Tremere-exclusive Rituals

Basic ~

Scent of the Garou's Passing - This allows the brewing of a simple potion that, when quaffed, allows the Vampire to make a simple test to detect a Garou. The vampire must be able to smell the person in question.

The Open Passage - By spending a blood trait and taking an hour to trace an intricate pattern, one barrier can be made insubstantial for about five seconds.

The Rite of Introduction - This fifteen minute ritual requires smoke or steam. A fountain will do in a pinch. All other Tremere in the city are immediately made aware of your presence, and you may send a short message to each one. However the most senior member of the Clan is traditionally bound to answer. the cost is 1 Mental Trait.

Rebirth of Mortal Vanity - Vampiric hair is eternally the length it was when that Vampire was embraced. With this ritual, however, this can change. For every strand of hair from a mortal child you collect (and each strand must be from a different child), you can make your hair grow half an inch.

Incantation of the Shepherd - This fifteen minute ritual allows the Thaumaturgist to know the approximate location of anyone who's vit? he has partaken of at least thrice.

Blood Walk - This three-hour ritual allows the lineage of a particular vampire to be traced. A sample of the Kindred's Blood must be present, and the lineage will abruptly stop in cases of Diablerie or, in the case of Tremere, other unusual occurrences.

Donning the Mask of Shadows - This ten-minute ritual allows the caster to move about in a semi visible shadow that is perfect for night stalking, hiding in shadows, etc. it is very similar to Basic Obfuscate. if the caster interacts with their surroundings, or speaks to anyone the ritual ends. The caster may only be detected by animals; individual Kindred with Auspex may pinpoint the caster if they can defeat the caster in a Mental Challenge, and Kindred with Alertness can pinpoint the caster if they defeat them in two Mental Challenges. The Fair Escape rule may be evoked with under this ritual .

Principle Focus of Vit? Infusion - This handy rite allows the transformation of a Blood Trait into a small red sphere, about the size of a pea, but with a slick, almost sticky texture. By willing the reversal, the Thaumaturgist can instantly revert the Blood in any focus he has created. Many Tremere are known to have jewelry composed partially of these Focuses, just in case. This also serves as a method of preserving Blood.

Mourning Life Curse - This hour-long ritual must be prepared ahead of time. By uttering the final arcane word of power, the Vampire causes a Mortal he can see to begin weeping blood. The Mortal will loose one Blood point every ten minutes, until the vampire chooses to release his victim or looses sight of him. This also works against Psychics, those with True Faith, Ghouls, Mages, Changelings, and Garou, but in all cases except a normal Mortal, a Mental challenge in involved.

Communicate with Kindred Sire - This Very practical and handy ritual only takes 10 minutes to preform. upon completion, the ritual allows the caster to speak telepathically with their Sire, or with anyone who is Blood Bonded to them. it can even allow the caster to speak with anyone who has partaken of their Blood since the most recent sunset. The communication is two way, but does not allow either party to probe the others mind. The cost is 1 Blood Trait and the caster must posses an item that once belonged to the target in question. the caster can then speak with the person in question to talk, even if the caster is 'tied up', captured or such. if the caster is not alone, they may be accompanied by their companion form one site to the other, then back.

Intermediate ~

Rutor's Hands - By severing one of your own hands and removing one of your eyes, you can fuse the two mystically with Blood and create a rather bizarre servant. Casting this ritual costs a Willpower trait, one Blood Trait, and causes two wounds. Each Hand requires a point of Blood every week, although this Blood may come from anywhere. The Storyteller will give you a card representing your new, macabre servant.

Soul of the Homunculi - This creates a Tremere's most prized and trusted servant, a Homunculus. The Storyteller will give you the statistics for these little beasts, probably on a card you can use to represent it. It's so under your control you may play it as an extension of your character, sensing through it's senses, telepathically communicating, etc. It does, however, require Blood. Each Homunculus requires two Blood points per week to sustain them. You also need to tell which version of this ritual you are learning; The Flyer, The Slug, and The Hopper. Each one has it's own unique advantages, disadvantages, and abilities. If your Homunculus dies, you immediately take an Aggravated wound.

Shaft of Belated Quiescence - This is one of the more feared Kindred weapons. This ritual creates a stake that, upon a successful hit, will release a sliver of itself into the target. The stake is then normal, but the sliver becomes animate, slowly burrowing it's way into the Kindred until it reaches his heart (in one to ten days). This process will kill a Mortal, and becomes increasingly painful as it progresses. Eventually the Kindred is immobilized when the sliver reaches the heart. The cost is 3 Blood Traits and the caster must write "arcane runes" on a rowan stake weapon card during this 3 hour rite. After this, the stake will last unused for as many days as the caster has Willpower Traits.

Flesh of Fiery Touch - This effectively turns the Kindred's own body into a protective trap. By ingesting a burning coal, and taking an aggravated wound, the Vampire's skin will turn slightly bronze and be very warm to the touch. For the remainder of the night, any Kindred who touches the Thaumaturgist automatically suffers an Aggravated wound from Fire. If anyone continues to hold the caster, they suffer 1 level per round. Fortitude can be used to soak this damage. The caster cannot inflict this damage by touching someone else: they must be touched. The cost is 1 Willpower Trait and the caster suffers 1 aggravated wound level. (Soakable with Fortitude.) the rite takes two hours and last only until the end of the game session. The caster must wear something red on their person, like a badge or ribbon, in plain sight. they do not have to explain it until necessary, but it must be visible.

Incorporeal Passage - This 30 minute long ritual prepares a small mirror with the capacity to make someone appearing into it incorporeal, they can pass through walls cannot be hit by physical objects, as well as being immune to attacks. (As if using Advanced Protean). the caster must walk a straight line through obstacles and cannot retrace their steps. the cost is 1 Mental Trait. The caster remains in the state for as many hours equal to the caster Willpower Traits.

Binding the Beast - The caster can use this ritual to pull someone out of Frenzy. This ritual takes ten minutes to perform, the caster must partake of one of the subjects Blood traits and shove an iron spike through his hand ( taking a wound). This will immediately pull the Target out of Frenzy. The caster then elects to spend a number of Mental traits, doing so the target cannot Frenzy, cannot spend Willpower, can only spend one Blood trait every five minutes, and cannot feed unless you make a simple test for every Beast trait you have If you fail all of these tests you gain a new improved Beast trait, also you must make a two trait Mental test to use any Discipline. These effects last one night for every Willpower trait the caster spent.

Advanced ~

Splinter Servant - The caster carves the wood of a graveyard tree into a stake. The stake is then wrapped in nightshade twine and sealed in wax. To activate the ritual the caster simple peels the twine off and directs it at its target. The servant can only attack and will go straight for the heart, and will not stop until it is destroyed, the victim is staked, or 5 minutes have passed, whichever comes first. The cost is 2 Mental Traits and 1 Physical Trait, plus 1 Blood Trait and 1 Willpower Trait. the ritual takes two nights and includes a 'stake card'. To activate the servant, the twine must be broken and a command given immediately. Otherwise, the stake will attack the caster.

Umbral Walk - By sacrificing an intelligent creature, you may push one person into the Umbra. Returning from the umbra occurs at will. This ritual takes half an hour, and you just might be looking at a new Beast Trait.

Escape to a True Friend - This rite creates a magical Circle, and is disrupted when the physical Circle is broken or marred. The caster (and only the caster) may enter the circle at any time while muttering the name of someone. The caster will then disappear from the circle, and appear somewhere close by the individual in question (not necessarily right in front of them, but within hearing distance if possible).

Blood Contract - This ritual requires a Blood point from each participant. A Document must be written out. All participants must abide by the terms of the contract, until completed (if possible), or until the contract itself is destroyed. You cannot spend Willpower to negate the document's effects.

Stone Slumber - This ritual must be started two hours before dawn. At sunrise, just as the ritual is finished, the Caster becomes solid stone. Just 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 sunrise. Awakening from this state requires the expenditure of two Blood traits. The Warlock is completely protected from stakes of all kinds, and most types of flames and heat, although pieces can be broken off. Most kinds of communication and telepathy are impossible, as the Thaumaturgist's mind is completely dormant.

One Mind of the Covens - This exclusive ritual is used by the Regent of a given Chantry connect himself to the rest of the Clan. It requires an hour to cast, and is performed like clockwork once a year. The exact date of which is a closely guarded secret.

Heart of Stone -This interesting rite turns the casters heart into solid stone - completely stake proof. Unfortunately, it also robs the caster of some of their Social Traits and ALL of their Willpower Traits. The cost is 1 Willpower Trait, plus the caster loses half their Social Traits and cannot use any Willpower Traits until they choose to cancel the rite. if the caster has the Ability Conscience, they lose it also. the caster also suffers 1 Aggravated Wound level. the caster must wear something grey on their person, like a badge or a ribbon, in plain sight. They don't have to explain it until necessary, but it must be visible. Raise the Dead - This ritual casts a spirit into a vacant body. This is an eight-hour ordeal, requiring a circle of salt, a black candle to be melted over the throat and heart of the corpse, and a mystical brand to be burned into the forehead, meaning "debtor." Bondage in the body remains only while there is still tissue left on the bones, and this is a torturous existence for the Spirit, and this is the Thaumaturgists main bargaining chip to get the Spirit to do his bidding, for only he can release the Spirit from it's rotting corpse early. Statistically, the Spirit has physical traits equal to half of what the body had in life. Also, while in this state, the Spirit's traits are halved as well.

Tremere Methuselah's, such as the Council of Seven, have access to even greater magiks, that go well beyond even Expert.


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