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[ 1 ] Bind The Accusing Tongue ( Vampire: The

Masquerade 20th Anniversary Edition -- Page 230 )

This ancient ritual is said to have been one of the first developed
by the Tremere and a primary reason for the lack of cohesive
opposition to their expansion. Bind the Accusing Tongue lays a
compulsion upon the subject that prevents him from speaking ill of the
caster, allowing the thaumaturge to commit literally unspeakable acts
without fear of reprisal.

System: The caster must have a picture or other image or effigy


of the ritual's target, a lock of the target's hair, and a black silken
cord. The caster winds the cord around the hair and image while
intoning the ritual's vocal component. Once the ritual is complete, the
target must score more successes on a Willpower roll (difficulty of the
caster's Thaumaturgy rating + 3) than the caster scored in order to
say anything negative about the caster. The ritual lasts until the target
succeeds at this roll or the silk cord is unwound, at which point the
image and the lock of hair crumble to dust.

[1] Communicate With Kindred Sire ( Vampire: The Masquerade 20th Anniversary Edition -- Page 230 )

By enacting this ritual, the caster may join minds with her sire, speaking telepathically with him over any distance. The
communication may continue until the ritual expires or until either party ends the conversation. The caster must possess an item
once owned by her sire for the ritual to work.

System: The caster must meditate for 30 minutes to create the connection. Conversation may be maintained for 10 minutes
per success on the activation roll.

[1] Domino Of Life ( Vampire: The Masquerade 20th Anniversary Edition -- Page 231 )

A vampire wanting or needing to simulate a human characteristic can do so once Domino of Life is cast. For one entire night,
the vampire can eat, breathe, maintain a normal body temperature, assume a human flesh tone, or display some other single
trait of humankind she desires. Note that only one trait can be replicated in this fashion. The vampire must have a vial of fresh
human blood on his person to maintain this ritual.

System: Using this ritual adds one die to the caster's dice pools when attempting to pass as human. Unless onlookers are
especially wary, the Domino of Life should fool them into thinking the caster is mortal -- not that they should have any reason to
suspect otherwise.

[ 1 ] Eldritch Beacon ( Vampire: The Masquerade 20th Anniversary Edition -- Page 177 )

Eldritch Beacon takes 15 minutes to cast. The material component is a green candle, the melted wax from which must be
collected and molded into a half-inch (1.5 cm) sphere. Whoever carries this sphere, whether in his hand or in a pocket, is
highlighted in the Shadowlands with a sickly-glowing green-white aura. All ghostly powers affect this individual with greater ease
and severity. The sphere retains its power for one hour per success on the casting roll.

[ 1 ] Engaging The Vessel Of Transference ( Vampire: The


Masquerade 20th Anniversary Edition -- Page 231 )

This ritual enchants a container to fill itself with blood from any living or
unliving being who holds it, replacing the volume of blood taken with an
equal amount previously held inside the container. When the ritual is
enacted, the vessel (which must be between the size of a small cup and a
one-gallon/four-liter jug) is sealed full of the caster's blood and inscribed
with the Hermetic sigil which empowers the ritual. Whenever an individual
touches the container with his bare skin, he feels a slight chill against his
flesh but no further discomfort. The container continues to exchange the
blood it contains until it is opened. The two most common uses of this ritual
are to covertly create a blood bond and to obtain a sample of a subject's
blood for ritual or experimental purposes.

System: This ritual takes three hours to enact (reduced by 15 minutes for each success on the casting roll) and requires one
blood point (although not necessarily the caster's blood), which is sealed inside the container. The ritual only switches blood
between itself and a subject if it is touched with bare skin -- even thin cotton gloves keep it from activating. Individuals with at
least four dots in Occult recognize the Hermetic sigil with two successes on an Intelligence + Occult roll (difficulty 8).
[1] Illuminate The Trail Of Prey ( Vampire: The Masquerade 20th Anniversary Edition -- Page 231 )

This ritual causes the path of the subject's passing to glow in a manner that only the vampire can see. The tracks shine
distinctly, but only to the eyes of the caster. Even airplane trajectories and animal tracks shine with unhealthy light. The ritual is
nullified if the target wades through or immerses himself in water, or if he reaches the destination of his journey. The caster
must burn a length of white satin ribbon that has been in her possession for at least 24 hours for this ritual to take effect.

System: The thaumaturge must have a mental picture of or know the name of her prey. The individual's wake glows with a
level of brightness dependent on how long it has been since he passed that way -- old tracks burn less brightly, while fresh
tracks blaze.

[ 1 ] Incantation Of The Shepherd ( Vampire: The


Masquerade 20th Anniversary Edition -- Page 232 )

This ritual enables the caster to mystically locate all


members of his herd. While intoning the ritual's vocal
component, he spins in a slow circle with a glass object of some
sort held to each of his eyes. At the end of the ritual, he has a
subliminal sense of the direction and distance to each of his
regular vessels.

System: This ritual gives the character the location (relative


to him) of every member of his Herd. If he does not have the
Herd Background, Incantation of the Shepherd locates the
closest three mortals from whom the caster has fed at least
three times each. This ritual has a maximum range of 10 miles
or 15 kilometers times the character's Herd Background, or five
miles (eight kilometers) if he has no points in that Background.

[ 1 ] Insight ( Vampire: The Masquerade 20th Anniversary Edition -- Page 177 )

This ritual allows a necromancer to stare into the eyes of a corpse and see reflected there
the last thing the dead man witnessed. The vision appears only in the eyes of the cadaver and
is visible to no one except the necromancer using Insight. The player rolls as normal as the
vampire stares into the target's eyes for five minutes. The number of successes on the roll
determines the clarity of the vision. A botch shows the necromancer his own Final Death, which
can provoke a Rötschreck roll. This power cannot be used on the corpses of vampires who have
reached Golconda, or on bodies in which both eyes are missing or advanced decomposition has
already occurred.

Successes Result

1 A clear image of the subject's death and the seconds preceding it

2 A clear image, with sound, of the minutes preceding death

3 A clear image, with sound, of the half-hour before the subject's demise

4 A clear image, with sound, of the half-hour before the subject's demise

5 Full sensory perception of the hour leading up to the target's death


[ 1 ] Knowing Stone ( Vampire: The Masquerade 20th Anniversary Edition -- Page 177 )

By use of her own blood and the proper rituals, a necromancer can mark a person's spirit, allowing the vampire to see where
her subject is at any time, even after he has died. In this fashion many of the spirit-haunted vampires keep tabs on their close
kin and their enemies. The necromancer cuts her skin or otherwise bleeds herself, and then uses the vitae to paint the name of
the target on a consecrated stone. If the ritual is successful, she can afterward learn the target's current whereabouts by
dancing around the stone in a trance state until one of the spirits whispers the desired information into her ear. The stone loses
its powers on the night of All Saints Day unless the vampire spends a blood point.

[1] Purify Blood ( Rites Of The Blood -- Page 147 )

The Black Death killed more than seventy-five million people across Europe during
the Dark Ages. Early experimentation showed that most diseases, even blood-borne
ones, rarely have any effect upon Kindred, yet vampires can carry such diseases and
pass them to their victims. This devastated private herds and caused a severe blood
shortage that strained the Masquerade to its breaking point. There had previously
been mystical methods of cleansing blood, but they were time consuming and
complicated processes.

A solution came from the Tremere -- then a struggling Clan seeking to buy their
way into polite society -- in the form of this simple ritual. The tainted blood must be
decanted into a suitable container and then stirred with a special mixture of ash and
crushed ginger as the thaumaturge chants the ritual incantation. The blood lightens
slightly in color if the ritual succeeds, and the rite cleanses all poison or disease from
the sample.

Purify Blood does not function on blood that's still in a creature's system. The
ritual therefore cannot cleanse a human of disease or make drinking from such a
vessel safe; it will only purify blood that is removed from the human first. Some
vampires shun this ritual because of the extra work involved in securing blood without
the Kiss, and the less-than-satisfactory taste (not to mention the lack of a warm,
beating pulse) definitely puts off Kindred connoisseurs. For these reasons, Purify
Blood remains a ritual of last resort during desperate epidemics and not a nightly
staple.

System: Purify Blood functions on up to one point of blood. Because of the


volume limitations, Purify Blood can cleanse only one blood point at a time. Poisons,
diseases, and other mixtures disappear, while foreign substances bubble to the top
and can be skimmed off. However, the ritual does not in any way change the potency
of the blood; vitae can still cause a blood bond, and blood rendered acidic or caustic
by a Discipline (like Quietus or Vicissitude) cannot be cleansed. This ritual cannot
counter the Vaulderie (nor is it stealthy enough to perform unnoticed in the midst of
such a rite). Rotten, solidified, or excessively befouled blood also vanishes if subjected
to the ritual (at Storyteller discretion), so a vampire needn't fear gagging on old, dead
blood.

[1] Purity Of Flesh ( Vampire: The Masquerade 20th Anniversary Edition -- Page 232 )

The caster cleanses her body of all foreign material with this ritual. To perform it, she meditates on bare earth or stone while
surrounded by a circle of 13 sharp stones. Over the course of the ritual, the caster is slowly purged of all physical impurities:
dirt, alcohol, drugs, poison, bullets lodged in the flesh, and tattoo ink are equally affected, slowly rising to the surface of the
caster's skin and flaking away as a gritty gray film that settles within the circle. Any jewelry, makeup, or clothes that the caster
is wearing are also dissolved.

System: The player spends one blood point before rolling. Purity of Flesh removes all physical items from the caster's body,
but does not remove enchantments, mind control, or diseases of the blood.
[ 1 ] Ritual Of The Smoking Mirror ( Vampire: The Masquerade 20th Anniversary Edition -- Page 178 )

This ritual allows the necromancer to use an obsidian


mirror to see as ghosts do. By gazing into the mirror's ebony
depths, the vampire may discover an object's flaws, assess
the general health of mortals, or even read a being's aura. At
the start of the ritual, the Kindred decides which of the
ritual's two aspects she will use -- she may not use both at
the same time. With Lifesight, the necromancer may read
auras as if she had the level two Auspex power Aura
Perception. Deathsight, on the other hand, grants the
necromancer the ability to see ghosts and the Shadowlands.
It also shows the stain of oblivion on the living, as per Eyes of
the Dead. At the Storyteller's discretion, the Kindred may
make a similar study of an inanimate object's flaws and how
to repair them, if that object has a strong link to either life-
or death-energies (such as a murderer's knife or a window
box used to grow healing herbs). To perform the ritual, the
necromancer grasps an obsidian mirror that has had its edge
sharpened so that it cuts the flesh of whoever takes hold of
it. As the vitae flows onto the mirror's surface, it allows the
mirror's reflective power to bridge the worlds of the living and
the dead, much as it allows the necromancer herself to do. The player then rolls to activate the ritual as normal. If successful,
the Necromancer may view the world as a ghost does via the reflective surface of the mirror, for one scene. On a botch, the
vampire may well invoke the ire of the spirits upon whom she calls.

[2] Ascension Of The Blood ( Lore Of The Clans -- Page 221 )

Prerequisite: Tremere

As the Tremere have plenty of blood rituals that require ingestion, it has become useful to
be able to remove some of its inherent qualities. This ritual "purifies" the blood used in it, so
it does not count as drinking from an individual for the purposes of blood bond.

System: The ritualist prepares a special chalice into which she puts as much of her blood
as she requires. With at least one success, the blood in the chalice can no longer create a
blood bond and is safe for anyone else to drink. Of course, the blood still looks the same
whether the ritual is a success or the Tremere is simply lying.

[2] Blood Walk ( Vampire: The Masquerade 20th Anniversary Edition -- Page
232 )

A thaumaturge casts this ritual on a blood sample from another vampire. Blood Walk is
used to trace the subject's Kindred lineage and the blood bonds in which the subject is
involved.

System: This ritual requires three hours to cast, reduced by 15 minutes for each success
on the roll. It requires one blood point from the subject. Each success allows the caster to
"see back" one Generation (to a limit of the Fourth Generation -- the Third Generation do not
give up their secrets so easily), giving the caster both the true name of the ancestor and an
image of his face. The caster also learns the Generation and Clan or bloodline from which the
subject is descended. With three successes, the caster also learns the identities of all parties
with whom the subject shares a blood bond, either as regnant or thrall.
[ 2 ] Donning The Mask Of Shadows ( Vampire: The
Masquerade 20th Anniversary Edition -- Page 233 )

This ritual renders its subject translucent; her form appears dark and
smoky, and the sounds of her footsteps are muffled. While it does not
create true invisibility, the Mask of Shadows makes the subject much less
likely to be detected by sight or hearing.

System: This ritual may be simultaneously cast on a number of


subjects equal to the caster's Occult rating; each individual past the first
adds five minutes to the base casting time. Individuals under the Mask of
Shadows can only be detected if the observer possesses a power (such as
Auspex) sufficient to penetrate Obfuscate 3. The Mask of Shadows lasts a
number of hours equal to the number of successes rolled when it is cast or
until the caster voluntarily lowers it.

[ 2 ] Eyes Of The Night Hawk ( Vampire: The Masquerade


20th Anniversary Edition -- Page 233 )

This ritual allows the vampire to see through the eyes of a bird, and
to hear through its ears. The bird chosen must be a predatory bird, and
the vampire must touch it when initiating this ritual. At the end of this
ritual, the caster must put out the bird's eyes, or suffer blindness herself.

System: The vampire is able to mentally control where the bird


travels for the duration of the ritual. The bird will not necessarily perform
any other action than flight -- the caster cannot command it to fight, pick
up and return an object, or scratch a target. The bird returns to the
vampire after finishing its flight. If the vampire does not put out the
bird's eyes, she suffers a three-night period of blindness. This ritual
ceases effect at sunrise.

[ 2 ] Machine Blitz ( Vampire: The Masquerade


20th Anniversary Edition -- Page 233 )

Machines go haywire when this ritual is cast. It takes effect


instantly and lasts as long as the vampire concentrates on it.
This ritual may be used to kill car engines, erase flash drives,
drain the battery of a cellphone, stop life-support machines, et
cetera. Essentially, Machine Blitz stops any machine more
complex than a rope-and-pulley. The thaumaturge must have
a scrap of rusted metal in her possession for this ritual to
work, though some vampires use a variant that requires a knot
steeped in human saliva to be untied.

System: This ritual only stops machines; it does not grant


any control over them. The effects of this ritual are invisible
and appear to be coincidental.
[ 2 ] Oinos Of Dionysus ( Rites Of The Blood --
Page 148 )

This ritual allows the thaumaturge to ritually brew a special


cask of spiced oinos, an ancient Greek wine believed to have
been created by the god Dionysus. Mortals that consume this
wine feel a pleasant drowsiness, vague ethereal happiness,
and arousal, until they eventually lose consciousness and sleep
for the remainder of the evening. They awake to vague
pleasant memories, completely forgetting the details of
everything that happened the night before.

A draught of the Oinos of Dionysus serves to protect the


Masquerade at special parties where vampire guests wish to
feed in the open. Vampires that drink from mortals tainted
with the mystical oinos feel a slight buzz -- not strong enough
to be considered intoxicated, but just enough to get a taste of
nights when they still breathed and hungered for appetites other than blood.

System: The caster must mix at least one point of his blood with the wine and spices. Once completed, the oinos must be
ingested to take effect. After imbibing the oinos, a mortal must make a successful Willpower roll (difficulty 8) to take any action,
as she is overcome by an artificially induced lethargy. This effect lasts a number of hours equal to the number of successes
achieved on the activation roll. Subjects may resist this effect by scoring at least three successes on a Stamina roll (difficulty 8).
Vampires and other supernatural creatures are unaffected by the Oinos of Dionysus, as their blood is too potent to be
overpowered by this concoction.

Vampires that feed from a mortal under the effects of the Oinos of Dionysus feel a similar effect, but not one that overpowers
them or impairs them. They feel an artificially inflated sense of happiness and remember nights when they were a mortal. In an
emergency, the vampire under these effects can expend a blood point to flush the toxin from her system.

[ 2 ] Recure Of The Homeland ( Vampire: The


Masquerade 20th Anniversary Edition -- Page 234 )

The vampire calls on the power of the earth to heal grave wounds
she may have received. The thaumaturge must use at least a handful
of dirt from the city or town of her mortal birth and recite a litany of
her mortal family tree as she casts this ritual.

System: The Cainite must mix the earth with two points of her
own blood to make a healing paste. One handful will heal one
aggravated wound, and only one handful can be used per night. This
ritual can only be used on the vampire who knows it.

[2] Seal Egress ( Rites Of The Blood -- Page 25 )

Thaumaturges jealously guard their research. Sometimes preserving a secret is as simple as keeping trespassers out of their
libraries and workshops. Legend has it that the Followers of Set created the original version of this ritual to safeguard their
hidden tombs and the sacred depths of their pyramids where their eldest sleep. Some secret excursions in Cairo gave the
Tremere key components to develop their own version.

Seal Egress allows the thaumaturge to mystically seal a room closed to prevent unwanted trespassers from entering or
leaving it until the proper passcode chosen by the caster is spoken aloud near the entrance. Some Tremere trap an enemy in a
small room and allow him to go mad from hunger.

System: To cast Seal Egress, the thaumaturge must spread a point of her blood upon the four walls of the room she wishes
to seal and then chant the proper incantation (which can be done outside the room). This ritual is a lengthy process requiring an
hour to cast. Each success achieved on the activation roll extends the duration of the ritual by a decade. Seal Egress mystically
seals every entrance to the room. Materials from the surrounding walls physically close over any openings into or out of the
room, creating a perfect air-tight seal. Trespassers with mystical rituals such as Incorporeal Passage or Disciplines such as
Spectral Body find that this room is mystically protected against their abilities. However, this ritual does not strengthen or
protect the walls of said room, and thus it is possible for someone of sufficient strength to simply break through the walls of the
room. Ghosts, spirits, and other creatures naturally immaterial may enter the room at will. (To bar such creatures, warding
circles are required.)
[ 2 ] Two Centimes ( Vampire: The Masquerade 20th Anniversary
Edition -- Page 180 )

The necromancer ceremonially "kills" a mortal, laying him out on a pallet and
putting pennies on his eyes. The mortal's soul journeys to the Underworld, which he
perceives, initially at least, as a way-station. The mortal can interact with the souls of
the dead and travel elsewhere in the Underworld, while also retaining the power to
speak to the vampire and describe what he's experiencing. While in the Underworld,
however, the subject's soul cannot affect the environment. Although he may talk to
other spirits, he may not physically interact with them or their surroundings -- he is a
"ghost among ghosts," as it were. Minions may voluntarily undergo the ritual to assist
necromancers, or the vampire may use Two Centimes to terrify unwilling victims.

[ 2 ] The Hand Of Glory ( Vampire: The Masquerade 20th Anniversary


Edition -- Page 179 )

The Hand of Glory is a mummified hand used by the necromancer to anesthetize a


home's residents and, thereby, allow him free rein to do what he will in the residence.
To create one, the necromancer wraps the severed hand of a condemned murderer in
a shroud, draws it tight to squeeze out any remaining blood, and preserves the hand in
an earthenware jar with salt, saltpeter, and long peppers. After a fortnight, the
vampire removes the hand and dries it in an oven with vervain and fern. At the end of
this process, if the roll to activate the ritual garners any successes, the creation is
viable. To use the Hand of Glory, the vampire first coats the fingertips of the
mummified hand with a flammable substance derived from the fat of a hanged man
and sets the fingers alight. The necromancer then recites the phrase, "Let all those
who are asleep be asleep, and let those who are awake be awake." All mortals within a
household who are affected fall into a deep sleep and cannot be roused (the hand has
no effect on supernatural creatures). For each unaffected occupant of a home, one
finger of the hand will refuse to light. Botches may result in all of the fingers being lit
but no one in the home being asleep. The hand may be extinguished at any time by
the necromancer who created it. Anyone else wishing to douse the hand must use milk
to do so -- nothing else works. Once made, the Hand of Glory may be reused
indefinitely. Effects last for one scene.

[ 2 ] Ward Versus Ghouls ( Vampire: The Masquerade 20th Anniversary


Edition -- Page 234 )

Wary Tremere created this ritual to protect themselves from the minions of
vengeful rivals. By invoking this ritual, the caster creates a glyph that causes great
pain to any ghouls who come in contact with it. The Kindred pours a point's worth of
blood 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 ghoul unfortunate enough to
touch the warded object.

System: Ghouls who touch warded objects suffer three dice of lethal damage. This
damage occurs again if the ghoul touches the object further; indeed, a ghoul 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.
[2] Warding Circle Versus Ghouls ( Vampire: The Masquerade 20th Anniversary Edition -- Page 234 )

This ritual is enacted in a manner similar to that of Ward versus Ghouls, but creates a circle centered on the caster into which
a ghoul cannot pass without being burned. The circle can be made as large and as permanent as the caster desires, as long as
she is willing to pay the necessary price. Many Tremere chantries and havens are protected by this and other Warding Circle
rituals.

System: The ritual requires three blood points of mortal blood. The caster determines the size of the warding circle when it
is cast; the default radius is 10 feet/3 meters, and every 10-foot/3-meter increase raises the difficulty by one, to a maximum of
9 (one additional success is required for every increase past the number necessary to raise the difficulty to 9). The player spends
one blood point for every 10 feet/3 meters of radius and rolls. The ritual takes the normal casting time if it is to be short-term
(lasting for the rest of the night) or one night if it is to be long-term (lasting a year and a day). Once the warding circle is
established, any ghoul who attempts to cross its boundary feels a tingle on his skin and a slight breeze on his face -- a
successful Intelligence + Occult roll (difficulty 8) identifies this as a warding circle. If the ghoul attempts to press on, he must roll
more successes on a Willpower roll (difficulty of the caster's Thaumaturgy rating + 3) than the caster rolled when establishing
the ward. Failure indicates that the ward blocks his passage and inflicts three dice of bashing damage, and his next roll to
attempt to enter the circle is at +1 difficulty. If the ghoul leaves the circle and attempts to enter it again, he must repeat the
roll. Attempts to leave the circle are not blocked. The Tremere have access to several other Warding Circle rituals: Warding
Circle versus Lupines (Level Three), Warding Circle versus Kindred (Level Four), and Warding Circles versus Spirits, Ghosts, and
Demons (Level Five). Each Warding Circle ritual must be learned separately. The material components required for each warding
circle are the same as those needed for the corresponding ward, but in larger amounts. The effects against the targeted beings
are the same as for Warding Circle versus Ghouls.

[3] Dante's Urban Legend ( Rites Of The Blood -- Page 26 )

People love to share urban legends. These dubious stories of modern folklore have limited veracity, but something powering
the stories pushes the communities to preserve and propagate them through the generations. Tapping into the power of these
stories, the thaumaturge can create a psychically-charged urban legend that discourages visitors to a specified house or location.

The caster recreates a popular urban legend upon the grounds that she wishes to protect. Tales shall arise in the community
of something that happened to a friend of a friend recounting the horror of that location, such as a legend about a group of
teenagers ambushed by the hook-man and then anesthetized only to find a kidney missing. Overly excessive uses of this may
attract the attention of hunters or malicious supernatural creatures, so this ritual is used with care.

Some believe that this is a minor breach of the Masquerade, as it encourages a belief of the supernatural. However, those
that practice this ritual argue that Dante's Urban Legend preserves the Masquerade by pushing away mortals from places they
should not be, and upholds the tradition of Domain. A few Princes that have discovered this ritual have limited its use within
their domains.

System: The caster must recreate the exact urban legend she wishes to propagate at the location. For example, she might
need to steal some kidneys from a drunken mortal or kill a group of teenagers with a hook. Afterwards, she must sacrifice a
point of blood to each entrance of the house or location.

Typically thaumaturges are careful to select an urban legend that does not remind others of vampires. Some will cast this
ritual on the property of their rivals to make a point. Once the ritual is enacted, rumors will soon circulate among the mortals
that the house is haunted or cursed, and therefore should be avoided by anyone with sense. Property values around the
"haunted" house will plummet as neighbors move to avoid living next to the house that causes them nightmares.

These mortals rationally disbelieve in the supernatural, but they will feel disturbed by the thought of the location protected
by the ritual and attempt to avoid it. Strong-willed mortals may feel curious enough to make a Willpower check (difficulty 8) to
attempt to enter the building or area -- failure means that they create some excuse to avoid entering. The duration of this ritual
is one decade plus an additional year for every additional success achieved on the activation roll.
[ 3 ] Incorporeal Passage ( Vampire: The Masquerade 20th Anniversary Edition
-- Page 236 )

Use of this ritual allows the thaumaturge to make herself insubstantial. The caster
becomes completely immaterial and thus is able to walk through walls, pass through closed
doors, escape manacles, etc. The caster also becomes invulnerable to physical attacks for the
duration of the ritual. The caster must follow a straight path through any physical objects, and
may not draw back. Thus, a Kindred may walk through a solid wall, but may not walk down
through the earth (as it would be impossible to reach the other side before the ritual lapsed).
This ritual requires that the caster carry a shard from a shattered mirror to hold her image.

System: This ritual lasts a number of hours equal to the number of successes scored on a
Wits + Survival roll (difficulty 6). The caster may prematurely end the ritual (and, thus, her
incorporeality) by turning the mirror shard away so that it no longer reflects her image.

[ 3 ] Mirror Of Second Sight ( Vampire: The Masquerade 20th Anniversary


Edition -- Page 236 )

This object is an oval mirror no less than four inches (10 cm)
wide and no more than 18 inches (45 cm) in length. It looks like a
normal mirror, but once created, the vampire can use it to see the
supernatural: It reflects the true form of Lupines and faeries, and
enables the owner to see ghosts as they move though the
Underworld. The caster creates the mirror by bathing an ordinary
mirror in a quantity of her own blood while reciting a ritual
incantation.

System: The ritual requires one point of the vampire's blood.


Thereafter, the mirror reflects images of other supernatural
creatures' true forms -- werewolves appear in their hulking man-wolf
shapes, magi glow in a scintillating nimbus, ghosts become visible
(in the mirror), and so on. Sometimes, the mirror also reveals those
possessed of True Faith in clouds of golden light.

[ 3 ] Pavis Of Foul Presence ( Vampire: The Masquerade 20th Anniversary Edition -- Page 236 ) The Tremere
joke privately that this is their "ritual for the Ventrue." Kindred who invoke the Presence Discipline on the subject of this ritual
find the effects of their Discipline reversed, as if they had used the power on themselves. For example, a vampire using Presence
to instill fear in a Kindred under the influence of this ritual feels the fear herself; a vampire summoning the caster is instead
drawn to the thaumaturge's location. This ritual is an unbroken secret among the Tremere, and the Warlocks maintain that its
use is unknown outside their Clan. The magical component for this ritual is a length of blue silken cord, which must be worn
around the caster's neck.

System: This ritual lasts against a number of effects equal to the successes rolled, or until the sunrise after it is enacted.
Note that the Presence Discipline power must actually succeed before being reversed by the ritual. As such, only powers that
specifically target the caster (and thus, require a roll to succeed) can be reversed -- "passive" powers such as Majesty are not
affected.
[3] Shaft Of Belated Quiescence ( Vampire: The Masquerade 20th Anniversary Edition -- Page 237 )

This ritual turns an ordinary stake of rowan wood into a particularly vicious weapon. When the stake penetrates a vampire's
body, the tip breaks off and begins working its way through the victim's flesh to his heart. The trip may take several minutes or
several nights, depending on where the stake struck. The stake eludes attempts to dig it out, burrowing farther into the victim's
body to escape surgery. The only Kindred who are immune to this internal attack are those who have had their hearts removed
by Serpentis.

System: The ritual takes five hours to enact, minus 30 minutes per success. The stake must be carved of rowan wood,
coated with three blood points of the caster's blood, and blackened in an oak-wood fire. When the ritual is complete, the stake is
enchanted to act as described above. An attack with a Shaft of Belated Quiescence is performed as with a normal stake: A
Dexterity + Melee roll (difficulty 6, modified as per the normal combat rules; the attack does not need to specifically target the
heart) with a lethal damage rating of Strength + 1. If at least one health level of damage is inflicted after the target rolls to
soak, the tip of the stake breaks off and begins burrowing. If not, the stake may be used to make subsequent attacks until it
strikes deep enough to activate. Once the tip of the stake is in the victim's body, the Storyteller begins an extended roll of the
caster's Thaumaturgy rating (difficulty 9), rolling once per hour of game time. Successes on this roll are added to the successes
scored in the initial attack. This represents the tip's progress toward the victim's heart. A botch indicates that the tip has struck a
bone and all accumulated successes are lost (including those from the initial attack roll). Removing the part of the body where
the tip impacted (such as a Tzimisce turning into blood or a vampire cutting off their arm) may stop the tip's progress,
depending on the number of successes acquired and the Storyteller's discretion. When the shaft accumulates a total of 15
successes, it reaches the victim's heart. This paralyzes Kindred and is instantly fatal to mortals and ghouls. Attempts to
surgically remove the tip of the shaft can be made with an extended Dexterity + Medicine roll made once per hour (difficulty 7
for Kindred and 8 for mortals). The surgeon must accumulate a number of successes equal to those currently held by the shaft in
order to remove the tip. Once surgery begins, however, the shaft begins actively evading the surgeon's probes, and its rolls are
made once every 30 minutes for the duration of the surgery attempt. Each individual surgery roll that scores less than three
successes inflicts an additional unsoakable level of lethal damage on the patient. Shaft of Belated Quiescence may be performed
on other wooden impaling weapons, such as spears, arrows, practice swords, and pool cues, provided that they are made of
rowan wood. It may not, however, create a Bullet of Belated Quiescence.

[3] Translocation Of The Vessel ( Rites Of The Blood -- Page 27 )

Legends abound of mighty wizards summoning forth items of great power


with an incantation and a sweeping gesture. Rumored to have been created by
Etrius during the siege of Ceoris when the entire Clan needed to be armed at a
moment's notice, this ritual allows a thaumaturge to mystically link herself to a
specially prepared vessel via the power of her vitae. By speaking the name of
the object in question, the caster may teleport this vessel directly into her hand
with a burst of shimmering black light.

System: Translocation of the Vessel requires that the thaumaturge select a


vessel to attune to her vitae. This item must be small enough that she can
easily lift it with one hand. Examples might include a scalpel, a walking stick, a
handbag, a pouch, or a wand. Next, she must soak the vessel in a point of her
blood over the course of an evening. The object will slowly absorb the vitae,
creating a sympathetic bond between the vessel and the thaumaturge. The
caster may sever the link at any time by spending a point of Willpower or if the
vessel is broken.

When the caster wishes to have the vessel ready for translocation, she
draws a circle of protection onto the ground with purified salt and a point of her
blood. This circle must be large enough to completely surround the vessel. Once
the vessel is placed into the circle of protection, it can be summoned to the
thaumaturge by name, anywhere in the world. The caster must extend her
hand, chant the incantation involving the name of the object, and it appears in
her hand.
[4] Mirror Walk ( Rites Of The Blood -- Page 152 )

Practitioners of Astral Projection understand that there are multiple layers to the universe. A
Malkavian thaumaturge obsessed with mirrors is rumored to have created this ritual, allowing
her to travel from place to place in the material world. Mirror Walk creates a sympathetic link
between two mirrors, allowing the caster to travel between them as long as they are within a
mile of each other.

System: The thaumaturge must create two identical mirrors of the appropriate size made
with silver. She must soak both mirrors in two points of her own blood and chant over her
creation for three nights to create a special resonance link between the two objects. Once
completed, the thaumaturge may stand before either mirror and recite the mystical password to
open a magical gate between the two mirrors. Such powerful magic cannot be done swiftly, as it
requires three turns for the portal to open. The glass ripples and shimmers when ready, and
then the caster may step through. She may take one passenger with her on this trip, but she
must act swiftly, as the gateway closes after 2 turns. If the thaumaturge or her passenger is
delayed, they may become trapped between locations and lost in another realm.

[ 4 ] Splinter Servant ( Vampire: The Masquerade 20th Anniversary Edition --


Page 238 )

Another ritual designed to enchant a stake, Splinter Servant is a progressive development of


Shaft of Belated Quiescence. (The two rituals, however, are mutually exclusive.) A Splinter
Servant consists of a stake carved from a tree which has nourished itself on the dead. The stake
must be bound in wax-sealed nightshade twine. When the binding is torn off, the Splinter
Servant leaps to life, animating itself and attacking whomever the wielder commands -- or the
wielder, if she is too slow in assigning a target. The servant splits itself into a roughly humanoid
form and begins single-mindedly trying to impale the target's heart. Its exertions tear it apart
within a few minutes, but if it pierces its victim's heart before it destroys itself, it is remarkably
difficult to remove, as pieces tend to remain behind if the main portion is yanked out.

System: The ritual requires 12 hours to cast, minus one per success, and the servant must be created as described above.
When the binding is torn off, the character who holds it must point the servant
at its target and verbally command it to attack during the same turn. If this
command is not given, the servant attacks the closest living or unliving being,
usually the unfortunate individual who currently carries it. A Splinter Servant
always aims for the heart. It has an attack dice pool of the caster's Wits +
Occult, a damage dice pool of the caster's Thaumaturgy rating, and a maximum
movement rate of 30 yards or meters per turn. Note that these values are
those of the caster who created the servant, not the individual who activates it.
A Splinter Servant cannot fly, but can leap its full movement rating every turn.
Every action it takes is to attack or move toward its target; it cannot dodge or
split its dice pool to perform multiple attacks. The servant makes normal stake
attacks that aim for the heart (difficulty 9), and its success is judged as per the
rules for a normal staking (see p. 280). A Splinter Servant has three health
levels, and attacks directed against it are made at +3 difficulty due to its small
size and erratic movement patterns. A Splinter Servant has an effective life of
five combat turns per success rolled in its creation. If it has not impaled its
victim by the last turn of its life, the servant collapses into a pile of ordinary,
inanimate splinters. Three successes on a Dexterity roll (difficulty 8) are required to remove a Splinter Servant from a victim's
heart without leaving behind shards of the stake.

[4] Ward Versus Kindred ( Vampire: The Masquerade 20th Anniversary Edition -- Page 239 )

Wary Tremere created this ritual to protect themselves from Cainites. By invoking this ritual, the caster creates a glyph that
causes great pain to any Cainites who come in contact with it. The Kindred pours a blood point of his own blood 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 Cainite unfortunate enough to touch the warded
object. This ward does not affect the Kindred performing it.

System: Cainites who touch warded objects suffer three dice of lethal damage. This damage occurs again if the Cainite
touches the object further; indeed, a Cainite 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 ] Blood Contract ( Vampire: The Masquerade 20th
Anniversary Edition -- Page 239 )

This ritual creates an unbreakable agreement between the two parties


who sign it. The contract must be written in the caster's blood and signed in
the blood of whoever applies their name to the document. This ritual takes
three nights to enact fully, after which both parties are compelled to fulfill
the terms of the contract.

System: This ritual is best handled by the Storyteller, who may bring
those who sign the blood contract into compliance by whatever means
necessary (it is not unknown for demons to materialize and enforce
adherence to certain blood contracts). The only way to terminate the ritual
is to complete the terms of the contract or to burn the document itself --
attempts to add a clause forbidding burning the contract have resulted in
the contract spontaneously combusting upon completion of the ritual. One
blood point is consumed in the creation of the document, and an additional
blood point is consumed by those who sign it.

[ 5 ] Enchant Talisman ( Vampire: The Masquerade 20th


Anniversary Edition -- Page 239 )

This ritual is the first taught to most Tremere once they have attained
mastery of their first path. Create Talisman allows the caster to enchant a
personal magical item (the fabled wizard's staff) to act as an amplifier for her
will and thaumaturgical might. Many talismans are laden with additional rituals
(such as every ward known to the caster). The physical appearance of a talisman
varies, but it must be a rigid object close to a yard or a meter long. Swords and
walking sticks are the most common talismans, but some innovative or eccentric
thaumaturges have enchanted violins, shotguns, pool cues, and classroom
pointers.

System: This ritual requires six hours per night for one complete cycle of the
moon, beginning and ending on the new moon. Over this time, the vampire
carefully prepares her talisman, carving it with Hermetic runes that signify her
true name and the sum total of her thaumaturgical knowledge. The player
spends one blood point per night and makes an extended roll of Intelligence +
Occult (difficulty 8), one roll per week. If a night's work is missed or if the four
rolls do not accumulate at least 20 net successes, the talisman is ruined and the
process must be begun again. A completed talisman gives the caster several
advantages. When the character is holding the talisman, the difficulty of all
magic that targets her is increased by one. The player receives two extra dice
when rolling for uses of the character's primary path and one extra die when
rolling for the character's ritual castings. If the talisman is used as a weapon, it
gives the player an additional die to roll to hit. If the thaumaturge is separated from her talisman, a successful Perception +
Occult roll (difficulty 7) gives her its location. If a talisman is in the possession of another individual, it gives that individual three
additional dice to roll when using any form of magic against the talisman's owner. At the Storyteller's discretion, rituals that
target the caster and use her talisman as a physical component may have greatly increased effects. A thaumaturge may only
have one talisman at a time. Ownership of a talisman may not be transferred -- each individual must create her own.

[ 5 ] Escape To A True Friend ( Vampire: The Masquerade 20th


Anniversary Edition -- Page 239 )

Escape to a True Friend allows the caster to travel to the person whose friendship
and trust she most values. The ritual has a physical component of a yard-wide/meter-
wide circle charred into the bare ground or floor. The caster may step into the circle
at any time and speak the true name of her friend. She is instantly transported to
that individual, wherever he may be at the moment. She does not appear directly in
front of him, but materializes in a location within a few minutes' walk that is out of
sight of any observer. The circle may be reused indefinitely, as long as it is unmarred.

System: This ritual takes six hours a night for six nights to cast, reduced by one
night for every two successes. Each night requires the sacrifice of three of the caster's
own blood points, which are poured into the circle. Once the circle is complete, the
transport may be attempted at any time. The caster may take one other individual
with her when she travels, or a maximum amount of "cargo" equal to her own weight.
[5] Sanctuary ( Rites Of The Blood -- Page 29 )

In the 18th century, a religious-minded Tremere developed this ritual, which allowed him to consecrate a protected space
and then extend a certain amount of its sanctuary to those that inhabit it with her. The thaumaturge casting this ritual must first
find and acquire a building that has not been tainted with violence of any kind (or not in the past fifty years, if it is older than
fifty years). Next, she must build a shrine at the metaphoric center of the building that all who visit must be able to see. The
exact nature of the shrine depends upon the faith of the caster. Said shrine need not be of a religious faith, but it must represent
a concept in which that the thaumaturge places her own faith and belief.

Finally, the thaumaturge must consecrate the building via a sacrifice of her blood and will over three nights.

System: To complete this ritual, the thaumaturge must invest a permanent point of Willpower into the consecration of the
targeted building at the end of the three-night ritual. Once completed, the shroud of sanctuary completely envelops the
boundaries of the targeted building. All souls, living or otherwise, that are not specifically invited by the caster cannot enter the
building. Further, those inside the building are protected against all uses of Animalism, Auspex, Dominate, Dementation, and
Presence (and related Disciplines, at Storyteller discretion).

However, this protection does not come without a price. The shroud of sanctuary only lasts as long as the grounds remain
consecrated. Any acts of violence committed within the building will immediately taint it, making it impossible to benefit again
from Sanctuary. Should the ritual be broken, the caster will immediately become aware of this, as the Willpower point invested
into the building reverts back to her.

If the building remains consecrated, the magic of this ritual continues for one year per success from the activation roll.
Afterward, the caster must either reinvest the Willpower point or allow the sanctuary to dissipate.

[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.

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