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Magical Rituals
Thaumaturgy
Ritual Approval
Required
Level Description
Bind the Accusing Tongue No  Once cast upon someone the victem may not speak ill of the caster. [Guide to the Camarilla - pg 109] 
Communicate with Kindred Sire No  A quick 4 minute ritual that allows the caster to communicate telepathically with there site, anyone they are bonded to and anyone who has partaken of there blood since sunset. [2nd Ed. Vampire:the Masquerade] 
Defense of the Sacred Haven No  An hour long ritual that ensure no sunlight may pass through any window within 20ft. Uses 1 blood point. [2nd Ed. Vampire:the Masquerade] 
Deflection of Wooden Doom No  An hour long ritual which means when a stake is about to be thrust into there heart it will disintegrate it will only work on the first stake and for it to work you must have a wooden splinter in your mouth to remove it means the ritual is broken. [2nd Ed. Vampire:the Masquerade] 
Devils Touch No  This ritual curses a mortal making all who do not have a close emotional tie with the subject to dislike them. [2nd Ed. Vampire:the Masquerade] 
Engage the Vessel of Transference No  This ritual empowers a containor with the ability to draw a points worth of blood from someone. [2nd Ed. Players Guide] 
Incantation of the Shepherd No  This ritual allows the caster to easily locate his herd [2nd Ed. Players Guide] 
Preserve Blood No  This ritual preserve blood in a large earthen sealed container. While the container remains sealed with red wax after the short ritual is complete the blood within it won't deteriorate. The largest size one ritual can do is 10 BP (roughly 5litres). In order to make use of this ritual it needs to be done immediately after the blood has entered the container. Blood can only once be placed under this ritual. 
Purity of Flesh No  This ritual allows the caster to expel any foreign objects from there body. [2nd Ed. Players Guide] 
Rebirth of Mortal Vanity No  This ritual allows the caster to grow his hair [2nd Ed. Players Guide] 
Scent of Garou's Passing No  By sniffing a herbal concotion this ritual allows you to smell whether there is a Garou nearby. [Clanbook: Tremere pg 37] 
The Rite of Introduction No  [2nd Ed. Players Guide] 
Wake with Evening's Freshness No  A half hour ritual that is performed before you go to sleep. This allows you to awake at any sign of dangert through the day. [2nd Ed. Vampire: the Masquerade] 
Blood Walk No  [2nd Ed. Players Guide] 
Burning Blade No  When cast upon a melee weapon it will then cause aggravated damage. [Guide to the Camarilla pg 110] 
Donning the Mask of Shadows No  [2nd Ed. Players Guide] 
Mourning Life Curse No  This allows the caster to make a mortal cry tears of blood. [2nd Ed. Players Guide] 
Principal Focus of Vitae Infusion No  This ritual allows the aster to imbue and object with a point of blood. [2nd Ed. Players Guide] 
The Open Passage No  By spending a point of blood and taking an hour to cast this ritual allows the caster to make a barrier become insubstantial. [Clanbook: Tremere pg 37] 
Ward versus Ghouls No  [2nd Ed. Players Guide] 
Flesh of the Fiery Touch No  After casting kindred who touches the caster's flesh will receive a point of aggravated damage. [2nd Ed. Players Guide] 
Incorporael Passage No  This rituals allows the caster to make himself incorporeal and move about [2nd Ed. Players Guide] 
Pavis of Foul Presence No  Any presence discipline used against the caster is instead used against the kinred tryng it. [2nd Ed. Players Guide] 
Rutor's Hand No  This ritual requires that the caster cut of one of his hands and pluck out one of his eye's. Then after casting this ritual the hand and eye resting on the back of the hand and move around and the caster can see and hear through it. [Clanbook: Tremere pg 37] 
Shaft of Belated Quiesence No  This ritual will turn a simple wooden stake into a weapon which when used on a someone even the smallest shard of the stake will worm its way to the victims heart. [2nd Ed. Players Guide] 
Spy On The Twin Yes  See Storytellers 
Ward versus Lupines No  As ward versus ghouls but this ritual works on the garou. [2nd Ed. Players Guide] 
Awaken the sleeper Yes  Level 4 Ingredients: Chalk for hermetic circle, 4 Candles for outer circle The life's blood of as many people as you require, for each another 4 four candles. Casting time: 1 hour per victim Prerequisites: None Method: Establish a large Hermetic circle, mark and invoke the cardinal points. Inside the main circle position the torpored target in the middle of the circle with his heart in the centre point. Set up a smaller circle for each person who's life's blood you are using equally spaced around the the target. In turn invoke mark the person in the circle with the mark of aether and bring him over to to the torpored form. Make an incision and bleed the target into the torpored person (you might need to clamp the mouth open). He certain not to waste the hearts blood, the last blood of the victim. Return the corpose to its circle and exintguish the flames. Effect: For each success (capped at the number of people used in the ritual) the target is considered to have 1 more Humanity for the purpose of calculating the time spend in torpor. 
Binding the Beast No  This ritual allows the caster to pull a kindred out of frenzy [2nd Ed. Players Guide] 
Heart of Stone No  You can turn your heart to stone quite literally.. [2nd Ed. Players Guide] 
Splinter Servant No  This ritual creates a intelligent steak that will run and attack the person it is aimed at. [2nd Ed. Players Guide] 
Ward versus Kindred No  As ward versus ghouls but this ritual works on the kindred. [2nd Ed. Players Guide] 
Blood Contract No  Allows you to create a contract between two people that cannot be broken [2nd Ed. Players Guide] 
Escape to a True Friend No  This must be prepared in advance but once prepared it allows the aster to step into the prepared circle and be transported to the near the friends name the utter. [2nd Ed. Players Guide] 
One Mind of the Covens No  This ritual is kept for regents but it allows a conversation to be had between those who cast it [2nd Ed. Players Guide] 
Stone Slumber No  This allows the caster to literally turn themselves into a stone statue [2nd Ed. Players Guide] 
Umbral Walk No  This ritual allows the caster to the enter the Umbra. [Clanbook: Tremere pg 38] 
Ward versus Spirits No  As ward versus ghoul but works on spirits. [2nd Ed. Players Guide] 
Necromancy
Ritual Approval
Required
Level Description
Circle of Cerberus No  Protects the caster against attacks when performing necromancy [2nd Ed. Blood Magic: Secrets of Thaumaturgy pg 105] 
Eyes of the Grave No  This ritual means for the next week the victim will experience visions of there own death. [3rd Ed. Vampire: the Masquerade pg 165] 
Ritual of the Unearthered Fetter No  This ritual allows the caster to find a Wraiths Fetter. [3rd Ed. Vampire: the Masquerade pg 165] 
Cadaver's Touch No  This ritual allows the caster to make a mortal appear as if they were one of the walking dead. [3rd Ed. Vampire: the Masquerade pg 165] 
Grasp the Ghostly No  This ritual allows the caster to bring an object from the underworld into the real world. [3rd Ed. Vampire: the Masquerade pg 165]