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===Level 1=== {{Ritual_Template|Blood Walk|This Ritual expands upon the power A Taste for Blood allowing the user to learn more details about the subject studied, assuming the subject is a vampire.|A silver cup filled with Blood from the subject. (One Rouse Check’s worth).|The user mixes their Blood with the subject’s and repeats an incantation over the cup, spending an roughly an hour.|A win on the Ritual roll (see General Systems) allows the user to learn the generation and name of the subject as well as the subject’s sire. A Critical Win also informs the user of any Blood Bonds active on the subject, as regnant or thrall.|1}} {{Ritual_Template|Clinging of the Insect|The vampire gains the ability to cling to walls like a grotesque insect or spider.|A living spider.|The caster fills a vial with their own Blood and crushes the spider into it, mixing the ground bits with the Blood before ingesting it. (This does not refund any Hunger gained.) The caster can only perform this ritual on themselves; others gain no benefit from drinking the mixture.|A successful Ritual yields the ability to cling to walls and ceiling for a scene, while a critical win extends the duration to a whole night. The caster must cling to the surface with both hands and feet; they move at approximately half their usual rate.|1}} {{Ritual_Template|Craft Bloodstone|This Ritual results in a Bloodstone, a magical tracker to which the caster always knows the direction as well as general distance. As the Camarilla retreats from modern technology, this previously neglected Ritual has seen a resurgence in use.|A pebble of iron ore or a small magnet and a litre of blood from any source in a silver bowl.|The user spills their Blood into the blood in the bowl and then recites a chant over it for an hour, repeating the chant over the next two nights. The pebble (or magnet) absorbs the blood over the three nights; upon successful completion, the liquid appears translucent.|Make the Ritual roll at the end of the third night. On a win the caster attunes their mind to the Bloodstone. The caster can unerringly sense the direction and distance to the stone. This effect lasts until the Bloodstone is destroyed or a week has passed. A caster can have and keep track to a number of stones up to their Resolve.|1}} {{Ritual_Template|Wake with Evening's Freshness|Performed before dawn, this ritual allows the caster to awake at any sign of danger, fully alert as if awake during the night.|The burnt bones and feathers of a rooster.|The caster mixes the ashes with their own Blood, drawing a circle with the mixture around their place of sleep.|Do not make a Ritual roll unless true danger appears. If the caster is threatened during the day, make the Ritual roll then, with the caster rousing on a win. For the duration of the scene the vampire ignores the daytime penalties for staying awake. On a critical win, the effects last until the following dawn.|1}} {{Ritual_Template|Ward against Ghouls|Wary Tremere created this ritual to protect themselves from the minions of vengeful rivals. This ward uses the standard rules for Wards (p. 275).|Nothing apart from the usual requirement of the caster’s Blood.|||1}}
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