice. Action: Extended, each roll requires 6 hours, and only one roll can be made per night. Roll Results Dramatic Failure: The Talisman makes targeting the vampire with magic easier, +1 die. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire gains an additional die to casting spells with the Talisman, and foes lose a die to cast at the vampire. Suggested Modifiers Modifier Situation +1 The item itself is hand made by the vampire. Duality Description: The vampire can see creatures in Twilight and physically interact with them for the rest of the scene. Creatures in Twilight may respond in kind. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The vampire is transported bodily to the Spirit Wilds and must find her own way home. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can maintain this state for one hour per 5 successes or until they decide to turn it off. Stone of the True Form Description: This ritual creates a weapon in the form of a small pebble, roughly the size and shape of a marble. The stone must be smeared with the users Vitae. From that point on, if the stone comes into contact with a shape-shifted or disguised creature, it is forced to make a resistance roll or return to its true form, and must remain that way for one turn per success. Each marble is good for one strike. Cost: 1 additional Vitae. Action: Extended, each roll takes 10 minutes. Resisted with Composure as a Reflexive action. Roll Results Dramatic Failure: The creature is immune to this ritual from this caster for one lunar cycle. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Stone Slumber Description: The vampire must cover herself in the blood of a 12 hour old corpse, and then stand stock still facing east. Once the first rays of sunlight touch her, she will turn to

stone (durability 5) and take no damage from fire or sunlight. She will also be completely dormant for 12 hours. Rotshrecking at the sight of the sun will ruin the spell. Action: Extended, each roll takes hour. Roll Results Dramatic Failure: The vampire is frozen in place, but is burned by the sun as normal. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success adds one to the ritualists durability. Valediction Description: The subject loses all supernatural benefits of any diablerie they have committed in their unlife. The subject must be within sight of the ritualist. Action: Extended, each roll requires 15 minutes, Resisted with Composure as a Reflexive. Roll Results Dramatic Failure: Backlash Failure: No result. Success: Things go as planned. Exceptional Success: The subject takes a level of aggravated damage as well.

Verdant Blade Description: The vampire may cause any sharp object to act as a stake for one use. The object must be long enough to penetrate the heart. The weapon must be immersed in a mixture of tree sap and water along side a rowan branch. Action: Each roll requires 5 minutes Roll Results Dramatic Failure: The weapon shatters the first time it is used. Failure: No result Success: The weapon works as expected. Exceptional Success: The weapon may be used as normal without expending the enchantment, only a successful staking attempt will trigger the effect. Warding Circle Versus Ghosts, Spirits, or Demons. Description: The vampire creates a circle of a 10x10 radius. Any creature of the specific type hitting the edge of this feels resistance and a puff of wind regardless if it is manifested in the physical plane, in Twilight, or in the Spirit Wilds. Persistence in the face of this deals 3 bashing damage. Forcing the circle requires a Resistance roll. The ritual normally lasts the rest of the night, but it can be made permanent. This ritual involves drawing a rune at the center in a pigment made from Vitae, and either Holy Water (demons), sage ash (spirits), or ground up grave stone (ghosts). Each ward against non-physical entities must be learned separately. Cost: 1 additional Vitae. Action: Extended, each roll requires 1 hour for the temporary ward, or 3 hours for the permanent. Resistance is Instant and uses Resolve.

Roll Results Dramatic Failure: While the ward appears to work, it actually does not. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5 successes doubles the radius. Ward Versus Demons, Ghosts, or Spirits. Description: This ritual creates a glyph that causes pain to a specific non-physical entity that comes into contact with it, whether in Twilight, or physically manifested somehow. The glyph affects one solid part of an object. It could effect a car door, but not the whole vehicle. This can be added to weapons, but bullets warp on firing, ruining the glyph. Once created, the glyph is permanent unless defaced somehow. Any creature of the appropriate type touching the warded object takes 3 levels of lethal damage. Warded weapons gain +3L if used against the appropriate sort of critter. Such weapons can be used against creatures in Twilight for only the +3L if the wielder can see thing thing. Each sort of ward against non-physical entity must be learned separately. The glyph must be inlayed with a pigment containing Holy Water (for demons), sage ash (for spirits), or ground gravestone (for ghosts). Cost: 1 additional vitae Action: Extended, 5 hours per roll. Roll Results Dramatic Failure: The ward appears, but does not. Failure: No result. Success: Things go as planned. Exceptional Success: +1 damage.

Voudon Sangre
Description:This is a sort ritual blood magic that the evolved from Settite Sorcery, and possibly necromancy in the Caribean. It was developed by Samedi and Serpents of the Light Settites probably within the last few hundred years. It is based on an odd combination of Catholic, traditional African, and Native American belief systems. It is as much a folk religion as a path of supernatural power, non-adherents cannot use it. Cost: 1 Willpower, 1 Vitae Dice Pool: Presence+Occult+Voudon Sangre Action: Extended (1 action per level of spell) Suggested Modifiers Modifier Situation +3 Graveyard or Battlefield +2 Church, hospital, or historic building (100 years old or more) +1 Hand made structure or old building (50-100 years old) -1 Small town, village, or other built-up area in the countryside, or parking lot, or modern commercial building. -2 City suburbs and towns, modern industrial buildings. -3 Dense urban area, or modern laboratory. 1 to -3 The character is rushed or distracted, such as by evoking a spell in

combat or while trapped in a burning building. This penalty is cumulative with multiple distractions (such as by casting a ritual in combat during a hurricane). Successes gained on a meditation roll for the night offset interruption penalties on a one for one basis. Level 1 Bind the Accusing Tongue Description: The vampire can prevent the subject from speaking ill of him until they can successfully overcome the spell (make a Resistance roll). This ritual requires a hair from the head of the target, an image or effigy of the target, and a black silken cord which is wound round the image and hair. The whole thing crumbles to dust once the effect is ended. Action: Extended (each role requires 1 minute)/Resisted (resistance is reflexive). Roll Results Dramatic Failure: The components crumble to inert dust. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Devils Touch Description: The mortal must be present for this ritual to work. It cannot be performed on any creature with a supernatural power statistic (such as Blood Potency). A penny must be placed somehow in the mortals possession. The effects last until the next sunrise. It makes others see the mortal in question as a loathsome individual of some sort (that guy sure looks like a kiddie toucher.). This deprives the mortal of the benefit of the 10 and again rule on social dice. Action: Extended, each roll requires 1 minute. Roll Results Dramatic Failure: Things rebound on to the vampire. Failure: No result. Success: Things go as planned. Exceptional Success: The mortal loses the vampires Thaumaturgy in social dice as well. Eldritch Beacon Description: The vampire must melt a green candle and form it into a ball. The ball glows in Twilight in the eyes of ghosts, and makes them +1 die to effect the bearer with their abilities. The beacon lasts 1 hour per success. This ritual is most common among the Sabbat. Action: Extended, each roll requires 15 minutes. Roll Results Dramatic Failure: The caster becomes the beacon. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward.

Eye of Humiliation Description: The subject loses 1 die per success on all social rolls for 1 night per level of Voudon Sangre the caster knows. Action: 1 round per roll. Roll Results Dramatic Failure: The curse backlashes onto the caster. Failure: No result. Success: The curse works as expected. Exceptional Success: Every success after the 5th adds 1 day onto the duration of the curse. Suggested Modifiers Modifier Situation +1 The subject has bested the character at something. +1 The subject has insulted the caster. +2 The subject provoked the caster into an anger wassail. -1 or more Subjects Composure Incantation of the Shepherd Description: The vampire can, by chanting and slowly spinning while looking into a glass object. At the end of the ritual he gets a sense of the distance and direction of the nearest 3 mortals from whom he has fed at least three times. Action: Extended, each roll requires 5 minutes. Insight Description: The vampire looks into the eyes of a cadaver and see the last thing they saw. The image appears in the cadavers eyes and is invisible to all but the necromancer. Action: Each roll takes 1 action. Roll Results Dramatic Failure: False or misleading information is gained. Failure: No result Success: Things work as expected Exceptional Success: The last thirty seconds or so of the corpse is revealed realtime. Suggested Modifiers Modifier Situation -1 For every time the sun has risen since the body died. Mephistophelean Minx Description: The player must feed a cat a drop of her vitae. It will then seek out an infant and siphon a point of Willpower to the sorcerer to use as her own. The willpower must be used that night. This sort of treatment three nights in a row kills the infant. As many cats (and as many children) may be treated in this fashion as the vampire cares to feed Vitae to. Cost: 1 additional Vitae per cat.

Action: Extended, each roll takes 10 minutes. Roll Results Dramatic Failure: The cats attack the caster. Failure: No result. Success: Things go as planned. Exceptional Success: No additional effect. Pools of Illusion Description: The vampire can create a fully mobile, video, and audio illusion on or under the surface of any body of water. The illusion smells like the water, and cannot leave the water it is cast on. The ritualist must either be in, around, or have a sample of the water in question. The illusion requires the vampires concentration to move or speak. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The vampire loses an extra point of Vitae. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can see through the illusion as if standing in its place. Scent of the Beast Description: The vampire must have a piece of the animal in question. They can then, for the scene, mimic the scent of that animal, including pheromone clues. This will automatically fool normal animals, but particularly intelligent ghouled animals (have developed an Intelligence of 2 at least), and Shape Shifters can invoke a Test of Wills to overcome this power. Action: Extended, each roll requires 1 minute. Roll Results Dramatic Failure: The vampires own dead and bloody scent is enhanced. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Sheltering Hand Description: The vampire can perform this ritual on themselves or another, and they are granted a minimal shield from disaster. The next action performed by the adds 1 per success to the number of 1s required to botch (or suffer a Dramatic Failure). Action: Extended, each roll requires 1 minute. Roll Results Dramatic Failure: The vampire himself finds himself having an additional automatic 1 to his next die roll. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward.

Shroudsight Description: The vampire can see into Twilight for a scene. Action: Extended, each roll takes 1 round. Roll Results Dramatic Failure: The vampire can see into the Underworld, and only the Underworld for the scene. Failure: No result. Success: Things work as planned. Exceptional Success: The necromancer can instantly differentiate between ghosts and spirits. Suggested Modifiers Modifier Situation +3 Graveyard or Battlefield +2 Church, Hospital, or building more than 100 years old +1 Building between 50 and 100 years old or handmade structure. -1 Parking lot or modern commercial building -2 Modern industrial building -3 Modern laboratory. Singing Charm Description: The caster must slice off an ear, burn it, mix the ash with herbs, and put part of the mixture in a clay pot, while keeping the rest in a sown shut leather packet. So long as the caster has the packet, he can hear the charm singing and hone in perfectly on the direction. This is inaudible to others. The song lasts for one night per success. Cost: 1 additional Willpower. Action: Action, extended, each roll takes 1 hour. Roll Results Dramatic Failure: The song appears to come from a random direction. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Level 2 Apprentices Broom Description: The necromancer can animate a single weak zombie. It has the following statistics. Power: 2, Finesse: 1, Resilience: 2, Health: 5, Initiative: 1 Physical Integrity: 10, Size: 5, Speed: 1 Aspects: Indestructible, Intensely Stupid Cost: 1 additional Vitae. Action: Extended, each roll takes 1 action.

Roll Results Dramatic Failure: The zombie is upset with you, and attacks. Failure: No result. Success: The zombie is created. Exceptional Success: An additional point of Power, Finesse, or Resilience can be added to the zombie. Suggested Modifiers Modifier Situation +3 Graveyard or Battlefield +2 The summoner has the ghosts fetter in possession. +2 Church, Hospital, or building more than 100 years old +1 Building between 50 and 100 years old or handmade structure. -1 Parking lot or modern commercial building -2 Modern industrial building -3 Modern laboratory. Banish Spirit Description: The vampire can force a spirit back into the Spirit Wilds. The spirit must first be bound with the Bind Spirit rite or otherwise held in place for the duration to the ritual. The ritualist must circle the spirit counterclockwise and sprinkle it with salt water from each of the four cardinal directions five times, while speaking a banishing chant. Action: Extended, each roll takes one minute. This is Contested with the Spirits Resistance, which is Instant. Roll Results Dramatic Failure: All successes are lost, no attempt can be made to banish this spirit until the next sunset. Failure: No result. Success: Progress is made. Exceptional Success: More progress is made. Call Gaffling Description: The vampire can summon a lesser spirit, who is under no compulsion to do anything other than appear in a prepared sacred circle. In the circle their must be a small amount of some sort of material appropriate to the spirit to be summoned. Most spirits do not like vampires very much, and they must be negotiated with to get them to actually do anything. Action: Extended, each roll requires one minute, Resisted with Resistance as a Reflexive action. Roll Results Dramatic Failure: All successes are lost. Failure: No result. Success: Things go as planned. Exceptional Success: The spirit is apt to be receptive to what the vampire offers. Suggested Modifiers

Modifier +2 +1 -1

Situation The material in the summoning circle is especially valuable to the spirit. The spirit is of a sort with some kinship with vampires, such as a spirit of blood, death, rage, or murder. Or the material offered is of particular value to the spirit. The attempt is to summon a particular spirit.

Eye of Famine Description: The character must make eye contact with the target and pronounce a curse (eye contact is only needed to initiate, though the target must never leave the casters sight). Each success strips 1 dot of Resources, Haven, or Herd from the subject due to random accident over the course of the next seven nights. The ST decides what goes, neither the victim nor the caster know. Action: Each roll costs 1 action. Roll Results Dramatic Failure: The curse rebounds. Failure: No result Success: Things go as expected. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation -1 to -5 Subjects Composure Fortunes Blessing Description: The vampire can bless themselves or another to grant an additional die to any one type of mundane task the next time it is attempted (i.e., skill checks involving a particular named skill). The blessing fades at sunrise. Action: Extended, each roll takes 1 minute. Roll Results Dramatic Failure: The vampire herself loses a die to the specified type of action instead. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success adds another die. Hide from Hunters Eyes Description: The vampire becomes completely invisible to one particular type of animal unless she attacks them. This power lasts for one scene. Action: Extended, each roll requires an Instant action. Resisted as a Reflexive action with Wits. Roll Results Dramatic Failure: The vampire believes the ritual worked when it did not. Failure: No result. Success: Things go according to plan. Exceptional Success: Additional successes are their own reward.

Lifeless Tongues Description: This is an improved version of Shroud Sight. It allows the vampire to be able to both see into Twilight, but also converse with anything that cares to communicate on the other side. This lasts 1 scene. Action: Extended, each roll takes 1 minute. Roll Results Dramatic Failure: The Cainite can only communicate with, see, or hear beings in the actual underworld for the duration. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire may also communicate effortlessly with creatures in Twilight that normally do not share a language with her, such as spirits, or the dead from foreign lands, or God help her, ghosts from when the language was incomprehensibly different. Plague Breath Description: The vampire must breath upon the target, exhaling disease up them. The disease has a potency equal to that of the vampires Voudon and deals Bashing damage. A check must be made once per night until the disease is fought off. Action: Extended, each roll requires an Instant action. Resistance is Reflexive and uses Stamina. Roll Results Dramatic Failure: Backlash. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success grants +1 to the Potency of the disease. Puppet Description: The vampire smears a targets eyes, ears, and mouth with a mixture of ash from burnt bone and grave soil. The target may be willing or unwilling, but it grants ghosts +4 dice to attempt to possess the subject. Once performed, the ritual lasts for one hour per success. This ritual is most common among the Sabbat. Action: Extended, each roll requires 5 minutes, Resistance is Reflexive and uses Composure. Roll Results Dramatic Failure: Backlash. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Spirit Speech Description: The vampire is able to speak with any spirits he can see for one scene and understand their attempts at communication for the same duration. Action: Extended, each roll requires an Instant action. Roll Results

Dramatic Failure: The spirit will automatically be hostile. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire gains an additional +1 per 5 successes on social rolls with spirits for the scene. Spite of the Harridan Description: The vampire may terminate any pregnancy if the pregnant individual is within the Cainites sight. This ritual requires crushing a snakes egg. The termination of the pregnancy is messy and painful to the would be mother. Action: Extended, each roll requires 30 seconds. This is resisted with Composure with a Reflexive action. Roll Results Dramatic Failure: The vampire loses an additional Vitae. Failure: No result. Success: Things go as planned. Exceptional Success: The target suffers 1 level of Bashing damage per success. Steps of the Terrified Description: The target of this ritual, who must either be in the vampires sight (or the vampire may have a piece of the target), finds their Speed reduced by the vampires successes. The vampire must throw a handful of poplar buds at the target, and then douse her hands in oil. Once done, the vampire must wring the oil from her hands while following the target. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The vampire finds her own speed reduced. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Strength of Root and Stone Description: The vampire may add their Voudon Sangre to Strength, Dexterity, or Stamina for the scene. This requires that the vampire have a double handful of herbs and pure iron filings to cast over themselves to activate the ritual. The precise herbal mixture requires depends on the attribute to be raised. The addition must all go to one attribute. Action: Extended, each roll requires an Instant action. Roll Results Dramatic Failure: The vampire loses a like amount to the named attribute. Failure: No result. Success: Things go according to plan. Exceptional Success: Every 5th success adds 1 to the named attribute. Summon Soul Description: The Necromancer can call forth any existing ghost if they know its name, or have a picture of it. It is required that they have part of the ghosts former body, or an item belonging to it. The Cainite can keep the ghost for one minute per success, and can

see it for the duration. Action: Each roll requires 1 minute. Roll Results Dramatic Failure: An unpleasant sort of spirit shows up and decides the character is its to toy with. Failure: No result Success: The summoned ghost arrives. Exceptional Success: The summoned ghost arrives, and is well disposed to the summoner. Suggested Modifiers Modifier Situation +3 Graveyard or Battlefield +2 The summoner has the ghosts fetter in possession. +2 Church, Hospital, or building more than 100 years old +1 Building between 50 and 100 years old or handmade structure. -1 Parking lot or modern commercial building -2 Modern industrial building -3 Modern laboratory. Trust Withers Description: This ritual requires a blue glazed pottery amulet be placed in the belongings of the target. Once this is done, the target can be made to develop feelings of distrust and paranoia toward a particular individual. These two do not gain the benefit of the 10 and again on social dice rolls toward each other unless it is for intimidation purposes. This lasts until the amulet is destroyed or has left the targets possession. Action: Extended, each roll takes 1 minute. This is resisted with Composure as a Reflexive action. Roll Results Dramatic Failure: Failure: No result. Success: Things go as planned. Exceptional Success: The target develops the Suspicion derangement, or that progresses to the Paranoia derangement. Suggested Modifiers Modifier Situation +2 The target already has the Paranoia and Suspicion derangements. +1 The target already has the Suspicion derangement. Level 3 Bind the Spirit Description: This ritual can prevent a spirit from leaving a particular location in either the physical world or the Spirit Wilds. Their must be a single condition allowing for

escape from the binding, which two others must be told (though neither need be the spirit). The conditions must be possible (though they may be difficult). The ritual requires a summoning circle be drawn on the floor or ground. Action: Extended, each roll requires an Instant action,. Resisted with the spirits Resistance as a Reflexive action. Roll Results Dramatic Failure: All successes are lost, and the spirit gains an additional point of Resistance for the rest of the scene. Failure: The circle develops a flaw, and the spirit escapes. Success: Things go as planned. Exceptional Success: The vampire may siphon a point of Essence from the spirit and convert it to Vitae. Breath of Life Description: The vampire must make a salve including powdered human bone, crushed herbs, and fresh human or animal blood (not Vitae). This material must be prepared and then spread over the vampires injuries. Each success heals 2 levels of Bashing, or 1 Lethal. It can do nothing for aggravated damage. Action: Extened, each roll takes 1 minute. Roll Results Dramatic Failure: The material is poisonous, the vampire takes 1 Lethal. Failure: No result. Success: Things go according to plan. Exceptional Success: Additional successes are their own reward. Call Jaggling Description: As call Gaffling, but this ritual is usable on more powerful spirits. Cleanse the Herd Description: The vampire can, with a touch, drive infection from a target, whom they must touch. This power will only work on bacterial, viral, or parasitic infections. Using this ritual creates a disease spirit related to whatever the target had. The spirit cannot attack the subject or the vampire for one week per success. Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: The plague spirit manifests in Twilight, and attacks. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation -1 The disease is ordinarily terminal. -1 Per point of Potency the disease has. Compel Soul

Description: The vampire can force a ghost to answer questions or perform a task for one hour per success, until completion, or until sunrise. Whichever comes first. The ghost is free to subvert the spirit of the question or request for the letter, so the necromancer had best be careful. Dice: This ritual is resisted with Resistance. Action: Extended, each roll takes 1 minute. Roll Results Dramatic Failure: The ghost is immediately free from the summoning and may act as it chooses. Failure: The ghost is not bound, but is not released from the summoning assuming time still remains. Success: The ghost is bound. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation +2 The summoner has the ghosts fetter in possession. Curse of Peril Description: The character must be able to see the target and threaten them with harm. The next time the subject is in danger of taking physical damage, all dice pools are reduced by 1 per success. The disease can harm Cainites. Action: Each roll requires 1 action. Roll Results Dramatic Failure: The curse rebounds on the caster. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Suggested Modifiers Modifier Situation -1 to -5 Subjects Composure Cut the Cord Description: The vampire may sever a spirits bond with a person or object, even if the spirit is the spirit of that object. This is not pleasant for the spirit, who will likely have to find a way back to the Spirit Wilds right quick. This will not work on Claimed as the bond is far to strong, but it will work on Urged or Ridden. Action: Extended, each roll requires an Instant action. This is resisted with the spirits Resistance as a Reflexive action. Roll Results Dramatic Failure: This will not work on that spirit for a lunar cycle. Failure: No result, the spirit knows something was tried. Success: Things go as planned. Exceptional Success: The spirit takes a level of Bashing damage per success.

Hells Calling Description: This ritual requires something that belongs to the subject, which is burned at the climax of the ritual. When this happened, the subject feels flames, and emotionally feels that flames are right in front of them. This essentially provokes a check against the Red Fear in Cainites. Action: Extended, each roll requires 10 minutes. Roll Results Dramatic Failure: Backfire, the caster is effected. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success forces another -1 penalty on the check to resist Rotshreck. Marking the Prey Description: The vampire can cause a particular type of animal to automatically focus on a particular individual. They may not be hostile, but they will focus on that target. Distracting them from that target requires a physical attack. This ritual lasts till sunrise, and is must be performed in the presence of the target, or with a piece of or item belonging to the target as a focus. Action: Extended, each roll requires 1 minute. This is resisted as a Reflexive action with Composure. Roll Results Dramatic Failure: Backlash, the critters focus on the caster. Failure: No result. Success: Things go as planned. Exceptional Success: It lasts till the following sunset. Pavis of Foul Presence Description: This ritual causes Majesty effects to rebound on their user. Anyone attempting to use Majesty on the vampire using this ritual is effected as if the same ability was used with the same degree of success on them, by the ritualist. This ritual lasts till the next sunrise, and requires an item of blue silk, which must be worn by the ritualist. This particular trick is known only by the Tremere. Action: Extended, each roll requires 1 minute. Roll Results Dramatic Failure: The vampire believes the ritual works, but all attempts to use Majesty against her gain +1 dice. Failure: No result. Success: Things go as planned. Exceptional Success: The ritualist is aware of all Majesty attempts used against him. Ritual of the Unearthed Fetter Description: This ritual requires the vampire to have the finger bone of the ghost he is interested in. When the ritual is performed, the finger bone becomes attuned to one of the ghosts fetters. The name of the ghost is necessary as well, and is a chip from a gravestone. Any gravestone will do. The finger bone acts as a sort of compass leading it

to the nearest fetter of the ghost in question. It points out the direction as the crow flies. Each finger bone is good for one fetter search. Action: Extended, each roll requires 1 hour. Roll Results Dramatic Failure: The ghost knows that someone tried to find out about it, and who the individual is. Failure: No result. Success: The ritual works as planned. Exceptional Success: The vampire gains a sense of distance, and one fact about the fetters location per five successes. Suggested Modifiers Modifier Situation +2 One fetter is already in the vampires possession. +1 The gravestone chip is the ghosts own. Sense the Land Description: The Voudon can sense everything around her within 100 yards per Willpower dot. This lasts for a scene, and by focusing on one individual, the Voudon can inflict any other Voudon Sangre ritual upon them of a level up to 3. This power invokes a Test of Wills if anyone in the area is concealing themselves through supernatural means. Action: Extended, each roll lasts 1 minute. Roll Results Dramatic Failure: The vampire is stricken blind for the scene. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success adds 100 yards or allows an additional level of Voudon Sangre Ritual to be applied through this medium. Shambling Hordes Description: The ritualist creates zombies up to one per point of Necromancy the vampire possesses per batch. They have the following statistics Power: 3, Finesse: 3, Resilience: 4, Initiative: 3 Physical Integrity: 10, Size: 5, Speed: 1 Positive Aspects: Autonomous Parts, Indestructible, Limited Intelligence, Pack Instinct (1 applies to batches created together only). Preservation 3, Negative Aspects: Vulnerable to Fire Cost: 1 additional Vitae per zombie created. Action: Extended action, 1 roll per 10 minutes. Roll Results Dramatic Failure: The zombies animate uncontrolled, and hungry. Failure: No result.

Success: Things go as planned. Exceptional Success: The zombies gain +1 in each attribute. Suggested Modifiers Modifier Situation +3 Graveyard or Battlefield +2 The summoner has the ghosts fetter in possession. +2 Church, Hospital, or building more than 100 years old +1 Building between 50 and 100 years old or handmade structure. -1 Parking lot or modern commercial building -2 Modern industrial building -3 Modern laboratory. Tread Upon the Grave Description: The vampire can sense if they are within a ghosts area of influence. This can also tell if they are in a Hallow related to the underworld, or a place of ghostly resonance. Which of these is not determined, nor is any information necessarily gleaned about the ghostly resident. Action: Each roll requires 1 action. Roll Results Dramatic Failure: False or misleading information. Failure: No result Success: The vampire can tell if they are in a ghosts area of influence, a Hallow related to the underworld, or a place of ghostly resonance. Exceptional Success: The relative strength of the ghost is known, what sort of place the vampire is in is learned, and how strong it is. Voice of Command Description: The vampire can attempt to order about any spirit that she can see and can communicate with. The spirit cannot be made to violate its ban, or do anything directly against its nature (spirits of healing are not likely to make good assassins, for example). The order must be a single task (though their can be multiple steps), and it must be something that can be completed by the next sunset. Action: Extended, each roll takes 1 Instant action, Spirits can resist Reflexively with Resistance. Roll Results Dramatic Failure: The spirit cannot be affected by this ability for one lunar cycle, and is apt to be angry. Failure: No result, the spirit is probably pissed. Success: Things go as planned. Exceptional Success: The spirit will do anything that does not violate its ban. Suggested Modifiers Modifier Situation +2 The vampire knows the spirits True Name

+1 +1 Level 4

The vampire offers the spirit something appropriate to its type. The thaumaturgist knows the spirits ban.

Candle of Rage Description: The vampire must create a candle adding Vitae and pepper to the wax along with an item belonging to the target, or a part of the target. The candle lasts for one night per success per point of Vitae added to it. Each night that it is lit, the target loses 2 dice per hour to resist Frenzy. Targets that are not subject to Frenzy become capable of doing so. Cost: Multiple additional Vitae. Action: Extended, each roll requires 1 hour to create the candle. Each night the target must roll Composure to resist. This is Reflexive. Roll Results Dramatic Failure: The caster finds herself effected when the candle is lit. Failure: No result. Success: Things go as planned. Exceptional Success: Every 5th success grants a free night the candle can be lit. Suggested Modifiers Modifier Situation -1 The target is not normally subject to Frenzy. Entrap Ephemera Description: This ritual creates a Fetish, as discussed in W:tF. The fetish must be activated with a Manipulation+Occult roll, which does not benefit from the 10 and again rule. It always costs 1 Willpower and 1 Vitae to activate. The fetish lasts until there are no successes on an activation roll. Action: Extended, each roll costs 1 minute. Resisted, resistance is Reflexive. Roll Results Dramatic Failure: The spirit is free to do what it wants to, this is likely to be nothing good. Failure: No result. Success: Headway is made. Exceptional Success: The 10 and again roll does apply toward activation. Suggested Modifiers Modifier Situation See fetish creation rules in W:tF Hope Dissolves Description: The vampire must place a blue glazed ceramic amulet among the subjects possessions. This effect lasts until the amulet is destroyed or disposed of. Once the ritual activates, the subject begins to feel that nothing that they do can possibly come to anything useful. The subject cannot gain Willpower from their Virtue anymore at this

point, and does not gain the benefit of the 10 and again rule on anything they do, in fact, 1s subtract from successes and can lead to Dramatic Failure. Action: Extended, each roll takes 1 hour. This is resisted with Composure, which is Reflexive. Roll Results Dramatic Failure: Backlash. Failure: No result. Success: Things go as planned. Exceptional Success: The target loses 1 die on all dice pools per 5 successes. Severing Sand Description: The vampire can change a handful of river sand and turns it into a potent weapon against spirits and ghosts. The sand must be cleansed, dried in the sun, and then sprinkled with Vitae, pure water, and salt. While invoking the appropriate Egyptian god, the vampire can cast the sand around himself to close the ritual, all ghosts and spirits are driven back into the Spirit Wilds. Cost: 1 Vitae. Action: Extended, each roll requires 12 hours. Roll Results Dramatic Failure: The sand deals 1L to the vampire when they touch it. Failure: No result Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Splinter Servant Description: The vampire creates a creature made of animated wood. The wood must come from a tree nourished by the dead, bound in wax, and sealed in nightshade twine. When the binding is removed, the creature attacks whomever the wielder commands, or the wielder if he does not designate a target within 1 round. The creatures statistics are as follows: Power: 2, Finesse: Thaumaturgy, Resistance: 3 Size: 2, Speed: Power+Finesse+5. The critter has +2 Defense over what it should have due to small size and jerky movements. It can jump the same distance as a man sized creature, and it will always try and strike the heart. Being made of wood, the result is obvious. The creature can be targeted by whomever unwraps it, and it suffers 1 level of Lethal damage as it shakes itself apart. Action: Extended, each roll requires 6 hours. Roll Results Dramatic Failure: The servant will always attack whomever unwraps it. Failure: No result. Success: Things go as planned. Exceptional Success: The critter suffers a level of Bashing damage each round. Level 5

Duality Description: The vampire can see creatures in Twilight and physically interact with them for the rest of the scene. Creatures in Twilight may respond in kind. Action: Extended, each roll requires 1 Instant action. Roll Results Dramatic Failure: The vampire is transported bodily to the Spirit Wilds and must find her own way home. Failure: No result. Success: Things go as planned. Exceptional Success: The vampire can maintain this state for one hour per 5 successes or until they decide to turn it off. Eye of Doom Description: The character must express fulsome praise, vicious insult, or utter astonishment of the subject, and the subject must be visible to the subject. Immediately afterword the subject takes 1 level of Aggravated damage per success. Cost: 1 additional Vitae Action: Each roll requires 1 action. Roll Results Dramatic Failure: The curse rebounds onto the caster. Failure: No result. Success: Things go as planned. Exceptional Success: Suggested Modifiers Modifier Situation -1 to -5 Subjects Composure Shackles of Blood Description: The caster makes a potion with three points of their own Vitae, the ashes of a human heart from the same gender as the intended victim, and various herbs. The resulting concoction is stirred with an iron rod in a copper pot, and then strained through a cloth of unbleached cotton. The intended target must drink this, and then will be effected as though under a Vinculum to the caster, regardless of whether or not they have ever met for one night per success. Action: Extended, each roll requires 1 hour. This ritual is resisted with Composure as a reflexive action when the concoction is drunk. Roll Results Dramatic Failure: The subject will be radically suspicious of the ritualist if they ever meet. -2 to all social rolls. Failure: No result. Success: Things go as planned. Exceptional Success: Additional successes are their own reward. Valediction

Description: The subject loses all supernatural benefits of any diablerie they have committed in their unlife. The subject must be within sight of the ritualist. Action: Extended, each roll requires 15 minutes, Resisted with Composure as a Reflexive. Roll Results Dramatic Failure: Backlash Failure: No result. Success: Things go as planned. Exceptional Success: The subject takes a level of aggravated damage as well.

Name Description: Cost: Dice Pool: Action: Roll Results Dramatic Failure: Failure: Success: Exceptional Success: Suggested Modifiers Modifier Situation 1 to -3 The character is rushed or distracted, such as by evoking a spell in combat or while trapped in a burning building. This penalty is cumulative with multiple distractions (such as by casting a ritual in combat during a hurricane). Successes gained on a meditation roll for the night offset interruption penalties on a one for one basis.

Devotions
Badgers Hide The vampires hide becomes tough and leathery, piercing (as opposed to slashing or bludgeoning) attacks do half damage for the scene. Prerequisites: Protean 4, Resilience 1 Cost: 1 Vitae Dice:Action: Reflexive XP: 15 Call Upon the Blood The vampires Beast reaches out and pokes at the Beasts of others in the area to see if anything is there. The radius is generally 10 per point of Auspex the vampire has. For one scene after use, all those who had their Beast poked, and the vampire who used this ability suffer a -2 to all rolls to resist Wassail. Vampires with Auspex or Animalism themselves may make a Wits+Occult check to notice that something has happened. Prerequisites: Animalism 3, Auspex 3 Cost: 1 Willpower Dice: Wits+Occult+Auspex vrs Composure Action: Instant, resistance is Reflexive XP: 18 Chaos Fold By making eye contact and speaking with the target, a vampire may set a Major Derangement to activate under a particular circumstance programmed during this disciplines use. Once activated, the derangement lasts for 1 hour per success. Prerequisites: Dementation 4, Dominate 4 Cost: 1 Willpower, 1 Vitae Dice: Manipulation+Empathy+Dementation vrs Composure Action: Instant, resistance is Reflexive XP: 24 Circumspect Revelation The vampire may quickly and selectively drop Obfuscate or Vicissitude to the minimal degree to reveal a Black Hand mark to one subject and one subject only. Prerequisites: Celerity 1 Obfuscate 3 (or Vicissitude 2), Black Hand Status 2 Cost: 1 Vitae Dice:-

Action: Reflexive XP: 12 Distant Friend The vampire may burry any Majesty effect in the subconscious of the subject so that it does not come to the fore until the subject talks about the vampire to another. Prerequisites: Dominate 2, Majesty 4 Cost: Dice: Presence+Persuasion+Majesty vrs Composure Action: Instant XP: 18 Malkavian Madness Network The vampire can mind to mind communicate with any other Malkavian that they know by name. They can communicate one vampire at a time per point of Mindweb they have. On an exceptional success, communication can be made with a slain Malkavian, including victims of diablerie. Prerequisites: Auspex 1, Mindweb 1 Cost:Dice: Presence+Expression+Mindweb Action: Reflexive XP: 6 Minds Eye The vampire must make eye contact with the subject, but once this is accomplished, they can recall any given memory of the subject as if it were their own. Prerequisites: Auspex 4, Dominate 3 Cost: 1 Willpower Dice: Presence+Empathy+Auspex vrs Composure Action: Instant XP: 21 Name of the Fallen The vampire must have a portion of the remains of a dead mortal or vampire, success grants an image of the individual at the point of death, and their name. Every sunrise since the death of the subject subtracts 1 from the dice pool. Prerequisites: Auspex 3, Thaumaturgy (or Necromancy) 1 Cost: 1 Vitae, 1 Willpower Dice: Wits+Occult+Thaumaturgy (or Necromancy) Action: Instant XP: 12 Random Patterns The vampire may add their Dementation to their Defense against all attacks (including

ranged ones). This level of Defense can be worn away by the number of attackers. Prerequisites: Auspex 2, Dementation 2 Cost: 1 Vitae Dice: Wits+Brawl+Dementation Action: Reflexive XP: 12 Retain the Quick Blood The vampire may regain 1 Vitae per hour from any spent to activate Celerity. Prerequisites: Celerity 3, Quietus 3 Cost: Dice:Action:XP: 18 Sanguinary Expulsion The vampire may consume up to one blood point of Vitae without allowing it into their system. If the roll succeeds, the blood may be regurgitated within one scene of injestion. Prerequisites: Protean (or Thaumaturgy) 3, Resilience 2 Cost:Dice: Resolve+Survival+Protean (or Thaumaturgy) Action: Reflexive XP: 15

Smiling Jacks Trick The vampire can cause one target to consistently mistake him for another person for one scene. Prerequisites: Dominate 3, Obfuscate 4 Cost: 1 Willpower, 1 Vitae Dice: Wits+Subterfuge+Obfuscate vrs Composure Action: Instant, resistance is Reflexive XP: 21 Suck it Up The vampire can absorb blood either from a wound or spilled on the ground via skin contact at the rate of 1 Vitae per round. This does not activate the Kiss. Prerequisites: Animalism 1, Protean 2 Cost: 1 Willpower Dice: Stamina+Survival+Protean Action: Instant XP: 9

Name Prerequisites: Cost: Dice: Action: XP:

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