Post by Phsycodelic on Oct 20, 2016 0:26:42 GMT
Dark Thaumaturgy Rituals
Baali, Tremere
Baali, Tremere
Dark Thaumaturgical rituals require a successful Intelligence + Occult roll, for which the difficulty equals the level of the ritual + 3 (to a maximum of 9). Only one success is required for a ritual to work, but some spells may require more successes or have variable effects based on how well the player rolled. Should this roll fail, the spell may simply have no effect, or the Storyteller may come up with an interesting side effect.
Should the player botch the roll, her vampire has failed the ritual in such a way that she has incurred the wrath of her demonic lord. The effects of botching are at the discretion of the Storyteller, but they should be severe and have a long-term effect on the Corrupter. Maybe the vampire's managed to anger a new denizen of Hell who tries to use her to attack her demonic master. Or, perhaps the Corrupter has accidentally revealed herself to be an infernalist to all vampires within a specific radius based on her location.
Unless mentioned otherwise, rituals require five minutes per level to cast.
[ VARIABLE ] Bind The Interloper ( Dread Names: Red List - Page 126 )
For some Corrupters, it's not enough to bring forth a demonic entity from the depths of Hell. Bind the Interloper allows a caster to force a demon that was summoned by another dark thaumaturge into his own servitude. This allows the new caster to command the demon as if he summoned it himself.
In order for the dark thaumaturge to snatch a demon from another infernalist, the caster must secretly negotiate with the demonic entity in order for it to effectively switch masters. Some tactics may include promising a bounty of souls to the demon as payment, creating a ritual that allows the caster to broadcast the demon's true name, which is more powerful than many of its common names, or the sacrifice of a valuable object or commodity like the vampire's blood that supersedes the original caster's offering.
System: The ritual's level varies depending on the potency of the entity being bound. (See the table for Call Forth the Host). Bind the Interloper requires 10 minutes per level to perform, and Corrupters should expect that the original caster will likely vow to take revenge.
As with Call Forth the Host, the dark thaumaturge must know the demon's name. However, the caster must achieve more successes on the roll than the original summoner accumulated when she first summoned the demon. Should the binding succeed, the demon serves the dark thaumaturge for the remainder of its servitude period, without beginning a new one. This demon may also return to punish the dark thaumaturge for forcing it into servitude, and may even pit both summoners against one another.
[ VARIABLE ] Call Forth The Host ( Dread Names: Red List - Page 126 )
A favored ritual amongst all Corrupters, Call Forth the Host draws a demon or tortured spirit from the Inferno into the earthly plane. The creature appears through the power of the ritual and follows the thaumaturge's instructions to the letter.
While this is a favored ritual, most demons resent being summoned and ordered around in this way. They may return later of their own volition to torment the would-be sorcerer, and always seek to subvert the dark thaumaturge's commands by exploiting weaknesses in their instructions.
Demons take many forms, though they may generally disguise themselves to walk unnoticed among humankind. For this reason, the caster must know the precise, true name of the demon she wishes to summon for this ritual to take effect.
System: This ritual requires one hour per level to perform. For example, summoning an imp takes only one hour, while summoning a shade takes three. The summoned demon serves the thaumaturge for a number of hours equal to 10 minus the level of the ritual. By way of example, an imp would serve the caster for nine hours while a shade would serve for only seven.
During this period of servitude, the demon may not harm the caster, and it must follow her exact instructions in a literal fashion. When the duration of servitude expires, the demon vanishes in a puff of sulfur and returns to Hell. It may, however, return of its own accord later to even the score.
Level | Demon Type | Rate Of Return |
1 | Imp, a mindless, slave demon. | Physical Attributes of 1. Intelligence 1. |
3 | Shade, a tormented soul. | Physical Attributes of 2. Mental Attributes of 2. |
5 | Pit Lord, a demonic sergeant-at-arms. | Physical Attributes of 3. Social Attributes of 2. Mental Attributes of 2. |
7 | Lesser Demon Noble, a ruler of a territory in Hell. | All Attributes of 3 or greater. 10 to 12 points in various Disciplines. |
9 | Greater Demon. Not a wise choice to force into servitude. | All Attributes of 5 or greater, reaching godlike levels. A daunting array of Disciplines. |
[ 1 ] Aport Object ( XXX - Page X )
This ritual allows the practitioner to magically enchant an object. The next time the Infernalist desires the object in her hand, all she has to do is speak a magic word and the object appears.
[ 1 ] Bind The Familiar ( XXX - Page X )
This Ritual calls a binds a familiar to the infernalist.
System: This hour-long ritual calls up a minor imp that possesses an animal's body and serves the infernalist faithfully. Details on familiars are given here.
[ 1 ] Curse Of Oedipus ( Dread Names: Red List - Page 124 )
The Curse of Oedipus completely blinds the vampire's target. It requires the thaumaturge to light a stick of heavy incense, the smoke from which is believed to mystically cloud the target's vision.
System: This ritual blinds a single target. The caster does not need to see or be in the presences of the victim in order for it to work. The thaumaturge does, however, have to know the target's name and appearance. The Curse of Oedipus goes into effect for a number of hours equal to five minus the target's Stamina.
[ 1 ] Spectral Mask ( XXX - Page X )
This ritual covers the caster's face with a magical mist. The mist takes the image of some horribly demonic creature, causing all those seeing it to make a Courage (or Morale) roll (difficulty 6) to resist running in fear. If using Werewolf: The Apocalypse, the Storyteller can use the Delirium chart to determine how the mask affects viewers.
[ 1 ] The Knotted Cord ( XXX - Page X )
This Ritual has saved many infernalist from trial and execution, by silencing accusers.
System: The infernalist must knot a length of rope while reciting the name of whomever she wishes to silence. Unless the target beats the infernalist in an opposed Willpower roll, he is unable to denounce her.
[ 2 ] Bring Forth The Hell Beast ( XXX - Page X )
Through the use of this Ritual, an infernalist may infuse an animal with corruption and rage. The beast becomes twisted and evil, seeking to wreak the Devil's own havoc on humanity.
System: An infernalist who knows this ritual merely needs to lay his hands on any beast and thereby infuse it with a little of his blood (one Blood Point). The animal flies into a rage and attempts to kill anyone and anything it encounters until slain. This trace of infernal taint provides increased strength (Potence 1), and the animal becomes so frenzied that it feels no pain (is not affected by wound penalties).
[ 2 ] Haunting Memories ( XXX - Page X )
Through this ritual, the practitioner creates painful images and transfers them to the next person touched. The victim will be haunted by these reoccurring, demoralizing images for weeks. During this time, the victim will feel somewhat guilty and saddened, but never know exactly why.
[ 2 ] Sign Of The Moon ( XXX - Page X )
This ritual makes the claw and fang attacks of lupines less effective. For one night, the Infernalist will not take aggravated wounds from lupine attacks but will take aggravated wounds from silver.
[ 2 ] Summon Grantel ( XXX - Page X )
This ritual allows the vampire to summon Grantel, the Mandragora. There is no binding or dismissal rituals for this creature, because the creature is the servant of a much greater demon. While there are binding and dismissal rituals inscribed in many tomes, all are fake. For this reason, once Grantel is summoned, it is hard to get rid of him.
[ 2 ] Video Nefas ( Dread Names: Red List - Page 124 )
The caster entreats demons to answer his questions, revealing occult secrets or unraveling complex mysteries. Most demons are not omniscient, however, and this ritual's effectiveness is limited by the demon's knowledge. Video Nefas has no visible or discernible effect, which makes this a favorite amongst Corrupters. Vampires with Auspex might detect the shadowy outline of an imp or homunculus whispering into the dark thaumaturge's ear. In order for this ritual to take effect, the caster must break a dried bone in half.
System: The number of successes accumulated on the roll determines the extent of the information the demon must reveal. The caster may ask only one question of the demon, but he may cast this ritual as many times as he wants.
Successes | Result |
1 | Yes or no. |
2 | A short sentence. |
3 | A descriptive synopsis (3 - 4 sentences). |
4 | A complete answer. |
5 | An encyclopedic answer, which may include the topic's history, interesting personages involved, or even apocryphal lore never before known to mortals or vampires. |
[ 2 ] Warding Circle ( XXX - Page X )
This Ritual prepares an area for infernal magics by creating a protective circle to defend the infernalist from a demon's anger.
System: The warding circle is a complicated diagram of astrological symbols that have to be drawn with special chalks while an incantation is intoned. The infernalist can either create a temporary circle, which takes 30 minutes to complete, or makes a permanent circle, which takes several nights. Once the circle is completed, the infernalist must stand inside it and activate the ritual magic with a prepared phrase or prayer. So long as the infernalist remains within the enchanted space, she is protected from any attack by an infernal creature unless the creature can beat her in a resisted Willpower test.
Botching the roll to enact this Ritual can be fatal and damning. A botched Warding Circle offers no protection at all, though the infernalist will believe that her ward is sound.
[ 3 ] Blood Imp ( XXX - Page X )
This strange Ritual allows the infernalist to distill an obedient homunculus from his own blood. The homunculus assumes the form of a small animal, often a jackdaw or monkey, and can be used as a spy or thief.
System: The Blood Imp is created from vitae and shaped by the magic of the ritual. It has a Strength Attribute (for carrying things only) equal to the Blood Points spent on its creation, and Health Levels equal to the number of successes gained on the die roll. It has no combat abilities (though it may serve as a distraction) and lasts for one night. Its method of locomotion is based on its animal form (jackdaws can fly, monkeys climb, etc.).
[ 3 ] Bloody Bones ( XXX - Page X )
This Ritual is cast over an area. The infernalist must bury a specially prepared bag of bones in the area of casting. Once this is done, the place is cursed – plants wither and die, stillbirths are common, and tempers flare easily. The cause of the curse is a spirit that is bound into the bones.
System: The spirit bound into the bloody bones has influence over an area as large as a village. The area is curse so long as the bones remain buried. Vampires can easily find the bag of bones with Heightened Senses; scattering the bones frees the spirit. While the curse is in effect all frenzy rolls are at +1 difficulty, in addition to the effects imposed upon mortal life.
[ 3 ] Felis Negrum ( Dread Names: Red List - Page 125 )
This ritual turns the thaumaturge or another individual into a black cat. The thaumaturge must burn the whisker of a black cat, or the skin of a white cat, and inscribe the subject's name on a piece of glass in her own blood.
System: If the infernalist uses Felis Negrum on herself, she can change back into a vampire at will. If used on a ghoul, the spell lasts only 24 hours. If used on another vampire, the spell lasts for 12 nights minus one per permanent point of Willpower the victim possessed at the time of the transformation. A target may resist the effects of Felis Negrum either consciously or subconsciously, by winning a resisted roll against the dark thaumaturge's Willpower. This ritual requires the caster to spend one blood point. The subject acquires all Traits - including Mental Attributes - of a cat for the duration of the transformation.
[ 3 ] Sign Of The Wraith ( XXX - Page X )
This ritual makes the Infernalist immune to the attacks of all spirits for a period of 13 minutes, though she cannot effect them for the same period. By remaining absolutely motionless, the Infernalist may extend its duration threefold. Movement after the first 13 minutes automatically dissolves the protection.
[ 3 ] Summon Tivilio ( XXX - Page X )
This ritual summons Tivilio, the Injurer of Cats. Of course, a cat must be given in sacrifice. Like most demons, Tivilio is evil and tricky; despite its limited power, it is vile and cunning.
[ 3 ] The Leaden Heart ( XXX - Page X )
An infernalist uses this Ritual to bind a target to the spot so that he cannot flee the fate in store for him.
System: The infernalist must not only know the name of the target but must use some personal token (a piece of clothing, a lock of hair) to work the magic. After a 10 minute Ritual, the victim finds himself unable to flee the area, unless he can beat the infernalist's successes in a Willpower roll. Should the victim botch his roll, he grows paralyzed with fear and cannot act in any way until the magic expires. The Ritual's power ends either at cockcrow or if the victim's name is called out by a true love. This Ritual is not limited by any distance; as long as the infernalist has a personal token she may affect her subject. Luckily for that subject, the token is consumed each time this Ritual is enacted.
[ 3 ] Turn To Toad ( XXX - Page X )
This ritual turns the practitioner or another individual into a toad. If the Infernalist uses the ritual on herself, she may change back at any time. If used on someone else, the spell will wear off in 12 days, minus one day per Willpower point the victim possessed at the time of the transformation.
[ 4 ] Bind Tivilio ( XXX - Page X )
This ritual forces Tivilio to perform one task after it has been summoned. Once it completes the assigned duty, it is free to do as it pleases - even remaining on Earth.
[ 4 ] Lethean Chains ( XXX - Page X )
The infernalist may erase memories from his target by using a special potion, thereby concealing his evil actions.
System: The Ritual allows the infernalist to distill a potion that causes the imbiber to forget all that happens for the space of one night - in her amnesiac state the victim is easily led astray and can even be blamed for the crimes of the infernalist. The Ritual itself is simple, only taking a few minutes of preparation time; however the potions ingredients include the tears of a demon or water from an Underworld river, so are hard to obtain. Each preparation of the potion contains a number of doses equal to the infernalist's successes.
[ 4 ] Plague's Secret Domain ( Dread Names: Red List - Page 125 )
Plague's Secret Domain causes the victim to become "sick at heart." The subject loses interest in his regular activities or maintaining his personal appearance, and he eventually sees no reason to continue his life or unlife, falling into tor or chronic depression.
The infernalist must perform the ritual in front of a smoking censer, which she extinguishes with freshly spilled mortal blood at the ritual's completion.
System: The effect of this ritual lasts for 24 hours. For every success above 2, another day is added to the victim's depression. Whilst the victim suffers from Plague's Secret Domain, the dark thaumaturge may continue performing the ritual to add more time to their affliction. If the ritual continues for 10 days, the victim enters tor if he is a vampire, and will commit suicide if he is mortal.
In order to activate this ritual, two blood points are required. They must be taken from a "donor" other than the dark thaumaturge.
[ 4 ] Summon Lucricia ( XXX - Page X )
This ritual summons Lucricia the Succubus. Lucricia will be more than willing to please the caster because she corrupts in this manner.
[ 4 ] Vile Swarm ( XXX - Page X )
Infernalist Nosferatu have learned many secrets in their deep catacombs. This Ritual allows entire swarms of vermin to be come commanded and used on missions of destruction.
System: The infernalist performs the Ritual to summon a horde of creatures (insects, bats or rats), and then feeds them her blood. These creatures swarm at the infernalist's command, overwhelming foes and destroying crops and property. As long as the infernalist concentrates, the swarm is disguised as if by Cloak the Gathering (such intense concentration requires the player to spend one Willpower point each hour). Hundreds, even thousands of creatures compose the swarm, and only fire or some other massive form of destruction can halt its rampage.
[ 5 ] Close The Ways ( Dread Names: Red List - Page 125 )
The infernalist who performs this ritual does not do so lightly, for it is much more difficult to undo Close the Ways than it is to call it down. While this curse does not necessarily kill a target, it does deluge her with a tide of terrible misfortune. To perform the ritual, the caster extinguishes 14 flames with his bare hands, naming his intended victim with every doused flame.
System: A successfully cast ritual brings untold bad luck to the victim. This means that any success will cause an automatic botch to the victim's rolls for a specified period of time. Treat this botch as a "ghost" 1 on die rolls, as if the victim always had an additional 1 turn up. Thus, if the subject rolled no successes but no 1s, he would still botch, as the "ghost" 1 turned his failure into a botch. Likewise, if the victim's rolls garner any successes, subtract one for the "ghost" 1. The duration of Close the Ways is as follows:
Successes | Duration |
1 | One night. |
2 | One week. |
3 | One month. |
4 | One year. |
5 | Ten years. |
The caster must sacrifice two points of permanent Willpower when enacting this ritual, to stave off the Rötschreck of the flames and to bring the curse down upon her victim's head. This curse may be broken only by the dark thaumaturge invoking it, and to do so she must cut off her own left hand and spend two more points of permanent Willpower.
[ 5 ] Dismiss Tivilio ( XXX - Page X )
This ritual removes Tivilio from this world. The use of this ritual angers Tivilio, and it may seek retribution should it ever return.
[ 5 ] Into The Abyss / Into The Inferno ( Dread Names: Red List - Page 125 )
Into the Inferno allows the caster to step into Hell itself. Why any Corrupter would want to willingly walk into the fiery inferno is unknown, but some captured infernalists have claimed there are great rewards for those who face their masters directly - including powerful profane artifacts and secret lore. To enact this ritual, the caster must wash an entire wall with the blood of child sacrifices; the wall then becomes the portal into Hell.
System: This ritual requires 24 hours to cast, during which the dark thaumaturge must remain fully awake. At the end of the ritual the portal will open, and it will remain so for a number of hours equal to the caster's Willpower.
Though anyone may walk through the door into Hell, the denizens of Hell may not escape through this portal into the mortal world. They may, however, attempt to deny exit to any vampires who have invaded their realm of eternal torture.
[ 5 ] Soul Leech ( XXX - Page X )
The Infernalist with this power can draw souls out of the recently deceased with a successful Wits + Intimidation roll (difficulty of the soul's Willpower). The Infernalist cannot retain the souls, and drawing them out with this ritual destroys them while replenishing the Infernalist. Each soul thus absorbed gives the Infernalist five Blood Points and heals one wound. The Infernalist also receives a rush, stronger than any blood drinking could give. Souls go through complete agony during these few moments. They appear as vaporish clouds of swirling light wisping around the Infernalist, making terrible moaning sounds for the entire duration. The faces of the dead can be seen in the vapor.
[ 5 ] The Hand Of Glory ( XXX - Page X )
This Ritual allows the infernalist to put all the inhabitants of a building into a deep slumber.
System: The infernalist must ritually prepare a hand cut from the corpse of a hanged man. By lighting the fingers of the hand and using it as a torch, the infernalist causes all the inhabitants of any place he enters to fall asleep (if the infernalist enters a massive building such as a castle, only those in his immediate vicinity will sleep; those in distant parts of the structure are unaffected and are likely to notice the disturbance). Once those within slumber, the infernalist can move about freely.
[ 5 ] The Inner Furnace ( XXX - Page X )
This extremely potent ritual may only be used against humans. The ritual causes a single victim to self-combust and burn to death in his own flames. The Infernalist must be able to see the victim and succeed in a Manipulation + Demon Lore roll (difficulty of the victim's Willpower). Every success causes a level of damage that may not be soaked.
[ 5 ] Ward Versus Demons ( Vampire: The Masquerade 20th Anniversary Edition - Page 240 ) OR ( Dread Names: Red List - Page 101 )
Wary Tremere created this ritual to protect themselves from demons (including those summoned or given physical form via Thaumaturgy Paths such as Elemental Mastery). By invoking this ritual, the caster creates a glyph that causes great pain to any demons who come in contact with it. The Kindred pours a vial of holy water over the object he wishes to ward (a piece of parchment, a coin, a doorknob, etc.), and recites the incantation, which takes 10 minutes. In 10 hours, the magical ward is complete, and will inflict excruciating pain on any spirit unfortunate enough to touch the warded object.
System: Demons who touch warded objects suffer three dice of lethal damage. This damage occurs again if the demon touches the object further; indeed, a demon who consciously wishes to touch a warded object must spend a point of Willpower to do so. This ritual wards only one object - if inscribed on the side of a car, the ward affects only that door or fender, not the whole car. Wards may be placed on weapons, even bullets, though this usually works best on small-caliber weapons. Bullets often warp upon firing, however, and for a ward to remain intact on a fired round, the player needs five successes on the Firearms roll.
[ 5 ] Ward Versus Ghosts ( Vampire: The Masquerade 20th Anniversary Edition - Page 240 )
Wary Tremere created this ritual to protect themselves from ghosts (including those summoned or given physical form via Thaumaturgy Paths such as Elemental Mastery). By invoking this ritual, the caster creates a glyph that causes great pain to any ghosts who come in contact with it. The Kindred pours a handful of powdered marble from a tombstone over the object he wishes to ward (a piece of parchment, a coin, a doorknob, etc.), and recites the incantation, which takes 10 minutes. In 10 hours, the magical ward is complete, and will inflict excruciating pain on any spirit unfortunate enough to touch the warded object.
System: Ghosts who touch warded objects suffer three dice of lethal damage. This damage occurs again if the ghost touches the object further; indeed, a ghost who consciously wishes to touch a warded object must spend a point of Willpower to do so. This ritual wards only one object - if inscribed on the side of a car, the ward affects only that door or fender, not the whole car. Wards may be placed on weapons, even bullets, though this usually works best on small-caliber weapons. Bullets often warp upon firing, however, and for a ward to remain intact on a fired round, the player needs five successes on the Firearms roll.
[ 5 ] Ward Versus Spirits ( Vampire: The Masquerade 20th Anniversary Edition - Page 240 )
Wary Tremere created this ritual to protect themselves from spirits (including those summoned or given physical form via Thaumaturgy Paths such as Elemental Mastery). By invoking this ritual, the caster creates a glyph that causes great pain to any spirits who come in contact with it. The Kindred pours a handful of pure sea salt over the object he wishes to ward (a piece of parchment, a coin, a doorknob, etc.), and recites the incantation, which takes 10 minutes. In 10 hours, the magical ward is complete, and will inflict excruciating pain on any spirit unfortunate enough to touch the warded object.
System: Spirits who touch warded objects suffer three dice of lethal damage. This damage occurs again if the spirit touches the object further; indeed, a spirit who consciously wishes to touch a warded object must spend a point of Willpower to do so. This ritual wards only one object - if inscribed on the side of a car, the ward affects only that door or fender, not the whole car. Wards may be placed on weapons, even bullets, though this usually works best on small-caliber weapons. Bullets often warp upon firing, however, and for a ward to remain intact on a fired round, the player needs five successes on the Firearms roll.
[ 6 ] Summon Barliagus ( XXX - Page X )
This ritual allows the caster to summon Barliagus. Barliagus does not like to appear in person, so it is very likely that it will attack the caster unless the Infernalist has something to offer it.
[ 6 ] Transfer Essence ( XXX - Page X )
This ritual transfers the Infernalist's soul, Mental Attributes, Charisma, Manipulation and vampiric Disciplines into a new body. The body must be that of a freshly killed human. The old body crumbles to dust. This ritual requires a Stamina + Medicine roll (difficulty of the number of hours the new body has been dead). This ritual cannot be cast on a body that has been dead for more than 10 hours.