Blood Sorcery

Blood Sorcery Powers

Transitive Bond

Blood Sorcery ●●

This power allows a blood sorcerer to enhance their blood's bonding effect so that their would-be thrall does not have to drink from their veins directly. Anyone feeding from this enhanced blood, either from a stored bag of it, or from the ghoul it resides in, will only discover the effects of her bond when she meets the user of the power.

Cost: One Rouse Check

System:

The blood sorcerer can activate this power any time she feeds Blood to a ghoul or places her Blood in an inanimate vessel, such as a cup or a blood bag. Each use can empower three Rouse Checks' worth of blood. Anyone who drinks the blood or feeds from the ghoul treats the blood as if they fed directly from the blood sorcerer. This does not overcome the Tremere Clan Bane; however, it will trigger the Banu Haqim Clan Bane. They will remain unaware of the newly created Blood Bond until they come face to face with the blood sorcerer.

Duration: Passive.

Scour Secrets

Blood Sorcery ●●

Rivulets of your Blood scour the immediate area to find a desired piece of information.

Cost: 1 Rouse Check
Challenge Pool: Wits + Occult vs difficulties described below

System:

On a success, sinewy veins of blood snake out of the sorcerer's skin to search a room for a desired piece of information without the need for concentration. This frees up the Blood Sorcerer to focus on other tasks that may require their attention, such as conducting further research, maintaining vigilance, or defending themselves. The difficulty for this power is determined by the Storyteller, based on both the desired information and the size of the room being searched. For example, finding a non-concealed letter in a small office would be difficulty 2. Finding an encrypted hard drive in a hidden safe in a vast library would be difficulty 10. It takes this power five minutes to search the room. This power does not decode, unlock, or decipher information in any way; it only finds it. If the challenge is successful but the information is not in the room, then the user is aware of this.

Duration: Defined by the Storyteller

Reclamation of Vitae

Blood Sorcery ●●●●

This power enables the user to reclaim any blood they have used to create ghouls. No matter how far away they are, the blood returns by mystical means, leaving the ghoul severely injured and without its life-extending power of immortality.

Cost: One or more Stains

System:

Expend a Standard Action. For each Ally that you possess with the Retainer Advantage, you may slake 2 Hunger. This power can be used at any distance. The vampiric blood mystically dissipates from the ghoul's body. Slaking blood in this way causes 3 levels of Aggravated damage to the ghoul as their body ages rapidly in a supernatural manner. If the ghoul dies through the use of this power, you may Slake to Hunger 0. For each ghoul affected by this power, the sorcerer gains 1 Stain. A ghoul can only be affected by this power once until it feeds upon the sorcerer's blood again.

Duration: Passive.

Blood Sweat

Blood Sorcery ●●●●

With this power, you thin the blood of another vampire, causing it to seep through their pores when they call upon its power. The spilled vitae can prove tempting to hungry vampires, including the target.

Cost: 1 Rouse Check
Challenge Pool: Intelligence + Occult vs. Resolve + Survival

System:

Make one Rouse Check, expend your Standard Action, and then make a contested challenge against a target vampire in your line of sight. If successful, your target must immediately make a Rouse Check, even if they are in combat. Your target continues to make an extra Rouse Check for the remainder of the scene at the end of their initiative turn as Blood forces itself out of the target's eyes, nose, from beneath her fingernails, and even seeping from her pores. No benefit is gained from these Rouse Checks. The sight and smell of this amount of blood will cause all vampires within 25 steps of the target who have a Hunger of 4 or higher to test for Hunger Frenzy (difficulty 2). At the end of the turn, she makes any other Rouse Checks normally. If a victim of this power enters a Hunger Frenzy while at Hunger 5 this power ends.

Duration: Scene or until Hunger Frenzy

Blood Sorcery Rituals

Level 1

Beelzebeatit

This ritual drives away animals and vermin. While it does nothing to prevent ensorcelled animal spies from returning, it makes them quite obvious if they do.

Ingredients: Vinegar or alcohol.

Process:

The ritualist spreads the mixture of her blood and chosen ingredient on the floor or ground in a counterclockwise circular path. The area circumscribed can be as large as 1000 square feet.

System:

Once the circle is complete, insects and animals must immediately vacate the circumscribed area. Thereafter, animals will not willingly enter the space. This does not prevent animals compelled by supernatural means from entering the area. Familiars who succeed in a difficulty 5 Mental challenge may ignore this power.

Duration: Until dawn.

Coax the Garden

This ritual allows the caster to awaken plants in a small area, alerting her to trespassers and slowing their retreat.

Ingredients: Poppy seeds mixed with one Rouse Check's worth of human blood.

Process:

Once prepared, the ritualist spreads the concoction over an area of vegetation no larger than 18 steps by 18 steps.

System:

Once the concoction has been spread, it seeps into the soil and plant life, awakening it to a near-sentient level of awareness. Until dawn, whenever anyone other than the caster of this Ritual enters the area, their movement is slowed by 1 step per action spent on movement as the awakened plants ensnare them. The ritualist will also be alerted to the presence of trespassers by a psychic twinge. Lastly, if a trespasser stays in the area for longer than 1 full turn, they must succeed in a Dexterity + Athletics test at difficulty 3 or suffer the Grappled condition. Escaping the grapple requires the escapee to succeed on a subsequent test as a Standard Action. To learn this Blood Sorcery Ritual, a character requires one dot in the Bahari Loresheet or instruction from a character who possesses the ritual.

Duration: 1 night.

Douse the Fear

This ritual enables the caster to temporarily suppress their natural vampiric fear of fire.

Ingredients: A holy object or religious icon.

Process:

The caster exposes the holy object to a flame. The object needn't be destroyed.

System:

The first time in a night, the caster must test for Terror Frenzy; they automatically succeed. The caster may only cast this ritual once per night.

Duration: 1 night or until used.

Enrich the Blood

This ritual is essential to Penny Dining Club activities. It allows more mouths to feed from the same vessel before it expires.

Ingredients: A vial of the target's blood, and 5 liters of unprocessed blood from any human that has been out of a human body for no longer than 3 hours.

Process:

The caster slowly pours the unprocessed blood into the vial, which mystically never fills up. The vial is then fed back to the target.

System:

For one week, the target mortal's blood is unusually fulfilling. A harmless sip from their veins slakes two levels of Hunger instead of one. In addition, two vampires feeding from the target at the same time can slake their Hunger to zero if they share the kill. To learn this Blood Sorcery Ritual, a character requires one dot in the Penny Dining Club Loresheet or instruction from a character who possesses the ritual.

Duration: 1 week or until the target's death, whichever is shorter.

Seal the Brand

With this ritual, you can make tattoos, scars, and other changes to vampire flesh permanent.

Ingredients: Molten silver.

Process:

The vampire casting the ritual pours the molten silver over the mundane body modifications she wishes to make permanent. This causes the recipient to suffer 1 Normal damage from the heat.

System:

The mundane body modification (holes from piercings, tattoos, etc.) cannot be removed or altered and does not revert when the vampire sleeps. Only another usage of this ritual or a power such as Fleshcrafting can undo the modification.

Duration: Permanent.

Shroud of Silence

This ritual forms a soundproof space for stealthy killings, quiet safecracking, and silent explosions.

Ingredients: A length of woven cloth, often silk, and a golden ring through which the cloth can pass.

Process:

The caster passes the cloth through the golden ring, dips each end of the cloth in their vitae, then affixes it to a door handle or threads it through a keyhole.

System:

Once the cloth is placed, the room through which the door enters is rendered completely silent. No noise is produced in the room, no matter what would cause it. If the cloth is removed, the effect ends in 60 seconds; otherwise, this ritual lasts 1 scene. To learn this Blood Sorcery Ritual, a character requires one dot in the Shepherds of Ur-Shulgi Loresheet or instruction from a character who possesses the ritual.

Duration: 1 scene

Level 2

As Fog on Water

This ritual allows the caster to walk on water.

Ingredients: A piece of wood from a ship or boat.

Process:

The caster spills 1 Rouse Check of blood on the wood, then holds the wood in her hand while walking on the surface of the body of water that they wish to cross.

System:

Once complete, the vampire can walk across the surface of water for the remainder of the night, as long as she continues to carry the piece of wood. While walking, they leave a gentle fog that rises from their footsteps.

Duration: 1 night.

Calix Secretus

This ritual allows you to infuse objects with your blood and retrieve that blood later.

Ingredients: An object that can fit inside the caster's hand and a variable amount of the caster's blood.

Process:

The process to create a Calix Secretus in a safe and controlled manner takes days of hunting and ritual casting. The ritualist goes through a cycle of drenching an object with their blood and feeding to limit the risk of Hunger Frenzy. Once the object is full, a pinch of fine-grain sand is sprinkled over the object, signifying that the ritual is complete. It takes 1 week to create a Calix Secretus.

System:

Over the course of 1 week, the blood spent mystically diffuses into the item. Before a game session, make 5 static challenges. For each win or tie, your Calix Secretus contains 1 Rouse Check worth of blood. Once the ritual is complete, whenever the caster chooses, they may hold the object and concentrate to 'feed' from the item. They may consume up to two Rouse Checks' worth of blood with a Standard Action. Each Rouse Check worth of blood consumed reduces the caster's Hunger by 1 to their Blood Potency minimum. Only the caster may retrieve the blood. You may not reduce your Hunger below one with this power. To other characters, the object is mundane. The caster can only enhance one Calix Secretus at a time and may only do so once per game.

Duration: Until all the blood is retrieved.

Enhance Dyscrasia

This ritual allows the Penny Dining Club to curate and share unique flavor profiles with its members.

Ingredients: An object significant to the target that is appropriate to the Resonance of their Dyscrasia.

Process:

The caster must hold the object and meditate upon its Resonance for five minutes before tasting the target mortal's blood. The object must then be freely returned to the mortal.

System:

For the next week, anyone who Slakes 1 Hunger from the target gains the same Dyscrasia that the mortal had at the time of this casting. In addition, they may utilize that Dyscrasia two additional times before losing its benefits. To learn this Blood Sorcery Ritual, a character requires two dots in the Penny Dining Club Loresheet or instruction from a character who possesses the ritual.

Duration: 1 week.

Level 3

Fire in the Blood

The ritualist understands how to turn a victim's own Vitae against them using Sorcery to superheat the blood within. The victim feels like her blood is boiling inside of her.

Ingredients: A visual depiction of the target, either a photo, painting, or video recording.

Process:

The ritualist must bleed 1 Hunger worth of blood (satisfying the normal cost of a Blood Sorcery ritual) on a visual depiction of her target victim, who must be a vampire. In the next hour, before the blood fully dries, she must then light the visual depiction on fire by spending a standard action.

Challenge Pool: Resolve + Occult vs. Stamina + Resolve

System:

After burning the visual depiction of her target, the ritualist must succeed in an opposed challenge. If successful, the target victim must immediately make a non-beneficial Rouse Check and suffers the Weakened Condition for 5 minutes as her body is racked by pain as if her vitae is on fire. The ritualist does not require line of sight to her target to utilize this ritual, but the target must be within 50 miles as the ritualist. If they are not within 50 miles, the ritual automatically fails. The ritualist does not learn that the target is outside of this radius by having this failure occur. They simply know that the ritual failed. To learn this Blood Sorcery Ritual, a character requires three dots in the Church of Caine Loresheet or instruction from a character who possesses the ritual.

Duration: 5 minutes.

One With The Blade

While others were out partying, you worked to gain special insight into swordsmanship. This ritual attunes the caster with a magically enhanced weapon that she can draw forth and sheathe in her own blood.

Ingredients: A melee weapon, enough of the caster's blood to submerge the weapon, and two silver cords.

Process:

The caster must wrap a silver cord around both wrists tight enough to draw blood. This blood is then used to submerge the target weapon until the next sunrise. As the night continues, the silver cords sink slowly into the vampire's skin, leaving a permanent thin, silver ring on her wrists like a tattoo. Once the sun rises, the target weapon is fully enchanted.

System:

Once the melee weapon has been enhanced, the ritualist can spend one Rouse Check and a simple action to cause the melee weapon to dissolve into blood and absorb it into her skin. She must be touching the weapon to do so. Similarly, the caster can make one Rouse Check to cause the melee weapon to coalesce from her blood and appear in either hand without spending an action. A ritualist can only have one such enchanted weapon, which always appears immaculate. Enchanting an additional weapon removes the enchantment of the previous one. If the weapon suffers an effect that would break it while the caster is holding it, she may make one Rouse Check to prevent the weapon from being broken or destroyed. Another ritual cannot enchant a melee weapon enchanted with this ritual.

Duration: Permanent.

Level 4

Feast of Ashes

This ritual curses a target to vomit up blood while she feeds for a time.

Ingredients: A piece of parchment with the known name of the target written on it.

Process:

The caster writes the name (or at least the name she knows her target by) on the parchment in her own blood and then burns it.

Challenge Pool: Resolve + Occult vs. Composure + Resolve

System:

Once the parchment is burned, make a contested challenge against an intended target within 50 miles. If successful, the next three times the target Slakes Hunger from any source, they vomit ash, and the Slaking fails. The effects of this ritual end at dawn. A target may only be affected by this ritual once a night. A character may only cast this ritual once per night.

Duration: 1 night.

Invisible Chains of Binding

Through high sorcery, the ritualist is able to enchant a chain to make an invisible, ensnaring weapon that allows them to bind their enemies in battle from afar.

Ingredients: A length of chain.

Process:

The sorcerer must inscribe arcane sigils on the chain using her own blood. The process takes one hour to complete, after which the chain becomes invisible to everyone but the sorcerer.

System:

To employ the Invisible Chains, the sorcerer must concentrate on a target in their line of sight within 25 steps of them and throw chains. Upon a successful Dexterity + Marksmanship challenge vs. the target's Dexterity + Athletics, the chains wrap around the target's legs and torso, anchoring them to the ground. Once their quarry is ensnared, the bloody chains become visible. The target suffers the Grappled Condition and may not move from her location until she wins a Strength + Brawl challenge vs. the sorcerer's Resolve + Occult. The target makes these challenges on her own Initiative. She may attack and defend herself normally while chained. Once broken, the chains turn to ash. A sorcerer may maintain a number of Invisible Chains up to her Occult skill.

Duration: Until the grapple is broken.

Level 5

Creatio Ignis

The Ritualist coats her arms in enchanted blood. For the remainder of the night, she may ignite this blood, safe from the Bane effects of the fire, and strike her enemies with fiery blows.

Ingredients: A source of fire.

Process:

The vampire coats her arms up to the elbow in her own Blood. This coating remains visible until the ritual is triggered. To finish the ritual, the vampire must ignite the bloody arm.

Challenge Pool: Dexterity + Brawl vs. Dexterity + Athletics

System:

At any point in the night, the ritualist may spend a simple action to expose her arms to a source of fire, igniting them for the rest of the scene. Once ignited, the user may attack targets with an opposed challenge (using Dexterity instead of Strength), dealing 1 aggravated damage per hit. These attacks cannot benefit from exceptional successes, but can be used to ignite flammable objects. In addition, the mere sight of the ritualist's arms bursting into flame causes all vampires within 6 steps of the ritualist to make a Terror Frenzy test versus a difficulty 3 immediately. To learn this Blood Sorcery Ritual, a character requires three dots in the Church of Caine Loresheet or instruction from a character who possesses the ritual.

Duration: 1 night / 1 scene once ignited

Eden's Bounty

This Ritual allows a vampire to feed from mortals through the very earth itself, never having to reveal her vampire nature.

Ingredients: A human corpse that has been dead for no longer than 3 days, a living tree, one fresh apple, and one rotten apple. Unlike most rituals, this one does not require a Rouse Check or the addition of the caster's blood to enact.

Process:

The ritualist places the fresh apple in the corpse's mouth and then places the body at the foot of a living tree. The ritualist then places the rotten apple in their own mouth. After biting down on the rotten apple, the corpse is supernaturally pulled into the ground and merges with the tree's root system. As the body merges with the ground, blood from mortals within 1 mile drains into the ground and mystically emerges from the rotten apple to sate the caster's Hunger.

System:

After the body disappears into the earth, the ritualist must make a static Stamina + Occult test at difficulty 5. On a success, the character Slakes their Hunger to 1, regardless of Blood Potency. On a critical success, the character Slakes their Hunger to zero without draining a mortal dry. On a failure, the character Slakes no Hunger and must test for Hunger Frenzy at difficulty 5. If a vampire with feeding restrictions uses this ritual in an area where her excluded class of mortals predominates, she gains 1 Stain. Blood is mystically pulled in small amounts from the humans in the surrounding area for the vampire to consume. Resonances from this form of consumption are fleeting, unless a large number of mortals in the area possess the same Resonance (such as Sanguine at a rave, Melancholic at a memorial ceremony, etc). All mortals in the area lose a little blood to the earth, although the loss is not noticeable to normal individuals. However, a medical expert investigating anemia may notice something odd is occurring if they investigate within a week of the ritual being used. For the remainder of the week, mortals affected by this ritual suffer the Weakened condition due to anemia. To learn this Blood Sorcery Ritual, a character requires two dots in the Bahari Loresheet or instruction from a character who possesses the ritual. This ritual may only be cast once per evening.

Duration: Immediate