Rites_level1 Thamaturgy

Level 1 Rituals

    Rituals are Thaumaturgical formulas, meticulously researched and prepared, that create powerful magical effects. Rituals are less versatile than paths, as their effects are singular and straightforward, but they are better suited toward specific ends.
    All thaumaturges have the ability to use the rituals, though each individual ritual must be learned separately. By acquainting herself with the arcane practice of blood magic; the thaumaturge gains the capacity to manipulate these focused effects.
    Thaumaturgical rituals are rated from 1 to 5, each level corresponding to both the level of mastery of Thaumaturgy the would-be caster must possess and the relative power of the ritual itself. Unless stated otherwise, a ritual requires five minutes per level to cast. For example, Jean Claude the Tremere wishes to cast Ward Versus Ghouls, a Level Two Ritual. Invoking this ritual requires 10 minutes, and Jean Claude must know Thaumaturgy at 2 or greater.
    Casting rituals requires a successful Intelligence + Occult roll, for which the difficulty equals 3 + the level of the ritual (maximum of 9). Only one success is required for a ritual to work, though certain spells may require more successes or have variable effects based on how well the caster's roll goes. Thus uncertainly of effect is a recent development; Tremere ecuted them successfully. Many thaumaturges fear that the movements of awakening Antediluvians have caused imbalance in the flow of magic, making the success of rituals more precarious than in previous nights. Should a roll to activate a ritual fail, the Storyteller is encouraged to create strange occurrences or side effects, or even make it appear that the ritual was successful, only to reveal its failure at a later time. A botched ritual roll may even indicate a catastrophic failure or summon an ill-tempered demon.
    Rituals sometimes require special ingredients or reagents to work -- these are noted in each ritual's description. Common components include herbs, animal bones, ceremonial items, feathers, eye of newt, tongue of toad, etc. Acquiring magical components for a powerful ritual may form the basis for an entire story.
    At the first level of Thaumaturgy, the vampire automatically gains a single Level One ritual. To learn further rituals, the thaumaturge must find someone to teach him, or learn the ritual from a scroll, tome or other archive. Learning a new ritual can take anywhere from a few nights (Level One ritual) to months or years (Level Five ritual). Some dread Warlocks have studied individual rituals for decades, or even centuries. Precisely what these rituals do is unknown, but their effects are surely grave.
 

DEFENSE OF THE SACRED HAVEN

    This ritual prevents sunlight from entering an area within 20 feet of this ritual's casting. A mystical darkness blankets the area, keeping the baneful light by, at bay. Sunlight reflects off windows or magically fails to pass through doors or other portals. The caster draws insignias in her own blood on all the affected windows and doors, and the ritual lasts as long as the Tremere stays within the 20-toot radius.

    System: This ritual requires one hour to perform, during which the thaumaturge recites incantations and inscribes glyphs. One blood point is required for this ritual to work.

WAKE THE EVENING'S FRESHNESS

    This ritual allows a Tremere to awaken at any sign of danger, especially during the day. If any potentially harmful circumstances arise, the Tremere immediately rises, ready to face the problem. This ritual requires the ashes of burned feathers to be spread over the area in which the Kindred wishes to sleep.

    System: This ritual must be performed immediately before the Tremere settles down to slumber for the day. Any interruption to the ceremonial casting renders the ritual ineffective. If danger arises, the Tremere awakens and may ignore the Humanity dice pool limit rule for the first two turns of consciousness. Thereafter, the penalty takes effect, but the Tremere will have already risen and will be able to address problematic situations.

COMMUNICATE WITH KINDRED SIRE

    By enacting this ritual, a Tremere may join minds with her sire, speaking telepathically with him over any distance. The communication may continue until the ritual expires or until either party ends the conversation. The caster must possess an item once owned by her sire for the ritual to work.

    System: The caster must meditate for 30 minutes to create the connection. Conversation may he maintained for 10 minutes per success on the activation roll.

DEFLECTION OF WOODEN DOOM

    This ritual protects the Tremere from being staked, whether or not she is resting or active. While this ritual is in effect the first stake that would pierce the Tremere's heart disintegrates in the attackers hand. A stake merely held near the Tremre is unaffected; for this ritual to work the stake must actively be used in an attempt to impale the vampire.

    System: The thaumaturge must surround herself with a circle of wood for a full hour. Any wood will work; furniture saw dust raw timber 2 x 4s whatever. The circle must remain unbroken however. At the end of the hour the vampire places a wooden splinter under her tongue. If this splinter is removed the ritual is nullified. This ritual lasts until the following dawn or dusk.

DEVILS TOUCH

    The Tremere use this ritual to place curses upon mortals who earn their ire. Using this ritual marks an individual invisibly causing all those who come in contact with him to receive hint poorly. The mortal is treated as the most loathsome individual conceivable and all who deal with him do anything in their power to make him miserable. Even bums spit at ab afflicted individual, and children taunt him and barrage him with vulgarities.

    System: The effects of this ritual last one night disappearing as the sun rises. The mortal (it doesn't work on vampires) must he present when the ritual is invoked and a penny must he placed somewhere on his person (in a pocket shoe etc.).