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===Level 5=== {{Ritual_Template|Escape to True Sanctuary|By preparing two mystic circles in an arduous ritual the caster can instantly travel from one to the other. The journey is one-way, and the caster must designate one circle for departure while the “arrival†circle serves as an exit.|Two charred circles of approximately a meter in diameter.|The caster burns the circles into the ground or floor with an open flame, then consecrates each circle. Consecration requires two hours of chanting per night and two Rouse Checks, for three consecutive nights. In total, this ritual takes twelve Rouse Checks worth of Blood from the caster.|Once the circles are complete the caster need but step into the one designated for departure and concentrate for a turn, making a Ritual roll. (Te caster makes the Ritual roll each time they attempt to travel, but can only make one attempt per scene.) On a win the caster vanishes, reappearing in an instant in the middle of the exit circle. There is no limit to the distance between the two circles, but they must be inscribed on the ground or on the floor of a building, not on the floor of a vehicle. The caster can transport one person or an object or objects totalling roughly human mass with them. Damaging either circle ruins the ritual completely and renders both circles inert. A vampire can only have one pair of these circles functional at any given time.|5}} {{Ritual_Template|Heart of Stone|Performing this ritual turns the caster’s unliving heart to stone. This makes them immune to stakes but also, through some fluke of sympathetic magic, completely remorseless and cold-hearted automatons totally unreceptive to emotional and social cues. Even more so than normal.|A stone slab and a wax candle drenched with the Blood of the caster.|The caster lies on the stone slab with the candle on their chest letting it burn down to nothing over the course of a night. As the fire reaches their chest, it causes one point of Aggravated damage and forces a terror frenzy roll (Difficulty 3). If the caster fails the frenzy roll, the ritual ends. If the caster does not enter frenzy, they make the Ritual roll. On a win the ritual completes; a critical win heals the candle-fire damage. The effect persists indefinitely, and should the caster wish to reverse the process they must repeat the ritual.|While under the effect of the ritual, the caster’s heart is literally made of stone. Stakes fail to penetrate it, breaking if forced. The caster also exhibits a complete emotional detachment, subtracting three dice from any Remorse rolls as well as active (not resisting) Social-related rolls, except for Intimidation and Dominate. The caster cannot employ Presence but gains three bonus dice to pools used to resist the effects of that Discipline.|5}} {{Ritual_Template|Shaft of Belated Dissolution|The Kindred fear few weapons as they fear the dreaded stake created by this ritual. Thought to be the origin of the myth regarding stakes as the ultimate tool for slaying vampires, the Shaft of Belated Dissolution not only seeks out the heart of the vampire it’s aimed at but actually causes Final Death when reaching its target. If need be, the Shaft works toward this goal as a splinter, inching its way through the target vampire’s body to reach its goal.|A stake carved of rowan wood, inscribed with baneful runes.|The caster drenches the stake with two Rouse Checks worth of their Blood, while blackening it in an oak-wood fire while reading incantations over it. The ritual takes five hours to complete.|This stake confers a three-dice bonus to any pool on any attempt to stake a vampire, whether hammered in while the victim sleeps, wielded in melee, or fired from a crossbow. The caster need not wield the stake themselves. If the attack roll wins with a margin of five or better, the vampire withers to dust in a single turn as if consumed by an invisible fire. If the stake hits, but the roll has insufficient margin (under five) to pierce the heart, the stake breaks off in the wound, the tip burying itself as it slowly begins to inch its way toward the heart of the victim. Depending on where it struck this can take hours or nights, but unless extracted by medical or mystical means, Final Death is assured. To remove it surgically someone other than the victim needs to win a roll of Dexterity + Medicine (Difficulty 6) in a process that takes up to four hours. If no medical expertise can be found, someone can remove the splinter by severing the afflicted limb – unless the splinter has already reached the torso.|5}} {{Ritual_Template|Warding Circle against Cainites|This ward uses the standard rules for Warding Circles (p. 275).|The caster draws the Warding Circle with a rowan wand dipped in the mixture of ash from a still-burning fire and Blood.|||5}} {{Discipline_List}}
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