Post by Phsycodelic on Nov 10, 2016 0:24:44 GMT
Generic Rituals
Any Kindred
Any Kindred
Prerequisite: Anarch
This ritual targets a mortal and causes her to appear to be dead in every way except for the fact that she still walks and talks. She has no pulse and her breath will not fog a mirror. If she is unconscious, she is indistinguishable from a corpse. Not even the most sensitive medical instruments will indicate that she is alive, even as she desperately tells the paramedic that she is. The sorcerer must place a small, dead animal somewhere in the target's home.
System: The effect lasts until the next morning and can only be used on one target per month. The dead animal must be placed in the target's real home. The ritual won't work if it is left in a hotel room or somewhere she is house-sitting or squatting. The power will not affect any supernatural being. This ritual is most often used by Punk Sorcerers who either want to terrorize a mortal or embarrass some Camarilla Lick by causing one of his blood dolls to think she's become a vampire and cause a scene.
[ 1 ] Ritual Of Summoning ( Rites Of The Blood - Page 117 )
This ritual is not thaumaturgical, and can be performed by anyone, mortal or Kindred. Creating a summoning or binding ritual requires the Celestial Name or True Name of the demon. Further, the diabolist must succeed in lengthy calculations and mystical rites that can take months to perform. While a demon is bound in a summoning ritual, the diabolist may make further bargains, invest the demon into a talisman, or otherwise perform infernal acts.
System: The player makes an extended Intelligence + Demonology roll for every week of research, and must accumulate a number of successes equal to the demon's Willpower. A bound demon must obey the diabolist's requests to the letter for one day, but may deliberately twist the wording of such requests to its own ends. If the summoner botches this roll, the results are catastrophic. This can result in the caster's instant death, or worse - the spell could summon the demon but fail to bind it. Historical plagues, infernal curses, and the release of powerful, evil souls are but a few of the possibilities.
[ 2 ] Iron Body ( Rites Of The Blood - Page 158 )
Prerequisite: Anarch
This common ritual augments the resilience of the subject (which can be the sorcerer or anyone he chooses). The ritual requires a spent shell casing which has been soaked in a point of blood from the person who will benefit. While that person carries the shell casing on his person, he may soak damage from fire and sunlight with his normal Stamina. The effects of this do not stack with Fortitude; only the higher of the two apply.
System: The ritual lasts for one hour per success and does not allow the recipient any additional soak. It just extends his normal soak to include fire and sunlight.
[ 3 ] Hell's Calling ( Rites Of The Blood - Page 158 )
Prerequisite: Anarch
This ritual requires a sympathetic link to the target at least equal to a personal possession. The object must be set inside a rusty hubcap and doused in gasoline. Then, the sorcerer must spend thirty minutes meditating on the item while whispering "Burn, baby, burn," before finally setting the item on fire. The target, wherever she is, suffers the effects of Rötschreck.
System: Upon this ritual's completion, the target must immediately roll for fear frenzy. The effect may be overcome by spending a Willpower point, but otherwise, a failed roll causes the target to enter frenzy and flee the area in terror. The character will also have no idea why she is suddenly overcome with terror, and once she thinks to ask herself what she is afraid of, the effect will end.
[ 4 ] Ward Versus Vitae ( Rites Of The Blood - Page 158 )
Prerequisite: Anarch
This peculiar ward is inferior to most wards used by the Tremere, but it is often sufficient for the needs of Anarchs. The sorcerer must make a sigil out of her own vitae on some object or surface. If a vampire of lower Generation touches the object or surface, he is affected. Kindred of equal or higher Generation are not affected.
System: Kindred below the caster's Generation who touch the ward suffer two dice of lethal damage each time they do so. After the first touch, however, a Kindred who wishes to proceed again must roll Willpower (difficulty 7) or spend a Willpower point. Each use of this ritual costs one point of blood and can only ward one discrete object: a single window, a door, a book, or one door of an automobile. Larger objects can be warded but only if the ritual is cast multiple times.