Level One Rituals
Flickerlight
This Ritual forces all electrical and electronic equipment to shut down
within a 50 meters radius of the user - with a small "safety zone"
around the Thaumatugist to ensure that his carried equipment (beeper, cellular
phone, headset, watch, etc.) does not shut down. The affected equipment
does not function for the next 20 minutes (unless the Thaumatugist dismisses
the Ritual), and because the equipment is turned off, backup or emergency
power will not kick in. To any outsiders it will seem as if some malfunction
within the equipment has caused it to shut down - perhaps the French have
begun to test their nuclear arms in space?
For the Ritual, the Thaumatugist needs a copper-wire which must be rubbed
in the juice from crowberries while a mantra in Latin is repeated over
and over for 20 minutes. When he wishes the Ritual to take effect, he must
tie a knot on the wire and say in Latin "Let all things cease to work."
Known Tremere Users: Gabriel
Alexander Crowley, who is also the creator of this Ritual.
This Ritual enables the Houngan to communicate on a very basic level with
the spirits of the dead, as well as those low-level spirits of the Loa
world. He can only ask very simple questions to the spirits and they cannot,
of course, answer questions to which they did not know the answers when
they were alive - of course they might lie...
Those spirits which are contacted can either be ones known to the character
by name or the spirits of corpses which are found - for example if a character
wanders into an area of a recent shoot-out, finds lots of bodies and destruction
and wishes to know what happened in detail.
In case of an unknown spirit to be summoned, the character must be in possession
of the body's head (lowers the difficulty by 1 in the case of a known spirit)
or the entire body (lowers the difficulty by 2 in the case of a known spirit
and by 1 in the case of an unknown spirit).
Any attempt spirits which have been outside their body for more than 7
days (i.e. dead for 7+ days) will have their difficulty raised
by +2 in the case of a known spirit, and by +3 in the case of an unknown
spirit.
Attempts to summon spirits which has been gone for one or several centuries,
will have their difficulty raised by an additional +1 for every century.
In order to use this Ritual, the Houngan must draw a circle
at the site of contact - a circle which has a diameter of at least 1 meter
- and inscribe the symbols for Water, Fire, Earth, Air and Ether at their
correct positions around the circle and in the center of the circle the
Veve of Guede must be drawn; If part of the body is available it must be
placed in the center and the Veve of Guede drawn on top of it; If the body
is buried beneath the circle, a hole must be dug through the Veve of Guede
and blood poured into the hole to give the spirits the power to manifest
and the ability to talk. If the remains are present above the ground, the
blood must simply be sprayed over the remains. In the case of an unknown
spirits, the first procedure described must be used.
Then the Houngan must position himself outside the circle and chant "The
Song of Returning Spirits" which will take 2 hours to complete. The
completion of the Ritual demands the expenditure of 5 points worth of Vitae.
The Vitae must be from a human, but never from the Houngan - if
so the spirit will possess the Houngan! And imagine what a vengeful spirit
might do when it finds itself inside the body of its tormentor....
Roll Perception + Occult (Basic difficulty 5) - the number of successes
indicates the number of minutes the spirit will stay. If the Houngan wishes
for the spirit to stay for an extended period of time, he must expend an
additional 5 points of Vitae, and the spirit will then be forced to stay
and answer questions for another [equal to the number of successes the
Houngan rolled originally] turns.
The spirits must answer any question put to them by the Houngan,
although the StoryTeller must judge what they know and how
correct it is.
Building the Voice
Courtesy of: Oliver Cromwell ([email protected])
Modified By: Darrell Benvenuto ([email protected])
Level: 1
Time Required: 15-Sec Incantation + 15-Min Preparation
Duration: One Shout
Components: Tongue of a crow, belladonna and weak sulfuric acid.
This ritual allows the thaumaturgist to increase the volume of his or her
voice. This increase can range from a shout to a bullhorn all the way to
a deafening blast that can cause hearing loss and even physical damage.
The caster must chant a fifteen second incantation and chew up the tongue
of a crow. The tongue must have been previously enchanted during a fifteen-minute-long
ritual in which the tongue is bathed in a mixture of belladonna and weak
sulfuric acid. The effect lasts for one shout. The caster does not eat
the tongue; the chewed-up slivers are sprayed out with the shout.
System: The caster rolls his or her appropriate skill (Acting, Oratory,
Public Speaking, etc. + Stamina and consults the following table of Successes.
A Botch indicates that the caster has lost the use of his or her voice
for a length of time.
| Successes | Effects |
| 1 | One loud shout, of up to two words. |
| 2 | One loud shout, a full breath of words (spoken at normal speed), or a louder shout of two words (bullhorn level) |
| 3 | A loud, bullhorn shout of a full breath of words. |
| 4 | A painfully loud shout of one breath. All within 40 yards must attempt to soak 2 normal wound levels and may be temporarily deafened. |
| 5 | A shout so loud it can be heard for almost a mile, all within 40 yards must attempt to soak four wounds and most mortals will suffer permanent deafness. All within 80 yards will have to attempt to soak 2 normal wound levels and may be temporarily deafened. |
Courtesy of: Darrell Benvenuto ([email protected])
Level: 1
Time Required: 15-Sec. Casting
Duration: See below
Components: Viewing medium (see below)
With this ritual and either a crystal ball or a wide, flat body of water
(a puddle or a bowl would work fine, though unnatural surfaces such as
mirrors cannot), a Magus can view distant events, places or people. Other
thaumaturgists of rank II or higher, or mortal Psychics or Mages may detect
this scrying (Contest of Perception+Occult to detect versus caster's Wits+Stealth
to spy softly). Active Countermagick of any type prevents scrying, as does
the presence of persons possessing True Faith. No sound can be heard, although
lips can be read. Auras cannot be seen. The interior of relatively small
enclosed objects (boxes, safes, people) cannot be viewed. Concentration
is required; loud noises or interruptions will either require a willpower
roll with an appropriate number of dice lost from the pool, or will simply
break the caster's concentration.
System: The casting Magus must enter into a light trance and concentrate
on the water, while murmuring a fifteen-second incantation and passing
her hands over it a series of circles. After a successful willpower check,
the Magus can either send her sight to a place she can clearly visualize
or she can move it from her current point of reference, flitting it about
as though from a flying perspective, sending it down pipes, through open
windows, doors, etc. In either instance, the Magus must make a willpower
check (or spend a willpower point) every half-hour beyond the first to
maintain her concentration. Failure means that she has lost focus and must
rest for an hour or so before continuing. She can force herself to continue
without resting, but she must make an initial willpower check with -2 dice
to her roll and every roll thereafter. A botch on either the normal roll
or the forcing roll indicates that the Magus has developed a splitting
headache (caused by a disruption of the energies of the mind, not of the
body, thus Kindred are affected) and cannot continue that evening. In fact,
the Magus will be at -2 dice to all actions for the rest of that night,
or at least for several hours. In any event, the caster cannot scry for
longer than one hour for every dot of stamina she has without taking an
hour to rest. No blood points are required, and the Magus need only maintain
her concentration to scry. The Magus, at her will, can spend a Blood Point
to cast a slightly blurred version of the Vision of what she is seeing
upon a reflective surface, such as another basin of water, or a mirror.
This other surface will continue to display the visions for an entire Scene
unless the Magus ceases concentrating.
Courtesy of: DataWolf ([email protected])
Modified By: Darrell Benvenuto ([email protected])
Level: 1
Time Required: 15-Min + Preparation time
Duration: Permenent util activated
Components: poke berries, blood, virgin paper
This ritual can be, and often is, used between Chantries for the delivery
of messages that are not important enough for the use of direct mental
contact, yet require security. It has a number of other uses as well. Cipher
of Vitae is somewhat similar to the old practice of writing messages on
paper with milk or lemon juice. In that instance, when the paper is heated
over a flame, the writing would become visible. For this ritual, the juice
of poke berries mixed with a point of either the caster's or another's
vitae.
System: The message is first written on virgin paper. When complete,
a series of incantations are begun that end with the writing fading from
sight. Another message can be written in a more mundane fashion on the
other side of the paper to help disguise the nature of the page, or simply
left blank. The message is completely undetectable by physical means until
the paper is touched by the person whose blood was used in the ink, at
which time is becomes visible again. Anyone using Auspex level II and getting
4 or more successes will see a dim magical aura about the message, though
it cannot be read.
Courtesy of: Darrell Benvenuto ([email protected])
Level: 1
Time Required: 5-Min.
Duration: One night or until the wood is removed
Components: a short length of wood
This ritual acts in a simple manner, yet can be very helpful and effective
in certain circumstances. With it, a Magus can create nerve blocks at certain
locations in his body, blocking or minimizing sensory input from digits,
limbs or even the entire body. This is extremely valuable in a situation
where one has been injured, or needs to deliberately injure himself (such
as in the Casting of the ritual of Rutor's Hands). Indeed, a Kindred that
has suffered heavy, painful, crippling wounds may still manage to function
and flee to safety through the virtue of this ritual keeping back the red
flood of pain.
System: This ritual takes approximately five minutes to cast, and
requires a short length of wood for each limb or section of the body to
be affected (a strong toothpick will do in a tight spot). The short sliver(s)
of wood is held in the Magus's mouth in a special fashion, pressed against
the roof by the tongue. The Magus must hum softly, while concentrating
(Willpower roll, difficulty 4 + 1 for every level currently wounded). Once
the sliver has been prepared, it will change color, to a glistening light
green. The converted sliver must then (within five minutes) be thrust deeply
into flesh at the joining interface (to numb a hand: at the wrist, a forearm:
the elbow, an arm: the shoulder, the legs: the hips, the body: the neck).
The effect will last for either one day or until the sliver is removed,
at which time sensation will slowly and agonizingly begin to return. The
limb will not be fully restored to sensation for at least half an hour.
Note that a numbed limb is fairly useless unless the Magus has extensive
experience in manipulating his or her limbs without virtue of sensation
(very rare... i.e., past victims of leprosy that either survived or were
embraced might have this skill). Thus, a Magus who was injured to Crippled
as a result of an explosion that tore shrapnel through his legs would still
only be able to crawl -- but would not suffer from the effects of the mind-numbing
agony associated with the horrible wounds, and, once calmed, would not
suffer the additional risk of frenzy. However, since the Magus determines
the level of the nerve block, he can set it so that some minor sensation
is still received -- as though the limb had fallen asleep, were they still
mortal. It would respond poorly, but might still be able to be used in
an emergency.
Courtesy of: Deird'Re Brooks ([email protected])
Level: 1
Time Required: 5-Min.
Duration: Permanent
Components: None
This five-minute-long ritual leaves a mystical mark or symbol upon the
target individual, in a place determined by the caster, that any Kindred
can see. If the recipient of the mark is attacked or harmed in any way,
the caster knows something happened and where the recipient is. This ritual
was originally created by a non-Tremere thaumaturgist to keep track of
her Brood.
Courtesy of: John Simeonidis ([email protected])
Modified By: Darrell Benvenuto ([email protected])
Level: 1
Time Required: 20-Min.
Duration:
Components:
This ritual requires sesame seeds that are enchanted in a twenty minute
ritual, where they are steeped in a solution of olive oil and salt as the
caster incants, then allowed to dry. When sprinkled into the keyhole of
a metal lock (the lock must be a padlock, or separable from the object
it is locking in some fashion, and must be metal) accompanied by a brief
incantation, the lock may open. In this instance, a small lock is one weighing
up to a half-pound, a mid-sized lock weighs up to five pounds and a large
lock weighs up to twenty pounds. Locking devices larger than twenty pounds
cannot be affected by this ritual.
System:The caster rolls his or her levels of Thaumaturgy + Perception
and consults the following table of Successes. A Botch indicates that the
lock has been jammed inside, and all future attempts to open it will be
at -2 dice to the roll.
| Successes | Effects |
| 1 | The lock has been weakened. Small locks may be forced open with an extra two dice added to the forcer's strength roll. |
| 2 | Small locks will open. Mid-sized locks may be forced with an additional two dice added to the roll. |
| 3 | Small locks will crumble. Mid-sized locks will open. Large locks can be forced with an extra die added to the roll. |
| 4 | Small and mid-sized locks will crumble. Large locks will open. |
| 5 | Small, mid-sized and large locks will crumble. |
Courtesy of: Thomas Jensen ([email protected])
Modified By: Darrell Benvenuto ([email protected])
Level: 1
Time Required: 15-Min.
Duration: Variable
Components: 1 blood point from caster
This ritual allows the caster to peek into the Near Umbra in his immediate
location (this range can be extended if used in conjunction with the Ritual
of Casting the Sight). He will be able to see spirits and other beings
either native to or traveling through the Near Umbra surrounding his area.
While doing this, the caster enters into a trance-like state, completely
unaware of events taking place around his physical body. If he has not
taken protective measures, he will be unable to defend against either physical
menaces or creatures from the Near Umbra (i.e., Garou) detecting the caster's
presence and emerging to see what is causing it.
System: The caster must prepare for this ritual by incanting the
names of the Archangels in Latin while painting a Thaumaturgic Triangle
surrounded by a Circle upon the floor with freshly drawn Kindred Vitae
(this process requires one blood point's worth), from which point he or
she cannot step without breaking the Circle and requiring it to be redrawn.
Once the Circle has been laid, the caster will close his eyes and focus
his will. He must roll Perception + Spirit Lore against a difficulty determined
by the level of the Gauntlet in the area. The more successes, the better
the caster will be able to perceive the Umbra. Supernaturals (Kindred,
Garou, Wraiths, Changelings, and Mages) in the Umbra near the caster when
the ritual is in effect have a chance (Perception + Alertness against a
fixed difficulty of 8) to realize something odd just happened in their
vicinty (a feeling somewhat akin to one's neck hairs prickling); exactly
what has causes this, they probably will not know, as the caster presents
no visible aura or shape as he views. It is not likely they will investigate
by dropping to the normal world, but the possibility remains that they
may choose to do so, just to be sure.