                        DEIRDRE'S THAUMATURGY RITUALS



Level One



   Mark of the Mistress (1) A simple five minute ritual that leaves a
   mark on the recipient that any Kindred can see. If the recipient of
   the Mark is attacked or harmed in any way, the Mistress knows
   something happened and where the recipient is. This ritual was created
   by a non-Tremere Thaumaturgist to keep track of her Brood.

Level Two



   Cleansing the Flesh (2) Identical to Purity of Flesh, this one also
   allows the Kindred to use it on others.

   False Mask of Virtue (2) After 1/2 hour of preparation, the Kindred
   can appear to be anyone she desires until the end of the evening.

   Fireclaw (2) 10 minute ritual, lasts for one hour. Causes fingertips
   to flame brightly, burning any who come in contact with them. Treat
   them as a chemical fire (2 Aggravated wounds, T# 9 to resist) in
   addition to normal hand to hand damage. This ritual requires that the
   caster put her hands into a lit brazier which causes 2 Aggravated
   Wounds to her hands that can be soaked with Fortitude. Target number
   is 6.

Level Three



   Binding the Tongue (3) When this 15 minute ritual is completed, the
   subject is forbidden to speak of one subject, such as Corvettes, the
   supernatural or cherry chocolate ice cream.

   Fashionably Unlimited Wardrobe (3) This 30 minute ritual, requiring a
   needle and spool of thread, will transform any clothing into any other
   clothing. If the clothing is damaged, it will be mended. Fit will be
   as specified by the Caster.

   Shielding the Dazzled Eyes (3) This 15 minute ritual requires a pair
   of sunglasses, which need not be worn, simply carried. While the
   Kindred has these sunglasses, she is not subject to increased
   sensitivity to sensory overload from Auspex.

   Singing Harp (3) This ritual causes a musical instrument to play
   itself as if the caster were playing it until commanded to stop.

   Unearthly Comeliness (3) This 30 minute ritual gives the Kindred a
   complete makeover which remains until Purity of Flesh or Unearthly
   Comeliness are used.

   Vitriolic Vitae (3) This Ritual takes one half hour to complete and
   requires her to drink a small amount of a powerful acid, taking one
   aggravated wound in the process. This causes her blood to become
   poisonous to other Kindred until the next Sunset. Any who drink her
   blood take three levels of normal wounds per blood point taken, and
   the blood point is destroyed in the process.

Level Four



   Curse of the Modern Age (4) When cast upon a target, the Kindred makes
   a Manipulation + Occult roll against the target's Willpower. Each
   success adds one to the victim's target numbers for using
   technological devices of any sort. The victim is effectively cursed
   with a form of anachronism. The ritual lasts until the first dawn
   after it is cast.

   Impressive Aura (4) This 1 hour ritual causes the Caster's aura to
   become incredibly attractive; roll Perception + Empathy against a
   success to determine how many hours this ritual lasts. The Ritual adds
   1 die to each Social Attribute and doubles Humanity for the purposes
   of Empathy Tests. Combined with Presence, the user of this Ritual is
   irresistible.

   Shining Dust of Luna (4) Requires a quantity of silver dust. When this
   1 hour ritual is used to prepare the dust, anything it is sprinkled on
   takes on the same characteristics of silver. It also tends to stick to
   Lupines and others vulnerable to silver, causing aggravated wounds
   until washed off.

   Soul Mate (4) The caster and the subject must sacrifice one Blood
   Point each into two items during a 1 hour ritual, each of which must
   have emotional meaning to one of the two. When the ritual is done, the
   two can communicate telepathically, regardless of their relative
   locations so long as both possess the items. For the price of 1
   Willpower point, either one may send her consciousness to the other
   for one hour. She appears as a ghostly form to the other, although the
   two can communicate freely, the projected consciousness can only use
   Auspex or Psychic Numina, otherwise treat as Astral Projection.

Level Five



   Barred Haven (5) Requires one Blood Point of the caster's to be
   sprinkled on all doors and windows of the room to be shielded. The
   ritual requires 1 hour to cast and prevents others from locating the
   protected area, as well as sealing the doors and windows against those
   who do manage to penetrate the cloaking. If the character knows the
   room is there, she gets a roll equal to her Perception + Occult to
   find it, target # is 11 - her Auspex score. At least 3 successes must
   be gained to locate it. If a mortal is looking, substitute appropriate
   Psychic Numina.The ritual lasts until the following sunrise or sunset.

    Desire of the Soul Made Flesh (5) This 30 minute Ritual transforms
   the subject into the form matching her deepest heart's desire. It will
   not cure vampirism, however it will 'cure' a Nosferatu or Gargoyle.

   Disrupt Thaumaturgy (5) This 1 hour Ritual disrupts the affects of any
   Magic or Thaumaturgy in the area until the next sunrise. It also
   prevents new affects from starting. The area is within a circle
   inscribed by the caster during the ritual. If any part of it is
   scuffed or damaged, the ritual is broken. A permanent circle can be
   inscribed by engraving the sigils and such into the floor.

   Fire's Loving Kiss (5) 1 hr. Ritual. This ritual requires a brazier
   filled with coals, one of which the Kindred must swallow at the end.
   This requires a Self Control roll with a target of 8. Afterward, the
   Kindred will be immune to the effects of normal fire for Fortitude
   hours. Normal fire does not include white phosphorous or that
   generated by Disciplines, Gifts, or Magick.

   Sunlight's Sweet Caress (5) 1 hour ritual, start approximately 1/2
   hour before sunrise, finished 1/2 hour afterward. This ritual must be
   performed in a natural area, with a candle at each cardinal point and
   two candles in the middle of the area. This Ritual protects the
   Kindred from the effects of sunlight for Fortitude hours.

   Walk to Herd (5) This must be prepared in advance, in a fashion
   similar to Escape to a True Friend, but the Kindred goes instead to
   one of his Herd.

   Ward of Rotschreck (5) This Ward is identical to the Ward vs. Kindred,
   with one addition. Any Kindred who come into contact with it must make
   a Courage (8) roll or flee in Rtschreck.

Level Six



   Ritual of Joining (6) Adds one hour per extra ritual added to the
   length of the longest ritual. This allows multiple rituals to be
   performed at once. Combined with Ritual of Holding this can be quite
   powerful, since the entire group is treated as one ritual.

   Ritual Trigger (6) This adds thirty minutes to any ritual, but it does
   not take effect immediately. Rather, the caster specifies a set of
   conditions that must occur, or fail to occur, or a set time limit,
   that triggers the ritual. As an example, linking this with Fire's
   Loving Kiss, the caster may specify that it trigger when she is
   attacked with fire. So, if she is struck with any sort of fire, she
   becomes fireproof. Alas, the initial attack will still do damage, but
   the vampire will not burn beyond that.

   Spoof the Camera (6) This will render the caster invisible to
   mechanical means of detection, such as cameras.

   Utter Seal (6) This Ritual will irrevocably seal anything it is used
   upon. Doors, windows, books, mouths, eyelids, floppy drives, CD
   players, etc. The ritual is identical to Utter Destruction of Bonds.
   Either Ritual will cancel the other, but will not open or close the
   portal in question. That requires a second Ritual, or the keys.
   (What's the matter, cat got your tongue?)

Level Seven



   Creation of the Sun Amulet (7) This ritual takes three months to
   complete, and must be begun at sunrise on the Summer Solstice. The
   amulet, which must be gold, must then be left in the daylight on the
   last day. This creates an amulet which confers partial immunity to
   sunlight - the wearer takes half damage from exposure to sunlight.

Level Eight



   Deadly Blade (8) Making this blade requires ten points of the caster's
   own blood and a roll against Intelligence + Blacksmithing against an
   8. The result is a weapon that inflicts aggravated wounds.

   Otherworldly Haven (8) This requires one year to complete, and when
   finished, the Kindred's home can be moved beyond the reach of Mortals.
   It is, in fact, present in the Near Umbra. The Kindred can move it
   back and forth with a Willpower (6) roll. There are paths to the Haven
   from the physical world which the Kindred knows of and can use.

Level Nine



   Escape From the True Death (9) This takes a week to cast, and requires
   a roll of Stamina + Occult against a six. Each success counts as a
   'free' Health level that can be used to heal aggravated wounds at any
   time, even the point of dying. The ritual lasts until the next
   Solstice.
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