--Disiplines :
Animalism
Retest: Animal Ken
1 Feral Whispers

You can communicate with animals. (NC)

2 Obedience

You can issue basic commands to animals. (Static S)

3 The Beckoning

You can summon animals. Costs 1 Blood. (Static S, call Storyteller)

4 Quell the Beast

You can bring another from frenzy.  For the cost of 1 Blood you can make a target drowsy, preventing Willpower expenditure for the next hour.  (S vs. S)

5 Drawing out the Beast

You can send your Frenzy to anyone in eyesight, or force another to frenzy merely by sending out an angry thought. Costs 1 Blood.  (S vs. S).

   
Auspex Retest: Investigation
1 Heightened Senses

You can read a letter by touch, smell poisons in food, hear through doors or across the room, track through scent, and see through basic Stealth. (NC/Static M)

2 Aura Perception

You can see if another is human, kindred, mage, or lupine, read their emotional state and detect if the last thing they said is a lie or not (Static M)

3 Spirit’s Touch 

By handling an item you can read clues as to the last person who handled it - what were they feeling, thinking doing.  Costs 1 Blood to activate.  (Static M, call Storyteller)

4 Telepathy

You can carry on silent conversations with others, sending and receiving thoughts.  Make the telepathy Sign. (NC)  You my also try to drag thoughts from another, sking a question and searching through their thoughts (M vs. M)

5 Astral Projection

You leave your body, and can travel though the Umbra to spy on others, make the Umbra sign  If your body is attacked, you jack back instantly, but are disoriented for one round. You may use other Auspex powers in Astral form, and may be vulnerable to Necromancy. Costs 1 Blood. (NC)

   
Celerity

No Retest                                 1 Blood to Invoke full “Celerity”

1 Alacrity

In combat you may take three steps before any other actions, say three words, declare your actions last and move first. (NC)

2 Swiftness

You may have a second attack (Physical only) after the initial round of combat (P vs. P). This may also be used as a Fair Escape (NC).

3 Rapidity

You may use the Bomb symbol in all speed related challenges, including Dodging attacks or striking quickly.  This may also be used as a Fair Escape (NC).

4 Legerity

You may have a third attack (Physical only) after the initial round of combat (P vs. P). This may also be used as a Fair Escape (NC).

5 Fleetness

You win all ties on speed related challenges.  This may also be used as a Fair Escape (NC).

   
Dementation

Retest: Science: Psychology, Call out the Vice or Virtue of your target for a free Retest.

1 Passion

You may augment the mood of another, turning the happy into jubilant, the sad to grief stricken, and the angry to furious.   Choose a negative trait to bestow upon your target. This power lasts for half an hour. (S vs. S)

2 The Haunting

Your victim hallucinates, feels paranoid, and is generally schizophrenic for the next hour, suffering -2 to all Mental challenges.  Costs 1 Blood to attempt.  (S vs. M)

3 Eyes of Chaos

You tap into the patterns of another and can delve into their psyche.  Costs1 Blood to attempt.  If successful, your target must tell you their Virtue, Vice, or one of their flaws or negative traits  (something you have not already gleamed by using this power).  Fail, and for the next half hour you are Entranced by the target, following them lovingly. (M vs. M)

4 Voice of Madness    

Simply by speaking of a certain terror, you can give a target (or targets) a phobia for the next half hour.  This power costs one Blood to attempt.  (M vs S, play the challenge against all listeners you wish to affect).

5 Total Insanity

You may pass your own Derangements onto another, driving them crazy for the remainder of the night.  The power costs one blood to attempt and demands eye-contact.  Target may not spend Willpower.  (M vs. M)

   
Dominate        Retest: Leadership

1 Command

Issue a one to three word command which your victim must obey.  This command can be imbedded in a sentence, and requires eye-contact.  Outright suicidal commands fail, but “Attack him,” or “Protect me” work just fine, as do “Sleep, “Sign this document, “Drink from me,” et cetera.  Costs 1 Blood to attempt and the command lasts for about ten minutes. (M vs. M)

2 Mesmerism

Imbed a trigger and an effect.  When the trigger occurs, your target must comply with the effect.  “When I clap my hands, you will spit blood on the person to your right.”  Costs 1 Blood to attempt and demands eye-contact. Only one Mesmerism effect can be present, a second trigger overwrites the first.  (M vs. M)

3 Forgetful Mind

You can twist the memories of another, causing them to forget up to the last 15 minutes of play.  Sneaking past security guards, who forget you were even there, causing another to remember that so and so just slapped him, or wiping the minds of witnesses to a Masquerade violation are all possible.  Costs 1 Blood if you win the Mental challenge and demands eye-contact.  (M vs. M)

4 Conditioning

This power takes two nights to fully use plus one night per point of Willpower your target possesses.  It requires eye-contact and costs 2 Blood to attempt each night.  You must have access to your target for at least three hours, and they can volunteer or be restrained or staked.  You bombard their mind with subliminal messages, effectively making them your slave.  If successful on all Conditioning challenges, you have a puppet.  Every word you speak has the power of “Command” over your victim and they cannot resist your Dominate powers.  Willpower may not be spent against Conditioning.   Once conditioned, a target is immune to the Conditioning of others. And only the ‘Master” can free the puppet – who loses 1 Willpower and two Mental traits permanently.   (M vs  M. Inform the Storyteller if you attempt this power.)

5 Possession

Your spirit leaves your body and inhabits another, taking on their Physical and Social traits - keeping your own Mental.  Your body is prone and vulnerable, and if attacked you immediately jack back, suffering disorientation for one round.  You may use a target’s Physical disciplines, but keep your own Blood pool, Wilpower, Abilities and Mental and Social disciplines. If your target is killed, you jack back as above.  The power costs 3 Blood to attempt and one Willpower, and demands eye-contact.  You must touch your victim for the transfer to occur, possibly involving a Physical challenge if resisted.   Note you may take over a human body or a ghoul and spend 1 Blood to stay active during the daylight giving you numerous advantages over other kindred.  You may reside in your host until you run out of Blood traits or choose to return to your natural form. (M vs  M. Inform the Storyteller if you attempt this power.)

   
Fortitude No Retest        

1 Endurance

You do not suffer any penalties until you hit Torpor, ignoring all Bruised and Wounded effects.

2 Mettle

You gain an extra level of Healthy.

3 Resilience

This power expends one Physical trait on use, or Willpower point, which returns the next night.  You may play a simple test for each point of Aggravated damage you take and on a win or tie you reduce it to normal damage.   This power is reflexive and does not take an action.  It may only be attempted once for each Aggravated wound - if you fail the simple test, the wound stays.

4 Resistance

This power expends one Physical trait on use, or Willpower point, which returns the next night.  You may play a simple test for each point of damage you take and on a win or tie you may ignore the  damage.   This power is reflexive and does not take an action.  Aggravated reduced to normal via Resilience may be further reduced by this discipline though each wound may only be tested once – if you fail the simple test the wound stays.

5 Aegis

You may ignore all damage from any one attack but must sacrifice a Permanent Physical trait (which can be bought back with XP).  This power even works if you have been “killed.”  Ignore the lethal blow, decrease your permanent Physical traits, and keep playing. You are immune to all additional damage for one turn after Aegis has been invoked. But could still be hurt, say if trapped in a burning building.

   
Obfuscate Retest: Stealth  

1 Touch of Shadow

You can cause a small, handheld item to vanish, making it impossible to find even if you are frisked.  This power costs 1 Blood, and you may retrieve the item any time you wish, pulling it from the shadows.  Up to three items may be hidden at a time, and all return to your person during the daysleep.  Players with Auspex may attempt a Mental challenge to defeat your Obfuscate, but they must have an Auspex rating equal to or greater than your Obfuscate.

2 Unseen Presence

You may move around invisibility but as soon as you speak or interact with the physical world, your Obfuscate drops.  Use the “Obfuscated” sign when this power is active.  All others should ignore you, making you a near perfect spy.  You may use this power to sneak attack another, reducing surprise from 3 seconds to 1.  This power costs nothing to invoke, but can only be used when nobody else is looking at you. or from Stealth

3 Mask of a Thousand Faces

You may alter your appearance to that of a normal human.  If you wish to mimic another, this power costs 1 Blood.   Use the “Mask” sign, and tell others who they see (instead of you).  This power gives you +1 bonus trait to your Social pool (either Gorgeous or Intimidating).   The  mask drops the moment you fall asleep, are driven into torpor, or choose to resume your original features. 

4 Cloak of Shadows

Your Unseen Presence becomes stronger and you can now speak when Obfuscated.  If you attack you become visible, again reducing surprise from 3 seconds to 1, but you fade from view at the end of each round, regardless of who is watching you.  You become visible for a split second if interacting with the physical world (opening a door, grabbing a book, etc.) but fade from view a moment later.  Opponents trying to strike you while invisible do so at -5 Physical traits and you win all ties if acting defensively.  This power may be used as a Fair Escape and you may spend Blood to extend your cloak over others.  For each other person you wish to hide, spend 1 Blood.  They cannot wander more than two metres from your side without becoming visible again.  You could easily prepare an ambsh with this ability, though each other person you hide becomes visible the moment they attack/interact, only you fade at the end of each round (unless you spend further Blood to hide your allies).  You could also aggressively kidnap another with this power, succeeding in a Physical challenge versus your opponent, spending a Blood, and rendering them invisible. 

5 Soul Mask

You can hide your true thoughts and emotions from all but those with the most potent Auspex.  You may choose the colour of your aura, automatically win against Passion and Eyes of Chaos and answer as you wish if the target of Aura Perception, Persuasion, Seduction, or Empathy.  You are a closed book, and others cannot read you.  This also hides the veins of diablerie in your aura.

   
Potence No Retest    1Blood to Invoke full “Potence”

1 Prowess

You may have a free retest on all strength related challenges including close combat. You can tear a wooden door of its hinges with ease.

2 Might

You may use the Bomb sign on all tests of strength including hand to hand and melee combat.  You could lift a piano and throw it or bend iron bars.

3 Vigor

Your hands are lethal weapons, causing an additional level of damage with all strength related attacks.  You could tear a door off a car, break iron bars, or jump directly upwards, one storey.

4 Intensity

You win all ties involving Strength, including most forms of combat.   You could lift a car and throw it, punch through into a bank vault, or jump directly up or down two stories.

5 Puissance

You cause a third level of damage with all strength related attacks.  You could swing a bus at someone, climb by digging you r fingers into rock or steel, or jump up or down three stories.

   
Presence No Retest

1 Awe

You may have an immediate retest on any Social challenge, including disciplines.

2 Dread Gaze

You can give someone the evil eye and they must flee in terror for the next half hour.   If forced to remain in your presence, they suffer -1 on all challenges against you and should act terrified or humbled. This power costs 1 blood to attempt.  (S vs. S)

3 Entrancement

You may force another to become your close confidante, making them trust and admire you.   This does not mean they will tell you all their secrets, but you do win all Social ties against your victim, and they cannot attack you nor speak negatively about you for the next hour.  Costs 1 Blood to attempt.   If you are rude to or attack your victim, the Entrancement immediately ends and you may not attempt it again on this target tonight.  You may use Dominate or other Disciplines on your target, so long as you phrase everything nicely. (S vs. S)

4 Summon

You may call another to you by your force of will alone.  Inform the Storyteller you wish to use this power, and he will visit your target, play the challenge, and if successful, your target must immediately attempt to  respond to your Summons.  Despite what they should feel, the target does not think to fear you, only that they really must meet with you.  They sense where you are, and will come to you with all reasonable haste even if you change location.   Victims may not stop to gather weapons nor tell their allies where they are going.  This power costs 1 Blood if Successful, spent when your victim arrives.  (S vs. S)

5 Majesty

Spend a Blood and use the “Majesty” symbol.  For the next hour, so long as you are peaceful and kind, none may attack you nor speak negatively against you without expending a Willpower.  This allows them an  attempt to defeat you in a Social challenge.  If they fail the challenge, they may not attempt to pierce your Majesty again this night.  You may use other disciplines on your targets, but should take care not to be rude or aggressive.  If you attack or frenzy, your Majesty ends immediately.  To use again on any given night you must expend a Blood and a Willpower for each additional use.

   
Protean           No Retest

1 Eyes of the Beast

Your eyes glow red in the darkness and you can see in pitch black.   This is an obvious breech of the Masquerade but can be covered up by sunglasses.  Also, you suffer only a maximum of -2 penalty to attack an invisible opponent.   This does not mean you can see or detect Obfuscated kindred, only that if you are in combat and your opponent vanishes, you have a better chance of striking them (if they stick around and continue combat). 

2 Earth Meld

This power costs 1 Blood and allows you to sink down into any natural earth (soil, sand or grass). 0 You cannot sink into stone, wood, concrete, brick, or any other manufactured surface.   This power takes one round to fully effect, during which time you can take no action.  Clothing and small handheld items go with you, but you may not take any other creature.  Afterwards, you are safe six feet under, suffering no harm from the sun, nor any other attacks (unless someone spends the time to dig you up).  You may rise to the surface at any time you wish, remaining below as long as you like (though you lose 1 blood every day as per the daysleep).   If someone does try to dig you up, you immediately sense the transgressor, no matter the time of day or night, and can burst out of the Earth to attack.  Hopefully it’s nighttime though….

3 Feral Claws

You may grow long bestial claws, capable of inflicting aggravated wounds on kindred and other supernatural creatures.  This power costs 1 Blood and the claws last as long as you like.

4 Shape of the Beast

Choose an animal, most typically a bat or wolf.  You can shift your features, and become that animal, gaining it’s natural abilities though keeping your disciplines which may be used if applicable.   Wolves, bears, large dogs, great cats, etc. will grant you extra physical traits, while flying creatures give you that ability and spiders, snakes and scorpions could add venom to your arsenal.  It costs 1 Blood and one round of inaction to shift shape.

5 Mist Form

You become a cloud of fog, able to fly at low altitudes, or up sheer surfaces, seep under doors or through cracks, and ignore all Physical damage, even that from fire.   Sunlight still harms you and has the power to dissipate your form, though on rainy or overcast days you could conceivably remain active.  It costs 1 Blood and one round of inaction to invoke this discipline and you maintain the ability to use your disciplines when in this form if applicable (such as Aura Perception, Summon, or Animalism powers).

   
Necromancy   Retest: Occult
The Sepulchre Path

Each power on this Path costs 1 Blood to invoke.

1 Insight

Look into the eyes of a corpse and see its final moments. (Static M)

2 Summon Soul

You must have a fetter from or be in a location important to the spirit. It will answer up to three questions you pose to the best of its abilities after which time the soul returns to the Shadowlands. (S vs. S)

3 Compel Soul

You must first Summon a soul, as above.  Now you can force it to perform some specific action – spying on another, stealing something, haunting a location or person for a night, etc.  (M vs M)

4 Haunting

Once Summoned you can bind a spirit to a location or fetter for a year and a day by spending an additional 2 Blood.  Thereafter, you will not need to Summon the Spirit to Compel it.  The power of the spirit is also greater, and it can assume a variety of poltergeist-type powers. (M vs. M)

5 Torment

You can now engage spirits in Physical attacks, harming them directly with your fists.  Slain souls dissipate into Oblivion.  (P vs. P)

   
The Ash Path Each power on this Path costs 1 Blood to invoke.
1 Shroudsight    Your eyes glaze over and you can see into the Shadowlands.

2 Lifeless Tongues

You may now speak directly to the energy of all spirits, receiving a retest on all other Necromancy powers.

3 Dead Hand

You can reach into the Shadowlands and hide any object you can carry.  Spend another Blood to retrieve the item when you wish.

4 Ex Nihilo

You may now step into the Shadowlands, opening a rift in the Shroud.  This power may b used as a Fair Escape and no others may follow you unless they also have this power.  For each extra Blood you spend you may take a willing target with you.  Expend a Willpower to bring over an unwilling victim.  Without your guidance, most others will be lost and powerless in the Shadowlands.

5 Shroud Mastery

You can tear a permanent hole in the Shroud, allowing spirits greater power in the physical world.  You perform all other Necromancy powers at +2 traits while in this locale.

   
The Bone Path Each power on this Path costs 1 Blood to invoke.
1 Tremens

You can cause a corpse to move, sit up, roll over, shriek, grab a hold of someone’s leg etc.  This is quite terrifying to humans, who will likely flee.  The corpse must be in your line of sight.

2 Apprentice’s Brooms

You can fully animate a corpse, feeding it the trait of blood it cost to invoke this power.  For the remainder of the night you will have a simple Zombie under your control.  It will attack, clean, dig or perform any other task you set to it providing it is menial in nature.  Zombies cannot think, are immune to Mental and Social disciplines and suffer no wound penalties until destroyed.  If you spend a second blood to activate this power your creation has one dot of Potence, allowing it a retest on all physical combat.

3 Shambling Hordes

Expend a Willpower on animating a zombie and your minion will serve for a year and a day.  You may control a number of zombies equal to your Mental + Social traits.

4 Soul Stealing

You can now reach into a living being and pull forth its soul.  The husk collapses until a spirit returns to it but you can animate the husk as a zombie using Apprentice’s Brooms above.  This power costs a Willpower to invoke.  You can trap the soul in a mirror or glass container or seek to destroy it outright if you use the Torment discipline.  If the glass is shattered the soul returns to its body.  You must touch your target to use this power, perhaps necessitating a Physical challenge. (M vs. M)

5 Daemonic Possession

You can now allow an intelligent spirit to return to the physical world and possess a body devoid of a soul (as per Soul Stealing) or any normal, fresh corpse.  The cadaver continues to decay, rapidly, and can survive up to lunar month before rotting away completely, unless immersed in formaldehyde or the like.  The spirit retains its personality from life and all former knowledge.  It can even use basic Mental and Social disciplines it had in unlife.  You may have to Summon a particular Soul if you wish to raise someone specific.  By spending two extra Blood on activating this power, the intelligent cadaver has all of the benefits of your improved zombie (above). 

   

Necromantic Rituals

 

*

 

Call of the Hungry Dead

With ten minutes of concentration and a hair from the head of your victim, you may plague a target with the moans and screams of the deadlands.  They suffer the Negative trait: Oblivious and cannot speak for the next half hour.  If they open their mouth only screams and shrieks come forth., scaring most mortals.

Eyes of the Grave

This takes ten minutes of concentration in a cemetery or place of death, but can be used once thereafter at any point in the evening.   Simply make eye contact with the target and they see their own demise reflected in your eyes.  This unsettles them and can cancel a Retest to any one challenge.  If they have a second retest, it may still be used as normal.  

Spirit Beacon

Spill a trait of your blood upon a severed human head or freshly exhumed skull, and this item becomes an unholy beacon, attracting ghosts and spirits.  You have a free retest in all challenges versus ghosts while this skull is present.  At dawn, it crumbles to dust.

**

 

Cadaver’s Touch

You must chant an elegy while melting a wax replica of a human target.  This takes one hour to perform. Thereafter, for the rest of the night, the human becomes pale, loses a pulse, and suffers from both a Repugnant and a Decrepit negative trait.  This is a great way to scare a human with their own mortality, or make one pass freely amongst kindred or to confound a hunter.  At dawn, the ritual fades.

Call on the Shadow’s Grace

By speaking to the dark side of a victim, you can unmask its dirty secrets.  You must spend an hour in complete darkness, chanting the victim’s name.  Thereafter, if you confront your victim in the evening, win a Mental challenge against their Mental traits to learn one of their flaws, negative traits, or Vice.  The victim chooses what to reveal to you, and must forget their disclosure, feeling only a cold shiver pass over them.   Subsequent uses reveal different information ( a victim cannot tell you the same info already revealed). 

Unearthed Fetter

You must have the finger bone of a victim to use this ritual, and bathe it in infant’s blood.  For the rest of the evening, if tied to a silver chain, the finger will swing and point to any remaining fetters of the owner (helping you with Sepulchre powers).  

***

 

Soulguard Crystal

The moment you are reduced to final death, before you can be diablerized, your soul travels to a specially prepared crystal awaiting reanimation by another member of the family.  If you inhabit a new body, through the use of Daemonic Possession, and it consumes the crystal, the copse will take on your physical appearance and you will be reborn back into the undead Giovanni, making the Possession permanent.  To make the phylactery, you will need to bury the crystal in a clay pot containing the brain of a person with true faith for the duration of one lunar cycle, new moon to new moon.  The earth must then be given the entire life’s blood of a virgin, and you can retrieve the functioning phylactery to keep safe.

   
Thaumaturgy  Retest: Occult
The Path of Blood  
1 A Taste for Blood     

By sipping the smallest drop of another’s blood you can tell much about the target, their age, nationality, if they are a ghoul or mage or suffer from any major diseases or derangements.  If the target is kindred, you learn their clan, generation, and merits or flaws linked to irregularities of the blood.  This does not take a full trait of vitae, and you are not one step bound towards the donor. 

2 Blood Mastery

If you have a trait of another’s blood on your person you can win any one challenge against them automatically.  The vitae point sizzles and burns away in a wisp of crimson smoke.  This discipline drives the members of Clan Tremere to collect Vitae from as many targets as they can.

3 Blood of Potency

You may expend two traits, be they Physical, Social or Mental, to gain a “virtual generation.”  Up to six traits may be distilled, thereby lowering your generation by a maximum of 3 and allowing you to target much older kindred with your Dominate powers.  This power lasts for one hour and the expended traits do not return until you awaken the next evening.

4 Theft of Vitae

You may expend from 1-5 Mental traits and target anybody within fifty feet of you.  If you win the challenge, the target loses the expended number in blood as it is ripped from their body, causing two levels of damage.  The blood enters your body and can be immediately used to heal or power other disciplines.  Excess vitae spills out around you but cannot be used for Blood Mastery having circulated though your system.  It may be lapped up by other hungry kindred and may provoke a blood frenzy if you steal the final drops from your target. Expended Mental traits return at dawn.  (M vs. P)

5 Cauldron of Blood

You may boil the blood of your target, expending from1-5 Mental traits.  If you win the challenge, your victim loses blood equal to the number expended, and suffers an aggravated wound for each boiled trait. (P vs. P)

   
Lure of the Flames     Each power on this path costs 1 Blood to use.

1 Hand of Flame

Spending one round in concentration, you may cause your hand(s) to ignite, causing you no damage.  You now cause kindred Aggravated wounds and can ignite other substances. (P vs. P)

2 Flame Bolt

You can send a projectile arrow of flame at any target within 100 feet causing one Aggravated wound on impact then fizzling out.  If you aim at a flammable material, it will ignite, possibly harming you. (M vs. P)

3 Wall of Fire

Point at any area within 50 feet and you may cause a wall of fire to spring up  (two metres high and of equal diameter or length).  Anyone caught in the wall or passing through it takes one Aggravated wound per round in the fire.   The wall fades when you wish, move 50 feet away, or lose consciousness.  This power takes one round of concentration to invoke. (M vs. P)

4 Engulf

Spend a round and lock on your target.  Your victim combusts, taking two Aggravated wounds immediately and one each following round, unless they spend the time dousing the flames.  The flaming victim can attack others, causing one Aggravated wound per Physical strike, and flammable material ignites.  (M vs. P)

5 Firestorm

After a round of concentration you may cause fire to rain down upon any area within 50 feet, blanketing a small room or zone 20 feet in diameter.  Everybody caught in the storm takes one Aggravated wound per round until they can escape, and flammable material ignites.   You can will the storm to end.  (M vs. P)

   
Movement of the Mind Each power on this path costs 1 Blood to use.

1 Force Bolt

You can send a concussive blast that knocks an opponent within twenty feet over (robbing them of an action this round).  You may also target an item, disarming an opponent, or moving any item you can lift up to five feet. (M vs. P)

2 Manipulate

By concentrating on an item within 50 feet you can perform one handed operations, such as typing on a computer, aiming and firing a gun, picking a pocket, or closing and locking a door. (M vs. P)

3 Flight

By concentrating you can lift yourself or another person/item up to 300 lbs in weight.  This cannot cause damage to another, unless you drop something heavy on a victim, but it is good for immobilizing your target, hovering in the air as long as you maintain your focus.  Used on yourself, you can fly at a quick walking pace up to any height you are comfortable, using this power as a Fair Escape.  If you lose concentration, this power ends.  (M vs. P)

4 Repulse

You can emanate a shockwave, sending all people and objects of 300 lbs or less hurtling up to 20 feet away from you, causing all victims one level of damage.  (M vs. P)

5 Control

You can now use any of the other powers on this path up to 200 feet away and lift up to one ton.  Thus you could drive a car remotely, or hurl it at a victim with only the power of your mind.  You can fling multiple victims  (equal to your number of Mental traits, causing two damage each) or immobilize them all hovering in their air.  They can still talk, or use disciplines, but cannot attack with their arms or legs.   If used to fly, you can do so at increased speed, taking nine “steps” per round, instead of three.  (M vs. P)

   

Thaumaturgical Rituals

*

 
Communicate with Kindred Sire

By mediating on an item from your sire for ten minutes you can establish instant telepathic communication.  

Defense of the Sacred Haven

By smearing a trait of your blood over a window you mystically prevent sunlight from entering a room.  You must remain in the room for this ritual to remain in effect.

Deflection of Wooden Doom            

The first stake that pierces your heart magically disintegrates.  You may cast this on an ally as well.  It takes fifteen minutes to invoke and you or your recipient should carry a toothpick to represent this ritual.

Devil’s Touch

You cause your victim’s Vice to manifest, and for the next hour your target must revel in their sin. (P vs. P)

The Open Passage              

You can mystically unlock any door or even create a hole in a solid wall lasting three rounds though only you and your allies may pass through the breech.  It takes an hour and a trait of your blood to cast this ritual.

Principal Focus of Vitae Infusion

Essentially you spit out a blood trait in a cough drop form, and can save it for later consumption.  You may make one of these each night and any victim eating these risks being Blood Bound to you.

Scent of the Lupine’s Passing          

You need a sprig of wolfsbane to cast this ritual, thereafter you can sniff out lupines, recognizing them in human form, and gaining one free retest against a lupine the night the ritual is cast.

Wake with Evening Freshness

If surprised in your haven during the day you will immediately awaken and suffer no disorientation penalties for three rounds (though sunlight may still harm you).

Ward vs. Ghouls 

Inscribing a trait of your blood  over the threshold of a room will cause all ghouls who breech your ward one level of damage each round.   This could also work to trap them in a room.  If you inscribe this ward on an item, cause one level of damage each round the item is handled by a ghoul.  Ghouls present when you cast this ritual can donate a blood trait to gain immunity from your ward, as you wish.   This ritual ends when you wish it to, or the following night at Midnight.

Pangs of Proserpina

You force a human or kindred to become incredibly hungry.  Your victim must feed within the next fifteen minutes, or suffer two levels of internal damage due to hunger.  Blow a kiss at your target to invoke.

**

 
Bone of Lies

Cast over a finger bone, you must bathe it in nine traits of blood (human or kindred), which seep into the marrow.  Thereafter, if a victim holds the bone and tells a lie, it blackens, reveling the deception.  This will work nine times until crumbling to dust and is the surest lie-detector of Clan Tremere.   

Incorporeal Passage

You must cast this ritual in front a mirror, spending fifteen minutes in concentration.  Thereafter, and for the next hour, you may choose to fade away if targeted by a physical challenge, suffering no harm from attacks, which pass right through you.   You can also step through barriers or walk through walls.  If your mirror is shattered you lose two traits of blood which run from your eyes like tears.  

Pavis of Foul Presence       

You must wear a piece of blue silk upon your person for this ritual to work.  Thereafter, any successful use of the Presence discipline on you is reflected back at your opponent, so you have Entranced her, or countered another’s Majesty with your own.  Each time you reflect Presence you must spend a blood.

Rutor’s Hands

Cutting off one of your hands and plucking out one of your eyes allows you to create this rapid, scuttling spy.  Take 3 levels of aggravated damage, and fee your servant one of your vitae each week.  Thereafter it can have one free Major Action to spy on an enemy (and you learn that much more about your foes).

Soul of the Homunculi       

You can create a small gargoyle-like creature which serves you as an assistant/spy.  It takes one month to form the Homunculus, and the minion has 3 Physical traits, three levels of Health, and three blood.  It can also have one discipline power - either Unseen Presence, the Haunting or Dread Gaze (with 6 traits to bid).

Leech Casket

You imbue a small vessel with the ability to suck the blood from a victim who comes into contact with it.  Usually a small bottle, your victim feels a tingling sensation, but does not know exactly what has happened, unless they see you using the casket against them.   Simply inform your target they lose one blood trait, and feel a sharp chill.  This will no doubt cause them to be suspicious of your character, but it’s no secret that people don’t like the Tremere.   Up to five traits can be stored in the casket, but only one from any particular victim.  The casket can be smashed if dropped from a height above three stories r with any level of Potence.  At that point the stored blood becomes useless.

Ward vs. Spirits  

As the ward vs. Ghouls, but now all ghosts are barred entry or harmed.

Ward vs. Lupines               

As the ward vs. Ghouls, but now all lupines are barred entry or harmed.

***

 

Blood Contract                    

Spend a blood to write a contract, and another by each party who wants to sign it.  The terms must be met to the letter or the violating party immediately fall into Torpor.  The only way to negate the contract is to fulfill it or burn the original.  Those who sign must do so willingly (and not be Dominated into it).

Nectar of the Bitter Rose

You allow up to five kindred to benefit from a single diablerie.  You all gain black veins in your aura, but also the added Generation and bonus discipline.  Obviously, this ritual is monstrous in the eyes of the Camarilla.

Ward vs. Kindred                               

As the ward vs. Ghouls, but now all kindred of any Clan you name when casting this ritual are barred entry or harmed.

Ward vs. Demons

As the ward vs. Ghouls, but now all infernal entities are barred entry or harmed.

 
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