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Scathach (Lhiannan)
Level 1 Rituals
Defense of the Sacred Haven
This ritual prevents sunlight from entering an area within 20 feet of this ritual's casting. A mystical
darkness blankets the area, keeping the baneful light at bay. Sunlight reflects off windows or magically
fails to pass through doors or other portals. The caster draws sigils in using her own blood on all the
affected windows and doors, and the ritual lasts as long as the Tremere stays within the 20-foot-radius.
System: This ritual requires one hour to perform, during which the thaumaturge recites incantations and
inscribes glyphs. One blood point is required for the ritual to work.
Communicate With Kindred Sire (and Elghinn Pride)
This ritual involves possessing an object belonging to the Sire, and takes five minutes. The vampire may
speak with her sire, telepathically (this does not facilitate mindreading). Variations of this ritual exist to
allow telepathic communication between one’s thralls, progeny, or those who have tasted the caster’s
blood.
Illuminate Trail of the Prey
The vampire may make the trail of a specific victim glow in such a way that only she can see it. All paths,
from an airplane’s vapor trails to footprints, will be shown. A starting point is required, as is an initial
sighting of the victim, and the spell is nullified if the vampire wades in or is immersed in water, or if he
reaches the destination of his journey. The thaumaturge must burn a length of white satin ribbon that
has been in his possession for at least 24 hours for the ritual to take effect. System: The thaumaturge
must have a mental image or know the name of his prey. The individual's wake burns with a brightness
dependent on how long it has been since the victim passed that way - old tracks glow less brightly, while
fresh ones blaze.
Deflection of Wooden Doom
This ritual involves standing in a circle of wood, and putting a splinter in one’s mouth. One wooden
melee weapon that is about to penetrate the vampire’s heart will instead disintegrate. A weapon that is
only held threateningly, without the intent to stab the vampire, will not be affected. Lasts until sunset,
or until it affects a weapon.
Will O'Wisp
The vampire may turn a small branch from a willow tree into a floating ball of light that is under her
mental command, that will continue to glow if within sight of the vampire.
Level 2 Rituals
Ward Versus Ghouls
Wary Tremere created this ritual to protect themselves from the minions of vengeful rivals. By invoking
this ritual, the Tremere creates a glyph that causes great pain to any ghouls who come into 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 an excruciating pain on any ghoul unfortunate enough to touch the
warded object. System: Ghouls who touch the 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 willpower to do so. This ritual wards only ONE object — if inscribed
on the side of a car, the ward only affects 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.
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.
Donning the Mask of Shadows
This ritual renders is subject translucent, her form appearing dark and smoky and the sounds of her
footsteps 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 thaumaturge'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 succeeds in a Perception + Awareness roll (difficulty of the caster's Wits + Occult) or if the
observer possesses a power (such as Auspex) sufficient to penetrate Level Three Obfuscate. 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.
Warding Circle Versus Ghouls
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 may be made as large and as
permanent as the caster desires, so 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 and every 10-foot increase raises the difficulty by one, to a maximum of 9
(one additional success is required for every 10-foot increase past the number necessaryto raise the
difficulty to 9). The player spends one blood point for every 10 feet of radius and rolls. The ritual takes
the normal casting time if it is to be temporary (lasting for the rest of the night) or one night if it is to be
permanent (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 on him, 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.
Level 3 Rituals
Gentle Mind
This ritual involves sharing a blood point with the target, and therefore cannot be cast on one’s self. The
target is considered to have four extra dots in Willpower, but only as applicable to stopping frenzy.
Level 4 Rituals
Bone of Lies
This ritual is a mortal bone so that anyone who holds it must tell the truth. The bone in question is often
a skull, though any part of the skeleton will do — some Tremere use strings of teeth, necklaces of finger
joints or wands fashioned from ribs or arms. The bone grows blacker as it compels its holder to tell the
truth, and until it has turned completely ebony and has no magic left. System: This ritual binds the spirit
of the individual to whom the bone belonged to in life; it is this spirit who wrests the truth from the
potential liar. The spirit absorbs the lies intended to be told by the bone's holder, and as it compels
more truth, it becomes more and more corrupt. If summoned forth, this spirit reflects the sins it has
siphoned from the defeated liar (in addition to anger over its unwilling servitude). For this reason,
anonymous bones are often used in the ritual, and the bone is commonly buried after it has been used
to its full extent. A specific bone may never be used twice for this ritual. System: The bone imbued with
this magical power must be at least 200 years old and must absorb 10 blood points on the night the
ritual is cast. Each lie the holder wishes to tell consumes one of these blood points, and the holder must
speak the truth immediately thereafter. When all 10 blood points have been consumed, the bone magic
ceases to work any longer.

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Scathach rituals

  • 1. Scathach (Lhiannan) Level 1 Rituals Defense of the Sacred Haven This ritual prevents sunlight from entering an area within 20 feet of this ritual's casting. A mystical darkness blankets the area, keeping the baneful light at bay. Sunlight reflects off windows or magically fails to pass through doors or other portals. The caster draws sigils in using her own blood on all the affected windows and doors, and the ritual lasts as long as the Tremere stays within the 20-foot-radius. System: This ritual requires one hour to perform, during which the thaumaturge recites incantations and inscribes glyphs. One blood point is required for the ritual to work. Communicate With Kindred Sire (and Elghinn Pride) This ritual involves possessing an object belonging to the Sire, and takes five minutes. The vampire may speak with her sire, telepathically (this does not facilitate mindreading). Variations of this ritual exist to allow telepathic communication between one’s thralls, progeny, or those who have tasted the caster’s blood. Illuminate Trail of the Prey The vampire may make the trail of a specific victim glow in such a way that only she can see it. All paths, from an airplane’s vapor trails to footprints, will be shown. A starting point is required, as is an initial sighting of the victim, and the spell is nullified if the vampire wades in or is immersed in water, or if he reaches the destination of his journey. The thaumaturge must burn a length of white satin ribbon that has been in his possession for at least 24 hours for the ritual to take effect. System: The thaumaturge must have a mental image or know the name of his prey. The individual's wake burns with a brightness dependent on how long it has been since the victim passed that way - old tracks glow less brightly, while fresh ones blaze. Deflection of Wooden Doom This ritual involves standing in a circle of wood, and putting a splinter in one’s mouth. One wooden melee weapon that is about to penetrate the vampire’s heart will instead disintegrate. A weapon that is only held threateningly, without the intent to stab the vampire, will not be affected. Lasts until sunset, or until it affects a weapon. Will O'Wisp The vampire may turn a small branch from a willow tree into a floating ball of light that is under her mental command, that will continue to glow if within sight of the vampire.
  • 2. Level 2 Rituals Ward Versus Ghouls Wary Tremere created this ritual to protect themselves from the minions of vengeful rivals. By invoking this ritual, the Tremere creates a glyph that causes great pain to any ghouls who come into 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 an excruciating pain on any ghoul unfortunate enough to touch the warded object. System: Ghouls who touch the 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 willpower to do so. This ritual wards only ONE object — if inscribed on the side of a car, the ward only affects 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. 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. Donning the Mask of Shadows This ritual renders is subject translucent, her form appearing dark and smoky and the sounds of her footsteps 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 thaumaturge'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 succeeds in a Perception + Awareness roll (difficulty of the caster's Wits + Occult) or if the observer possesses a power (such as Auspex) sufficient to penetrate Level Three Obfuscate. 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. Warding Circle Versus Ghouls 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 may be made as large and as permanent as the caster desires, so 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 and every 10-foot increase raises the difficulty by one, to a maximum of 9 (one additional success is required for every 10-foot increase past the number necessaryto raise the
  • 3. difficulty to 9). The player spends one blood point for every 10 feet of radius and rolls. The ritual takes the normal casting time if it is to be temporary (lasting for the rest of the night) or one night if it is to be permanent (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 on him, 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. Level 3 Rituals Gentle Mind This ritual involves sharing a blood point with the target, and therefore cannot be cast on one’s self. The target is considered to have four extra dots in Willpower, but only as applicable to stopping frenzy. Level 4 Rituals Bone of Lies This ritual is a mortal bone so that anyone who holds it must tell the truth. The bone in question is often a skull, though any part of the skeleton will do — some Tremere use strings of teeth, necklaces of finger joints or wands fashioned from ribs or arms. The bone grows blacker as it compels its holder to tell the truth, and until it has turned completely ebony and has no magic left. System: This ritual binds the spirit of the individual to whom the bone belonged to in life; it is this spirit who wrests the truth from the potential liar. The spirit absorbs the lies intended to be told by the bone's holder, and as it compels more truth, it becomes more and more corrupt. If summoned forth, this spirit reflects the sins it has siphoned from the defeated liar (in addition to anger over its unwilling servitude). For this reason, anonymous bones are often used in the ritual, and the bone is commonly buried after it has been used to its full extent. A specific bone may never be used twice for this ritual. System: The bone imbued with this magical power must be at least 200 years old and must absorb 10 blood points on the night the ritual is cast. Each lie the holder wishes to tell consumes one of these blood points, and the holder must speak the truth immediately thereafter. When all 10 blood points have been consumed, the bone magic ceases to work any longer.