Rituals
Unlike the description in the Vampire Translation Guide, the draw pool for all Rituals is Intelligence + Occult – Level of Ritual. A ritual requires 10 minutes per level (Unless otherwise specified) and a successful draw to activate. Note that you will not necessarily know if a ritual was successful, thus will only actually draw for it when it becomes relevant. All rituals require a Willpower to activate; some require vitae or other materials in addition. Draw Pools, rarities and descriptions for some Rituals are listed below. Other Rituals as described in oWoD material are available and will be converted to nWoD as required.
Level 1 Rituals
Ashen Caul (GN R1)
The vampire burns a small piece of fabric to ash, and smears the ashes on his eyelids and tongue. For the remainder of the scene, the vampire can see, hear and speak with any ghosts in the area.
Blood Mastery (HT R1) – By mixing a trait of the victim’s blood with some of her own and burning it, the Blood Magician gains power over the victim, albeit briefly. In the NEXT draw between the ritualist and the victim, offensive or defensive, in which the ritualist would have drawn a card, the ritualist is automatically considered to have gained a single success more than the victim. This power expires if not used by the following sunrise.
Call the Hungry Dead (GN R1)
Successfully casting this ritual on a target imposes a –4 penalty to any Wits-based roll involving hearing.
Communicate with Kindred sire (HT R1, AS R1, KS R1) - Meditate for half an hour on an object that once belonged to your sire. When you finish the ritual, you establish telepathic communication with your sire, anywhere in the world. This link lasts for 10 minutes.
Dedicate the Chantry (HT R3) – The Chantries of the Tremere are usually heavily warded and this ritual facilitates further castings. After walking anticlockwise around the building or area to be warded, sprinkling it with stagnant water, the ritualist gains an additional card to any future defensive rituals cast over the site.
Defense of the Sacred Haven (HT R1, AS (Curtain of Will) R1, SS R1, KS R2) – This ritual prevents sunlight from entering a room or small building, no greater than 20 ft radius. The ritualist inscribes sigils in her own Vitae on all affected windows, doors and other entrances and the ritual lasts as long as the ritualist remains within the area.
Deflection of the Wooden Doom (HT R1, AS (Turn the Impaling Shaft) R1, KS R1) – This ritual prevents the Blood Magician from being staked. After lying in a circle of wood and placing a wooden splinter under her tongue, the FIRST stake that would pierce the ritualist’s heart disintegrates in the attacker’s hand. The ritual lasts until the following dawn or dusk.
Domino of Life (Sabbat HT R4, AS (Take Life’s Visage) R2, SS R) – This ritual allows the Blood Magician to simulate human characteristics; breathing, eating warm flesh etc. Only one characteristic may be simulated per casting, though the ritual may be cast multiple times. Each casting raises the apparent humanity of the ritualist by one.
Engaging the Vessel of Transference (HT R1, AS (Falsely Sealed Vessel) R1) – This ritual enchants a container, between the size of a cup and a jug, to transfer vitae between itself and any person who touches it with their bare skin. To enact the ritual, a point of vitae (not necessarily the ritualist’s) must be sealed inside the container with a sigil, which is recognisable with a success on a Wits + Occult draw at an appropriate penalty. The ritual lasts and the vessel keeps transferring until the container is opened.
Illuminate Trail of Prey (Sabbat HT R4, AS (Track the Accused) R2, SS R) – This ritual causes the subject’s trail to glow brightly to the ritualist, whether it be footsteps, tyre tracks or aeroplane trajectories. By burning a length of white satin ribbon and knowing the name or appearance of the subject, the ritualist is able to follow the trail until the journey ends or the subject wades through or immerses themself in water. The trail glows with a brightness dependant on the age of the tracks; the caster must, of course, be at some place the subject has previously been in order to find the trail.
Purity of the Flesh (HT R1, AS R1) - This ritual involves concentrating for ten minutes in a lotus position, surrounded by thirteen sharp stones and then spending a vitae. This ritual will remove all foreign matter from the vampire, good or bad. (This includes fake limbs, breast implants, surgical appliances, poisons, drugs, wooden splinters, etc.) This also affects matter touching her and those performing this ritual would be advised to do it naked.
Rite of Introduction (HT R1) – Thaumaturges of Clan Tremere traditionally use this ritual to introduce themselves when arriving in a new city. By boiling ground tamarisk root in rainwater then adding scented oils, the newcomer enters into telepathic communication with the senior Tremere, followed by other Clan members of the city according to seniority. Whether any Tremere accepts and/or responds to this ritual is at their discretion. The ritualist makes an ‘introductory speech’ of up to thirty seconds, to which the most senior Tremere only may reply.
Wake with Evening’s Freshness (HT R1, AS (Black Sunrise) R1) – This ritual allows the Blood Magician to readily wake during the day at any disturbance. After spreading the ashes of burned feathers over the area just before she sleeps, the ritualist automatically wakes at the first sign of trouble during the day and can ignore the humanity roll to stay active for two turns. The ritualist must still spend one Vitae to awaken; the ritual lasts until the following sunset.