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 Thaumaturgic Rituals - Level 3

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Pyro
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Join date : 2008-03-15

Thaumaturgic Rituals - Level 3 Empty
PostSubject: Thaumaturgic Rituals - Level 3   Thaumaturgic Rituals - Level 3 Icon_minitimeFri Nov 07, 2008 7:37 pm

Level 3 Rituals
3 - Clinging of the Insect
This ritual involves eating a small spider alive. The vampire may climb on any wall or ceiling that will support her weight, Teflon and similar surfaces excepted.

3 - Eldritch Glimmer
This ritual requires a piece of vinegar-soaked sandstone. The vampire may, for the cost of one blood point each, shoot one energy bolt per turn. To hit someone, roll Perception + Firearms, difficulty 6, and these bolts do three dice of damage. The vampire glows in green light for the duration of this ritual.

3 - Fire in the Blood
The vampire may heat a target’s blood. The result is not only painful, but unless vampire makes a Wits + Medicine roll of difficulty 7 first, every action she takes requiring a physical attribute roll causes an aggravated wound.

3 - Flesh of Fiery Touch
This ritual involves swallowing a small burning coal, taking one die of aggravated damage. (The vampire must spend one willpower point to bring herself to do this.) Any vampire who touches the caster will take one die of aggravated damage for each turn that she is touching the caster. This ritual lasts until the next dusk, and for the effective time of the ritual, the vampire’s skin is slightly tanned, which may be noticed with a roll of Perception, difficulty 8. This is only a defensive ritual; the caster can not do aggravated damage by touching another vampire.

3 - Friend of the Trees
This ritual involves planting an acorn. In woods, those following the vampire will only be able to move half-speed, due to an unusual tendency of the trees, vines, and roots to get in their way.

3 - Gentle Mind
This ritual involves sharing a blood point with the target, and therefore can not be cast on one’s self. The target is considered to have four extra dots in Willpower, but only as applicable to stopping a frenzy.

3 - Illusion of Peaceful Death
This ritual involves dusting a corpse with a white feather, and has the effect of hiding all signs of unnatural death on a corpse, making the deceased appear to have died of natural causes.

3 - Moonlight Dancers
The vampire may create illusions of persons and music from a period of history of her choice, which will then dance. These illusions will be mistaken for ghosts by those unfamiliar, but are not real or even sentient -- just figments of everyone’s imaginations created to put on an entertaining show. Lasts until sunrise, though the vampire may end it before then.

3 - Non-corporeal Passage
Roll: Wits + Survival, difficulty 6

This one-hour ritual requires a fragment of a mirror, and makes the vampire incorporeal for one hour per success, as long as she can see herself in the mirror. In this state, she may move through solid objects (in a straight line only), and is impervious to physical attack.

3 - Pavis of Foul Presence
This ritual requires a blue silk cord, tied around the neck. All powers of Presence used on the vampire are instead turned on the user. Lasts one night, as long as the cord remains tied.

3 - Rotten Wood
This ritual must be set up in advance. The vampire may, by use of a word and a touch, turn any wooden object to dust.

3 - Shaft of Belated Quiescence
This five-hour ritual involves carving symbols on a stake of ash, coating it with one’s own blood, and blackening it in an oak wood wire. The resulting stake’s tip will break off in a victim, and travel towards the heart, with predictable results. It will reach the heart in 1d10 days, and can only be removed by cutting the target open... and the stake point will try to dodge anyone who tries to do this.

3 - Summon Mischievous Spirit
Roll: Charisma + Spirit Lore, difficulty 7
The vampire may summon a poltergeist. This spirit will not usually intentionally injure a victim; it just wants to drive her bat-shit. However... accidents happen. How the spirit annoys the victim is up to the Storyteller. This spirit remains for the following periods of time:
1 suc. one hour.
2 suc. one night.
3 suc. one week.

3 - Touch of Nightshade
Resist: Stamina + Fortitude, difficulty 6
This ritual involves rubbing a little nightshade juice on one’s hand, and touching a victim. The victim rolls as above. On failure, if mortal, she dies. Otherwise, the victim suffers a +1 difficulty modifier for each success less than three, for the remainder of the night.

3 - Ward Versus Lupines
This ten-hour ritual requires some silver dust, in addition to the object being made into a ward. If this ward is placed on a door or an unbroken circle, the lupine will be unable to pass it. If a bullet is warded, then five successes are required on the appropriate Firearms roll to leave the bullet in the body where it will continue doing damage. (This only works on smaller calibers.) This object, when touching a lupine, does three dice of damage, difficulty Stamina + Survival of the lupine, and the lupine must spend a willpower point to touch it again.
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