Vampire V5
Privacy policy
About Vampire V5
Disclaimers
Editing
Thaumaturgy
(section)
From Vampire V5
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Level 2=== {{Ritual_Template|Communicate with Kindred Sire|The caster uses the bond between sire and childe to open a bridge between minds, allowing the childe to create a telepathic link for the purpose of long-distance communication. As with some other Rituals, this one sees a resurgence in these nights of wiretaps and electronic surveillance.|An object previously possessed by the sire and a silver bowl filled with clear water|The caster submerges the object in water and lets their Blood drip into the bowl, concentrating upon the last memory of their sire for up to 30 minutes.|Make the ritual roll after 15 minutes have passed. A win allows for ten minutes of two-way silent mental communication once 15 more minutes have passed. A critical win allows immediate communication. Any major disturbance on either end breaks the connection.|2}} {{Ritual_Template|Eyes of Babel|By ingesting the tongue and an eye of a person the caster gains the ability to read and speak any language known by the victim.|A fresh eye and tongue of a person.|Plucking the ingredients fresh from the victim, the vampire chews and swallows them. (This most likely incurs a Stain.)|The Rouse Check required for this ritual allows for the supernatural dissolution of the ingredients once swallowed. Once this is done, make the Ritual roll. A win gives the caster the ability to read and speak any language known by the victim, at the same skill level for a week. A critical win extends the duration to a month.|2}} {{Ritual_Template|Illuminate the Trail of Prey|The ritual allows the caster to perceive the previous whereabouts of a designated person as a subtly glowing trail, visible only to them.|A white satin ribbon.|The performer of the ritual soaks the ribbon in their own Blood, setting it alight.|If the Ritual roll is a win the ribbon catches fire despite being wet, burning fiercely like a fuse. Once consumed, the ritual takes effect. While the ritual remains active, the caster can follow faint traces of the target even in areas where they left no tracks, such as crowded cities. To follow the tracks, the caster makes an Intelligence + Survival roll against a Difficulty equal to 6 minus the margin on the ritual test. The target must be known by face by the caster, who sees the path travelled by the victim over the previous 24 hours. The path remains visible for the entire night; a critical win extends this to two nights.|2}} {{Ritual_Template|Truth of Blood|Until recently known only to Banu Haqim viziers, this Ritual creates a mystic potion capable of sifting lies from truth. This Ritual has power enough even to sometimes uncover facts unknown to the speaker.|One pint of blood from the subject.|The performer of the Ritual mixes their own Blood with that of the subject in a vessel large enough to allow for the dipping of the finger.|Instead of the regular Ritual roll, the caster immerses their finger in the mixture and makes a Resolve + Blood Sorcery vs Composure + Occult roll for every statement made by the subject. The first failed contest ends the Ritual. A Win tells them whether that statement is true, as far as the subject knows. On a critical win by the caster, the subject involuntarily expands upon their answer, providing more information, including details they glancingly saw or subconsciously forgot. (The Storyteller should inform the caster if there is no more information about that topic.) The mixture bubbles and seethes during the process, turning completely to ash at the end of the scene. This Ritual cannot pierce Cloud Memory, the Forgetful Mind, or other memory-wiping powers. The caster may well guess the cause of a blank or foggy recollection, but cannot recover the actual memory.|2}} {{Ritual_Template|Wards against Spirits|This Ritual wards an item against incorporeal beings such as as wraiths, ghosts, and elemental spirits. Any attempt by them to manipulate or pass through the item triggers the effect. This ward uses the standard rules for Wards (p. 275).|A handful of salt (in some versions, a handful of brick dust) mixed with the Blood.|||2}} {{Ritual_Template|Warding Circle against Ghouls|This Ritual creates a circular Ward on the floor or ground, intended to prevent the passage of ghouls. This ward uses the standard rules for Warding circles (p. 275).|The caster draws the Warding circle with a human bone dipped in the Blood.|||2}}
Summary:
Please note that all contributions to Vampire V5 may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
V5:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Main Page
About
Help
FAQ
Create account
Log in
Find
Browse
Main page
Kindred Basics
Lexicon
Clans
Disciplines
Attributes
Skills
Advantages & Flaws
Resonance
Predator Type
Edit
Edit
This page
Page
Discussion
View history
My pages
Not logged in
Talk
Contributions
Recent changes
Tools
What links here
Related changes
Special pages
Page information