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 Thaumaturgic Rituals - Level 2

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Pyro
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Join date : 2008-03-15

Thaumaturgic Rituals - Level 2 Empty
PostSubject: Thaumaturgic Rituals - Level 2   Thaumaturgic Rituals - Level 2 Icon_minitimeFri Nov 07, 2008 7:16 pm

2 - Black Water
The vampire may create a liquid that, once poured into a body of water the size of a larg swimming pool, will turn it opaque black. The liquid will lose its potency in a week, but once used, it lasts until dispelled, diluted, or evaporated.

2 - Blood Call
This ritual requires a point of blood from each of its participants, and takes a half-hour to cast, though only one participant need know the ritual. Two willing vampires may be made to share an empathic bond with each other. Lasts until one of the vampires is destroyed, at which point the other will receive insight into how it happened.

2 - Blood Walk
Roll: Perception + Empathy, difficulty 6
This ritual involves a point of the target’s vitae, which is tasted, and three hours of meditation. The vampire will learn the true name of the target, her personality, any and all blood bonds, etc. Each success reveals the next step of the vampire’s lineage.

2 - Craft Bloodstone
This ritual involves allowing a stone to soak for three nights in three points of one’s own vitae. By the third night, the result will be a bloodstone sitting in clear fluid. The vampire will always know the exact location of a bloodstone created with her own vitae.

2 - Eyes of the Night Hawk
This ritual involves soaking birdseed in a solution of bizarre ingredients, and feeding it to a bird. What the bird hears, the vampire will hear. What the bird sees, the vampire will see if she closes her eyes. The bird may be commanded where to travel, but no other commands may be made. Lasts one night.

2 - Impassable Trail
This ritual involves rubbing one’s feet on deerskin. The vampire may pass through even a dense forest, leaving only olfactory evidence of her passing. Lasts one night.

2 - Mourning Life Curse
This one-hour ritual involves the ingestion of crocodile blood. The vampire may whisper a magic word in a victim’s ear, which will cause the victim to cry blood until the vampire removes her gaze from her, at a rate of one blood point per five minutes. The effects of this are slightly swollen capillaries around the eyes, and the usual effects of blood loss.

2 - Power of the Invisible Flame
This ritual must be cast around a fire at least the size of a torch, and the vampire must know the Thaumaturgy Path Lure of Flames. The vampire can make flames made by the Thaumaturgy Path Lure of Flames invisible. Lasts one night.

2 - Principle Focus of Vitae Infusion
This four-hour ritual requires an object that can be held in both hands. A blood point belonging to the vampire may be stored in this object, and if the enchantment is dispelled, the object will disintegrate, releasing the blood. This ritual may be done for another vampire, but the blood must still belong to the caster.

2 - Recure of the Homeland
This ritual puts an enchantment on any amount of dirt from the place of the vampire’s birth. A handful of dirt so prepared may be used to heal one aggravated wound per night. This ritual may only be cast once per night. This dirt can only be so used once.

2 - Steps of the Terrified
This ritual requires a perfect cube of dried mud. The vampire may slow down a specific foe. The faster that foe tries to run, the slower she moves.

2 - Summon Guardian Spirit
The vampire may summon a spirit to alert her to danger should it arise, but this spirit is only visible in time of danger, and is mute. It must warn the vampire by creating physical disturbances, IE Embody or Outrage. The spirit remains for twenty-four hours.

2 - Ward Versus Ghouls
This ten-hour ritual requires a point of mortal blood, in addition to the object being made into a ward. This object, when touching a ghoul, will do three dice of damage, difficulty Stamina + Fortitude of the ghoul, and the ghoul must spend a willpower point to touch it again. If this ward is placed on a door or an unbroken circle, the ghoul will be unable to pass it. If a bullet is warded, then five successes are required on the Firearms roll to leave the bullet in the body where it will continue doing damage. (This only works on smaller calibers.)
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Thaumaturgic Rituals - Level 2
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