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Thaumaturgical Paths   |   Thaumaturgical Rituals
Thaumaturgical Rituals
Rituals--Rituals are meticulously prepared, but powerful, magickal spells which must be performed under highly specific circumstances and according to exacting procedures. All Kindred who know Thaumaturgy also have the ability to cast rituals. By learning the basic concepts of blood magick, an apprentice acquires a familiarity with the magickal formulas required to cast rituals.
Each ritual in Vampire is rated in power from one to five (or higher). A character must have a Thaumaturgy rating at least equal to the power level of the ritual in order to perform it successfully. Rituals take at least five minutes per level to cast.
Sometimes material components are required, as stipulated by the ritual itself. These could include such things as feathers, wood splinters, mud, herbs, bones, eye of newt, and frogs' toes. Blood is used in many rituals.
At the first level of Thaumaturgy, the vampire automatically gains a single Level One ritual. In order to learn further rituals, a character must find a teacher (or scroll) to instruct him in the proper procedures and incantations. Learning how to perform a ritual properly can take anywhere from only a few days (Level One ritual) to many years (Level Five ritual).

Level One Rituals

Defense of the Sacred Haven
 This one-hour ritual ensures that no sunlight may pass through any window within 20 feet of where the ritual is performed. Sunlight is simply reflected by the windows. This ritual functions only as long as the Kindred who performs it stays within the area of effect. A drop of blood--the caster's own--must be placed on each window in the ritual's area of effect. At least one Blood Point will thus be used.

Wake with Morning's (Evening's) Freshness
 This half-hour ritual must be performed immediately before a vampire prepares to sleep through the coming day. A period of complete meditation is required. Any interruption or performance of other activities after the ritual, but before sleep, will render the magick ineffective. The ritual allows the protected Kindred to immediately awaken at any sign of danger during the next day. The rule regarding how Humanity restricts the number of dice usable during the day is waived for the first two turns of action. Thereafter, it is once again effective, but no matter what the character's Humanity or condition, he will awaken in time to (hopefully) alleviate the danger. Feathers are required to perform this ritual, and they must be burned and the ashes spread over the sleeping area.

Communicate with Kindred Sire
This very practical ritual takes only five minutes. Upon completion, the ritual allows a vampire to speak telepathically at any distance with his sire. The ritual has been modified throughout the years to also allow the vampire to speak with any Kindred who has been Blood Bound to the caster, or even anyone who has partaken of the caster's blood since the most recent sunset. The communication is two-way, but unlike the Auspex power Telepathy, the vampire may not probe the target's mind. The caster needs to possess an item which once belonged to her sire.

Deflection of Wooden Doom
 The caster of this hour-long ritual must be completely surrounded by a circle of wood. Anything wooden, even furniture or wood shavings, will work, but the circle must be unbroken. Thereafter, the caster need not fear being staked until the sun next sets. Though only the first attempt is deflected, any wooden stake that is about to plunge the vampire's heart will instead instantly disintegrate. In order to activate the power of the ritual, the stake must have actually been ready to penetrate the vampire. A stake merely held near the Kindred's heart will not be affected. A wooden splinter must be placed in the caster's mouth at the end of the ritual (if the splinter is taken out, the ritual is nullified).

Devil's Touch
This ritual curses a mortal, causing all those around who do not have a close emotional time with the subject to feel a distinct dislike for him. They will hate the mortal and will do all they can to make the mortal's life miserable. This effect lasts for one night, only disappearing with the first light of day. The mortal needs to be present for the ritual to be effective, and a penny (or any coin owned by the caster) must be placed somewhere upon the mortal's person (such as in a pocket).

Purity of Flesh
This ritual allows the caster to cleanse his body of all foreign matter. The caster must sit on the ground in lotus position, surrounded by a circle of 13 sharp edged stones, and concentrate for 10 minutes. The ritual requires the expenditure of one Blood Point, after which the caster's body and blood are completely purged of impurities such as dirt, poison, alcohol and drugs (making this ritual a good way to keep clean). It is important for the Kindred to be completely naked--wearing no jewelry, makeup or clothes--because the spell dissolves all foreign substances, leaving a nondescript ring of gray film around the place where he sat. If analyzed with the right equipment, the residue will show traces of the ejected material, and of the caster's blood. This ritual clears the body of everything from wooden slivers and bullets to prosthetic limbs and silicon implants, but is useless against diseases of the blood and any sort of mind control.

The Rite of Introduction
 This is a method by which a Tremere announces her presence to the others of her clan in a city. When the caster recites a 30-minutes incantation and speaks into a cloud of water vapor (such as steam or fog), a telepathic message is received, first by the Regent of the city's chantry and then by the others of the city's hierarchy in descending order. This ritual allows for a very short dialogue between the caster and each individual subject, but only the Regent of the chantry is traditionally bound to answer. Thus, although the other Tremere will know of the caster's presence, the caster will only know of those others at their discretion.
This is a very old and formal ritual, and no longer as common as it once was; many younger Tremere aren't even aware of its existence. However, some Regents are very insistent that it be used when any Tremere enters "their" city, and tolerate no excuses if it is not done. This ritual can also be used as a distress call.

Engaging the Vessel of Transference
This ritual empowers a container to draw a Blood Point's worth of blood from someone who touches it, replacing that blood with the vitae previously contained in it (generally that of the caster). Three hours and the initial Blood Point are required to complete the enchantment. The container (which must be between the size of a cup and a gallon jug) must be sealed after the caster's blood is deposited. An arcane symbol must be engraved on the outside of the vessel; this rune can be understood to mean "change blood" with an Intelligence+Occult roll (difficulty 8), but it can be concealed under another surface. When someone touches the object, he simply feels a strange shivering sensation, and that is all. The object will continue to transfer blood each time a new creature holds it, until it is broken open. To keep a particular measure of blood inside it, it must be held with another object--gloves don't count. This ritual can be used to obtain a sample of blood from another for use in a ritual, or as an especially devious way of Blood Bonding someone.

Rebirth of Mortal Vanity
 This ritual grants the caster the ability to grow her hair once again. This ritual requires an hour of complex gesturing in front of a mirror, and a strand of hair from a different mortal child for each inch of hair that the caster wishes to grow. The caster can use this ritual on others, but both must stand in front of the mirror while the ritual gestures are made. The vampire's hair follicles again die after the ritual is finished, but the hair will remain at the new length until it is cut. If the vampire's hair is ever shorter than it's length at the time of the Embrace, it will return to it's normal length after a day's sleep. Those who were bald in their breathing days must remain so in undeath.

Incantation of the Shepherd
This ritual takes a mere 15 minutes to perform. The caster needs to spin slowly in a circle while holding some sort of glass object over each of his eyes. He can thereby locate his entire Herd, starting with the closest member and ending with the most distant. The Kindred must have tasted the blood of each vessel on at least three different occasions.

Preserve Corpse
 This ritual enables the user to create a special elixir that keeps dead things from rotting and deteriorating. The ritual requires the caster to use her hand, coating the material to be preserved with a special liquid composed of decaying organic materials and rare herbs. Once the liquid dries into the surface, the material is protected indefinitely. The ritual produces enough of the liquid to cover one large adult corpse. The elixir will lose potency unless applied within a week of its manufac' sure. This is a widely known ritual among the Nagaraja.

Level Two Rituals

Blood Walk
This ritual allows the caster to trace the lineage of another Kindred. Successful casting requires a full three hours and a Blood Point from teh subject to be traced. While the caster is in a deep trance, the blood must be tasted. This gives the caster knowledge not only of the vampire's immediate sire, but of successively older generations as well. A Perception+Empathy roll (difficluty 6) is required; each success discovers a lower generation. Also, the caster automatically becomes aware of any Blood Bonds the subject has, either as Regant or Thrall. Specific knowledge of each vampires is obtained, including the vampire's true name, persoanlity and relation to the subject.

Ward versus Ghouls
 This ritual creates a mystic symbol upon an object. The symbol protects the object from ghouls, and transforms it into a potent weapon taht can be used against them. The caster must us a Blood Point of mortal blood. This blood is poured onto the object to be empowered--usually a small piece of treated parchment, a coin, or some other small object. In 10 hours, the ritual is complete and the strange symbol appears, emblazoned on the object. Any ghoul who touches the warded object immediately suffers a burning jolt (causing three dice of damage, acting against the difficulty of the ghoul's Stamina+Fortitude).
As long as the ward touches the ghoul, he repeatedly suffers this damage, and once a ghoul has touched the ward, he must spend a Willpower point to touch it again willingly. The warded object can be placed on an unbroken circle of any consistency; if this is done, no ghoul will be able to cross into (or out of) the circle.
One of the restrictions of the ritual is that the mystic symbol only wards *one* object. An example of this is when a Warlock places a ward on the side of a car; the ward would affect taht panel of the door or fender, not the whole car. A final note: wards can be placed on bullets, but this should be done only with small-caliber weapons (about .22 is a safe bet) in order to increase the chance of the bullet staying in the body (remaining in is the only way the bullet will do extra damage). Even then, the ward symbol will probably be destroyed when the bullet is fired, because firing usually distorts the shape of the slug. In effect, a character must score at least five successes on her Firearms roll for the ward to survive and be of use.

Donning the Mask of Shadows
 THis ritual enables the user to move about in a semivisible shadow state that is perfect for night stalking. Casting requires a 20-minute chant, after which the caster can only be seen with an Intelligence+Alertness rol (difficulty of the caster's Wits+Stealth). Auspex reduces the difficulty of a person's chance to see teh shady Warlock by three, and animals can automatically sense the caster. The effects of this ritual last for a number of hours equal to the number of successes on a Willpower roll (difficulty of 6).

Principle Focus of Vitae Infusion
This causes an object of the caster's choosing to alter corporeally, becomming infused with a Blood Point of her vitae. The object must be of a size that the vampire can easily hold in both hands; it can be as small as a pea. One of the caster's own Blood Points must be used, and the proper incantations require four hours to complete. Afterward, the object takes on a slightly more ruddy hue and is oddly slick to the touch. By touching the object, the original caster may release it from its enchantment, causing it to disintegrate. In moments, the object completely breaks down into a puddle of blood (one Blood Point's worth), which can then be used in many ways. The best use of such a focus is to swallow it before allowing it to decompose. Such an "infused focus" can be made for another Kindred, though the other vampire must be present at the initial ritual (the Blood Point must still be the caster's). Many Tremere wear several pieces of infused jewlery as a safety measure.

Mourning Life Curse
 This is a way to coax vitae from a vessel without having to injure it in any way. The one-hour ritual is performed ahead of time (it involves ingesting a samll amount of crocodile blood), but is not completed. The spell is activated when the caster whispers the final power word in a hapless mortal's ear (the mortal needn't be predetermined). This causes the mortal to being crying tears of blood. The vicitim has no defense against the curse--he continues to cry/bleed until the caster loses sight of or removes her gaze from the subject. The effect is not very painfull but is often quite traumatic, though sleeping vessels will not necessarily awaken because of it. The bleeding is slow; it takes about five minutes to collect one Blood Point by this method. The only aftereffect is a slight swelling of the capillaries around the subject's eyes, along with the normal efects of blood loss.

Black Water
The Thaumaturgist can pour a special pitch-black oil into a pool of water, thus turning the water solid black. The black water cannot be seen through from the surface, but it has no other effect. The surface of the water will remain black until the effect is dispelled, the water evaporates or the black water is diluted with a large enough amount of normal water. Ancient Thaumaturgists used this ritual to blacken the water of their moats or pools so their underwater guardians could not be seen.
One pint of oil covers a small swimming pool-size area. The oil will last for a week, but a large amount can be prepared at one time.

Level Three Rituals

Ward versus Lupines
 THis ritual works in a manner similar to Ward versus Ghouls (Level Two ritual, above), but it affects werewolves. The only component needed is silver dust. In general, a ward can be destroyed by most normal means, but not by beings against which it is dedicated; indeed, such beings can hardly force themselves to approach it. There is no ward versus mortals.

Pavis of Foul Presence
Tremere sometimes refer to this ritual as "our ritual for the Ventrue." It is a tightly controlled secret--so much so that it is supposedly unknown outside the Tremere clan. This most specialized ritual was created (some say by Tremere himself) to combat the power of the Ventrue in the Camarilla. Any Presence Discipline used against the caster is instead reversed to be felt by the offender. Thus, if the crafty Warlock is willied to panic and run, the Kindred who exercised his power must instead roll the Discipline's effect against himself, more than likely turning the tables on the poor Lick. Preparation takes a mere hour, and the ritual remains in effect until sunrise. A blue silken cord must be tied around the neck of the caster for the spell to work and last.

Shaft of Belated Quiescence
 This particularly vicious ritual is cast on a stake tha is menat for the heart of a vampire. During a five-hour ritual, the caster must carve an ornate series of symbols onto a shapened shaft of rowan wood, coat the stake with her blood, and then blacken it in an oak-wood fire. The darkened shard then becomes one of the most feared Kindred-slaying weapons known. A simple hit with the stake, even in the leg or arm, causes the tip to break off inside the victim and begin burrowing into the vicitim's body. The point then slowly works its way to the heart. The victim of this attack may not even know what is occuring until it is too late.
The point will reach the heart in about one to 10 days (roll a die). During the time of the stake's journey, the sufferer will occasionally feel sharp pains. These pains grow closer together and more unbearable as the tip nears its unmissable target. Damage caused by the thing's journey isn't enough to remove Health Levels from a vampire, but will harm a mortal or ghoul. One of the only ways to be rid of the thing is to dig for it--a very grisly process that won't necessarily work. The vile thing may actually try to elude the operator, automatically burrowing away from the open wound. The "surgeon" does more and more damage as he digs deeper after it. Needless to say, this weapon is a death sentence for a mortal, and may as well destroy a Kindred, because who knows where the vampire might be when she is immobilized...

Flesh of Fiery Touch
This ritual turns the caster's own skin into a protective trap. After the ritual is completed, any Kindred who touches the bespeled Warlock's flesh will receive a single point of aggravated damge in the form of a searing burn. The damage can be resisted with Fortitude, but if the vampire continues to hold the caster, he will continue to take the damage. However, the caster cannot inflict this damage by touching someone; he must himself be touched. Although this effect lasts until dusk of the next day, it is not without its price; during the two- or three-hour ritual, the casting vampire must consume a small burning coal, causing an aggravated wound (again, resist with Fortitude) and costing a Willpower point (to bring himself to do it). While the enchantment is in effect, the Kindred's skin takes on a subtle bronce tint. This hue can be noticed with a straight Perception roll (difficulty 8) by a character who intensely inspects the Warlock. The caster is also unnaturally hot to the touch.

Moonlight Dancers
This ritual was created by a lonely and insane Kindred to create the illusion of ghostly apparitions and music. The apparitions resemble five or more dance couples from some time in history chosen by the Thaumaturgist. The apparitions are not spirits, and they are not sentient - they are merely figments which dance to the music. The effects last until sunrise, though the Thaumaturgist can dispel them at any time. Some Toreador cast this ritual at their socials.

Level Four Rituals

Ward versus Kindred
This ritual works in a manner similar to Ward versus Ghouls (Level Two ritual), but affects vampires. The component needed is a Blood Point of Kindred blood.

Binding the Beast
This powerful ritual will pull a fellow Kindred out of frenzy and even separate the vampire from his Beast for a time. The ritual takes only 10 minutes to perform, and the caster does not have to see the subject, but he must imbibe a full Blood Point of the frenzied character's blood (it can have been drawn earlier) and push an iron spike through his own hand (causing two Health Levels of damage that can't be soaked). Upon completion of these acts, the subject suddenly emerges from frenzy, and often becomes uncharac passive.
In truth, his bestial side has been separated from his psyche for a number of nights equal to the number of successes the caster scores on a Manipulation + Empathy roll (difficulty of 10 minus the subject's Humanity). During this time, the subject cannot frenzy, cannot regain Willpower, can only use one Blood Point per turn regardless of generation, and cannot even feed without making a Courage roll. In addition, the vampire must make a Willpower roll (difficulty 7) to use any Discipline. Legend states that some Kindred have starved into torpor after having been

Ritual of Holding
This is simply a way of extending the effect of another ritual. Use of this ritual adds six hours to another ritual in order to extend its duration or enhance its effect. Of course, this spell's results differ for every ritual to which it is added. Examples: It will lengthen the reach of Blood Walk to include the subject's progeny, and perhaps those whose blood he has tasted as well. It will cause the container of Engaging the Vessel of Transference to exchange only one Blood Point for two Points that it takes. It may render a ward virtually indestructible. It may make it impossible for Clean of the Flesh to eliminate the Shaft of Belated Quiescence. It may keep a spirit trapped by Raise the Dead indefinitely immured in the corpse. The caster can make suggestions as to how it should work, but the Storyteller is the final arbiter of the extent of the "holding."

Utter Destruction of Bonds
This is an incredibly powerful ritual, although many do not realize the extent of its potential, and it must be used with discretion. This simple incantation takes a mere 10 minutes to recite, but requires that the caster's tongue be removed, crushed and smeared on the object to be affected. The tongue is removed at the very end of the ritual, so there is no point in cutting out and saving one's tongues in one's free time. This action subjects the Thaumaturgist to three aggravated Health Levels that cannot be soaked, and he will be unable to speak for at least three days (or however long it takes to regrow the tongue). It also costs the character a point of Willpower to bring himself to do it. However, this ritual opens any designated object, and that object will never again be able to be closed. This includes manacles, handcuffs, chests, boxes, windows, doors, safes, zippers, wounds, walls, books, eyes, mouths, throttles, holes in the earth, and the mouths of volcanoes. It also opens dimensional boundaries that are tied to physical objects, and permanently destroys wards. Not included are Blood Bonds, mental control or slavery. Storytellers must arbitrate in all cases.

Heart of Stone
This interesting ritual transforms the Thaumaturgist's heart to solid stone - completely stakeproof. The caster must mold a three-inch-high, two-meter-wide earthen circle on a stone surface (solid stone is preferred, flagstone is okay, concrete is unacceptable) and must then lie naked on her back in the center. A bare candle is placed directly above her heart and allowed to burn until the wick is gone and the flame is smothered by the candle's own wax. The wax melts all over the Warlock's chest, causing one aggravated wound, which can be soaked with Fortitude. The ritual takes a full seven to nine hours to complete, but lasts as long as the caster wishes. The effect has the following drawbacks and limitations: the caster cannot use Willpower, and if forced to spend a Willpower point, the spell is immediately canceled; the caster's Conscience drops to one (or zero if the Trait was already one); and the caster loses half her Dice Pool on all Empathy rolls, most Social rolls, and nearly any roll when she is trying to be compassionate or friendly.

Splinter Servant
This is one of the more horrific and bizarre of the rituals practiced by Thaumaturgists. This ritual creates an antiKindred weapon. It involves carving a stake from the wood of a graveyard tree, or at least a tree that has nourished itself on the dead. After a two-night period of incantation and preparation, the shaft is endowed with a form of limited, if dormant, sentience. To finish the ritual, nightshade twine must be wrapped around the stake and sealed with wax to form a brittle sheath. If the sheath is subsequently torn off, the enchantment is activated and the one who released the Servant must command it within one turn to attack someone, or it will attack its wielder. The stake then leaps into action, splitting apart and splintering to form makeshift limbs, which it uses to propel itself toward its target. The little terror is relentless and will stop at nothing to impale its target's heart. It will continue trying until it has either succeeded or torn itself to small pieces (which are inanimate Äthis will occur after three to five minutes). The fragmentary nature of the thing sometimes causes other side effects: often, if it does impale its victim, it will continue splintering inside the heart, making it difficult to pull out, or maybe even leaving parts of itself behind (and still leaving the target immobilized). The Splinter Servant cannot be commanded to do anything other than attack, and it always goes for the heart. It will always find its target unless it is stopped.

Bone of Lies
This ritual requires a mortal bone - usually a skull, but even a string of teeth will do. The mortal must have been dead for at least 200 years. The ritual can be performed in a I single night, during which the bone must absorb 10 Blood Points of Kindred vitae. This process darkens the bone to a dull red color. Now the bone can be used to make whoever holds it tell the truth. Each time the holder tries to lie she tells the truth, like it or not. This expends one Blood Point. The bone absorbs each of the holder's lies, causing it to become blacker and blacker until all 10 Blood Points are used and it is black as sin.
The ritual binds the spirit of the mortal to whom the bone belonged in life, and it is this spirit that forces the holder to tell the truth. Needless to say, this is a very degrading and cruel way to spend eternity. Although this fact is generally unknown, it is the reason that an anonymous bone is usually used; if the spirit of the bone is called forth it will be a most malevolent and devious spirit, corrupted by the vile sins that have been forced upon it. This is also why the blackened bone is traditionally buried after use. The bone can never be reused for this ritual.

Shadowgate
This ritual allows the Thaumaturgist to enter or leave the Shadowlands by painting an X over each eye and then stepping into an extremely dark shadow. The shadow will open up into the corresponding Shadowland, and the character can bring anything that he can carry. The X must be marked on with a powder made of coal and human ashes.

Level Five Rituals

Escape to a True Friend
This ritual must be prepared ahead of time, but it can be of great use in a tight situation. A one-meter circle must be burned into the ground, and many arcane symbols must be precisely placed about it. The entire process takes about three or four days and costs five of the caster's own Blood Points. Once this is accomplished, the caster (and only the caster) may at any time step into the circle while repeating a friend's true name and be mystically transported to that friend. The Warlock will not suddenly appear before his friend, but will materialize someplace nearby and out of sight (usually within earshot of the friend's location). The enchantment may be reused until the circle is broken or the symbols are marred.

Ward versus Spirits
This ritual works in a manner similar to Ward versus Ghouls (Level Two ritual), but of course it affects ghosts and spirits. The component needed is pure sea salt. This is a basic ward and affects all spirits equally.

Blood Contract
This ritual creates an unbreakable bond between the two parties of a contract. The contract must be written in the caster's blood and takes about three days to complete. The ritual is finished when both parties sign the agreement in their own blood, after which they are compelled to abide by the terms as stated. The only way out is to complete one's part of the bargain or burn the contract.

Stone Slumber
This ritual creates a nearly impregnable protection for a sleeping vampire. The caster must begin the ritual two hours before dawn. At sunrise, once the ritual is finished, the caster becomes solid stone. dust like a stone statue, the Kindred can be transported from place to place, even in direct sunlight, and will remain suspended in that state until the following sunset. Awakening from this form requires the expenditure of three Blood Points instead of one. The Warlock is completely protected from stakes and most types of flame and heat, but pieces can be broken off. Most kinds of communication and telepathy are impossible, as the Thaumaturgist's mind is dormant.

One Mind of the Covens
This is a very exclusive ritual used lay the Regent of a given chantry during a simultaneous communication with his equivalents across the world. He must engage in an hour' long chant and stare into a silver mirror to cast this ritual successfully. This ritual is one of the main reasons that the Tremere clan is so controlled and organized - it allows the elders to demand current information concerning the progress of all its members' schemes

Haunting Breeze
The Thaumaturgist can summon a light, supernatural wind which serves more to frighten than to harm. It is chilling, and those who listen can hear the warnings, curses, screams and laughter of the dead carried on it. Those who look closely can see the shapes of people swirling about in the wind. The wind can even be summoned inside an enclosed area.
The wind increases the difficulty of Perception rolls by 2 and all other rolls by 1. In addition, all mortals subjected to the wind, which covers the entire area within the Thaumaturgist's sight, must make a Courage roll (difficulty 5 ) or else they will run away in fear.

Shadowland Passage
The vampire can physically pass into any location of the Shadowlands, provided that she has been in that location before. This requires that the vampire symbolically "kill" herself by plunging a specially prepared dagger into her heart (doing at least 2 wound levels) and falling into a body of water deep enough to cover her. The dagger must be made from the purest silver, and the hilt must have at least one vampire fang worked into its construction. When she returns from the Shadowlands, she will reappear in the water. Members of the Black Hand use this ritual to get to Enoch.