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Blood Sorcery Rites of Damnation

Blood Sorcery: Rites of Damnation is a supplement for Vampire: The Requiem 2nd Edition that expands on the systems of Blood Sorcery, providing updated mechanics, rituals, and options for both players and antagonists. It introduces a more versatile approach to Blood Sorcery, allowing for dynamic ritual creation and improvisation, while detailing specific themes and motifs associated with different forms of sorcery. The document is self-contained and offers a comprehensive guide to utilizing Blood Sorcery within the game, enhancing the experience for players across various Covenants.

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0% found this document useful (0 votes)
509 views121 pages

Blood Sorcery Rites of Damnation

Blood Sorcery: Rites of Damnation is a supplement for Vampire: The Requiem 2nd Edition that expands on the systems of Blood Sorcery, providing updated mechanics, rituals, and options for both players and antagonists. It introduces a more versatile approach to Blood Sorcery, allowing for dynamic ritual creation and improvisation, while detailing specific themes and motifs associated with different forms of sorcery. The document is self-contained and offers a comprehensive guide to utilizing Blood Sorcery within the game, enhancing the experience for players across various Covenants.

Uploaded by

miklus
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A Sourcebook for

Vampire: The Requiem


Second Edition
By Chris Falco
Blood Sorcery: Rites of Damnation 1
2 Blood Sorcery: Rites of Damnation
Blood Sorcery: Rites of Damnation 3
Credits
Author: Chris Falco
Developer: Chris Falco
Editor: Chris Falco, with help from Raúl B. Bouza
Artist: White Wolf Art Packs
Cover image from http://www.maxpixel.net

Special Thanks
Dave Brookshaw, for his part in writing the original Theme
system, and for insight provided towards updating it, as well as all
of the other original writers for the Sacraments and Blasphemies
supplement.

Raúl B. Bouza, for feedback in developing some of the base ideas


used in the new system, and for an extra pair of eyes during the
editing process.

© 2018 White Wolf Entertainment AB. All rights reserved. Vampire: The
Masquerade®, World of Darkness®, Storytelling System™, and
Storytellers Vault™ are trademarks and/or registered trademarks of White
Wolf Entertainment AB. All rights reserved. For additional information
on White Wolf and the World of Darkness, please, visit: www.white-
wolf.com, www.worldofdarkness.com and www.storytellersvault.com.

4 Blood Sorcery: Rites of Damnation


Table of Contents
Prologue 3
Introduction 7
Chapter One: Sacraments and Blasphemies 9
Learning Sorcery 9
Themes 10
Motif 11
Improvised, Learned, and Mastered Rituals 11
Casting Rituals 12
Limitations of Blood Sorcery 18
Theme Mechanics 19
Motif Mechanics 35
Rites and Miracles 41
Crúac 42
Theban Sorcery 60
Merits 79
Chapter T w o: Strange Sorcer y 85
Sons of Phobos 86
Bloodline: Sangiovanni 92
Dark Pacts 99
A ppendix One: T ilts 108

Blood Sorcery: Rites of Damnation 5


"Of all that is written, I love only what a person has written with his own blood"
— Nietzsche

Upon the Embrace, Kindred instinctively learn to strange Blood Sorceries beyond the two most well
tap into the power of the blood. Even Neonates learn known Covenant Disciplines.
a few basic Disciplines shortly after awakening for the Chapter One: Sacraments and Blasphemies
first time, and any vampire is capable of using its power provides the updated systems for use with Crúac,
to heal, perform incredibly physical feats, and form Theban Sorcery, and any other Blood Sorceries that
unnatural Bonds of affection in others. characters might interact with, as well as a multitude of
But the Blood is more powerful than that. The Blood example rituals for each, both those converted from
is more wide reaching than that. Through the Blood, other systems and those created anew with the ones
Kindred are capable of things that mortals can only presented. This form of Blood Sorcery is a lot more
dream of, works of power, and indeed, Sorcery, that can versatile and powerful than what’s presented in the
turn the world on its very foundation. Vampire: the Requiem 2nd edition core book, still
Kindred magic relies not on the imposition of requiring lengthy rituals but vastly improving on the
otherworldly laws on our own, or on the supplication number of options available to any given Sorcerer.
of spirits that might not be listening. Their Sorcery is It also contains a handful of merits for use with these
powered from within, the Blood and the Beast, guided new systems (including a new take on Threnodies), and
by the Man, reaching out and imposing their will and advice for making use of these systems in a mixed-
their nature on the world around them. Covenant game.
This doesn’t come as instinctively to most, though. Chapter Two: Strange Sorcery provides both
One must spend time learning how to apply their Vitae antagonists and player options that make use of lesser
in such specialized ways. But the effort is worth it; known, niche forms of Blood Sorcery: the sacrificial
Blood Sorcerers are capable of feats that can shock even magic performed by the Sons of Phobos, the perverse
the most practiced of secular Kindred, and provides necromantic art of Cattiveria utilized by the
more versatility to its users than any single “common” Sangiovanni, and Infernal Sorcery that any Kindred
Discipline ever could. can call upon, if they’re willing to make an appropriate
Blood Sorcery: Rites of Damnation is about Blood bargain with the right sort of entity…
Sorcery, updating the more versatile systems provided While not all of the antagonists in Blood Sorcery:
in 1st edition’s Blood Sorcery: Sacraments and Sacraments and Blasphemies have been covered here,
Blasphemies supplement to 2nd edition, as well as that supplement is not required to make use of this one;
detailing dozens of rituals from both editions in the it’s a self-contained, fully detailed 2nd edition
new format. It also provides a few options for equivalent, for the sake of the systems provided.
antagonists and player characters to make use of

Blood Sorcery: Rites of Damnation 7


"Magic becomes art when it has nothing to hide."
— Ben Okri
The systems for Crúac and Theban Sorcery found in raise their Themes, and raising their Themes won’t
Vampire: The Requiem present Rites and miracles as provide Learned or Mastered Rites.
fixed effects, with fixed durations, targets, and other Crúac caps Humanity at (10 – Crúac rating),
factors. This supplement presents an optional system preventing it from being raised beyond that point, and
that expands and replaces those rules, following the lowering it if already higher when the dot of Crúac is
lead of other Chronicles of Darkness games (especially purchased. For the sake of Humanity breaking points,
Mage: the Awakening) in allowing dynamic ritual check for the cap AFTER the check for detachment
creation and improvised casting. caused by learning a dot of Crúac.
Rather than go into the details and minutia of every
possible ritual or miracle, this updated system breaks Theban Sorcery
the Ritual Disciplines down into Themes that are then Learning the first dot of Theban Sorcery requires
called on and combined to produce new effects on the Status in the Lancea et Sanctum. If the status is lost,
fly—a Sanctified master of the Destruction Theme may they may still develop further dots of the Discipline, but
attempt any miracle he can think of using that Theme, this will not raise their Themes, nor will raising their
without the need to buy them separately. However, Themes provide Learned or Mastered Miracles.
there’s still a reason to buy rituals with Experience; Enacting Miracles requires Humanity at a level equal
rituals the practitioner has explicitly “Learned” are to or greater than the Miracle attempted. A Theban
easier to cast and more potent than more improvised Sorcerer won’t lose their higher rated Themes and
effects, and those they’ve “Mastered” come to them Miracles if their Humanity isn’t high enough to use
more quickly. them, but they need to raise it back to the appropriate
Learning Sorcery level to cast them again.

Other Magic
The requirements for becoming a blood sorcerer are
mostly unchanged from Vampire: The Requiem 2nd There are other methods of learning Blood Sorcery,
edition, but they are reproduced here for clarity, and beyond membership in one of the “Sorcerous”
expanded upon for the new system. Covenants. The most common method is to join a
Bloodline that’s mastered a strange form of Sorcery of
Crúac their own; Bloodline-specific Sorceries will generally
require membership in that bloodline, and may have
Learning the first dot of Crúac requires Status in the
other limitations as specified in the bloodline Gift’s
Circle of the Crone; if the status is lost, they may still
description. These Sorceries become innate to the
develop further dots of the Discipline, but this will not
practitioner and thus may always be developed even

Blood Sorcery: Rites of Damnation 9


without tutelage, including their progression in
Themes and Learned Rituals. As well, such Sorceries
may differ slightly in how they utilize the Themes and
Themes
the inherent Limitations of Sorcery (see page 18). Mastery of the Ritual Disciplines provides dots of
Odd magics beyond bloodline sorceries, with their Themes, six common threads that represent how
own capabilities, may exist as well. Such Sorceries will vampiric Vitae can affect the world around the
have their own unique requirements, which might Kindred. These Themes define what effects can be
involve minimal traits, cult initiation, a quest of some improvised and what Rites and Miracles can be
sort, or an alteration to the Kindred themself. Learned and Mastered by the Kindred.
Several examples of other Blood Sorceries can be The six Themes are Creation, Divination,
found in Chapter Two. Destruction, Guidance, Protection, and
Transmutation. Each has a rating from one to five dots,
similarly to a Discipline, but capped by the Kindred’s
rating in the Ritual Discipline itself.

O ther Cov enants and Blood Sorcery


The improvised magic provided in this supplement can make the powers of Acolytes and Sanctified
that much more impressive, allowing them to cast a vast number of effects with more efficacy than the
systems in Vampire: the Requiem 2nd edition. This might seem unfair to players of other Covenants.
The simplest solution to this is to simply encourage other characters to develop a sorcerous Bloodline
or to seek out strange magics not tied to any given Covenant. This makes sure that every character,
through one method or another, has access to the enhanced utility of blood magic, without needing any
special changes.
A slightly less simple, but still easily implemented solution is to lower the costs of other Covenant
advantages. Invictus Oaths and Carthian Law might become half their normal Merit rating (rounded up),
Coils of the Dragon might need 2 Experiences for Mystery Coils and 3 Experiences for secondary ones, and
Scales of the Dragon might cost a flat 1 Experience whether they have the prerequisite Coil or not.
Finally, the most complex solution would be to attempt to expand the utility of other Covenant
advantages. Invictus Oaths might lose their Experience cost altogether, instead being empowered solely
by the promises built into them (the Oathbreaker condition thus becomes much more important as a
deterrent), though the Notary merit remains unchanged. Carthian Law might become a single merit,
allowing the Carthian to “change” the way the Law applies to them (represented by choosing new Carthian
Law merits up to the total dots of their base Carthian Law merit) once per chapter. Finally, Coils of the
Dragon are unchanged (or use the lower cost method), but their Scales are treated differently, having no
Experience cost tied to them, instead just requiring knowledge of the Coil that acts as a prerequisite, at
which point any possible Scale at that level can be performed. Purchasing Scales that they lack the
prerequisite for can be done for 1 Experience, which is refunded if they ever gain the prerequisite.
Ultimately, the best option is whatever allows the players involved to have the most fun, without
unbalancing the game, so talk with your table about what method would work best for them.

10 Blood Sorcery: Rites of Damnation


Purchasing the first dot of a character’s first Ritual Theban Sorcerer may rely on the Sacrament of a
Discipline, such as Crúac or Theban Sorcery, grants a bloodied silver cross to reinforce their will.
dot in each of the two “Linked” Themes of that The Motifs of the two main Covenant Disciplines are
Discipline, as well as one dot in any other Theme. The detailed on page 35. Other Disciplines, such as those
two Themes associated with Crúac are Creation and in Chapter Two, include Motifs in their own writeups.
Protection, and those associated with Theban Sorcery
are Divination and Transmutation. Other Sorceries
similarly have two Linked Themes, as appropriate;
Improvised, Learned and
Gilded Cage, a bloodline Sorcery for the Architects of
the Monolith, uses Divination and Guidance, for
instance.
Mastered Rituals
Additional dots in the Themes are gained by either The Sorcerous Covenants have dedicated centuries
raising the Ritual Discipline, which grants one (some might claim millennia, in a way) of their time
additional Theme dot, or by purchasing dots of them studying blood sorcery, recording hundreds of rituals,
directly for 3 Experiences each. In either case, Themes although it’s unlikely that any single member of either
may never be higher than the character’s Ritual covenant has discovered every possibility, or even has
Discipline. access to every existing recorded ritual. New discoveries
and creative uses of these Disciplines to form new
A character with multiple Ritual Disciplines still uses
rituals are often rewarded with further Status within
only one set of Themes, but may only use them up to
the Covenants (or simply acclaim among Cults and
the level of the Discipline being activated; for instance,
Bloodlines).
a character with Theban Sorcery •••, Crúac ••, and
Transmutation ••• may only use Transmutation •• Not all rituals need to be codified and recorded,
when casting Crúac rituals (and is treated as having two however. While these “Learned” rituals are often
dots for any dice pools and derived mechanics). As well, passed down and almost expected of more practiced
any second and further Ritual Disciplines only provide practitioners, most effects made possible by the Ritual
a single dot of a Theme with their initial purchase. Disciplines are instead Improvised, unique effects
created (or revealed to them) in the spur of the
Motif moment.
The effort required to record and fully Learn those
While all Ritual Disciplines can make use of the six rituals, however, is often worth it. The time that’s gone
Themes, the way their various Rituals, Miracles, and into the vast libraries of the Lance and the traditional
other manifestations of their power can vary Rites of the Acolytes was put forth for a reason; Learned
extensively. While the Themes represent a rituals are more easily cast, and provide less of a Risk
commonality to the way Vitae and vampiric power can (see below) to the caster performing them.
interact magically with the world, the way that the Beyond the more codified rituals, individual
Disciplines themselves do so shares no real practitioners are capable of Mastering rituals that are
commonality or even similar origins (or at least the special to them in some way. They might be unique to
Covenants and most Bloodlines will heavily assert their personal style, meaningful on an emotional level,
that). or call out to them for some other reason. These Rites
The methods behind the Ritual Disciplines have and Miracles become instinctive to the practitioner,
become known as their Motif, representing the and much of the ritual trappings involved in calling
structure of Rites and Miracles, and how they’re down their power can be ignored.
managed by the differing sources of power. The same Purchasing Rituals: A single Learned Ritual is
ritual utilizing the same Themes will look very different gained for free upon gaining a dot in a Theme, and the
through the Motifs of Crúac, Theban Sorcery, and Ritual that’s Learned must utilize that Theme in some
other strange sorceries. The Circle’s method of capacity (but needn’t solely rely on it). As well, Learned
protecting one’s mind from intrusion may rely on a Rituals can be purchased for the Themes the vampire
bloody ritual involving the vitreous humours of a knows at the cost of 1 Experience each.
sacrifice being used to shield their soul, whereas a Mastered Rituals are more difficult to learn; one is
gained for free upon achieving the fifth dot of a Theme,

Blood Sorcery: Rites of Damnation 11


which must involve that Theme, and they’re otherwise
purchased at the cost of 3 Experiences each; it’s a hefty
cost, but the instinctive power provided is often well
worth it. Narrativ e Casting
If a ritual is purchased as both Learned and Mastered, Sometimes, the cumbersome process of
the ritualist does not gain both benefits at once; they deciding ritual factors, modifiers, risk, and the
need to choose at the time of casting which version dice pools required for each seems unnecessary
they’re utilizing. for a ritual with minor narrative flair. For rituals
that have minimal mechanical effect or dramatic
Casting Rituals importance, such as altering one’s garden to look
a little more impressive while someone’s visiting,
While the details of how any given Covenant, consider letting players simply roll the ritual
Bloodline, or other group make use of their magic pool unmodified, pay the sacrifice, and say the
varies, the basic system behind how it works is the same; effect happens, lasting for either a turn or a scene
a ritual effect is chosen, a sacrifice is made, the request as appropriate, and don’t worry about other
is made, the Risk is weighed, and if successful, the factors, control, or specifics.
power manifests. More successes will be more narratively
Note that for any mechanics referring to the impressive, but otherwise don’t matter much.
“Primary” Theme, it’s defined as the highest rated
Theme required by the ritual; if there’s two of the same
level, it’s the one listed first. For effects being created Theban Miracles cost a point of Willpower in order
anew, the Primary Theme is up to the Storyteller, and to focus the mind of the ritualist and to channel their
should reflect the “main” mechanical effect or intent of power, and an offering, or “Sacrament” of some kind,
the ritual. For instance, a Creation ••, Divination •• which is said to act as a price paid to whatever force
ritual that creates a creature in response to a trigger is responds to the ritual (though some might claim this is
more about creating the creature, and so Creation is still just the Kindred’s own Beast). The Sacrament’s
the Primary Theme. Availability needs to be equal to or greater than the
The level of a ritual, similarly, is equivalent to the ritual’s level, and should resonate in some way with the
rating of the highest Theme required by the effect. effect, although exceptions can be made for a
particularly suiting, supernaturally resonant, or unique
The Sacrifice Sacrament that doesn’t fall under typical rankings of
value.
Some claim that the Sacrifice made for the sake of
rituals is proof of another power that must be Other Sorceries have their Sacrifice listed in their
supplicated, whereas others claim it’s simply the cost of own entries, and may need some combination of the
tapping into the Beast’s potency so directly. Whatever above or rely on their own unique offerings.
one might believe, any Sorcery relies on some sort of Whether the ritual is successful or not, the Sacrifice
offering or cost to be performed. is lost; Vitae dries up, Willpower is lost, and the
Crúac relies on raw Vitae, an amount equal to the Sacrament crumbles to dust or vanishes in a burst of
rating of the Rite itself. The first can be “burned” energy (though in some cases the latter happens at the
internally, but further Vitae must be bled out, whether duration’s end, not upon casting).
from the caster or from some external sacrifice (blood Some rituals might go further, with further blood,
sacrifices made provide the amount of Vitae they’d additional sacrifices, or in depth trappings utilized to
grant to a vampire consuming it towards the ritual). improve the ritual’s power. These potential bonuses are
Vampiric Vitae consumed as part of a Rite’s trappings described below.
does not risk addiction or Vinculum, as it’s become a Note that the caster’s dice pool must be no lower
conduit for another power, losing its normal properties than -3 after all penalties taken to even attempt to cast
in the process (although a ritualist can spend “extra” the ritual, even with a Chance Die. Any lower and the
Vitae in order to Bond someone under the guise of a attempt is an automatic failure.
Rite).

12 Blood Sorcery: Rites of Damnation


normally for Learned rituals (though Professional
Training will still not provide dice tricks like 9-again or
rote action to supernatural power activation rolls).
Ghouls and Cr úac Library is an exception to this rule; despite it not being
Crúac and certain other Blood Sorceries an instant action, Library (Academics) applies its bonus
relying on Vitae require that it be spilled in order to Theban Sorcery’s Learned Miracles as do appropriate
to perform the Rite. By default, this does mean repositories.
that ghouls cannot perform rituals above the first Rituals may be Contested; see Defending Against
dot (or as appropriate to other Disciplines), as Sorcery below.
they can’t will their own Vitae out separately
Roll Results
from their blood.
There’s ways around this, however, for the Dramatic Failure: The ritual completely fails, and
rare Ghoul allowed to progress in the Discipline. the sacrifice is wasted. The ritualist gains either the
First, they can use Vitae from another source, Tempted (for Crúac) or Humbled (Theban Sorcery)
such as a stolen Reliquary or blood contributed Condition, and they add +1 die to their Risk pool (see
from a Vampire. below), even if they originally lacked one.
Second, as an optional rule, normal blood will Failure: The sacrifice is wasted, and the ritual fails to
suffice, if Vitae is spent simultaneously; this
take effect. Risk must still be Weighed, if any was taken.
means suffering 1 lethal damage per Vitae spent
Success: The ritual is enacted successfully, according
towards the ritual.
to the effect chosen and the factors accounted for (see
below), although first the Risk, if any, must be
Weighed.
The Request and Response Exceptional Success: The ritual takes effect with
surprising ease, reinforcing the ritualist’s will. Choose
After the Sacrifice has been made, a Request goes one of the following benefits:
out, whether to one’s own Beast, to the Blood itself, or • Improve one Ritual Factor by one step.
to some other power, as appropriate to the beliefs of • Treat one basic Ritual Factor as advanced,
the practitioner. without adding to the Risk pool.
Dice Pool: Manipulation + Primary Theme for • Apply a condition to the target or caster
improvised or Mastered Crúac Rites. appropriate to the effect or the Discipline;
Intelligence + Primary Theme for improvised or Ecstatic (for Crúac) and Raptured (for Theban
Mastered Theban Miracles. Sorcery) are common.
Manipulation + Occult + Crúac for Learned Crúac • Regain part of the Sacrifice; one less Vitae is
Rites. spent for Crúac, or the Sacrament isn’t
Intelligence + Academics + Theban Sorcery for “expended” for Theban Sorcery (although
Learned Theban Miracles. Willpower is still lost).
Other Disciplines will list their own dice pools in • Remove one die from the Risk pool, if above 0
their write-up. (this won’t prevent Risk from being Weighed,
Action: Rituals are cast with a single roll, but unlike however).
most Instant actions, the time taken is usually more Modifiers:
than a turn. The base time taken is one hour for an
improvised ritual, a half hour for a Learned ritual, and Modifier Situation
four turns for a Mastered ritual. If the ritualist has a
+1 to +3 Power is turned on or applies to a character
higher rating in the Ritual Discipline than the level of
with whom the ritualist has Blood
the ritual, the time taken is halved. Sympathy. Double the modifier for Crúac.
Since it’s not an extended action, it’s not modified by
Merits or other traits that affect the time or dice pool
of extended actions, but those that modify the dice
pools of all Academics or Occult dice pools work

Blood Sorcery: Rites of Damnation 13


-1 to -5 The ritualist is rushed or distracted. This is
cumulative with multiple distractions, to a
maximum of -5 total.
Ritual Stack ing
+1 to +3 An additional sacrifice is made; +1 per Recasting the same ritual over and over does
additional Vitae spent (max 3), for instance, not have an increased effect. When two rituals
or per half the Availability (rounded up) of a that have the same effect both affect a target, the
material sacrifice. one with the higher Potency takes precedence,
though the other elapses its duration normally,
+1 to +5 An elaborate ritual is performed; for each and may reassert itself if the more potent magic
additional multiple of the normal time fades first.
taken, add +1 die, to a maximum of +5. For Note that this does not apply to other forms of
instance, spending an hour and a half on a magic, or apply to other magics’ own rules; a
Learned ritual grants +2 dice.
Sorcerer’s Guidance ritual and a Mage’s Fate
+1 to +3 A particularly suiting location is used to magic might combine to a truly devastating
perform the ritual. Holy ground might degree, should the two end up working together
enhance Miracles, for instance, and certain to curse a mutual foe.
spiritual sites seem to have an effect on
Crúac.
Note that a Blood Sorcerer cannot benefit from more
than +5 dice from a single modifier, or more than +10 The Risk
dice of total modifiers, even if cancelled out by
Blood Sorcery is an inherently dangerous form of
penalties, above and beyond their base casting dice
magic. The Beast is fickle, and any other powers that
pool. Certain merits might alter this, and this does not
might be said to fuel such magics are equally capricious,
include dice granted by supernatural powers.
at best. Either might be tapped into further in order
Ritual Control improve the level of effect that Rites or Miracles have
on the world, but doing so is dangerous.
Blood Sorcerers retain some level of control over the
rituals they cast, but this control is limited. By default, Risk Pool: The base Risk pool is 2 dice per advanced
a ritualist can safely “keep track” of a number of active factor used in the ritual, plus any for Ritual Control
rituals they’ve cast equal to their rating in their Ritual (see above). In addition, rituals might provide options
Discipline. They’re not prevented from casting further, for Risk that are built in, providing an effect that’s
but if a ritual that lasts longer than a turn would put slightly more potent or varied; these are added to the
the caster above their Control, they automatically suffer Risk pool as well. This pool can then be mitigated
additional Risk (see below) equal to the number of through various means, as described in Suggested
rituals they’ll be above their rating (so, casting your 7th Modifiers below.
ritual when you have a Discipline at 4 means +3 Risk). Weighing the Risk: Upon casting a Rite, whether
Casters can account for this in several ways. So long successful or not, the caster needs to check the Risk
as a ritual is under the caster’s Ritual Control, they can taken; take the base Risk pool, before other negative
simply end the ritual as a reflexive action, negating the modifiers, and subtract twice the number of dots the
effects. They can also cease their focus on it with a bit caster’s primary Theme rating exceeds the ritual’s
of mental effort, allowing the magic to sustain itself; requirement, if any. If the ritual is Learned, subtract
they lose the ability to end or even sense if the magic’s three more. If any dice remain, the Risk must be
still active, but it no longer uses their Ritual Control. Weighed; subtract any other modifiers (see below) and
This costs a point of Willpower if the Ritual lasts a roll what remains; this might mean rolling a chance die.
month or less, and a permanent dot of Willpower if the
Ritual will last longer (including indefinitely long ones).
Certain merits might raise a Sorcerer’s Ritual
Control, but rituals themselves (and other magic, for
that matter) can never increase this number.

14 Blood Sorcery: Rites of Damnation


Obviously, if the ritualist’s rating doesn’t exceed the
ritual’s Theme requirement, any base Risk Pool above
0 causes a check.
Roll Results
Dramatic Failure: The Risk is Weighed heavily in
the caster’s favor, which serves to empower them. They
gain the Inspired condition.
Failure: The Risk is Weighed in the ritualist’s favor;
nothing additional happens.
Success: The Risk is Weighed against the ritualist,
and so they suffer a Backlash.
Exceptional Success: The Risk is Weighed heavily
against the caster, and so in addition to suffering a
likely more severe Backlash, the next ritual they cast
inherently contains a Risk pool of +1 die.
Suggested Modifiers: An Altar is used in the casting
(-2), Vitae is spent to mitigate the risk (-1 each, separate
from Vitae spent for casting modifiers), the ritual is cast
in the caster’s Haven (subtract half the Haven’s rating,
rounded up).
Backlash
If a Backlash is suffered, the Storyteller uses the
successes rolled towards the following effects (split up
as desired), which should fit the nature of the ritual and
the Discipline used (Crúac, for instance, tends to cause
backlashes looking like the Beast was unleashed on
themselves or the world, whereas Theban Sorcery
backlashes seem like divine retribution for their
hubris):
• 1 success may be spent to cause a basic negative
condition, like Tempted.
• 3 successes may be spent to cause a persistent
negative condition like Broken, or a more severe
temporary condition like Languid or Primeval
Truths (see page 55).
• 1 or more successes may be spent to cause the
practitioner to need to roll to prevent Frenzy,
with a -1 penalty per extra success spent.
• 1 or more successes may be spent to cause a point
of lethal damage (each) to the practitioner, which
can’t be downgraded or avoided through any
means, and can’t be healed by magic of any kind,
but may be regenerated normally.
• Higher numbers of successes might cause more
extreme effects at Storyteller discretion.
Example: Darren, a Circle ritualist, wants to cast a Ritual
requiring Creation ••; he has Creation at ••••. The

Blood Sorcery: Rites of Damnation 15


ritual he cast involves two advanced factors, and +1 die from
an option in the ritual itself, meaning he has a base Risk of 5
dice (2 factors x 2 dice, + 1). His Creation rating exceeds the
requirement by 2 dots, so the pool is lowered by -4, leaving 1 Elder Rituals
die, meaning he must Weigh the Risk. The player checks the Thousand Years of Night introduces the
other modifiers; he’s casting it in his Haven ••, providing concept of Elder Blood Sorcery: Rites and
another -1 to the pool, meaning a chance die is left. Lucky as Miracles that ignore some of the typical
the trickster is, he rolls a Dramatic Failure, and so gains the limitations of Blood Sorcery, or that have some
Inspired condition as the Risk is Weighed in his favor. additional level of power to them. To reflect their
capabilities with the improvised systems
Defending Against Sorcery provided here, use the following rule: by
doubling the Sacrifice required of a potential
Rituals that enact hostile or even simply unwanted ritual, a Kindred with Blood Potency 6 (or three
effects on other characters may be Contested reflexively hundred years spent studying their Sorcery) may
by Resistance Attribute + Blood Potency (or other either create a ritual that ignores one of the
Supernatural Tolerance). Vampires gain a +3 dice typical Limitations of Sorcery (see page 18), or a
bonus, as if they’d spent Willpower, if in Frenzy at the ritual that’s more potent than is typical for the
ritual’s completion, and this can stack with a normal Theme, without any extra Risk (including
expenditure. allowing for 5-dot rituals beyond the scope of
The attribute used is determined by the primary any other Kindred).
Theme used in the Ritual, which is listed for each These special rituals must be Learned or
Theme (starting on page 19). However, the successes Mastered, not improvised, though there’s rumors
rolled aren’t measured against the Sorcerer’s successes; that some Methuselah learn to cast such rituals
instead, each success subtracts 1 Potency from the in an improvised fashion. However, few are
Ritual’s factors with regards to that character. If none around that would be willing to confirm the truth
remain after the cancellation, the ritual doesn’t affect of such stories.
them, otherwise they suffer the (lessened) effects.
Rituals targeting multiple characters are contested
separately by each individual, and may be successful This Sympathy applies to Dhampir as well, but the
against some but fail against others; they may even have Dhampir has no way to take advantage of this, like with
differing levels of effect on each based on the remaining their normal Sympathy to their parents, without a
Potency. Contesting a ritual is reflexive and automatic, special ability of some kind. However, Twists that sense
but a character that’s aware of what they’re doing may supernatural abilities are triggered as soon as the ritual
choose to forgo the roll. is started.
Of particular note is the effect that Blood Sorcery has Other supernatural beings may be able to sense the
on other Kindred. The casting of Blood Sorcery Sorcery through their own methods; any passive or
enhances blood sympathy between the characters if the reflexive senses (like a Mage’s Peripheral Sight) are
target is another vampire, increasing it by two steps to triggered when the casting starts, rather than at the
a maximum of Once Removed, or creating it at Thrice ritual’s completion, and the magic can be sensed and
Removed if there’s no sympathy to start with, for the studied by more active powers for the entire time it’s
entire time taken to cast the ritual. This increased being cast.
sympathy does not affect the Sorcery dice pool, but
does affect any other normally affected rolls between
the characters. As well, the Sympathy is immediately
Ritual Factors
“triggered”, allowing the normal roll to Detect By default, rituals last only a single turn, affect a
Sympathy to perceive the Sorcery and give an idea of single target that can be touched and is no larger than
the direction to the ritualist (and rough distance on an an average human, and have only a single level of
exceptional success), as well as whether it’s hostile or Potency. However, the practitioner’s skill in the ritual’s
beneficial magic. Theme can enhance this, as can penalties to the dice
pool and Risk taken by the caster.

16 Blood Sorcery: Rites of Damnation


The following factors define various aspects of a Some normally instantaneous rituals might instead
ritual’s reach and effect, measured in “steps.” For each dole out the Potency of the ritual over a long period,
dot in the primary Theme of the ritual above the first, such as a Destruction ritual doing 1 damage per turn
and for each additional -2 penalty taken in the casting for as many turns as the ritual has Potency (so long as
dice pool, one step above the basic success can be there’s enough duration).
applied to one of the factors below. Range
By default, ritualists use the basic factors listed below,
but for every two dice of Risk taken, one advanced Range is how far the magic can travel, that is, how far
factor can be used instead. away the target can be from the caster during casting.
This maximum applies only to the completion of the
Potency ritual; a long ritual with a range of touch only relies on
Potency measures the sheer power of a ritual. It a single touch at the end of the casting, they needn’t be
stands against the resistance of those targeted, defines touching the target the whole time, for instance.
the amount of damage dealt, dice bonuses or penalties, With basic Range, anyone within touch range can be
effects on traits, and most other scaled effects. The affected. One step raises this to natural perceptual
different Themes will describe some of the effects range (including Kindred Senses), two to a mile, and
Potency might have on rituals relying on them, but each additional adds another mile to the maximum
individual rituals may have unique applications of it. range; note that in most cases the caster must have some
A basic ritual has 1 Potency by default, +1 more per awareness of where their target actually is, with basic
additional step. Range, although some exceptions relying on less
With advanced Potency, the character gains +2 dice defined targets or gathering information might not
on any Clash of Wills involving the ritual, +4 if the need it, at Storyteller discretion.
Clash is against an effect that would blatantly “dispel” Advanced Range starts off at mundane perception,
or immediately end the magic, instead of just working with additional steps allowing for sympathetic range, as
against it. The actual level of Potency for the effect itself defined in the following chart (Blood Sympathy listings
is unchanged. are for before the casting starts):
Duration Steps Connection
1 The caster has something that’s
Most rituals that aren’t over within an instant have a metaphysically one with the target (such as
them and their soul), or the target can be seen
Duration attached to them, defining how long they last. indirectly, such as with magical senses or a
With basic factors, a ritual lasts a single turn, +2 more camera feed.
per additional step. 2 The caster has something closely
metaphysically linked to the target (or is closely
With advanced factors, a ritual lasts for a scene with
linked themself), such as their spouse, twins,
no steps, a night with one, a week with two, a month their blood or Vitae, the crafter of an object or
with three, and an additional two months for each building, someone with a full Vinculum to the
further step (e.g. five steps would last five months). Five target (or from them), or someone with Once or
Twice Removed blood sympathy.
steps and an additional die of Risk taken might allow 3 The caster has something linked to the target,
for indefinitely long effects, something especially such as a ritualist and their own rituals, good
common for Creation rituals, but Blood Sorcery friends, siblings, items of emotional or symbolic
cannot permanently alter the (already existing) living or significance, someone with a first or second
stage Blood Bond, or someone with Thrice
sentient undead. Removed blood sympathy.
Rituals that have an “instantaneous” sort of effect, 4 The caster has a weak connection to the
like dealing damage, healing, or traveling target, such as someone previously targeted
by their rituals, coworkers, occasional visitors
instantaneously, may still use advanced factors. In this to a location, or someone Four Times
case, the effect repeats itself every hour for the Removed in blood sympathy.
duration, or every half hour for Learned rituals. The If multiple subjects are targeted, use the Connection
effect itself of any instantaneous ritual is “mundane” requiring the most steps. Lacking any connection at all,
after it happens, even if repeating, so no Clash of Wills advanced Range cannot be used above sensory range.
is needed to, say, heal damage dealt by a Destruction
ritual, even over the course of the duration.

Blood Sorcery: Rites of Damnation 17


Scale Banes, as described below, but may not entirely
prevent the effects. They may create and affect
Scale is how “large” a spell is, whether in area or the the acquired Banes of others that they don’t
number of targets. By default, basic factors with no suffer from themselves.
steps can affect a single target, or an Area of about a 1 • Blood Sorcery is not self-sustaining; no products
yard radius (in three dimensions); note that the Area of rituals can be used as Sacrifices for it, and even
doesn’t need to actually be a circle/sphere, just take up attempting to do so tends to lead towards
a space of approximately the same size. Each step disaster. Transmutation can’t change raw
doubles the number of targets or the Area’s radius, to a material into appropriate Sacraments for Theban
maximum of five steps in either case. Sorcery, for instance, nor can the blood of an
With advanced Scale, the number of targets starts at animal made with Creation fuel Crúac.
five, or the area starts at a ten yard radius, and every • Similarly, using Blood Sorcery to improve one’s
step doubles it, to a maximum of 10 steps taken (which dice pool for Blood Sorcery when it’s already
affects a radius of about 3 miles or 4.5 kilometers, or been enhanced once automatically fails, no
about 5000 subjects). matter through what means (so, if an Acolyte has
For both basic and advanced factors, the maximum improved their Manipulation, they can’t cast a
steps count as a Limitation of Blood Sorcery for the sake new ritual improving their Manipulation even
of Elder Blood Sorcery (see the sidebar on page 16). more, for instance).
Note that Targets and Area can’t be “multiplied;” a • Blood Sorcery can alter the senses and provide
ritual involving creating a large Area of effect around divinatory insight, but can’t create lingering
multiple targets wouldn’t work, or at least would rely magical senses that last for the duration
on splitting up the affected area between the targets. (although there are Devotions combining it with
Size Auspex that can do so).
• Blood Sorcery cannot be made permanent
Size defines how large of a target can be affected by against living or animate undead beings,
magic that directly affects an individual or other subject although Creation can permanently create
(though isn’t needed to, say, affect a large target with a creatures, just not also alter them with other
poisonous cloud created). This is the size of any Themes for an indefinite period. This doesn’t
potential target, not total size between multiple. include “instantaneous” effects like healing or
By default, direct effects can target a subject of size 5 damage.
or less. Each additional step raises this by 1. With • Blood Sorcery can’t directly access other realms
advanced Size, the caster may affect targets of size 10 or of existence. While a Sorcerer can alter an area
less, and each step raises this by 5. to be Resonant to a spirit, create a fetter for a
Limitations of Blood Sorcery ghost, and target other ephemeral beings as easily
as other Kindred if they’re in the same realm,
they can’t create Gateways, impose effects across
Blood Sorcery does have limitations in what it’s
the Gauntlet (or similar barriers), or otherwise
capable of. Some of these are mentioned in the Ritual
access those other planes.
Factors rules above or in the Theme descriptions below,
but other more universal limits apply. There are rumors • Blood Sorcery, while it can affect the Blood
Potency and Disciplines of Kindred to an extent
of elder vampires learning ways around these Limits, or
(described by Themes), as well as perhaps alter
strange Bloodlines whose Disciplines ignore some of
other vampiric traits or those related to Kindred
them but have new Limitations of their own, but for
(like Dhampir), it cannot affect the supernatural
the most part, Blood Sorcerers have no way around
traits of other unnatural creatures directly. A
these rules:
Mage’s Arcana might be defended against, but
• No ritual may summon, destroy, or alter the not removed from them, and while a Blood
Sorcerer’s Banes. This includes both universal
Sorcerer may enhance a Changeling’s dice pool
Banes like fire and sunlight, Clan Banes, and
that uses Wyrd, they cannot actually raise the
Banes they develop due to detachment.
trait. Supernatural Merits form an exception
Protection rituals can partially ward off these

18 Blood Sorcery: Rites of Damnation


here; it might unlock such potential in mortals,
so long as it doesn’t break the other Limitations
(no granting Pyrokinesis, for instance).

Themes
As previously mentioned, there are six Themes,
described below, with each one being split into five
levels, akin to Disciplines. Unlike Disciplines, however,
Theme levels provide options for a multitude of
possible effects, rather than a single power that the
caster gains access to. These are just guidelines, and not
the entirety of the sorts of effects that can be created;
for anything not listed, but not prevented by the
Limitations of Sorcery above, the player and Storyteller
should work together to determine what Themes might
be needed, and at what level. Clever combinations of
Themes are encouraged for stranger effects.
Themes revolve around the type of effects that the
caster is capable of doing, and so the same Themes are
used for various types of targets; Destruction is used for
killing mortals, wounding vampires, and crumbling
buildings with the same Theme, although these will be
separate rituals, and different levels might be required
for each one.
Note that the exact effects may be limited by the
Motifs of the Sorceries used. The following descriptions
are only what’s theoretically possible with those
Themes; the practitioner still must find a way to fit
what they want to do to the nature and praxis of their
Discipline.
The following Themes are presented with a general
explanation of their effects, universal mechanical
considerations and suggestions, the Resistance
Attribute used in contested pools, and a breakdown of
what each level is capable of, organized by the general
"category" of that level's effects.

Creation
Venerated by the Circle as one of the primary
Themes of Crúac, Creation allows ritualists to conjure
items, create creatures, or manifest phenomena out of

Blood Sorcery: Rites of Damnation 19


thin air, fueled by little more than the sacrifices
provided by the ritualist.
The Theme is colored heavily by the nature of
vampirism and the resonance of Vitae. Insects,
nocturnal predators, or strange bloody homunculi end “M ortals”
up being far easier to manifest than prey animals and Sometimes, rituals and other Discipline-based
even mundane humans, and medicines or effects talk about having an effect on either
nourishment of any sort are harder to create than Kindred or “mortals,” lacking any mechanics for
poisons and disease. Similarly, objects tend to have an stranger creatures. To Kindred Sorcery, though,
odd tarnish or flaw to them, making it difficult to anything living is “mortal,” and so magic and
simply amass wealth with raw materials. other powers that have an effect on mortals will
have their normal effect on living supernatural
Creation can’t be used to sustain unlife; blood
creatures. Transmutation can grant claws to a
created is unable to sustain Kindred of any Blood
Changeling, for instance. Similarly, other undead,
Potency, unless it’s combined with Transmutation to
like Mummies, can be affected by rituals
take the life force from something else, or Destruction
targeting Kindred, if they don’t rely on Kindred-
to drain it from another. Similarly, it has difficulty
specific traits (like Vitae). In-between cases like
sustaining life; water and air will work normally, but Prometheans likely depend on the ritual.
food tends to be rotted and unwholesome unless the Some minor changes may need to be
ability to sustain life is taken from something else with accounted for in specific cases; a Rite that
another Theme (this counts as a Limitation of Sorcery). “permanently” changes a mortal’s limb to stone
Generally, the “target” of Creation is the created won’t stop a Werewolf from regenerating a new
object/being itself, meaning steps of Scale might allow one like a Kindred could, for instance, and their
for the creation of multiple instances of something. Integrity equivalents might not always work
Liquids and Gases tend to rely more on Area than exactly the same way to magic affecting them.
Targets, however, whereas with solid objects (and The Storyteller is of course the final arbiter.
animate beings) the Size factor determines how big an Of special note are ephemeral beings; despite
instance can be made. Normal living beings that are not having living flesh, they still generally count
created have typical traits for their kind. as “living” for the purposes of most rituals, if the
Potency tends to be important for Creation rituals. ritualist can target them. Strix, meanwhile, count
Poison and Diseases have their Toxicity determined by as shadows, not a living target or undead being,
it, equipment has a maximum bonus, damage rating, or except where otherwise specified.
number of tags based on it, and raw materials have their
equivalent Availability limited by it (even if it’s usually
difficult to actually sell for that amount, given its
apparent defects; it still works normally otherwise). As
Creation •
well, simple Homunculi and other unnatural creatures Objects and Substances: The first dot of Creation
created have an effective Retainer level equal to the allows the caster to conjure liquids (although blood is,
Potency provided (but this may go above 5 at higher as mentioned, “lifeless” without other Themes), as well
levels of Creation). More complex creations might split as dead organic matter, such as corpse parts or the
Potency between various other traits instead. wilted remains of plants; this can include “spoiled”
Risk might allow for more potent examples of a given organic food. By taking on additional Risk, the caster
creature, additional capabilities, or allow for more may be able to clumsily navigate created pools of liquid
control over the creation. or similar, but only in ways they might normally be able
to flow with minimal external influence (water won’t go
Contested by: Nothing, normally, as it doesn’t target
upstream, but might move downstream in a different
existing beings; diseases or hostile creations use normal
direction).
systems.
This might allow for a minor drizzle of rain, but
weather created at this level is otherwise minor and has
minimal mechanical effect..

20 Blood Sorcery: Rites of Damnation


Sensory Phenomena: At this level, the Theme can can be created around inanimate matter, for instance,
create uncomplicated lights, sounds, smells, and or a more complex Resonance (or related condition)
shadows, such as letting a rock seem to glow eerily or to might be created, like one attuned to a specific type of
spread some level of darkness over the area (enough to Ephemeral Being, or that mirrors that of a given type
cause Low Light, but not Blinded). Area factors of supernatural location (making it seem as if a Haunt
determine the extent of such creations. These effects is present, for instance).
might cause appropriate Tilts, but they should be Creation •••
minor in scope; anything representing extreme weather
requires a higher rating in Creation. Creatures: With the third dot of Creation, any sort
Supernatural Phenomena: Creation can cause less of predatory and scavenging animals can be created,
typically perceivable phenomena, like a simple and less carnivorous invertebrates, fish, and
Resonance over the area (that is, the general “feel” it amphibians can be birthed, although most will have
gives off), or other eerie sensations. The Potency oddly aggressive tendencies and perhaps strange
provides the general extent of these sensations; high appetites. As with the second level, creatures created are
Potency might make an area feel akin to the strange under the creator’s loose command, with Risk allowing
Wyrm’s Nests sought out by the Ordo. These are always for more direct control.
generic, vague feelings; they can’t fake auras, specific Basic creatures can be created that don’t match up
resonances of different types of supernatural locales, or with any existing species, too. These “homunculi,” as
fool an Unseen Sense into thinking a specific person they’re most often called, often take the form of thin
triggered it. skinned, bony, bloody masses of flesh and limbs. They
have an effective Retainer level equal to the Potency
Creation •• that went into them, and are otherwise limited by Size
Creatures: At this level, the caster is capable of some and Scale as normal.
minor creation of life; single celled organisms (typically Objects and Substances: This level allows simple
diseases), plants, fungi, and predatory/scavenging solid objects and homogenous raw materials to be
invertebrates, fish, and amphibians are all possible. Any created, with Risk allowing for objects with moving
such living things are under the creator’s control, parts (although nothing requiring power or fuel at this
although are limited in their understanding and level). Size, rather than Area, typically defines solid
“orders” given by their general level of intellect. Risk creations.
spent can allow such creations to be “puppeted,” As well, blatant instances of weather can be created
controlled more directly and reflexively. Scale typically at this level, allowing for heavy rain, blizzards, altered
defines the number of target creatures, but with tiny temperature, or even strange phenomena such as a
ones an Area might allow for a swarm instead. bloody rain or blankets of inky darkness (that sunlight
Objects and Substances: The second dot of Creation still pierces), so long as the general condition is
allows for the creation of gases, which might be able to appropriate (for unnatural weather, this is of course
be moved and controlled with Risk or the addition of based more on the closest natural equivalent). The limit
the Transmutation Theme; like with liquids, Area of any penalties caused by Tilts or on the level of
tends to define what’s created. This can allow for banks Extreme Environment is the Potency of the ritual.
of fog and similar sorts of effects, but still cannot Sensory Phenomena: Complex illusions can be
reproduce any sort of heavy weather. managed, with dynamic change to them, such as a
Sensory Phenomena: More complex instances of walking, talking person, or a flickering “fire” that
light, sound, and other forms of energy and sensory spreads as it’s expected to, but these are always
phenomena can be managed at this level. Simple “preprogrammed” sorts of animation.
illusions might be managed through the creation of Supernatural Phenomena: At this level, “physical”
specific arrays of light, sound, and scent, for instance. Manifestation conditions can be created for ephemeral
This might provide dice bonuses equal to Potency for beings, like Materialized, as can blatantly visible
very specific actions, or inflict appropriate Tilts on an manifestations of other supernatural phenomena (such
area. Risk might allow for more complex “illusions.” as the creation of ectoplasm).
Supernatural Phenomena: More explicit
otherworldly phenomena become possible; an “aura”

Blood Sorcery: Rites of Damnation 21


Creation •••• Any being created with Blood Potency, however,
suffers from the vampiric Banes of Sunlight and Fire
Creatures: At this level, the ritualist becomes able to normally, but gain the benefits of undead flesh (thus
create any sort of animal other than humans, whether downgrading damage) and the benefits and drawbacks
predatory, scavenging, or not, although as with other of being able to Frenzy. They enter Torpor like a
non-carnivorous creatures, they might take on “odd” vampire of Humanity 1, whether from staking or lethal
tastes for their type, or aggressive tendencies. damage, and may replenish their Vitae like Kindred (or
The Kindred is also capable of allowing a bit of the alternatively, through strange means like eating flesh or
vampiric condition to extend into their creations. draining spiritual reservoirs).
Living creatures (including homunculi and other Objects and Substances: The Kindred’s command of
unnatural creations) may be created as Ghouls the environment heightens as well, allowing weather to
(including Mandragora), gaining one dot of a Physical be created from nothing, or in blatant contrast to
Discipline that the Kindred possesses or that’s in-clan conditions; a tornado can be called down from a
for them per two Potency that went into their creation sunless sky, for instance, although of course the Scale
(rounded up); this doesn’t need to be “split” with the must be sufficient for it.
Retainer rating for unnatural creations, the Potency Sensory Phenomena: Sensory phenomena made at
applies to both. Risk might allow effective Retainer this level can effectively have traits of its own, like a
rating to go above 5 at this level (usually capping at 5 + creature, becoming more or less solid, or perhaps using
Ritual Discipline rating, at most). the rules for intangible creatures like Strix, having its
Objects and Substances: More complex objects and own will, despite being little more than an array of light
equipment can be created at this level, such as those or shadow.
needing fuel or combustibles (like guns), or those Supernatural Phenomena: Finally, the Sorcerer is
relying on electricity. This electricity or fuel needs to be able to create blatantly supernatural locations like
provided from elsewhere unless Risk is spent to allow generic Wyrm’s Nests, so long as these locations don’t
such unnatural objects to run off magical energy. inherently provide a gateway to another realm. Their
Sensory Phenomena: Illusions at this level can more effective rating is equal to Potency, capped at 5, and
or less have a mind of their own, using Potency as a they otherwise work normally, for the duration,
Retainer rating (capped at 5 without Risk, as above) for although may have oddities to them when compared
mental or social actions. to normal examples of their kind.
Supernatural Phenomena: Weather and strange
materials can be managed that have a blatantly Destruction
supernatural component, at this level; bloody rain
With the Destruction Theme, the ritualist is able to
might make vampires feel on edge, like everything
magically deal damage to a target, increase the
around them has the Predatory Aura, or cause a
effectiveness of mundane weaponry, or erode the
particular Resonance to cling to whatever it touches. defenses of others. The Predatory aspect of the Beast
Creation ••••• and vampiric nature means there are few inherent
limitations to the Theme, beyond its arguably narrow
Creatures: At the peak of Creation, the Kindred can
focus when compared to the others. Still, it’s hard to
create “humans,” although they’re inherently Soulless,
argue with the sheer efficacy of being able to kill
monstrous things, more than typical people.
someone from afar, destroy buildings, and degrade
Their animate creations can be given more of the one’s enemies without ever leaving the safety of one’s
vampiric condition, granting them an effective Blood own Haven (with appropriate Range).
Potency equal to half the Potency applied to it (this does
Obviously, the most reliable Destruction rituals rely
need to be split from the Retainer rating), and
on Potency, and those dealing direct damage to one’s
Disciplines are granted one-to-one with Potency, no
enemies benefit greatly from increased or advanced
longer limited to just the Physical ones. Permanently
Range, allowing them to attack from out of sight, given
created beings may even be able to learn more
the time-consuming nature of Sorcerous rituals.
Disciplines on their own, although Devotions are
Potency defines the amount of damage done by a direct
beyond their reach (although a great deal of Risk might
ritual on a 1 for 1 basis, the amount durability or armor
allow for one or two to be provided by the caster).

22 Blood Sorcery: Rites of Damnation


is reduced, the Toxicity of poisonous enchantments, or they can degrade the Durability of objects or reduce the
the bonus added to enhanced attacks. effective rating of Armor by the ritual’s Potency.
For the sake of where it matters, such as Protection Upgraded Damage: Mundane attacks can be
rituals, Destruction is very “physical” in nature on its enhanced further, adding the ritual’s Potency to a
own; it won’t allow for a psychic assault, but can cause weapon’s damage rating, although this is capped at 5
a heart attack, rotting limbs, or even mysterious without significant Risk taken.
supernatural “burns” (though not because of fire). Even
rituals lowering one’s Intelligence or Composure rely
Destruction •••
on some atrophy of the body’s functioning, more than Degradation: With the third dot of Destruction, the
a change in personality. Sorcerer can degrade the Resistance Attributes of a
Risk might provide attacks with other side-effects, character to weaken them (at a 1-for-1 with Potency).
allow for more severe Tilts to be inflicted, or otherwise This is limited to one Attribute at a time unless Risk is
make a mystical assault that might more frightening. taken to allow the Potency to be split between them.
Contested by: Stamina Alternatively, the Kindred can inflict temporary
negative conditions or Tilts on a target, such as Arm
Destruction • Wrack or Leg Wrack, requiring one Potency per “limb”
Degradation: With the basic level of Destruction, the or other body part affected. At this level, they need to
caster is capable of providing a toxicity to attacks and be inherently physical in nature, and cannot be
other damage sources, causing them to inflict the persistent or chronic.
Poisoned Tilt on an opponent that takes damage from Direct Damage: Against physical objects, the
a given source (moderate at 5 Potency or less, grave with Sorcerer is able to deal Structure damage that bypasses
6 or more). Risk might allow the toxicity to affect Durability.
Kindred. Supernatural Effects: Using this level, a ritualist may
Upgraded Damage: The Kindred is capable of “dispel” other ongoing Blood Sorcery rituals. A Clash
upgrading sources of bashing damage to lethal, of Wills is rolled against the effect, and if the caster
although at this level Kindred (and other beings wins, the ritual is suppressed for the duration of this
capable of it) may still downgrade the damage again. effect; if it would last as long or longer than the target
power, it instead immediately ends the ritual as if its
Destruction •• duration expired naturally.
Degradation: Using the second dot of Destruction, Upgraded Damage: Kindred may grant the Armor
Kindred can leave destructive “traps” for unwitting Piercing tag to sources of damage (with a rating equal
individuals, applying an effective Toxicity rating (equal to Potency), or allow them to deal lethal damage even
to Potency) to an object or substance that applies in to Kindred.
specific circumstances, such as making a target’s blood
poison to Kindred drinking it, or causing an object to
Destruction ••••
apply it to someone touching it. These “traps” aren’t Degradation: At the fourth level of Destruction,
contested normally, instead relying on the normal roll rituals can be used to diminish temporary Willpower
for avoiding Toxicity (Stamina + Resolve - Toxicity, points (equal to Potency), or to reduce Power and
dealing the Toxicity in lethal damage, minus any Finesse attributes (with the same limitation as
successes rolled). This isn’t a typical poison, so applies Resistance ones, above). They might also lower derived
even to Kindred and others immune to mundane traits directly instead, causing penalties to Defense or
toxins, but they add their Supernatural Tolerance to Initiative. Finally, the Sorcerer can inflict persistent
the roll. physical conditions or chronic injuries (see Hurt
Direct Damage: As well, the Kindred can deal Locker, pg. 57) that last for the ritual’s duration.
bashing damage directly to a target within the ritual’s Direct Damage: Lethal wounds can be directly
Range, which is unaffected by mundane armor or any inflicted on a target, bypassing armor as with bashing
“external” supernatural armor (although Resilience damage above, and Kindred cannot downgrade such
works normally); this can deal Structure damage to an direct magical assaults. This direct attack can instead
object, but this doesn’t bypass Durability. Alternatively, directly destroy blood, removing Vitae from Kindred

Blood Sorcery: Rites of Damnation 23


and others containing it, or dealing lethal damage to
mortals and anyone else with “normal” blood.
Supernatural Effects: Locational phenomena like
the supernatural resonance of a place can be destroyed
at this level, although if imposed by a power this is of
course a Clash of Wills.
Upgraded Damage: The caster can enchant sources
of lethal damage so that they deal aggravated damage
for the duration, although this often comes with some
form of a drawback (such as dealing injury to the
beneficiary, preventing them from feeding from
enhanced fangs, or risking frenzy). Risk might remove
the drawbacks, though of course can provide its own
complications.
Destruction •••••
Direct Damage: With the final level of Destruction,
ritualists are capable of dealing aggravated damage
directly to a victim, which bypasses armor as with direct
lethal and bashing rituals above, manifesting as
horrendous wounds, judgmental scorches, or their life
force being directly snuffed out.
Objects can be destroyed outright, rather than
needing their structure degraded; Supernatural items
likely require a Clash of Wills against their creator (or
their rating, lacking one) to affect this way. This also
works for less physical things; light might be snuffed
out (though not Sunlight), heat may be destroyed (so
long as it’s not from Fire), and sounds dampened.
Supernatural Effects: Other powers of Kindred can
be snuffed out, such as Disciplines, Devotions, or
Scales of the Dragon, or that of creatures closely related
to Kindred, like the Dread Powers of Strix or the Twists
of Dhampir. This relies on a Clash of Wills as with
rituals above, suppressing the power’s effects if the
caster is successful, or dispelling them if the duration of
the ritual is equal or greater, and ending the ritual itself
if the Clash fails.

Divination
Favored by the Lance, but still used heavily by the
Circle, Divination is an important Theme among
Kindred society, allowing ritualists to uncover hidden
knowledge, dark secrets, potential futures, and the
truth behind what may have actually happened in an
area. Used to reveal the recent past and present, the
Theme’s powers are fairly reliable, if at times difficult
to interpret at lower levels. Used to detect the future,
ritualists can learn ways they might manipulate events

24 Blood Sorcery: Rites of Damnation


towards a new end, or to gain flashes of insight to instance, but 3 might be needed if the body’s gone and
prevent a catastrophe at the moment it would normally no physical evidence remains. This might also allow
be destined to occur. “incomplete” or “tainted” tags to be “fixed.”
When used to look into the past, Divination can only Contested by: Resolve
peer so far, before some of the strange inconsistencies
of the supernatural state of the world in ages gone by
Divination •
can have an effect on the accuracy of those images. As Revelations: With the basic level of Divination, a
a general rule, Divination becomes murkier and more ritualist is already able to discern a great deal about
undefined the further back one looks. Anything present facts or potential futures. They can glimpse
covered by the span of the Kindred’s own unlife or even possible timelines, gaining fragmented, perhaps
living days will nearly always be clear and easy to distorted imagery surrounding a potential action or
discern, as well as perhaps a century or so beyond that, decision stated by the Sorcerer. By studying this
but anything earlier starts to break down into flashes of imagery with a Wits + Occult or Wits + Investigation
distorted imagery. Insight might still be gained, but it’s roll (depending on the Sorcerer’s methodology), the
nothing that can be claimed as an obvious picture of character can gain the 9-again benefit to one related roll
what happened; the origin of Kindred is not likely to per the lower of successes rolled and Potency over the
be uncovered by even the most powerful practitioners course of the ritual’s duration.
of Blood Sorcery, for instance. Alternatively, rituals can be devised that seek out
When utilizing Divination, Range remains specific types of basic information about something,
important; even when looking into the past and future, such as the aspirations of a target,
the target must be within the range of the ritual to be Virtue/Vice/Mask/Dirge, or the makeup of a strange
studied, meaning that Divination is often best substance. For each point of Potency, the Storyteller
performed utilizing sympathetic levels of advanced reveals one piece of information, starting with what’s
Range. However, unlike with the usual targeting deemed as the most important and relevant to the
requirements of Range factors, a Sorcerer using basic target, and working downward from there. For
Range does not need to know exactly where the target example, a ritual meant to study the death surrounding
is, so long as they’re within that distance. a corpse might first reveal the bite marks on their neck,
Potency, of course, is very important with Divination, followed by the loss of blood, followed by the stab
often defining the number of questions that might be wound that was made to distract from the actual cause
asked, the clarity of information discerned, or else is of death. With Risk, they can instead discern
simply used to break past the resistance of those whose information in accordance with what the ritualist
secrets the Sorcerer is after. themself deems important.
To note, the wording of the Theme and related Divination ••
rituals tends to imply the Sorcerer is getting the
information being discerned, but it can be granted to Perception: With this level of Divination, the
someone else instead. However, to do so, the Scale ritualist becomes able to peer more directly into the
factors must cover both what’s being looked into and present, gaining knowledge of events in the present
who’s benefiting from the information. time, rather than simple, vague facts. They can witness
events at a long distance, or use the senses of a target,
Risk might better organize the information gleamed,
for instance, or learn if specific events are taking place
allow deeper buried secrets to be unearthed, or allow
(such as being lied to or plotted against in the current
for more complex triggers and conditions to be applied
time). This can bypass supernatural occlusion if the
to rituals.
caster wins in a Clash of Wills.
Note: If using the Investigation system (Chronicles
Revelations: Aimed at general subject matter, a ritual
of Darkness, pg. 77), Divination rituals asking
might grant the Informed or Steadfast condition to the
questions about a subject might provide a clue, with
ritualist (or another target) about present conditions or
high Potency adding extra elements to it. Generally, the
near future possibilities, allowing them to more easily
level required for this depends on sources of
look into the visions offered to them.
information already available; Divination 1 can provide
clues if you have the corpse on hand to study, for Rituals: This level allows for “triggered” rituals,
wherein certain events happen in response to a pre-

Blood Sorcery: Rites of Damnation 25


specified condition. Often, this works to simply “hang” word responses, such as “What’s the name of the one
a ritual, and allow something that would work best plotting against me?” or “What Covenant is most
instantaneously to be prepared earlier in the night and involved in this plot?” In both cases, one question is
then unleashed on an unsuspecting target, usually in asked per Potency, and they should all revolve around
response to a reflexive trigger like a word or the the same loose topic.
breaking of an object that holds the magic. It can also If seeking out general advice about the future at this
be used to have the magic end early, such as having a level, the imagery becomes a bit clearer. No roll is
Destruction ritual’s condition vanish when a promise needed for interpretation, instead simply granting the
is fulfilled, or to have a curse levied with Guidance 8-again benefit to rolls related to the insight being
dispel itself when a quest has been completed for the sought, one time per point of Potency over the
Sorcerer. In either case, the duration factors need to duration. With Risk, this can be made to grant the
cover both the time the effect can be triggered and Advanced Action benefit instead (roll twice and take
however long the triggered effect can last. One the better result).
advantage of such triggered rituals is that they don’t
require that the caster define a target ahead of time;
Divination ••••
they might prepare a deadly touch on the next victim Perception: By forcing brief flashes of the past or
that gets too close, for instance. In this case, any potential future imagery across others’ senses, the caster
contested roll isn’t made until the ritual is triggered, might be able to cause basic mental effects at this level.
and the victim needn’t be within the defined range This might inflict the Guilty condition on someone
until the effect goes off. being made to see others reacting to their victim’s
Note that this is NOT needed to simply create death, or cause a Kindred to check for frenzy as the
temporary “magic items” and similar means of memory of them being caught in a raging inferno fills
indirectly aiming effects. their mind (although with less of a penalty than an
actual trigger), although Persistent or supernatural
Divination ••• conditions tend to be beyond this level’s scope. With
Perception: Using the third dot of Divination, the Risk, this might even allow for detachment or breaking
caster is capable of extending their senses briefly into points, by making them relive the scenario, even if it’s
the past, granting visions of what happened to a target not something they did on their own.
or within an area, for instance, although they must be More benevolent applications of the ability to recall
specific about the time and place they’re seeking out in or seek out information might instead grant mental
this manner. skill dots equal to the ritual’s Potency, capped at their
The ritualist also learns to enhance the mental normal maximum and focused on one at a time,
faculties of their target at this level, opening their minds although enough Risk can allow Potency to be split or
to new information or better allowing them to recall to drive a skill above the normal maximum.
what they’ve already learned; they can grant a bonus to Revelations: At this level, the Ritualist becomes able
Intelligence or Wits for a target, though this is limited to ask more complicated questions with general
to their normal maximum level, and one attribute at a divinations, although they should still rely on no more
time, unless significant Risk is taken to go above this or than a short sentence for an answer. “Who do I need
affect both Attributes at once (even then, it will rarely to confront about this plot?” is possible, but “What are
be able to go above 5 + the Ritual Discipline rating of the detailed plans of my enemies?” is not. As above, one
the caster). question is asked per Potency, and all questions asked
Revelations: The Sorcerer becomes able to seek out should be related in some way.
omens and events across the past, present, and future Alternatively, general insight can be sought out,
all at once, allowing them to ask yes/no questions granting a dice bonus equal to Potency for Potency rolls
about the current situation, what’s happened in the related to the subject matter over the ritual’s duration.
past, or what might happen in the future; “will this
action have a positive outcome for me?”, “Was this
Divination •••••
knife used to kill my sire?”, and “Am I being plotted Perception: At the pinnacle of Divination, the
against?” are all valid questions. With Risk taken, ritualist may see specific times in the past or future,
questions may be asked that have simple, one or two watching entire events over the course of the duration

26 Blood Sorcery: Rites of Damnation


for as long as they watch. With Risk spent, they might As with most other Themes, Guidance’s benefits are
even be able to scour long periods of time in a few brief often tied to Potency. Dice bonuses and penalties tend
instants. to be equal to Potency, merits temporarily granted are
Forcing others to relive their past might allow for capped by it, and conditions or Tilts imposed will be
severe or even supernatural effects to be revisited on limited in number or severity by it. Note that
them, such as causing the Broken condition to detachment and any roll involving the resistance of
someone that’s experienced it before, or Mesmerizing one’s Banes or Kindred nature are not affected by
someone that’s been at the mercy of Dominate in the “blessings” in most cases.
past (although towards the same originator, not Risk might allow for more potent dice modifications,
necessarily the ritualist). splitting Potency between multiple benefits with one
Revelations: The caster can either ask questions with casting, or provide more subtlety to the Sorcerer’s
detailed answers, or simply gain general insight on the machinations.
subject that will grant the rote action benefit to one Contested by: Composure
dice roll per Potency over the duration, related to the
information being sought out.
Guidance •
Blessings and Curses: With basic skill with
Guidance Guidance, a light shield against the negative state of the
Unlike Transmutation, which deals more with the world around a target is possible, allowing low-level
nature of a subject directly, the Guidance Theme allows “environmental” or “situational” penalties (no higher
practitioners to change how the wider world reacts, on than the ritual’s Potency) to be ignored for certain types
both a mental, spiritual, and metaphysical sort of a of specified actions, for a number of times equal to the
level. Some might compare the trappings of this Theme ritual’s Potency. Alternatively, an existing problem
with the fate-altering powers of Dhampir (or stranger might be exacerbated, increasing the penalty so long as
creatures still), but Guidance is less an alteration of fate, there’s a hindrance there in the first place (at least a -1
and more a change in the way the universe reacts to the modifier), again for a number of rolls equal to Potency,
subject’s place in it. The distinction is minor, and and no more than doubling the penalty.
indeed those with fate-sensing abilities might still see a Mental Changes: At this level, subtle tweaking of
bit of oddity around a practitioner’s targets, but it’s instincts and reactions is possible. The Sorcerer can
important when one considers the nature of Vitae. The cause a Kindred to take the Lethargic condition by
Blood isn’t a force of destiny and miracles, but of an making their Beast react as if the sun were coming up,
application of vampiric will on their surroundings, and or upgrade the severity of emotional effects in someone,
ultimately, despite the Theme’s subtle nature, it’s little causing a light bit of fear to become the Shaken or
more than an imposition of the Kindred’s desires on Spooked conditions, urging a minor crush to become
the world around them. Still, the terms “Blessing” and Swooning, or granting someone the Inspired condition
“Curse” are often used for certain types of effects that’s already working hard. This cannot, in either case,
caused by it. impose these reactions to someone that normally isn’t
While Transmutation can take control of something capable of them, nor create them from nothing at this
directly, Guidance tends to simply act as a current that level.
carries the target along with them, either altering the Supernatural Changes: On a less physical level, the
way their instincts respond to something, manipulating Kindred can make minor changes to the resonance or
the way they perceive certain events emotionally, or “feel” of an area, which might allow the tag of a
changing how easy or difficult certain types of actions Resonant condition to shift, for instance, but these
seem to them. This can cause or remove appropriate alterations should be minor; an emotional tag might
conditions, and provide dice bonuses, penalties, and change to another emotion, but not to “shadowy,” for
dice tricks, where appropriate. As well, Guidance can instance.
instead change how the universe and its inhabitants Guidance ••
react to the subject, making others see them
unfavorably (lowering impression) or giving them a Blessings and Curses: Minor “blessings” or “curses”
streak of good or bad “luck” in their day to day lives. can be imparted on a subject, causing the 9-again
benefit or the loss of 10-again to all rolls of a specific

Blood Sorcery: Rites of Damnation 27


skill or type of action, or to a number of any type of roll
equal to the ritual’s Potency, for the duration. These
normally must be mundane actions, but with Risk
taken, supernatural actions (such as Discipline usage)
can be affected as well.
By bolstering a subject’s resolve, temporary
Willpower can be granted in certain situations or in
response to certain phenomena, although this can’t go
above a target’s maximum without Risk. More
ephemeral creatures might have the number of Essence
gained from an activity enhanced by Potency instead.
Mental Changes: More blatant alterations of thought
become possible at this level of Guidance. The
practitioner can disrupt thought patterns enough to
alter speech, although can’t cause “parroting” so much
as causing bonuses or penalties to expressing, debating,
or otherwise speaking of certain subject matters or
along certain emotional lines. Alternatively, they might
cause them to be incapable of forming words entirely.
In social scenarios, this can instead raise or lower
impression by a step with well-placed stutters or an
appearance of confidence in one’s words. It might also
provide minorly supernatural sorts of mental
conditions, like providing the Raptured or Lethargic
condition to a vampire, when they’re already in an
appropriate state of mind (although never something as
blatant as Charmed or Mesmerized).
Supernatural Changes: In combination with other
Themes, Guidance can provide for “conditional”
effects, such as an area effect Transmutation ritual that
will only warp the forms of those that have a Humanity
below a certain level, or a Destruction ritual that causes
a Tilt only when behaving a certain way. Unlike the
triggers of Divination, this won’t work with
instantaneous effects, acting more as a vessel for
alternative “blessings” and “curses” than for a sudden
activation of a prepared effect. Such rituals must always
have enough duration to last as if the ritual were in
effect the entire time; it doesn’t stop elapsing when the
condition isn’t in effect.
Guidance •••
Blessings and Curses: With more far reaching
alterations of one’s place in the world, more tangible
blessings can be granted. This allows for the ritualist to
grant a single “external” Merit, such as Allies, Contacts,
or Resources, at a rating equal to the lower of their
Ritual Discipline and the casting’s Potency, usable a
number of times equal to their Ritual Discipline rating
over the duration. With additional Risk taken, this

28 Blood Sorcery: Rites of Damnation


might be split among multiple merits. However, abuse Similarly, by focusing on one’s mental processes,
of such rituals tend to have negative consequences, as certain proposals and suggestions can seem far more
the resources or redirected individuals need to come beneficial and worthwhile to a target than they
from somewhere. Alternatively, a “curse” of this normally would be, or instead something reasonable
severity might block merit usages similarly, instead can be made to seem like a waste of time; this allows
(once per Potency). the ritualist to open and close doors between two
More general blessings and curses can be imposed targets in social maneuvering, with the number being
too, imposing a dice bonus or penalty equal to Potency, equal to Potency (usually capped by their Ritual
or the 8-again benefit, on either all of a specific type of Discipline rating). Alternatively, this might cause
action for the duration, or to any action for a number Persistent mental or social conditions, like Delusional.
of rolls equal to the ritual’s Potency. This might even Utilized in a more benevolent fashion, this can
be tied to an object’s users instead of a specific subject. instead grant social skill dots to a target, with the same
As above, Risk is required to allow this benefit to apply limitations as attributes above.
to supernatural actions, and attempting to use it to Supernatural Changes: A knowledgeable Sorcerer
benefit another ritual that alters a ritual casting’s dice might be able to shift supernatural conditions to an
pool immediately leads to a dramatic failure. entirely different sort, changing Resonant to
Mental Changes: By focusing on a subject’s mind, Infrastructure, for instance, or vice versa.
instead, emotional conditions can be imposed even if Guidance •••••
their mindset wasn’t already aligned to it; someone
upset might suddenly become Steadfast, someone Blessings and Curses: At the final level of Guidance,
happy and confident might become Shaken, and the Sorcerer gains an incredible degree of control over
someone that dislikes another individual might start the world. External merits like Allies and Resources can
Swooning after them instead, though these are never be granted for the entire duration, regardless of amount
Persistent. In addition, a target’s Presence or of usage, or be permanently blocked for the same time.
Manipulation can be raised, although only one at a Certain internal Mental, Social, or Supernatural merits
time, and only to the character’s normal maximums, can be granted too (the latter only to Mortals), or
unless Risk is taken (for each). blocked from usage.
Supernatural Changes: Manifestation conditions With this level of control over events, a dice bonus
within the same realm as the Sorcerer can be or penalty, the loss of 10-again, or gaining 8-again can
manipulated more deliberately at this level, allowing be applied to a subject, affecting all rolls for the
Resonance to be entirely altered (going from duration, or with whatever specification the Sorcerer
“depressing” to “knowledgeable” or “shadowy,” among puts behind it. More severe but temporary boons and
other examples), or for Open, Fettered, and Controlled hexes can be levied, causing a number of rolls equal to
to be “downgraded” a step, or vice versa. Potency over the duration to gain either an automatic
success or be treated as a chance die.
Guidance •••• Mental Changes: Virtues, Vices, and their
Blessings and Curses: With more general blessings, equivalents can be manipulated as the way a character’s
the Sorcerer can grant the Advanced Action benefit to mind filters the world changes, and in some cases, a
either all rolls of a specified skill or action, or a number Touchstone might even be altered (or at least, the
equal to Potency to any action. With Risk taken, this Kindred’s interaction with it).
can be upgraded to rote action. As above, this must be Supernatural Changes: The Sorcerer gains some
mundane actions by default, but with further Risk level of ability to veil reality from other supernatural
taken, this can apply to supernatural actions too. manipulations of the world’s workings; with a
Mental Changes: At this level of Guidance, the successful Clash of Wills against the targeted effect, the
Sorcerer can force a “Geas” of sorts on a subject, Sorcerer can alter the conditions of other Guidance
making it difficult for them to succeed at anything rituals, Divination-triggered rituals, Oaths and Vows of
beyond a goal the Sorcerer has in mind. This alters one any kind (including Invictus Oaths and Carthian Law),
of the subject’s Aspirations to the goal, and potentially and similar conditional or triggered powers of other
causes a dice penalty equal to Potency on any actions creatures of the night, for the duration. This is never a
working against or ignoring the goal entirely.

Blood Sorcery: Rites of Damnation 29


permanent “dispellation,” as anything that can remove required, beyond what the ritual inherently needs. For
the ritual will cause the affected Oath to return to both typical healing and the removal of
normal, as will the end of its duration. As well, it won’t conditions/tilts, the effects are permanent, even after
actually alter any other mechanical effects, just what the ritual ends, unless noted otherwise.
may trigger them. Risk might allow one ritual to provide multiple types
Protection of protection, or for protection provided to be more
absolute.
The contrasting Theme to Destruction, and one Contested by: Resolve, if the subject’s unwilling.
favored heavily by the Circle’s ritualists, Protection
allows a Sorcerer to defend a target from physical harm,
Protection •
supernatural danger, or even alleviate one’s Banes to a Healing: With the first level of Protection, the
limited degree (although entirely warding off fire and Sorcerer can heal bashing damage (with the limitations
sunlight is beyond the capabilities of this Theme, or above), as well as Personal Tilts caused by it.
Blood Sorcery in general). Supernatural Dangers: The ritualist is able to defend
Successful Protection rituals will either impose against other Blood Sorceries. The Potency of the
penalties to certain hostile actions equal to Potency, casting either provides a penalty to rituals cast against
provide bonuses to resisting sources of harm (also equal the target, a bonus to the target’s Contested roll, or else
to Potency), or provide a Clash of Wills against provides a Clash of Wills against them (for a number
supernatural effects of different sorts (allowing for a of attempts equal to Potency over the duration),
number of Clashes equal to Potency over the course of preventing the ritual from affecting them altogether if
the duration, per target) that the subject fails to resist the caster wins.
on their own. When providing Armor, the rating is The ritualist can also protect against the power of a
equal to the lower of Potency or the caster’s Ritual vampire’s bite; this doesn’t keep Kindred from feeding,
Discipline rating. Duration, in all cases, tends to be very but stops the worst of the mental effects, preventing the
important for these rituals, as it must cover the entire application of the Swooning or Scarred conditions
time the caster wishes the subject warded. from the Kiss or Assault.
Despite the name, Protection rituals are also capable
of alleviation of existing injuries and conditions. In
Protection ••
Kindred and other undead, this requires half the Vitae Healing: The Kindred can heal minor physical
that would be needed to heal the injuries with a conditions at this level, such as Deprived, but nothing
vampire’s normal regeneration, in addition to anything persistent or supernatural in origin, such as Blind or
required for the ritual’s sacrifice, with wounds healed Crippled.
being capped at Potency. Mundane Dangers: With the second level of
Healing the wounds of the living is more difficult, Protection, the ritualist can protect against physical
however; in addition to the aforementioned Vitae injury, by granting Armor to a subject, or additional
being spent, the “health” must be taken from another Durability to an object. They can also protect against
living being, as Vitae is better suited to stitching dead Extreme Environments of up to the lower of the caster’s
flesh. This might involve a blatant sacrifice of another Discipline rating or the ritual’s Potency, or against
creature, or it might rely on a combination with environmental Tilts causing penalties or damage up to
Destruction to more mystically drain it from someone the same (although fire-based Tilts, such as Inferno, are
else. The health levels healed are capped by the lower beyond this level of Protection). With significant Risk,
of those dealt to the “sacrifice” and the ritual’s Potency. they might be entirely protected against a natural
In addition, Blood Sorcery is incapable of healing danger of some kind.
wounds caused by a vampire’s feeding. These rules for Supernatural Dangers: At this level, ritualists
healing are considered a Limitation of Blood Sorcery. become able to shield a target from the prying eyes of
As well, conditions and Tilts of varying severity can others, creating “wards” that prevent them from being
be removed at certain levels; these do not count as seen by scrying abilities or strange divinations of other
being resolved, just removed from the sheet. Unlike kinds; generally, it can stop anything that will reveal
with direct healing itself, no additional sacrifice is information about the subject short of directly reaching

30 Blood Sorcery: Rites of Damnation


into their minds. This grants a Clash of Wills against a Mundane Dangers: The ritualist becomes able to
number of such power usages equal to the Ritual’s prevent mental or emotional conditions from affecting
Potency; if the caster is successful, the power discerns a character, for instance, or provide additional Doors
nothing, and can’t be re-attempted in the same scene. against Social Maneuvering.
Protection ••• They’re also capable of bolstering a target’s
Resistance attributes, to provide them with a more
Banes: One of the lesser universal “banes” of the direct defense against the dangers of the wider world.
Kindred, staking, can be warded off at this level of This is limited to one attribute at a time, and capped at
Protection. Characters can be protected from Banes their normal maximum, unless significant Risk is used
they’ve acquired due to detachment, as well, raising to bypass either limitation.
their effective Humanity with regards to them by the Supernatural Dangers: The caster can prevent the
ritual’s Potency, capped at 10. effects of the Vinculum or Vitae Addiction over the
Healing: Lethal damage is able to be healed (with the duration, and Rituals at this level can also provide
normal considerations), and any physical condition or protection against supernatural sources of mental
Tilt can be removed (although those imposed by an alteration. As with other levels, this provides a Clash of
active power might require a Clash of Wills to get rid Wills (up to Potency times), which works against any
of), as can other physical effects that work similarly, power that would read, alter, control, damage, or
short of needing to regrow body parts (so, permanent otherwise affect a character’s mind.
Arm Wrack due to arm loss can’t be removed, but Arm
Wrack from normal lethal damage can be).
Protection •••••
Mundane Dangers: The third level increases the Banes: The final level of Protection allows a ritualist
caster’s ability to protect against physical dangers, to protect against the worst banes of Kindred and the
allowing them to impose a penalty to touch a target, or strangest supernatural dangers of the wider world.
increasing their Defense by Potency. Against sunlight, the target’s effective Humanity can be
Supernatural Dangers: The caster can render their raised, or Blood Potency lowered (1 per Potency, split
target unable to be fed from (negating the first Potency between them), for the sake of the damage taken and
Vitae taken from them). how often it’s taken, but this can never lower their
In addition, they become able to provide shielding effective Blood Potency to 0 (or Humanity over 10).
against powers that cause any sort of physical alteration Against fire, armor is provided that works solely against
to the subject, including any sort of direct damage, such it, but this armor cannot reduce the damage below 1
as transformations into other forms, imposition of point per turn or attack.
physical Tilts, or controlling them through physical Healing: The most grievous wounds can be mended,
means; this won’t stop Nightmare’s psychic effects, allowing aggravated damage to be healed, and for even
even those that deal damage, but it can prevent many permanent loss of limbs and other persistent physical
Destruction and Transmutation rituals, among other conditions, effects, and Tilts to be reversed,
types of powers. This similarly relies on a Clash of Wills regenerating the body part (the latter might require
against the offending powers. Risk to last beyond the Ritual duration, though). In
addition, the Blood Bond and Vitae Addiction can be
Protection •••• entirely removed from a target.
Banes: Kindred can be prevented from falling asleep Supernatural Dangers: Other diverse forms of
due to the tugging of daysleep, granting a bonus equal supernatural assault can be protected against, through
to Potency to the roll to stay awake or to wake up due channeling the sheer resilience of Vitae. Strange powers
to a sense of danger, and preventing the Lethargic that alter the target’s timeline can be prevented, magic
condition on even a basic success. sending them across space negated, and alterations of
Healing: Upon reaching the fourth dot of their “fate” or “destiny” reversed before they occur,
Protection, mental conditions and Tilts, and related among other, stranger possibilities. Each of these types
effects, can be removed from a target, although of effects are likely their own separate ritual, and the
supernaturally imposed ones may require a Clash of Sorcerer needs some sort of experience with these odd
Wills. forms of magic if incapable of anything similar on their
own. As with other supernatural protections, these rely

Blood Sorcery: Rites of Damnation 31


on a Clash of Wills against offending effects (1 allowed human form still can’t properly feed a Kindred of
per Potency). Blood Potency 3 or higher, and a decayed mass of plant
life converted to blood won’t sustain any vampire. This
is related to the same Limitation that prevents
Transmutation permanent alteration of living and undead beings with
Sorcery, as it can never completely overtake their base
The Transmutation theme allows a practitioner to
nature.
alter the physical makeup and supernatural nature of
the Sorcerer’s subjects. While it’s a very versatile Risk might allow for more complete transformations,
Theme, it does have limitations, its capabilities borne more potent granted abilities, or for one ritual to
of the animating and altering properties of Vitae, provide multiple semi-related benefits.
calling upon the transformative nature of the Blood to Contested by: Stamina
affect the properties of those around the ritualist. Being Transmutation •
based on a vampire’s own natural abilities, certain
things become easier to transmute than others; dead Creatures: With even the first dot of Transmutation,
flesh is more easily animated than inorganic matter, for the Sorcerer becomes able to make a wide variety of
instance, and simply moving Vitae about, or allowing it (admittedly minor) changes to their subject(s). By
to be stored temporarily in strange places, is trivial instilling a bit of the Curse in a mortal, the ritualist can
compared to the far more difficult process of changing create pangs akin to hunger frenzy, or a semblance of
one solid substance into another. the desire for daysleep. In contrast, the Curse might be
Used to animate and control others, Transmutation weakened in Kindred, slowing their physical actions as
is a blunt instrument compared to other means of the animating power of Vitae fails them.
control, such as Dominate or Majesty (or even The ability to alter physical properties is limited, but
Nightmare). While they can alter one’s thoughts into still has noticeable uses. Minor manipulations can be
thinking that it’s the target’s own idea, Transmutation made to a living or (sentient) undead subject, making
relies on a more overt, direct control, which tends to be them appear to age (or regain their youth), manipulate
incredibly obvious to the target, if they’re conscious and scars and perhaps even hair color, but nothing that
aware. would make them entirely unrecognizable. Kindred
As with most other Themes, Potency limits could perhaps even be made to appear as if they were
Transmutation rituals. Changing a substance to one of utilizing the Blush of Life, although it would be a
a higher Availability needs a Potency equal to the “surface depth” version of it that wouldn’t likely pass a
difference, and any Toxicity, equipment bonus, armor medical inspection.
rating, or weapon rating above the original object or Objects and Substances: By imprinting a small bit of
substance similarly requires an amount of Potency the Curse on an object, whether organic or inorganic,
equal to that change. Potency also defines the effective it can be made to be able to store Vitae. Inanimate
“Retainer” rating for objects animated by higher level matter can’t be further altered at this level, but dead
rituals, and miscellaneous effects meant to help or organic matter, by comparison, can be altered more
hinder a target will typically apply a dice bonus/penalty easily, so long as its new appearance retains about the
equal to Potency. Size factors, meanwhile, must cover same general size; a recently dead man might be
both the starting and ending form of anything changed to look like a decrepit mummy, for instance.
transformed. Finally, liquids can be animated and moved at this
As a Limitation of Blood Sorcery, Transmutation is level, even in unnatural ways, although this can’t alter
incapable of changing a subject’s essential nature. This their properties in any significant way.
means that changing a person into a chair won’t allow Transmutation ••
other powers that bolster chairs to benefit them, nor
will it prevent the benefits of abilities that work for Creatures: With the second dot of Transmutation,
living (or undead) beings. Similarly, it means that more control is given over the Sorcerer’s subjects. A
altering a creature’s apparent type won’t change how living or animate undead subject can be changed to
potent their blood is, nor will it grant nutritional value appear like an entirely different individual of about the
to a substance lacking it entirely; a rat changed into a same height and weight (although significant Risk

32 Blood Sorcery: Rites of Damnation


might allow some minor alteration to Size with the
right factors). As well, mortals can have a bit more of a
vampire’s nature imprinted on them, granting them the
appearance of a Predatory Aura (which they might even
be able to lash out with).
By strengthening or altering the nature of a Kindred’s
Beast, they can be made able to store Vitae above their
normal maximums, although this inevitably involves a
physical change, such as large cysts swollen with blood,
dead flesh sewn on and tinted a dark red color as blood
fills it, or unnaturally large veins pulsating eerily over
the skin. Theoretically, others can be given the ability
to store Vitae like this too, but at this level it would
provide them little benefit if they can’t already spend it.
Objects and Substances: Dead matter can be entirely
transformed, allowing a large corpse to become a small
pile of decaying plant matter, for instance (so long as
the Size factor accounts for both the initial and final
forms). Animated, non-sentient corpses might be made
stronger or weaker, similarly, with a ritual at this level
(but this might need a Clash of Wills against other
animating powers).
Finally, the Kindred becomes able to animate and
control gases and plants, creating bubbles of thin or
thick air, grasping animated vines, or similar. This
might create minor environmental Tilts, where
appropriate, in an Area.
Transmutation •••
Creatures: With the third level of Transmutation,
the Kindred becomes able to alter living and sentient
undead beings more fully, granting them the abilities
and physical properties of others. They can provide
claws and sharp teeth to a mortal, or provide a Kindred
with tough, scaly skin. These changes are often akin to
those provided by the second level of Protean
(Predatory Aspect), but the “beneficiary” can’t choose
when they’re present, they remain for the entire ritual.
As well, they’re often a bit “clumsier,” and can instead
be detrimental at the Sorcerer’s whim (turning hands
into clumsy paws, for instance). In all cases, this is
limited to one change per Potency of the ritual, capped
by the Sorcerer’s Ritual Discipline rating.
These changes don’t need to reflect other animals
specifically, however, allowing arms to be elongated,
bone spurs to sprout, or other similar changes. As a
rule, the Potency of the ritual defines the effective
equipment bonus or weapon/armor rating of the
change. This can also be used to alter the Physical
Attributes of a character, shifting them around on a 1

Blood Sorcery: Rites of Damnation 33


for 1 basis with Potency, capped at the creature’s (often in uncomfortable ways), letting them heal or take
normal attribute maximums (unless Risk is taken to advantage of Physical Intensity, and even grant them
bypass this). some of the Sorcerer’s own on a 1 for 1 basis with
Against animals (other than humans and other Potency. In addition, they can grant their own
sentient beings), the Kindred can use Transmutation at Disciplines to others (with Potency defining the
this level to take control of them, “puppeting” them number of dots gifted), even those normally unable to
physically. This requires active concentration unless use them, but powers requiring Vitae still need it to be
Risk is taken to more reflexively retain control. provided in some form. Discipline dots can only be
Objects and Substances: The Kindred becomes able provided to living and sentient undead beings at this
to slightly alter inorganic matter to a minimal degree. level.
They can change the physical appearance of solids, Objects and Substances: The Sorcerer is able to alter
liquids, and gases, altering texture, color, and even inorganic matter in more complex ways, granting
shape, but this can’t alter their size or change their objects or substances the properties of each other. This
nature. can’t provide fake “blood” with the sustenance of actual
Control can be taken over dead matter, such as Vitae, but it can instead take it away from existing
corpses, allowing for the creation of “zombies” and blood (though not what’s already in a vampire’s system,
similar creatures, which, lacking their own will, require without Destruction), or perhaps transform Vitae into
no special effort to keep under control, but need to be other forms of energy.
given orders very explicitly; Risk can allow for more This also allows them to animate inorganic solids,
reflexive control of them. allowing the creation of Gargoyles and other animated
objects.
Transmutation ••••
Creatures: With the fourth dot of Transmutation,
Transmutation •••••
the Kindred can change one living (or sentient undead) Creatures, Objects, and Substances: With the final
thing completely into another, changing a human into dot of Transmutation, the Sorcerer becomes able to
a newt (although they’ll inevitably get better) or a mass shift any sort of living, dead, organic, or inorganic
of vines into a swarm of bees. Living things can also be matter into any other, whether doing so completely or
given the properties of dead matter (and vice versa), just borrowing the properties of one to provide to
allowing for living creatures to gain the benefits of another. This might allow for things like the creation
downgrading lethal and aggravated damage, akin to of monstrosities with bladed arms, or allow the ritualist
Kindred, among other possibilities. to transform a living being to stone with an eerie gaze,
They may also grant additional physical attribute or among countless other possibilities. With proper
skill dots to their subjects, although only one at a time manipulation of a Mortal’s nature, this might even
and limited to their attribute/skill maximums, unless allow “physical” sorts of Supernatural Merits to be
an appropriate amount of Risk is taken to break either granted, such as Biokinesis (see Chronicles of
limit (or both). Wholly “internal” physical merits might Darkness, pg. 57).
also be granted to them, as well, with the same On a more supernatural level, the ritualist is able to
limitations. manipulate the Blood Potency of a target, enhancing or
Using the same sort of command over animate flesh, lowering it for Kindred, or providing it as a form of
the Kindred can physically take control of any living or Supernatural Tolerance to a mortal (or perhaps other
undead beings. Like with animals, above, this requires being, albeit with unknowable side effects); combined
active concentration unless Risk is taken to allow a with the granting of Vitae and Disciplines above, this
more reflexive sort of control over them. Note that might provide someone with a glimpse of what it feels
ephemeral beings do count as “living or undead” for like to be a vampire.
this purpose, so long as the Sorcerer can perceive them, This increased control also allows Disciplines to be
and they’re in the same realm. granted to anything the Kindred is capable of
With a more blatant application of the vampiric animating, instead of just other living or sentient
curse to others, the Sorcerer may temporarily grant beings; using this, Zombies with Vigor and Protean are
other sentient beings the ability to make use of Vitae possible, as are Gargoyles capable of using Auspex to
seek out intruders. Since even basic Transmutation

34 Blood Sorcery: Rites of Damnation


rituals allow objects to store Vitae, it’s often easy for to draw it out with procedure and ritual, whether
them to have access to it to fuel these abilities. primal or practiced.
Other Phenomena: This level also allows the The mechanical aspect defines ways in which the
Kindred to animate and control less tangible things, Themes can be altered by specific applications of these
like light (not from the sun), sound, electricity, or heat. motifs; Crúac, for instance, can manage effects more
This can also allow for the command of shadows easily by tapping into forbidden aspects of reality (and
(which includes any sort of being made up of them). damaging their minds in the process), and Theban
Doing so can create appropriate Tilts, or perhaps even Sorcery allows for sacrifices of one’s self to enhance
change one to another. Fire remains out of the their effects. Building these aspects into a ritual can
Sorcerer’s reach, of course. allow them to be Learned at a lower level than normal,
It can similarly alter the world on a supernatural but that Learned ritual must always be cast with that
level, altering an object to inherently Anchor a ghost, aspect added in; it’s not optional, even if they later gain
or keep it Fettered. a higher rating in the Themes involved. This will
generally not allow for the Limitations of Sorcery to be
Motifs breached, but might allow for a more powerful effect
than normally possible for improvised magic, at the
Themes define a Sorcerer’s power, but Motifs define highest levels.
their praxis and methodology, the way they channel When creating or updating new Ritual Disciplines, a
their power and the detail behind how the rituals are motif with at least three thematic requirements and a
actually performed. While different forms of Blood mechanical option attached to each aspect should be
Sorcery all theoretically have access to the same powers provided, which guides how rituals are developed and
of the Blood, the way they go about it differs how their magic can be more easily enhanced. Most
tremendously. You’ll never find a Theban Sorcerer other ritual disciplines should tap into either the
dancing themselves into a furor in front of a pagan idle, Primal power of the Beast, or the Higher thought
nor will an Acolyte offer their Humanity before the processes of the, which limits Humanity appropriately
representation of a saint. This means that some effects, in either direction; exceptions exist, but are rare.
defined by the Themes, are easier to some Sorcerers Beyond this, some basic advice for the trappings
and more difficult to others, and certain rituals might behind each Theme is provided for each Covenant, but
simply have no equivalent across Discipline lines. this isn’t strictly required when creating the Motifs of
The most well-known underpinnings of Blood other Disciplines.
Sorcery are, of course, Crúac and Theban Sorcery.
Crúac delves deep into a vampire’s self, calling upon Crúac
the channeled power of the Beast, whereas Theban
The epitome of Primal Magic, Crúac is a bloody,
Sorcery relies on the level, focused thoughts of the
animalistic, chaotic form of Blood Sorcery, tapping into
Man. While there are theoretically other sources of
pagan rituals and sacrificial offerings to various dark
power, and other ways to channel one’s vampiric
mothers, the Crone herself only being one of many
nature, these are the two most common sources, as
possibilities. Some see this as tapping directly into these
even most Bloodlines and strange cultish magics will
primal forces for power, while others only seeing them
tap directly into the Beast on a primal level or call upon
as providing a form of guidance for their own ability to
the logical thought processes of the Man.
manifest Rites of the Blood.
When designing a Motif for a Blood Sorcery, it
An Acolyte’s Rites are often frantic, emotionally
contains two parts, the thematic and the mechanical.
charged affairs, bringing the caster and participants
The thematics define how rituals are performed, the
into states of near frenzy, rousing the Beast with the
belief behind them, and the shape the effects take.
promise of blood and death. They rely on as much
Despite not being strictly mechanical, this is not
feeling the flow of power as knowing how to properly
optional; rituals must include at least some of these
channel it, and so rely on Manipulation to fuel them
trappings and methods, or else they simply won’t work.
rather than any mental attributes.
Blood Sorcerers can’t simply form an image of an effect
in their mind and unleash it upon the world, they need Crúac’s Motif is as follows:

Blood Sorcery: Rites of Damnation 35


Crúac is corrupting - the Beast, along with whatever
strange powers the ritualist might tap into, strains the
ritualist’s soul and degrades everything around them.
Their humanity dwindles the more they tap into it, and
those that delve too far can find themselves being lost
to the power of their Beast entirely. The power of the
Circle’s Rites seeps into whatever it touches, the Blood
sinking into it and slowly altering it, breaking it down.
• Acolytes can tap into higher levels of power by
allowing the magic to influence them on a
spiritual level. Taking on detrimental temporary
conditions, like Bestial, might allow for an effect
that’s just a little more potent than is typical.
Taking on Persistent conditions or temporary
but more extreme ones (like Primeval Truths)
can allow for Learned rituals that require a lower
Theme rating than normal. Similarly, damage or
certain Tilts might provide the same.
Crúac is wild - Rites rely on animalistic instinct and
pure emotional fervor more than any directed process
or practiced steps, although the state of mind can be
particularly important for the reliable replications of
such rituals. Crúac lends itself best to the immediate
situation, creating effects that lack subtlety and caution,
strongly taking control of whatever force of the universe
the caster seeks to command.
• By over-exerting oneself, whether by dancing
oneself to the point of exhaustion, participating
in orgiastic excess, or otherwise performing a
ritual that might be able to kill a mortal (or at
least make them black out), an Acolyte can
perform more powerful effects than normal. The
mystical bent of this dedication means that even
a Vampire involved in this process will become
exhausted, requiring Willpower or a similar
source of energy to act again, but this level of
passion pleases the gods and can allow for
Learned rituals with a lower Theme requirement
than normal.
Crúac is pagan - the gods worshipped or sought out
by Acolytes aren’t distant forces of unknown nature,
they’re a part of the world, ancient as existence, and as
many-faced as the differing cults that practice their
primal magics. As such, even effects that are obviously
unnatural will take on some sort of physical substance
or reflection; it can animate a homunculi from blood
and bone, protect one’s mind with an eerie red fluid
shielding the eyes from external influence, or cause an
opponent's entrails to split open and spill from their

36 Blood Sorcery: Rites of Damnation


body, but it’s incapable of ephemeral visions or expression of their selves. Most of their Destruction
invisible forces. This doesn’t mean they can’t levy a Rites rely on enhancing the damaging potential of
typical “curse” or mental influence, but it does mean what’s already present, rather than harming someone
that effect will come with a physical marking, brand, or directly, as it requires less mastery and effort per ritual,
be carried in a bloody token. and still leaves their opponent just as bloody and
• By relying on physical tokens or erasable defeated. When they do go the direct route, it’s never a
markings carrying the power of a ritual within subtle affair; a victim’s gut might be split open as their
them, more powerful effects can be managed by entrails are forcibly ejected, or for lesser effects, strange,
an Acolyte. This should not be for a ritual webbing bruises hit their target in a sudden wave of
wherein the token is the point (like an enchanted agony.
weapon), so much as it forms a “weak point” for As such, Acolytes that specialize in the Theme are
the power; destroying the object will end the expected more to act as support casters, enhancing their
ritual’s effect instantly. However, this will allow covenants and the weapons they carry, rather than
for Learned rituals with a lower Theme focusing rituals on specific enemies and hoping it’s
requirement than normal. enough. As with any other Crúac Rites, these rituals
Creation often involve the anointing of blood on a warrior, or
the slicing of one’s tongue to allow Vitae to drip down
One of the mainstays of Crúac, Creation is an on a weapon.
important Theme to any Acolyte, as it’s impossible to
truly grasp the tenants of the Sorcery without
Divination
understanding at least the basic ideas of the Creation While it’s not quite as important to them as it is to
Theme itself. Crúac Creation Rites tend to mirror the the Lance, the Circle is still well known for their rituals
more natural processes of creation and reproduction in gleaning omens and prophecy from bloody pools,
the world, whether in the ritual itself, such as by sacrificial entrails, or showy declarations that reveal
“impregnating” the ritualist with the blood and bone what’s to come. Bones may be cast, sacrifices made, or
that will form a homunculi at the ritual’s completion, signs read in strange, but visible places to discern the
or in the manifestation, where objects conjured grow future, while those focused on the present may instead
and shape themselves from the ground like unnatural rely on effigies and scratched representations.
plants. The application of Vitae always features heavily Divination specialists often open or close out any
in this, whether sprinkled on the ground to “feed” the gatherings for the covenant, providing guidance and
grasping vines being called up, or boiling out of slits in direction to those that lack specific tasks, or seek out
the ritualist’s wrists to create an eerie red fog. omens of what the Circle should expect in coming days.
Creatures created with Crúac tend to be dark These ritualists are often heavily respected and leaned
colored, large, and have a predatory sort of appearance on by the Circle, especially in times of tribulation.
even if not typical for their kind. Insects are large and
have oddly sharp carapaces, plants have unnaturally
Guidance
huge thorns and lean towards blood, and wolves are The subtle machinations of the Guidance Theme
feral and muscular. Objects will usually take on a may not seem appropriate for the Circle at a glance,
“natural” sort of appearance, as if they were handmade until one realizes that emotional impulses and bloody
or homegrown, otherwise taking on shapes appropriate curses are easily performed by those capable with the
to the caster’s own cultural leanings. Technology is Theme. Rarely used to bless others, Acolytes with this
difficult for Crúac, but when it’s managed, it takes the Theme will call on the weakness of others’ instincts and
form of strange mystic implements more than actual emotions, drawing out the worst impulses of the Beast
electronic devices. or the lower urges of humanity, or stealing the good
fortune of others to bless upon themselves. Large scale
Destruction rituals have been known to cause utter chaos, as the
Practitioners of Crúac rarely see Destruction as the heightened instincts of the masses prove disastrous for
blessings and gifts offered to them by their god or the more civilized society surrounding them.
goddess, so much as they see it as a brutal application Guidance Rites will often involve some sort of effigy
of their craft, a means to an end rather than an or other symbol, whether placed on an area, painted

Blood Sorcery: Rites of Damnation 37


across an object, or carved into a victim. It may be changes made. In a way, it’s similar to Guidance, but
carried around by someone being “blessed” by the rarely relies on lasting tokens and more often simply
stolen fortune of others, or simply symbolically altered uses those representations to force someone into a new
as part of the ritual itself, in a representation of the form in a sudden burst of torn skin and ruptured
intended outcome. As with most Crúac Rites, these muscles. Used on the inanimate, blood is often soaked
outcomes tend to be fairly immediate; money appears into the target, allowing it to fuel and then animate the
in a whirl of chaos leaving death in its trail (and object, which often takes on reddish hues or primal
unattended wallets), and bloody blessings are looking attributes.
immediately channeled into projects of passion.
Protection Theban Sorcery
In stark contrast to the primal, natural origins of
For the most part, while the Circle relies heavily on
Crúac, Theban Miracles are said to be revealed by the
Protection rituals to survive the oppressive ordeals they
angel “Amoniel” and performed through ritual
put themselves through night to night, their specialty
supplication from the Damned. Rather than reveling in
and focus is aimed more towards Kindred than any
their sin, they assert their faith and seek out the aid of
mortal choristers. They use Protection rituals to allow
angels in punishing the wicked, or in fulfilling their role
the healing of other vampires without requiring the risk
as the tempters of humanity. They rely on the same
of drinking Vitae directly, or to ameliorate the worst
deliberate, well-practiced diagrams an incantations
effects of Kindred banes; some Acolytes claim that the
revealed to the first practitioners in Thebes, utilizing
Coils of the Dragon developed by the Ordo were
intense mental focus and offerings of one’s faith,
designed based on stolen Protection Rites. This isn’t to
allowing a small bit of the Curse that touches them to
say they can’t protect mortals (or other living beings), be sent out into the wider world.
but the methodologies are more effective on and are
Even improvised rituals rely on practiced prayers,
designed around Kindred nature.
suitable sacrifices, and specific gestures, rearranged
The Rites themselves tend to mirror those of the more like building blocks than created anew in the spur
Destruction Theme, reversed where appropriate. Blood of the moment. Because of the need for intense
is anointed over a wound, or a representation of the recollection and incredible accuracy, Theban Miracles
doom to be deflected is crafted or painted onto the rely on Intelligence, calling on the higher faculties of
target. Often little physical tokens of the protection the Man to guide their workings.
remain, such as a splinter under the skin to prevent
Theban Sorcery’s Motif is as follows:
staking, or a stolen eye to ward off divinatory abilities.
Theban Sorcery is judgmental - it’s said that the
Transmutation angels that empower Theban possess no true concept
Transmutation Rites are often seen as a way of of mercy, and so the magic they’ve revealed to the Lance
venerating the Kindred condition, showing proof of has no capacity to forgive those who have trespassed.
how The Blood can allow one to grow and evolve. Hostile effects aimed at the Lance’s enemies manifest
Those that would hang onto old tales of Kindred being with a stern sort of finality, but lacks any sort of
static creatures are often quickly stymied when they see emotional “resonance” like what might be felt with
the way this Theme helps Acolytes alter their forms more primal magics. Theban Sorcery is emotionless,
(and those of others) in new and spectacular ways. dedicated, and unstoppable
They’ll often use it to alter one’s existing form, granting • Lance ritualists can enhance their magic by
them new abilities and occasionally shifting them having its effects predicated on “forbidden”
entirely into a new form, to further their connection actions of others. For instance, using Divination
and experience with the world. While they rarely use to cause a ritual to only harm a character who
these Rites to “puppet” others, they’re more than speaks a lie, or having Guidance only penalize
willing to imprint a bit of the Curse on them, making actions that would lead towards breaking points.
them easy to manipulate by the far more experienced This doesn’t always rely on Divination or
Beasts they themselves call upon. Guidance directly, it can be managed through
The actual form these Rites take often involves means like using Destruction to trap “forbidden”
symbolic connections and representations of the objects, or using Transmutation to create

38 Blood Sorcery: Rites of Damnation


gargoyles that do nothing but attack trespassers. While “biblical” plagues like swarms of locusts or a
By putting such conditions on their Learned hail of frogs can be called down in a fairly “natural”
rituals, they might require a lower Theme rating form (beyond the sudden appearance), large animals
than normal. like wolves or owls tend to appear as ghostly apparitions
Theban Sorcery is holy - its practitioners feel, on an and insubstantial forms. Wolves made of cold
instinctive, subconscious level, just how unworthy and flickering energy and owls formed of a white hot glow
downright tainted they are when they make use of it. are just as capable as their more mundane counterparts,
Theban Sorcery is a gift for god’s cursed children, to but are of course more of an obvious breach of the
allow them to do their damned work. Their power Masquerade; a swarm is an ecological quirk, but a
coming from such holy places means that the effects of glowing predator is more clearly unreal. Physical
Theban Sorcery often seem ephemeral or spiritual in objects, similarly, take on an ornate, richly detailed sort
nature, causing lights and sounds to accompany it, or of appearance, often looking a little -too- real among
creating creatures of scalding holy light instead of their more mundane counterparts.
typical flesh. Destruction
• The Lance knows that their own Humanity must
often be sacrificed for the good of God’s work. Ritualists of the Lance see Destruction less as a tool
By creating rituals that cause Detachment, or of aggression and more as a tool for retribution against
perhaps even entirely sacrifice a bit of their those that have transgressed, whether against them
Humanity, they can perform Learned rituals that directly or against their beliefs. As such, Destruction
have a lower Theme requirement than normal. rituals are often combined with other Themes in order
Theban Sorcery is deliberate - the sacrifices required to allow for dissuasion of certain activities; Divination
of Theban Miracles aren’t a simple offering of blood in can allow for a triggered Rite to cause painful boils (in
the form of bashing damage) to be unleashed on a
a wild ceremony, they’re made with specific, spiritual
character who does what they’d promised not to, and
and mental effort. The magics of Theban are recorded
Guidance might allow for their arms to become
and passed along from Kindred to Kindred, relying on
practiced movements and specific incantations. The Wracked and useless whenever they’re used to work
against the Lance’s doctrine. On its own, it can be used
same ritual is always performed the same way, with the
same sacrament, and the same actions. Even to set magical “traps,” protecting certain vessels or
improvised rituals are more put together by these warding certain objects from offending fangs and
“building blocks” that have been revealed to them, hands.
rather than being created anew on the spot. The Lancea et Sanctum are rarely subtle or out of the
way in how they initially apply these rituals, however. A
• A ritual alone isn’t enough for the most powerful
magic that can be performed. Practiced Theban victim might be marked in a way that makes it obvious
Sorcerers learn to build the Miracle itself off of what doom awaits them, for instance, or an object
other actions. They might be required to gather might have a clear message painted on it (if perhaps in
a certain number of people to reveal a prophecy an angelic tongue) warning trespassers what will befall
to the masses, or to meditate for hours before them should they attempt to take from the Covenant.
providing guidance to another’s quest. Doing so Divination
can allow for Learned rituals that have a lower
Theban Sorcery is impossible to learn without a
Theme requirement than normal.
practitioner delving into at least the basic level of the
Creation Divination Theme; predicated as it is in judgment of
With Creation, Theban Sorcery can create objects one’s actions and taking action against those that
deserve punishment, Divination in invaluable in
and substances ex nihilo, calling forth to the angels for a
uncovering those transgressions to begin with. Using
weapon in a time of need, or revealing a desperately
this Theme, they can reveal the most shameful sins of
needed object (or manifest critter) in a container. These
mortals, or the worst heresies of their Kindred peers,
sorts of effects rely on intense focus, but fairly simple
allowing for easy targeting of proper retribution.
rituals, utilizing incantations and pleas to the angels
rather than an elaborate means of calling upon the Most within the Lance will grow beyond the basics,
sought out materials directly. becoming accomplished enough with the Theme to

Blood Sorcery: Rites of Damnation 39


weave it into other rituals, allowing for destructive banes as heretical (which is one of the main reasons
Miracles that strike transgressors with terrible wounds they often find themselves in “disagreement” with the
when their word is broken, or inhibiting Ordo Dracul). Being more of a social restriction, this
transmutations that won’t end until they’ve made actually varies between domains, with more traditional
penance for the sins they’ve committed in the past. cities drawing the line at protecting the banes of
Aimed inward, Divination can instead allow the Kindred from “acts of God” such as infernos or
more scholarly members of the Lancea et Sanctum to sunlight, but that see less issue in protecting their
uncover lost Miracles scrawled away in hidden tombs, Kindred from the Vinculum. By contrast, some newer
seek out holy relics or untainted sites, and learn how congregations may allow protection against fire, given
best they can serve the Covenant’s current goals and its use by their enemies, but draw the line solely at
desires with comparatively minimal effort. allowing Kindred to walk in the sun. Those lacking a
large Sanctified presence in general, meanwhile, may
Guidance simply lack those restrictions, allowing for these rarer
While not so directly favored by the Spear, Guidance rituals to see use.
is a common tool learned by many of the practitioners Usually, Protection rituals rely on a Sacrament that
of their Sorcery. Through creative blessings and curses, works as a “target” for the warded threat, or a vessel for
actions can be encouraged or worked against, allowing healed wounds to be emptied into. A carved wooden
creation itself to seem to conspire against someone statue might be used to protect one from the dangers
whose life is devoted to sin, but suddenly reverse into of fire, for instance, while three links of a trinity might
good fortune and guidance from above as their attitude be split between crusaders to ward off mental
changes. Against Kindred, it can allow for their compulsions that would have them betray their
doctrine to be enforced on a large scale, with major brothers in arms.
rituals delivering divine edicts on every member of the
Praxis, warding them away from breaking these laws or
Transmutation
simply punishing them when they do. Combined with As with Protection, despite it being a fundamental
other themes, these manifestations can become more Theme for Sanctified Sorcerers to learn,
potent, allowing for inhibiting Transformation rituals Transmutation is often limited by the dogma of the
that apply only when a law is being broken, perhaps covenant more than the Motifs of the Discipline itself.
marking them as offenders in a particularly obvious All of God’s creations have a specific place in the
fashion. Mentally speaking, tugging at or even altering universe, including Kindred, and so muddying these
Vices or intentions of their flock are far from unheard lines by turning one creature into another, or offering
of. a portion of the Curse to a mortal, whether as a blessing
Guidance Miracles often involve blatant declarations or impediment, tends to have a negative light cast on it,
of the conditions surrounding them and the fate that’s with those practitioners that frequently cross these lines
being brought down on the victim or beneficiary, along eyed with deep suspicion, or sometimes worse.
with some symbolic representation of it as the Other uses of the Theme are less inherently limited
Sacrament. A declaration carved on a tablet or a by the covenant’s leadership, and so altering the
warning smeared in blood on an offender’s haven are inanimate or simply providing new abilities to vampiric
both common sights in a city with a master of the subjects without truly altering their nature are both
Guidance Theme in the Sanctified’s ranks. fine, among other possibilities. Granting objects the
Protection ability to store Vitae is a rather common ritual among
the Sanctified, often being the first one young Sorcerers
The most common usage of the Protection Theme learn, and physically warping those who have wronged
among the Sanctified is in enforcing prohibitions, and the covenant into distorted, useless shapes is more
healing vitally important members of the covenant, common among those that are better practiced with it.
more than it’s used to overcome the weaknesses of the The Sacraments for Transmutation rituals inherently
vampiric condition. This is less a limitation of Theban represent change or transubstantiation, especially for
Sorcery, however, and more a limit imposed by the those Miracles that rely on Guidance or Divination to
covenant themself, with many of its higher ranking bring it about only in specific circumstances.
members and large congregations seeing the warding of Communion wafers, prepared seeds fed with holy

40 Blood Sorcery: Rites of Damnation


water, and ornate cocoons are used to begin the process
for the subject, and when animating the inanimate or
providing a semblance of life, they combine this with
inscribed glyphs and angelic ciphers that are woven into
the consumed sacrifices.

Rites and Miracles


The following list includes all 2nd edition rituals, as
published at the time of this supplement’s release, as
well as all rituals in the original Blood Sorcery:
Sacraments and Blasphemies 1st edition book and a
few more popular ones from other sources, converted
for use with the new systems listed here. It also includes
a few brand new rituals for each covenant’s brand of
Sorcery.
The writeups include the Theme requirements for
the improvised version of the ritual, the ritual process
and mechanical effect, any “built in” options for taking
Risk (adding the listed modifier in dice), and example
options for additional Themes to improve the effects.
Some will also have a “Motif” section, which describes
how one of the covenant’s Motifs provides an option to
alter the ritual and allow it to be learned at a lower level
(and what the new requirements are) or be performed
with more potency. In a few rare cases, they include an
“Elder” section, showing how an Elder might better
utilize the ritual, or ignore one of its typical limitations
(see the sidebar for Elder Sorcery on page 16).
The rituals are organized first by level (highest
Theme), and then alphabetically. Remember that any
ritual directly targeting another can be contested by
that target, using the appropriate Resistance Attribute
+ Blood Potency (see Defending against Sorcery, page 16,
and the Theme write-ups starting on page 19). For
rituals with multiple Themes at the same highest level,
use the Theme listed first, which counts as the
“primary” Theme. Note that many rituals appear at a
different effective level than they did in their original
source, due to the effort put to match them to the
systems provided in this supplement.
For rituals that allow the addition of higher level
Themes than the base requirement, treat the ritual’s
level as being higher when those Themes are added, but
the caster does not need to purchase a Learned ritual
again to account for the higher level; it’s assumed they
“replace” it in their repertoire with the better version.

Blood Sorcery: Rites of Damnation 41


Crúac
The following rituals are usable solely by those with
the appropriate Themes and the Crúac Discipline. O ther Sorceries
Some Crúac rituals may note other sacrifices and The Circle of the Crone and the Lancea et
materials required for the Rite beyond blood; these can Sanctum haven’t always been among the most
be done without if not inherent to the effect, but this populous covenants, and so the Sorcery they use
might cause a penalty akin to being “rushed” at hasn’t always been the most common Ritual
Storyteller discretion. Disciplines available to Covenants. Often, these
use the same basic mechanics as one or the other,
but shift the motifs slightly.
Biting Blade (Transmutation •) For instance, Veneficia was the Crúac
tradition of Imperial Rome during the time of the
This Rite allows an Acolyte to feed without fangs,
Camarilla. It was more “civilized” than modern
drinking blood through the intermediary of their
Crúac, calling on the deities of Rome using
weapon. The ritualist takes a blade—typically a ritual
carefully designed and learned rites. Veneficia
athame— and makes several long, shallow cuts across
loses the “wild” aspect of Crúac’s Motif and
their own flesh, allowing the weapon to “taste” their
replaces it with “occult”, marking the study of
Vitae. secret knowledge ritualists undertook.
If the Rite succeeds, every level of lethal damage dealt Mechanically, this allowed them to lessen the
by the blade “feeds” the wielder one Vitae, as though Theme requirements in the same way as Theban
they had fed directly from the victim. A biting blade Sorcerers do with their “deliberate” motif.
neither grants immunity to Vinculum or blood Even today, lesser organizations exist in areas
addiction nor allows the user to feed successfully from one or both Covenants have no real foothold. The
vessels prohibited due to Blood Potency or other Ume House of Tokyo’s Zaibatsu similarly practice
factors. Each biting blade only works for a single target an altered form of Crúac called Kigan. It replaces
who’s specified at the casting of the ritual, although the “wild” motif with “spiritual,” their Rites
Range factors apply to the blades, not the potential involving prayer and sanctified blood-letting.
users. These blades only work for those that can store Mechanically, they can lower their Theme
Vitae, such as Vampires and Ghouls. requirements if the Learned ritual requires the
Risk +1: If its true wielder uses the blade to injure use of a shrine or other spiritual site in the
themself, they still suffer a wound, but also receive casting.
Vitae as though they had fed. Acolytes have used this
Rite in emergencies to build up enough Vitae to cast
another, critical Rite. added from any source. If the Rite succeeds, any
attempt to target a protected subject with Blood Sorcery
is penalized by the Rite’s Potency in dice. Alternatively,
Cloud the Watcher’s Eye (Protection •) it can provide a Clash of Wills to fully stop such an
In cities where the Lancea Sanctum and Circle of the attempt if any innate resistance fails, a number of times
Crone are in open conflict, Acolytes need ways to (per subject) equal to the Rite’s Potency. The caster
defend themselves against hostile miracles aimed at much choose which method to use during the casting.
driving them out. This Rite is an example of the low- Risk +1, Add Divination ••: During any attempt to
level Rites taught to novice Acolyte sorcerers as a means use Blood Sorcery against the subject, whether
of defending against rituals cast on them at a distance. successful, warded off, or otherwise, the target’s senses
By forcing the Sanctified to confront them directly, the are briefly altered to reveal the caster attempting the
Circle itself decides the field of battle. ritual, as if they were present there; this is less a vision
The Acolyte ritualist takes an image of the subject or and more a replacement of their senses.
subjects to be protected and covers it with blood until Risk +2, Add Divination •• and Destruction •••
it is no longer recognizable—if the one Vitae required or Transmutation •••: In addition to showing the
to cast the Rite is not sufficient, more blood may be target the ritualist of an attempted effect, as above, the

42 Blood Sorcery: Rites of Damnation


offending caster must contest the ritual or be struck
Blind for the remaining duration.
Line in the Sand (Creation • or Guidance •)
The Circle of the Crone is often pushed to the
marginal spaces where city meets wilderness, which
Dark Consecration often suits its members, allowing the covenant’s rituals
to take place away from prying eyes. The edge of the city
(Creation •, Guidance •; or Creation ••) brings its own problems, however; the sites the
The Acolyte attunes themself to an area with an covenant finds to its liking have a way of attracting
offering of blood, whether her own or that of a sacrifice other supernatural beings. The worst of these creatures
(usually a small animal), spreading it in a circle around take the form of wolves, at least until they change.
the outskirts of the area, which must be no bigger than Accidental violations of territory bring bloody
a large room. At the ritual’s completion, the Area confrontations, and negotiation is difficult. The
(defined by Scale) becomes suffused with spiritual covenant is often faced with the problem of how to
energy that bubbles up from nowhere, causing the stake a territorial claim to avoid hostilities without
Resonant condition (see Chronicles of Darkness, pg. always being able to talk to the beasts—and how to do
135, or the God Machine Chronicle Rules Update, pg. so without risking the Masquerade.
224) with a “tag” decided by the ritualist. Line in the Sand is simple in application and relies
Risk +2: The condition has no tag, instead being able on a sense that vampires and werewolves have in
to be utilized by any spirit. abundance, but mortals do not share: the ability to
smell blood at a distance. The ritualist leaves trace
amounts of blood spread around an area, walking
Harvest of Slaves (Transmutation •) counterclockwise around its edge. If the Rite succeeds,
The Circle of the Crone also performs rituals to the area gives off a scent of blood faint enough that
impregnate objects with blood, but it does so for an humans can’t detect it but strong enough to be quite
entirely different purpose than the Lance’s reliquaries. clear to vampires and wolves— especially supernatural,
By hiding Vitae in foodstuffs, they are able to feed Vitae shape-changing wolves. The Scale only needs to cover
to mortals without the kine realizing what it is they’re the Area of the boundary itself, rather than everything
ingesting, only that—thanks to blood addiction and the inside it, unless the Acolyte wishes to have that scent
Vinculum—it tastes really, really good. Enterprising permeate through the entire space, instead of just the
Acolytes with money troubles sometimes even use this edges.
Rite to place Vitae in drugs. Risk +1: The scent contains a bit of the predatory
The ritualist adds blood—the Vitae needed to activate aura in it, almost, and so makes it a bit clearer that it’s
the Rite along with as much extra Vitae as is needed— Kindred specifically that have claimed the territory.
to the consumable goods during the preparation stage.
Raw fruits and vegetables are empowered by blood spilt
on the plant’s roots, while prepared cuisine and
Pangs of Prosephina (Guidance •)
pharmaceuticals are twisted during preparation. If the As part of the ritual for this Rite, a small effigy or
Rite succeeds, the Vitae is divided among all the goods, drawing is created in an overly intense bout of artistry,
which must be covered by the Scale. representing a Vampire that’s to be targeted by it in a
The potential victims must eat, use, or drink an feral, starving form. No Vitae is allowed to spill on this
entire “share” or “portion” to receive the Vitae and symbol, even if additional blood is put into the Rite,
enjoy its addictive effects, so the more Vitae the ritualist lest this representation be allowed to touch what they’re
places into the subject, the better. A single Night can being made to desire so intensely.
only see the vinculum be raised by one step, as normal, Upon successful enactment of the Rite, the victim
lacking other abilities. (who must be a Kindred, or something that similarly
hungers for life and is capable of a frenzy-like state) is
hit with a wave of intense hunger. They count as
starving for the sake of resisting frenzy, which might be
immediately provoked if a potential victim is nearby.

Blood Sorcery: Rites of Damnation 43


Risk +1: The penalty to resist frenzy is equal to teaching strange Crúac Rites and wanting to see if
Potency, instead of the usual modifier for starving. they’ll just happen to be the ones that can make such a
Add Transmutation •: This ritual can affect mortals bargain.
too, inflicting on them the gnawing hunger of a Add Transmutation •••••: The caster can compel
frenzying Kindred; instead of risking frenzy, mortal named Strix targets to respond to the Cry, and when
targets suffer the Deprived condition until the next they arrive, they’re under the caster’s physical control if
time they eat a full meal. they fail to contest the roll (Strix use Resistance +
Shadow Potency to contest any type of Blood Sorcery),
though must concentrate each turn to command them.
Rigor Mortis (Transmutation •) With +2 Risk, this control is reflexive, rather than
Casting this ritual involves a few feet of natural rope needing any concentration.
being slowly, but painfully tightly, wrapped around the
caster’s arm, and soaked in any excess Vitae provided
to the ritual, as the caster loudly curses the name of
Visage of the Crone/Pythian Renewal
their intended Vampiric victim. (Transmutation •)
The Kindred so affected feels the animating power of
their Vitae escaping them, which causes a dice penalty When this ritual is correctly performed, which
equal to Potency to the Kindred’s next physical action involves the usage of a knife to cut the subject out of
taken during the duration. their own skin, the target appears to age or become
younger by about 5 years per point of Potency (to a
Risk +2: The dice penalty applies to all physical
maximum of about 100 years and a minimum of about
actions until they either spend Vitae (thus
20). No physical impairment, joint pain, memory lapses
reinvigorating its flow) or the duration ends; they do
or hearing loss accompany this alteration, although
not inherently know that spending the blood will end
neither are those fixed if made younger. But skin sags
the effect.
and wrinkles, hair grays and recedes, and flesh loses the
vibrant tones of youth, or such traits are reversed as
Taste of Knowledge (Divination •) appropriate, for the Rite’s duration.
Some Princes forbid the use of Visage of the Crone
The ritualist must perform this ritual before feeding
(if they’re aware of the ritual) declaring that it’s a
from a vessel. When the ritualist (or another chosen
Masquerade risk to instantly age a mortal in front of
vampiric subject) next feeds during the duration, they
witnesses. The Acolyte counter-argument is that the
learn one piece of personal information about the
ritual’s proper use maintains the Masquerade, as Visage
vessel per Potency, in descending order of immediate
of the Crone enables ghouls and Kindred to appear to
importance and secrecy to the vessel. This information
age as they ought (though admittedly this takes some
is gained in place of the first turn’s Vitae. By increasing
effort).
Scale, the Potency can be split between more than one
victim fed on over the course of the duration.
Visage of the Void (Creation •)
The Gathering Cry (Creation • or Guidance •) The character covers a subject with deep, almost
tangible darkness and an odd, reverberating quality to
This simple Rite involves a practiced, high pitched
their voice, granting the ritual's Potency in dice to
cry into the night, which is amplified and added to
Intimidation rolls as they give off a frightening,
until it resembles the Gathering Cry, the sound
otherworldly aura reminiscent of strange, forbidding
emanating out over the ritual’s Range. It’s audible to
realms. The ritual's performed by adorning a bit of
anything that can hear The Gathering Cry, which in
Vitae in key spots over the subject with symbols
particular means it tends to attract Strix to the caster.
representing the unknowable Void, and adorning them
This provides no protection against them, no actual
with a blood-tinted pendant that the phenomena seems
compelling of them to respond, and no control of those
to bubble out from.
that do arrive, however, so this Rite is rarely used, save
by those few young Acolytes that hear the tales of Strix

44 Blood Sorcery: Rites of Damnation


Risk +1: The dice bonus applies to Subterfuge as is quiet and low to the ground, receiving a bonus equal
well, as the subject’s voice and features are warped, to Potency on Stealth rolls, but is only Size 1, so it is
becoming difficult to read. both small and possesses only two health levels. If the
ritualist attempts to perform any action other than to
control the spy, or is interrupted while doing so, the
Cheval (Divination ••) player must succeed at a reflexive Wits + Composure
Slitting their brow, the Acolyte allows their Vitae to roll or the character loses control of the spy for a turn.
drip out and into their eyes, coating them until they can Risk +1: The Potency of the ritual is subtracted from
no longer see. The ritual can then either immediately a the penalty for using multiple sets of senses at a time.
subject or subjects within range, or be unleashed on the Risk +2: Control of the spy is reflexive, and so rolls
target(s) later, at some point over its duration. In either needn’t be made if distracted.
case, if successful, the caster may then see and hear Add Transmutation •••: The spy gains an
what the subject does for the remaining duration, freely additional mode of transport per Potency split into
shifting their senses between their own, the target’s, or granting it features, such as wings to allow it to fly, or
both (although the latter causes a -3 penalty to the ability to swim.
perception rolls from either “set”). With multiple Add Destruction •: The spy is able to bite a target
targets, each individual’s senses can be shifted between, and inflict the Poisoned Tilt in combat, or a Toxicity
but trying to focus on more than one at a time similarly equal to Potency out of combat.
suffers the same penalty, which is cumulative for
further “stacking” sets.
Risk +1: The Potency of the ritual is subtracted from Maiden Skin (Protection ••)
the penalty for using multiple sets of senses at a time. With this power, the ritualist enhances the blessed
Motif (Corrupting): The Acolyte suffers the Blind virtue of unbroken skin. Small punctures are made
condition for the duration as the Vitae seals and beneath the ritualist’s nails, and then allowed to drip
hardens over their eyes, allowing them to only see over the target’s skin (or a representation thereof, at
through their target’s senses. This version of the Rite higher range), coating it in a thin sheen and causing it
can be Learned with Divination •. to take on a hard sheen. Any attack or source of injury
that would break the surface of the subject’s flesh has
its edge turned away at the moment of impact, rending
Creeping Spy (Creation ••, Divination ••) slashes and piercings of the flesh into blunt, shallow
Acolytes needing spies in places they can’t physically injuries. The lower of the Crúac rating of the Acolyte
go, or when Stealth is required, sometimes use this Rite and the Rite’s Potency becomes the Armor Rating of a
to summon a suitable agent. The ritualist bleeds out the kind of mystical protection that clings to the subject’s
Vitae used as the sacrifice, mixes it with a little soil, and flesh like sweat for the duration (for both General and
then drinks it again. They do not gain any Vitae from Bulletproof ratings). Maiden Skin only protects against
the re-ingestion, but at Rite’s end, a swelling appears on attacks that break the skin; fire, blunt trauma and
their body, rapidly growing until it reaches the size of a falling damage (among other sources of damage) are
large egg just under the skin. When the skin finally unaffected.
splits, a monstrous, foot-long centipede crawls out (or
more than one, with high Scale used).
The ritualist constantly sees what the spy (or spies) Mantle of the Beast’s Breath (Guidance ••)
sees, in an oddly wide field of vision, and may direct it Like all of the “Mantle” rituals, this Rite involves a
mentally by concentrating and motioning as though wild, uncontrolled dance into a near trance-like state
controlling the strings of a puppet. Dealing with her over the course of the entire ritual, this particular one
senses and those of the spy at the same time is involving animal-like movements and sounds,
confusing (causing -3 penalty to perception rolls from requiring the Blush of Life be active (covered with the
either “set”, cumulative with multiple “spies”), so a cost of the sacrifice) as part of it. At the end, the
ritualist will often go to a safe place, close their eyes, character falls to the ground, and as they force
and concentrate, trying to blot out distractions. The spy themselves to their feet, the gathered energy is thrust

Blood Sorcery: Rites of Damnation 45


upon their target, providing them the Raptured Potency between providing 1 armor against all physical
condition, related to an intimate connection with the attacks, 1 additional damage dealt by any attack made
Beast, rather than a passion for any god. This can only by them, and adding Potency dice to contest any
target those capable of frenzy and riding the wave attempt to ambush or surprise the character. The first
(usually only Kindred). two options may be selected more than once.
Motif (Wild): The exhaustion touches the ritualist Risk +1: If the ambush option is chosen, mundane
on a spiritual level, draining even their Vampiric bodies ambushes become impossible, and supernatural ones
and requiring a point of Willpower to be spent to rise (such as those with Obfuscate) require a Clash of Wills
to their feet afterward, but ritual gains additional against the ritualist.
power, adding its Potency to any rolls to ride the wave Motif (Wild): The Rite truly exhausts the character,
over the duration. sending them into a spiritual fit of combative fatigue,
requiring them to spend a point of Willpower to get up
at the end of the dance. It can be learned more easily,
Mantle of the Glorious Dervish requiring only Protection •• and Destruction ••.
(Destruction ••, Protection ••, Divination ••)
The Acolyte dances themself into a violent, frenzied Miasma (Creation ••)
trance, enacting the Blush of Life (the cost is covered A defense against sites sacred to the Crone being
by the sacrifice) and collapsing to the ground in a fit of found by mortals, this Rite ensures that intruders don’t
rage at the end of it. As they force themselves to their live long after their visit. The ritualist wades into a body
feet, the gathered energy is channeled into their of still water—a pond or lake—and cuts her feet, allowing
intended target, providing them with a number of Vitae to spill out into the water. If the Rite succeeds, a
advantages in any combat for the duration. The ritualist
may split the lower of their Crúac rating and the Rite’s

46 Blood Sorcery: Rites of Damnation


thick mist gathers around her, blanketing the Area it dangerous for them to be fed on. Strix, Vampires,
defined by the Scale factor of the ritual. and other creatures that feed from the subject (or
To vampires and other supernatural beings that don’t consume their blood-laden flesh) must resist a Toxicity
need to breath, the mist provides cover but has no other equal to Potency (despite their normal immunity) and
effects. Living victims who breathe in the vapor, immediately suffer any damage they fail to contest. This
however, suffer an agonizing death unless they can applies to one “feeding” at a time, and so is only
survive long enough for the Rite’s Duration to end. The repeated if they stop and then start anew within the
mist is full of contagion, acting as a disease of Toxicity duration.
equal to Potency, rolled against upon first breathing it Risk +2: Taking additional points of Vitae beyond
and then each day afterward for the duration; a number the first requires further checks against the blood’s
of successful resistances of the toxin equal to Potency toxicity.
ends the effect, as does the end of the ritual. Motif (Corrupting): The taint of the ritual touches
Add Transmutation ••: The mists can be directed the caster’s own blood more directly, causing them to
and controlled if the ritualist focuses on them. have to resist a poison of Toxicity 5 (which their
Kindred state does nothing to help resist), allowing this
Rite to be Learned with Destruction •.
One Hundred Needles (Creation ••)
Sometimes, mortals must be disposed of in ways that
are final, have no chance of harming vampires as
Thorned Snare
collateral damage, and do not threaten the
Masquerade. The Circle of the Crone has many
(Creation ••, Transmutation ••)
methods of arranging horrific but “natural” deaths that This Rite allows an Acolyte to ensnare a subject in
the mortal authorities will accept, and this Rite is one agony, bleeding him for easy feeding or as an object
of the most popular. lesson to others. The ritualist clenches a large thorn or
The ritualist crushes a beeswax sculpture and pours appropriate facsimile so tightly in their fist that it draws
the sacrificial Vitae onto the ground in front of it. If the blood, and presents the bloodied palm to the target (or
Rite is successful, the blood bubbles and spits as a host a representation of them, from afar). If the Rite is
of stinging insects bursts up out of it into the air, and successful, thick rope-like vines burst from the ground
toward whomever the ritualist defines. The swarm and wrap around the victim, sprouting long, wicked
attacks everyone it engulfs, inflicting damage as normal thorns that pierce the subject’s flesh as the vines
(1 bashing damage per turn to everyone within the constrict. This Rite isn’t contested, as it simply creates
swarm), and it causes the moderate Poisoned Tilt to and animates the vines, rather than directly affecting
anyone inside it, as well as the Distracted condition. the target, but the vines must rely on a dice pool equal
Scale is defined as an Area for the swarm, rather than to Potency for any attempt to grapple or perform a
individual targets. maneuver on the victim.
Risk +1: The swarm can condense to increase the Risk +1: The vines are heavily thorned and barbed,
damage dealt; each time they half the radius of their allowing them to deal lethal damage when performing
area, they increase the damage dealt to those within by the Damage maneuver.
1 point. Add Divination ••: The thorn is empowered but
Add Destruction •: The swarm’s damage is lethal to not presented immediately, the ritualist instead doing
those that can’t downgrade the damage, and the so later on within the Duration and creating the
Poisoned Tilt is grave. assaulting vines at that point.
Elder: Known to some Elders as Gwydion’s Curse,
this version of the ritual, when Learned or Mastered,
The Hydra’s Vitae (Destruction ••) enhances the vines created further than normally
By cutting the caster’s stomach and allowing the possible, granting them a Vitae pool equal to any spent
intended target (which can be themself) to consume the in the sacrifice or offered beyond it, which can be used
Vitae that bleeds out over an extended period, the for physical intensity or to heal structure damage, and
Acolyte is able to taint the blood of their target, making a Durability of 2.

Blood Sorcery: Rites of Damnation 47


Bounty of the Storm down hard until the bone cracks. Pulling their fingers
out of the wound, they draw parallel lines of blood
(Creation •••, Guidance •••, Divination ••) down a target’s limbs and face. If the Rite succeeds, the
subject’s bones become elastic and bendable, which,
This strange Rite, which involves the symbolic together with the lack of need for internal organs to
creation of a small “altar” of wealth, painted with the operate, allows them to contort and squeeze their body
symbols of earthly destruction and fed a sacrifice of into impossible forms. Reduce the subject’s effective
Vitae, both blesses and curses a target, rewarding their Size by Potency (to a minimum of one) only for
tribulation with amassed wealth. A personal object of purposes of determining if they will fit into an opening;
the target is used as part of the ritual, and dissolved in the subject doesn’t lose Health or Speed. This Rite may
a caustic mixture of the Acolyte’s Vitae and other normally only be performed on undead subjects and
substances. others that don’t require their internal organs (while it
At some point over the course of duration, triggered theoretically works otherwise, such individuals rarely
when it would be the most obvious to the largest survive any compression).
number of people as a rule, a storm strikes the area Transmutation ••••: The more advanced version
around the target. This might be a dust storm, mini of this Rite can be used safely on living individuals, as
tornado, sudden bout of hail, or other phenomena their internal organs are temporarily animated solely by
appropriate for the region and season, inflicting the the ritual, instead of relying on the subject’s normal
appropriate environmental Tilt on the area for a scene. organic processes.
The Scale also determines the size of the storm, split
between multiple targets if required.
The victim suffers from the normal effects of the Curse of Aphrodite’s Favor
storm, and takes bashing damage equal to Potency in
addition to any other effects. In the process, however, (Guidance •••, Transmutation •)
a significant amount, usually around a third of the Using a specially prepared potion of blood and other
bystanders, otherwise unimportant, nameless arcane substances, the Acolyte uses this ritual to “gift”
individuals, are killed in the backlash of the effects. a subject with the love of a victim that consumes the
This produces effective Resources for the target equal liquid. This works by instilling a bit of Vitae in the
to the lower of caster’s Crúac rating and the Rite’s liquid and then enhancing its effects to a large degree,
Potency, usable a number of times equal to Potency redirecting the emotional effects of it in the process,
over the remaining duration. This may take the form of creating an all-consuming lust and obsession in a
insurance money, scattered wallets of the victims, or an victim.
uncovered trove of small bills nearby. The Scale of the ritual needs to cover both the target
Since the death of bystanders is inevitable as part of to whom any victim will be driven towards, and the
this ritual, it will risk detachment as normal for the doses of the potion itself. Each dose of the potion
caster, if not prevented with a bane. consumed, which measures just a drop or so each,
Motif (Corrupting): An inherently corrupt Rite, it causes a character that imbibes it to progress along the
can be Learned with Creation ••• alone. stages of Vinculum towards the subject, up to the usual
maximum of three, which creates a full Blond Bond.
Thus, to get a single victim fully bound requires four
Contortion (Transmutation •••) total targets with the Scale: the subject and three doses
This Rite allows Acolytes to slip through spaces and of the potion. This state of mind lasts as long as the
entrances normally far too small for their bodies, letting Vinculum normally would, or until the ritual’s
them squeeze through air vents or thick pipes. The duration ends, whichever comes first.
covenant uses this ritual to infiltrate areas of the city
other vampires can’t access, to place hidden sanctuaries
in otherwise inaccessible areas of the underground, and
to sneak past security into rivals’ havens.
The perform the Rite, the ritualist digs their fingers
into their flesh until they touch bone, and then press

48 Blood Sorcery: Rites of Damnation


Risk +3: So long as the potion is consumed before
the duration ends, the Vinculum lasts as long as it
normally would, even if the ritual elapses.
“Spirit” Cr úac
Deflection of Wooden Doom (Protection •••) Several Crúac rituals speak of “spirits,”
whether “summoning” them, seeking favors
With the insertion of a blood-soaked splinter
from them, or making an area more suitable for
beneath the skin of the subject’s chest, the ritualist
them. But Acolytes don’t relegate the term
protects them from being staked for the duration. All
“spirit” to only those denizens of the Shadow. A
mundane attempts to stake the target fail; damage is
cannibalistic goetia that’s manifest from a mad
taken, but the wooden implement fails to be lodged wizard, a murderous being from deep in the
properly in the heart. Supernaturally guided attempts Underworld, or an infernal beast from a lower
require a Clash of Wills to dissuade. realm might all be called a “spirit” by them, and
Risk +1: The first (lower of Potency and Crúac rating) due to the nature of Themes, their magic can
damage dealt by a staking attempt is ignored. This is attract all of these entities just as easily. While
not armor, and so Armor Piercing will not bypass this. many do know the difference (if perhaps
learned after their first summonings), they
don’t have the same desire for academic
Imperious Call (Creation •••, Guidance •••) classifications that, say, mortal Mages might,
This ritual allows an Acolyte to tempt a spirit into the and so still use the general terminology.
world with the promise of solidity. As part of this ritual, Mechanically speaking, the Resonant
the Acolyte must build up a representation of the type condition (and related ones) can be used for
of spirit (or spirits) they wish to offer a path into this many beings beyond just those in the Shadow,
world. The representation must be made of natural and the special versions of it manipulated by the
materials, but can be something as simple as a shaped Circle’s magics might even temporarily work for
mound of earth or a drawing in spilled blood. creatures that rely on other systems; perhaps
As the ritual concludes, the representation shapes some twilight-borne cousin of the Strix could be
itself into a solid form, equivalent to that of the entity, attracted by it.
If you don’t care to use the Chronicles of
although more conceptual beings that would lack a
Darkness or God Machine Chronicle Rules
solid shape may take on a liquid or gaseous sort of
Update mechanics for Ephemeral Beings in a
“body” instead. If the target spirit or one of the same
Vampire: the Requiem chronicle, feel free to
general type is present, whether in Twilight or parallel
simply create them with Strix creation rules,
in another Realm, they may then immediately inhabit
using “Twilight Form” instead of “Shadow
that body, applying the Materialized condition even if
Form” as their default Embodiment (not
they lack the Manifestation. If not present, they may needing to spend Willpower to shift there), and
still make their way to it and inhabit it before the end using “Essence” instead of Vitae, gained in a way
of the Rite’s duration. that makes sense for them, including utilizing
The body lasts for the remainder of the Duration appropriate Resonance (although consuming
whether inhabited or not. Most inhabiting spirits will other “spirits” remains an option). Anything
be well disposed to the caster, with the body acting as relying on “Rank” uses half of Shadow Potency,
an inherent “offering” that allows Social Maneuvering Manifestations use the closest Embodiment,
to be performed at an Impression of at least Average. and Dread Powers replace Numina and
Motif (Pagan): The body’s initial form is left as a Influences. Other mechanics can similarly be
marking where the spirit initially inhabited it. If that altered as needed.
mark is destroyed, the body crumbles, leaving the spirit
in Twilight Form. This riskier version of the Rite can
be Learned with just Creation ••, Guidance ••.

Blood Sorcery: Rites of Damnation 49


Manananggal’s Working and requiring a point of Willpower to rise to their feet
afterward. This allows the Rite to be Learned with
(Transmutation •••) Guidance ••.
This ritual involves a feral, bloody tearing or
emotionally heightened chopping off of parts of the Mantle of the Predator Goddess
Acolyte’s body, allowing each part so severed
(accounted for by Scale) to act on its own for the (Guidance •••)
duration, but still remain a “part” of the caster, Another of the “Mantle” rituals favored by the
allowing for them to see through detached eyes or Crone, it, like, the others, involves a usage of the Blush
manipulate a severed arm into slipping through a vent. of Life (the cost covered in the Sacrifice) and a fevered,
While the ritual is in effect, the Kindred suffers an extended dance involving the symbols of an apex
appropriate condition or Tilt if the body part is too far predator, often costumed in appropriate attire. At the
away to be of immediate use, such as Blinded or Arm culmination, the Acolyte falls to the ground, and then
Wrack. If a body part is prevented from reattaching to forces themself back to their feet, unleashing the
the ritualist at the end of the ritual, they explode in a predatory energy towards their target(s). The target adds
shower of viscera and the caster takes one bashing the Rite’s Potency to any rolls working towards feeding
damage for small parts, two for large ones like limbs; on a favored type of prey, and providing Kindred
when the damage is healed, the part regenerates. A vital targets (and others that might benefit) with effective
portion of them being destroyed while detached, such dots of Herd equal to the caster’s Crúac rating, usable
as their head, may lead to torpor or final death if a number of total times equal to Potency over the
enough of them doesn’t remain. duration, as everyone around almost begs for attention,
Elder: An elder that Learns or Masters this ritual is stumbling into vulnerable positions in a subconscious
not at risk of torpor or death should vital parts not desire to prostrate themselves for the individual. This
return to them; they simply take three bashing damage, Herd is separate from any other the target might have.
and so long as any part of them remains, their body can Risk +1: Anyone fed on (through whatever means) by
heal around it at the ritual’s completion. the target takes on the Inspired condition from the
revelatory sensation and the presence of the subject.
Mantle of Amorous Fire (Guidance •••) Motif (Wild): The trance causes a sort of spiritual
exhaustion, requiring that the Acolyte spend a point of
This ritual involves a frenzied dance throughout the Willpower to be able to rise from the ground at the end
entirety of its casting, involving motions and symbols of the Rite, before it goes into effect. The Rite’s Potency
representing lust and untapped energy, pushing the applies to any roll even tangentially related to hunting
Acolyte into a sort of ecstatic trance. The caster must or gathering a herd, not just those directly aimed at
enact the Blush of Life as part of the ritual (covered by feeding.
its sacrifice), and upon its completion she falls to the
ground, sweaty and with a body that’s feigning the signs
of exhaustion. Moments later, they rise to their feet and Rain (Creation •••)
unleash the power on themself or another target (or
This Rite involves the acolyte making a minor
targets), leaving them fiery, lustful, and invigorated.
sacrifice of a small creature and calling upon the gods
The target’s Presence or Manipulation is raised by the
to inflict a given type of weather on the location chosen.
Rite’s Potency, capped at their usual attribute
Upon completion of this ritual, the ritualist may alter
maximum.
the precipitation within the Area for the duration.
Risk +2: The ritual’s Potency may be split between They may call for fog, rain, sleet, snow or clear skies,
Presence and Manipulation as desired. among other possibilities.
Risk +3: The target’s enhanced attribute(s) may be In game terms, so long as conditions are appropriate
brought above their normal attribute maximums by up for the change (a blizzard in summer is unlikely), the
to the caster’s Crúac rating, with enough Potency. caster can inflict an appropriate environmental Tilt on
Motif (Wild): The exhaustion touches the Acolyte on the area, that would cause an Extreme Environment of
a spiritual level, draining even their Vampiric bodies

50 Blood Sorcery: Rites of Damnation


no higher a rating than the Rite’s Potency. Note that This disconcerting version of the Rite, when Learned,
extremely high Potency Rites will rarely have the proper allows a single dot of a Physical Discipline to be granted
conditions to create; a tornado on even just a dismal to the Homunculus, although they lack Vitae and so
day isn’t likely, but during a heavy thunderstorm that’s only gain the passive effect, without other magic.
already occurring, it may be possible. Alternatively,
similar levels of weather may be cast away.
Motif (Wild): Instead of a sacrifice, a dance or
Veiled Curse (Guidance •••)
performance is made that calls upon the chosen This ritual allows an Acolyte to “curse” a target with
weather, the ritualist exerting themself spiritually until negative spiritual attention. A symbol representing the
they collapse into a heap. The weather isn’t called up target to be affected is carved into the ground and then
until a Willpower point is spent for the caster to renew painted with the ritualist’s Vitae, and then further
themself and rise to their feet. This exhausting version symbols, representing various choirs or types of spirits
of the Rite is learned with Creation ••. are carved around that symbol. The last of the Vitae is
then allowed to pour in a circle and a cross through
them all, joining them together.
Tiamat’s Offspring (Creation •••) If successful, the ritual causes the Open condition to
This ritual creates a homunculus, and is particularly be applied to the target for the duration, tagged to any
prized by Mother and Father Acolytes. This is a lengthy sort of spirit that exists in a Twilight Form nearby.
and elaborate Rite, not to mention painful. While not truly a direct curse, the effects of the ritual
Whether male or female, the Rite begins by obtaining are, in practice, often negative to mortals, who spirits
semen (which can be the caster’s own, if appropriate) rarely have much respect for the autonomy of. The
and then introducing about five pounds of sliced up condition can be used normally for other
animal parts into their body cavity. They must have Manifestations, allowing a target to be easily possessed,
enough organs and limbs for a nearly complete animal urged, or otherwise manipulated by the entities that
— a brain, a heart, legs (if it must move), eyes (if it must run into them, who will often see no issue in using the
see) and so on. When the vampire invokes Ti’amat, easy target towards their end.
mother of monsters (or, in regional variations, Lilith or This rite does work on any sort of sentient target,
Kali or other figures of dire fertility), the limbs fuse into although the effects vary; mages and werewolves, for
a homunculus and it is born, mewling and repulsive; instance, are already fairly “visible” to spirits, who may
lacking a proper way out, in some cases, they’ll simply still try to take advantage of the condition, but are likely
burst through the skin. In either case, the results of the warier of it.
rite shed the blood needed to power it. The “parent” Risk +2: The target’s ability to resist these
bleeds in birth, even if the homunculus fails to thrive. machinations is reduced; subtract Potency from any
The homunculus created has a form as appropriate rolls for the target to resist a spirit’s powers.
for the body parts used, but is always very physical and Motif (Pagan): The symbol of the target must instead
entirely unnatural looking; some look like slugs formed be constructed of natural materials and planted in the
of fat and cartilage, while others take the form of birds ground in a circle of the spiritual symbols, becoming a
with taught, thin skin, lacking feathers. Their effective beacon of power that builds up and directs the spiritual
Retainer rating is defined by the Rite’s Potency, capped attention appropriately. It too takes on the Open
at the normal maximum. In general, they’re very loyal condition, and if it’s destroyed, the ritual ends
to their creator. At the end of the duration, they prematurely. This version of the Rite, however, can be
crumble into their component parts, which rot to the Learned with Guidance ••.
point of unusability.
Motif (Corrupting): The character must keep the
body parts in their body for at least 12 hours before the Blood Blight (Destruction ••••)
Rite’s casting truly begins, causing a -1 wound penalty A dark pool is filled with the caster’s Vitae as a
equivalent due to the pain and awkwardness, and of semblance of the Acolyte’s intended target is carved
course they carry the appearance of someone into the bottom of the tainted basin. At the ritual’s
unnaturally pregnant (the shape is never quite right). culmination, the edge of the pool is destroyed, and the

Blood Sorcery: Rites of Damnation 51


water allowed to run free; with it, the intended victim spilling to the ground around them. Over the course of
loses a number of points of blood equal to Potency. the ritual’s duration, after the Rite’s completion, the
Victims with Vitae (such as vampires and Strix) lose it first Potency Vitae consumed by the target are gained
directly, while those with “normal” blood take lethal by the Acolyte, acting as if they’d never been swallowed
damage equal to the points lost instead. Ghouls (and by the target in the first place. In the case of multiple
others with both) first lose Vitae, and then suffer the targets, it’s the first Potency Vitae from each, not total.
remaining Potency in damage. Risk +1: The promise of Vitae being swept away by a
Risk +1: Kindred and others capable of such a state target unaware of the ritual’s effects surprises and often
must immediately check as if frenzy was provoked, angers them. Vampires immediately suffer a frenzy
urging them to feed. provocation to feed after the first attempt, and
mortals/ghouls immediately suffer the Deprived
condition if already Addicted to Vitae.
A Child From The Stones
(Transmutation ••••) Donning the Beast’s Flesh
This ritual for creating gargoyles seems quick at a
glance, but is actually a laborious process. The Rite
(Transmutation ••••)
itself includes the actual crafting and construction of This ritual involves the ritual skinning of a beast, and
the stone form; one made for any other purpose simply the bloody process of mystically curing and preparing it
will not suffice (except perhaps for a Mastered version into a magical hood, cloak, mask, or other article of
of the Rite). By finishing it and writing a name under clothing. Whenever an individual dons the accessory
the creature’s tongue or forehead at the ritual’s over the course of the duration, they take the rough
culmination, the Gargoyle comes to life. shape of the animal over the course of three turns of
The Rite’s Potency defines the Retainer rating of the transformation, and can end the process with three
creation (capped at 5), with additional Potency turns of “removing” the article that’s blended into their
providing for a Weapon Rating for any natural skin. This change is imperfect, looking oddly feral and
weapons it has (Claws, teeth, etc., also capped at 5). somewhat supernatural to those educated as to the
Gargoyles can’t actually fly, by default, but do gain the typical nature of the creature that’s been skinned.
benefits of the material they’re crafted from; glass might Motif (Pagan): The transformation requires a point
provide a stealth benefit, for instance, and Durability of Vitae (or similar supernatural energy) offered into
works normally, preventing structure damage. the object, which remains visible in some form on the
When the Rite’s duration ends, the gargoyle returns target even after they’ve shifted forms (and thus can be
to an inanimate form, but the Rite can be performed targeted), but the ritual can be Learned with
again to reanimate it. Transmutation •••.
Motif (Pagan): Knowledge of a Gargoyle’s name can
be used against it. If the inscription of its name is
ruined, or a reversal of it is painted in blood elsewhere
Eternal Guardian of the Dark Moon (Creation
on the creation, the magic ends early. This version of
the Rite, when Learned, provides the creation with a
•••• or Transmutation ••••, Guidance •••)
dot of Vigor, although it only benefits from the passive This powerful, but subjective ritual offers a number
effect if it has no way to store and use Vitae. of potential benefits to an Acolyte through the
extension of their power into a nearby spirit; ancient
sorcerers used to claim this would bind a servant as
Blood Price (Creation ••••, Destruction •••• their protector, but modern Sorcerers know it simply
empowers such a spirit so long as they act in the
or Transmutation ••••) Acolyte’s interests.
A subject, or a representation of them, has their This ritual must be cast on a spirit that’s within
mouths coated very slowly with a dripping of the Range of the Acolyte, though they needn’t actually be
ritualist’s Vitae, just enough to let them taste it without able to see the entity to use the ritual; they may specify
really gaining any actual substance, with the remains “the nearest spirit” as a valid target, if one exists in that

52 Blood Sorcery: Rites of Damnation


range. Upon declaring their target (or targets), they bite
their wrist, allowing Vitae to spill out and be used to
mark a symbol in a spiritual tongue across the ritualist’s
chest.
Upon completion of the Rite, if successful, the
Acolyte immediately becomes Open to the targeted
spirit(s) for the duration, which can upgrade it to
Fettered with an Essence and Power + Finesse roll, even
if they lack the Manifestation normally (see Chronicles
of Darkness, pg. 133, or the God Machine Rules
Update, pg. 227), although this isn’t required. As well,
a portion of their power is shared with the target; any
time the caster spends Vitae and the target is nearby (in
the same realm), the Spirit can roll Power + Finesse to
draw Essence from the underlying Resonance, up to a
number of times per night equal to Potency, ignoring
their daily limit. This happens no matter the reason for
the expenditure, so some spirits may be tempted to
Influence the Acolyte into spending it frivolously.
Obviously, most spirits being offered such a
bountiful and safe source of Essence will act in the
ritualist’s favor, strengthening them or protecting
them, and if they cease doing so, the Acolyte can end
the Rite at any time.
Risk +1: The target is inherently able to use the
Image Manifestation for free when nearby the ritualist,
even if normally incapable.
Risk +3: The target can use their Influences on the
surrounding area, even if they Fetter themselves to the
caster.
Elder: Elder Acolytes don’t need to supplicate and
beg for a spirit to come to them, being minor gods in
their own right. When Learned or Mastered by an
Elder Vampire, the target is drawn across the Gauntlet
(or other barrier between realms) immediately, and
forcibly bound to them, made to act in the ritualist’s
interest on command, and with a penalty equal to
Potency on any action not demanded of them. This
becomes contested by Resistance + Rank, and the roll
gains a bonus or penalty based on the Gauntlet
Strength (Chronicles of Darkness pg. 126, or Rules
Update pg. 220).

Feeding the Crone


(Destruction ••••, Transmutation •••)
The ritual for this powerful Rite involves the caster
using their fangs to tear chunks out of their flesh,

Blood Sorcery: Rites of Damnation 53


healing them each time (and regaining enough Vitae in their loins with unholy fertility. For the duration of the
the process to only lose the typical sacrifice), only to ritual, any sex acts the ritualist’s target takes part in
repeat the process until their Beast is pushing at the which could lead to the conception of a child (for a
surface, urging the caster towards an attack on mortal), will, including for Kindred subjects. For both
something, anything. That urge is then transferred to females and males this can be used to conceive multiple
the subject (or remains, if cast on oneself), and children in the same period, whether in one womb or
manifests in the form of a maw of wicked, flesh-rending many, although of course this may cause complications
teeth with a strange crimson hue to them. These teeth in the former case. This ritual has no effect if the target
have a weapon rating equal to Potency (capped at 5 as is already pregnant.
normal), and deal aggravated damage. However, the Motif (Wild): The orgiastic excess required of the
target is unable to feed normally, on Vitae or otherwise, ritual exhausts the caster, requiring the Blush of Life be
although mystical means of doing so still work activated for the casting, and that a point of Willpower
normally. be spent to rise to their feet at the end of it. The Rite is
then easier to grasp, able to be Learned with
Transmutation •••.
Mirrored Tears (Protection ••••)
This Rite protects the subject against the use of
mental powers such as Dominate or Majesty, foiling the Shed the Virulent Bowels
plans of anyone attempting to use them as a puppet. (Destruction ••••, Divination ••)
Following the magical principle that the eyes are the
windows to the soul, the ritualist anoints the subject’s The acolyte uses an effigy representing the target,
eyelids with vitreous humor harvested from the eyeballs which will usually involve some actual bit of their body
of sentient beings. (hair, blood, etc.), to perform this ritual. The
If the Rite is successful, any attempt to read, control, representation has its “stomach” slit open, and Vitae is
or alter the subject’s mind is met with a Clash of Wills, poured into the formed cavity, and then allowed to
should the subject fail to resist it normally, up to a soak into the object. At any time over the duration, a
number of times over the Duration equal to the ritual’s quick word of hatred for the target will cause their
Potency (per subject). If the ritualist wins the Clash, the gullet to split open and, with enough damage done,
power has no effect on the target. their bowels to be ejected from their body; this does
Add Creation ••: A “fake” mental pattern can be lethal damage to them equal to Potency. For most
provided, causing the power’s user, if they lose the mortals, this will likely lead to their deaths if immediate
Clash, to gain a false reading on appropriate powers, or medical attention isn’t provided.
to have an appropriate reaction as if the power was Add Creation •••: Instead of slicing open their gut,
otherwise successful, if it’s not immediately obvious the target’s stomach is filled to the point of bursting
that it failed normally (e.g. Dominate being used for with iron nails. The damage done is the same, but can’t
immediate commands). be healed until the nails are somehow removed (for
Motif (Corrupting): The vitreous humor must be Kindred, daysleep will cleanse them normally) or the
taken from the ritualist’s own eye, causing the Blind duration ends.
condition (for a single eye) for the entire duration of Motif (Pagan): The effect is triggered not by a curse
the ritual. This more dangerous version can be Learned against the target, but by spilling a final drop of blood
with Protection •••. on the effigy created, thus causing a stolen or destroyed
effigy to end the magic or make it impossible to trigger.
This lets the Rite be Learned more easily, needing
Quicken the Withered Womb Destruction ••• and Divination ••.
(Transmutation ••••)
The Acolyte calls upon the dualistic power of life and
death, utilizing a ritual reminiscent of (or perhaps
blatantly involving) a bloody sex act in order to infuse

54 Blood Sorcery: Rites of Damnation


Servant from the Hidden Realms “through” the intervening matter (which bends out of
the way and then returns to normal) until the area
(Transmutation ••••, Guidance ••) affected by the ritual reaches a safe distance into the
bedrock, a spherical, airless bubble containing the
While the Circle is aware that this doesn’t actually ritualist, their passengers and anything they were
command the spirits, instead tempting them with standing on or carrying. When the duration of the
ephemeral power, the Rite’s nonetheless performed ritual ends, the Sanctuary rises back to the surface.
with a bloody, symbolic dance that reaches out and
Add Creation ••: The sanctuary is filled with air,
“commands” them to perform a named task.
which, while it has a bit of an unpleasant, stale quality
If successful, the ritual builds up a pool of Essence, to it, can allow ghouls and other living individuals to
formed of Vitae that’s been transformed and breathe within the space for the duration.
repurposed (equal to the lower of Potency or Vitae
spent towards the Rite). Any spirit that performs a task
named by the ritualist becomes able to feed on the The Pool of Forbidden Truth (Divination ••••)
Essence, which has an inherently neutral resonance to
it. A number of spiritual targets according to Scale, This Rite involves having the Acolyte spill their blood
within the Rite’s Range, are inherently alerted to this into a vessel of any sort; a basin, a cup, a dirty bowl,
Essence and the task that will allow them to gain it; the anything that can hold it. They choose a topic they wish
ritualist does not need to be aware of the specific to divine, and then place within the vessel a vector for
targets, even with basic Range. prophecy; this could be tea leaves, bones, entrails, or
something more personal. The blood swirls, and images
The task must be completed within the Rite’s
form within the vessel, showing the Acolyte truth
duration, at which point the Essence is released to the
beyond their typical comprehension of reality. These
spirit that fulfills it (and only that one, regardless of
truths bend the mind and strain their sense of identity,
alerted targets). Higher levels of Essence, with more
but with effort can be interpreted. One question per
time provided to complete the task, of course, will likely
Potency can be asked of the Storyteller that requires no
persuade more potent spirits to attempt to complete it.
more than a short sentence in response; these answers
Motif (Wild): The dance that fuels the Rite is must be truthful, barring supernatural veiling.
exhausting and painful. 1 Willpower point must be
Motif (Corrupting): Gazing deeply into the Pool of
spent to push one’s will throughout the entirety of it,
Forbidden Truths leaves the caster’s mind truly broken,
lest the ritualist collapse into a heap or fall into frenzy,
inflicting the Primeval Truths condition, and requiring
and the spiritual effort inflicts the Resonant condition
a Wits + Investigation roll to parse the imagery. The
on them. This unnaturally draining version of the Rite,
Rite becomes easier to learn, requiring only Divination
however, can be Learned with Transmutation •••.
••.

Stone Sanctuary (Transmutation ••••)


This Rite allows an Acolyte to create an emergency
Condition: Primeval Truths
haven, protecting them and perhaps their coterie if they Your character has gazed into the abyss, and
are caught near dawn or need a place to hide and it gazed back into her. She suffers an uncanny angst
recover away from their usual haunts; it opens a and melancholy, having seen truths her Earthly self
physical space deep in the ground that can could not hope to comprehend. She cannot regain
accommodate multiple individuals. Willpower, and must spend an additional Vitae to
The ritual should be performed in as low a place as rise each night.
possible—in the foundations of buildings or on natural Resolution: Face the darkness. Risk Humanity
soil will do, but directly on rock is best. The ritualist Detachment, or otherwise take a significant action
draws a circle describing the Area to be affected, and all where your character briefly faces the void.
that desire the protection step inside. If the Rite
succeeds, the solid material beneath the ritualist warps
around a sphere marked by the circle (and defined by
the Scale’s area), lowering everything in that sphere

Blood Sorcery: Rites of Damnation 55


Touch of the Morrigan of the Area willed as their own. (Some perform more
sacrifices, thereby creating a square or irregular domain
(Destruction ••••, Divination ••) instead of the usual triangle.) All sacrifices must be
made during the same night as the casting, with the
A rusty knife is slit along each arm, bringing the Acolyte making the roll and spending their own blood
ritualist into a state of near frenzy, and the destructive, after the final bloodletting. No vampire, spirit or other
unreleased anger of the Beast is guided into the supernatural creature may feed from the dead — doing
subject’s hands. Over the course of the duration, the so ruins the ritual.
first time the subject touches a hostile target (using a
Once the region is marked out and the attempt
Strength or Dexterity + Brawl “attack” in combat),
succeeds, the Acolyte operates as a local patron “spirit”
lethal damage equal to Potency is dealt to them (which
to that area for a number of nights equal to the total
they can roll a contested roll against to lessen). Multiple
successes she rolled. In addition to taking on a
target factors can allow the strike to be made more than
somewhat ephemeral form, akin to a Strix’s Shadow or
once, but never twice on the same target, or to provide
Twilight Form (but made of whatever material or
multiple subjects with this power.
energy the caster likes in the former case), the player
Motif (Corrupting): The state of near frenzy remains also chooses a concrete manifestation of authority for
on the caster’s mind, causing the Tempted condition at the character per point of Potency, representing their
a -5 penalty to be imposed on them. The Rite’s able to influence over their domain. Some examples include
be Learned with Destruction •••. taking absolutely no penalties from Tilts or
environmental hazards in the domain, draining the
Willful Vitae (Protection ••••) “health” of the domain instead of relying on Vitae
(causing trees to die or pavement to crack), using
Using their spilled blood, the caster paints themself Potency as a dice pool to directly attack using the
or other intended target (or representation thereof) domain as a “limb” (a tree branch might fall on a target,
along the neck with it, allowing it to slowly seep into for instance), or preventing others from entering a
the flesh or utilized material. For the duration of the specific area, but anything that can be managed by
ritual, the subject is protected from taking on the blood Transmutation or Guidance as a short term effect
bond (though it won’t cancel existing bonds) or could be an option. The Storyteller might then cause
needing to check to take on Vitae addiction (though additional minor side effects and manifestations to
existing addictions still affect them). crop up, as desired.
Risk +1: While Vitae addiction still isn’t removed (For those using rules for ephemeral beings, such as
from a target, they don’t need to check for it or risk in Chronicles of Darkness, this Rite can instead
becoming Deprived for the duration of this Rite. transform the Acolyte into an actual spirit, treating the
marked domain as Open to them. They gain Attributes
equal to the highest of each category (Power is the
As One highest of their Intelligence, Strength, and Presence,
(Transmutation •••••, Guidance •••••) for instance), a Rank according to those Attributes, and
Numina, Influences, and Manifestations equal to
All Crúac blurs the line between the ritualist and the Potency, but not exceeding the Rank’s maximums;
physical world, allowing them to work their will on these should be appropriate to what’s possible with the
people and objects and energies as if they were limbs of Transmutation and Guidance Themes, but never allow
their own body. As One extends that principle farther them to actually travel to another realm. Generally, the
and deeper, investing an area with their spirit and, at Influences will be split between Blood and the Domain
the same time, making them a reflection of that itself, but the Storyteller might allow for other options.
territory. Many Crones consider this ritual a pragmatic Their Bane and Ban take the form of normal Kindred
apotheosis: the ritualist literally becomes a local god, at weaknesses; Fire and Sunlight still work as Banes, and
least for a while. Daysleep is akin to a Ban in many ways.)
This ceremony requires significant time. The Acolyte Add Other Themes: Adding other Themes can
must sacrifice at least three living things, at three increase the options provided to the character;
different locations, thereby marking out the boundaries Divination might allow them to project their senses

56 Blood Sorcery: Rites of Damnation


anywhere in the Domain reflexively, for instance, or to parts are used, it retains its memories and a vaguely
know when someone has used a supernatural power. similar personality.
Destruction might cause the domain to literally sap the It loses Vitae like Kindred, each Night, and
life from the caster’s enemies. replenishes it not by feeding, but by devouring flesh,
Motif (Corrupting): The sacrifices made must be gaining points equal to lethal damage caused. If it loses
human, and these cause detachment even if the all its Vitae, the magic ends early.
character has taken a Bane to avoid it. This more The creature has no compulsion to obey or even
inhumane version of the Rite, however, can be Learned respect the participants, but it has an inherent
with Transmutation ••••• or Guidance ••••• knowledge that the creator could dismiss it at any time,
alone. so the caster has the 8-again quality on social rolls
against it.
Add Guidance ••••: The creature becomes more
Birthing the God (Creation •••••) amiable, gaining an Aspiration of “obey my creator”
With this ritual, a member of the Circle opens that it tends to want to fulfill, and a Vice of “serving the
themselves up to the pure creative force of the Crone. Circle.” These have the normal mechanical effects on
They (and often, their coven, if they have an Altar) Social Maneuvering.
contribute Vitae and body parts towards the sacrifice. Risk +3: The god’s effective Retainer rating may be
The body parts can come from anywhere, from raised up to a maximum of 5 + the creator’s Crúac
anything, but must be able to be put together (at least rating, with enough Potency.
in a vague approximation) as part of the ritual, forming Motif (Corrupting): The pieces of the god are just a
a full, something humanoid form of the appropriate representation; the true god grows to size from within
Size. A name must be given to the God as part of its the ritualist and then bursts out from inside them in a
creation, its title often split up between participants gory display. This deals lethal damage equal to the god’s
when there’s more than one. With the name, the Size to the caster, but can be Learned with this
blood, and the body, something is brought into the methodology in a way that adds the Aspiration and
being where there was simply death before. Vice without requiring Guidance.
Each such “god” is different. Some are patchwork
abominations, some are strange amalgamations of
numerous features, some are otherworldly in their Curse of the Beloved Toy
beauty. However, no matter the form, they’re always
alien and unsettling. (Transmutation •••••, Divination ••)
The Potency of the ritual is split between the effective This powerful but difficult ritual requires two things;
Retainer rating of the God (capped at 5 normally), and a potential victim (or victims) and a beloved possession
the Blood Potency gifted to them (capped at the of theirs. As part of the initial casting, Vitae is allowed
caster’s); both must be at least 1. For each dot of to soak into and slowly corrupt the dagger, which is
Retainer gifted to it, it receives 1 dot of a Discipline bathed in the Acolyte’s blood over the course of the
possessed by the caster (or other participants). The god ritual. More Vitae than normally is needed can be
enters the world with Vitae equal to the sacrifice used invested, which should be kept track of.
and any additional provided in the ritual (capped by its After the ritual’s completion, the possession becomes
Blood Potency normally), and can spend Vitae as it tied to the caster’s target, resonating with their soul. At
were Kindred. It exudes an aura functionally identical any time over the duration, the caster must kill their
to the predatory aura, but any Kindred witnessing it victim to finalize the ritual. At this point, the possession
knows that it doesn’t face a Beast, it faces something becomes an Anchor (see Chronicles of Darkness, pg.
else entirely. 122 and 126), and the victim leaves behind a ghost
It cannot learn additional Disciplines on its own, nor (rank 2) that becomes bound inside it, taking on the
form Devotions, but if destroyed or the magic dispelled Fettered condition (Chronicles of Darkness, pg. 133).
or dismissed, it can be recreated with further The ghost becomes inherently blinded by the process,
capabilities using a more potent ritual, and if the same and lashes out at whoever uses the object, making use
of its Influences to curse the object’s new owner at the

Blood Sorcery: Rites of Damnation 57


most inopportune times (if the Storyteller doesn’t wish into their body, pulled from whatever place it was
to make use of specific Influence effects, it simply going. The target must not have been dead for more
causes a Dramatic Failure each time Essence is spent). than a number of days equal to the ritual’s Potency.
If additional Vitae was imbued in the object, the ghost The last of the Vitae used in the casting is fed to the
can use it in addition to their Essence. The object corpse at the ritual’s culmination, and the target gasps
doesn’t need to be used actively, simply carried by the back to life, regardless of the circumstances of death.
recipient. The ghost can be exorcised normally, with He does not heal beyond recovering a single Health
appropriate rolls or abilities. level, cannot sleep, and does not stop rotting (indeed,
Risk +1: Any attempt to exorcise the ghost suffers a he’s effectively undead now). Other magics might
penalty equal to Potency if done with normal systems, ameliorate the worst of these effects. The individual
or requires a Clash of Wills against the caster if utilizing remains “alive” for so long as the ritual’s duration lasts,
a supernatural power. or until their body is destroyed (by losing their last
Motif (Pagan): The object remains empowered by the Health level to aggravated damage again). The same
Vitae invested in it, causing the effect to end when the target cannot be raised with this ritual more than once.
ghost spends the last Vitae, risking the caster becoming Risk +1: The Acolyte can raise someone who has died
haunted by the ghost afterward. This riskier Rite can be more than once. This Risk raises by 1 for each
Learned with Transmutation •••• and Divination additional time they’ve died.
••. Motif (Corrupting): The weight of the target’s death
rests heavily on the Acolyte’s shoulders. For so long as
the Rite is in effect, the ritualist suffers 1 aggravated
Denying Hades wound that cannot be healed through any means.
(Protection •••••, Transmutation ••••) However, the Rite can then be Learned with Protection
••••• alone.
With this Rite, which involves a bloody preparation
of the corpse, a minor sacrifice, and a supplication to
whatever dark gods the worshipper venerates, the
Acolyte is able to pull a recently dead mortal’s soul back

58 Blood Sorcery: Rites of Damnation


Gorgon’s Gaze break down their body, causing one aggravated damage
per turn they’re touched; if this brings them into
(Transmutation •••••, Divination ••) wound penalties, they gain a dot of Crúac, up to a
maximum rating of the caster’s, for the remainder of
The Acolyte creates a milky, clay-like substance with the duration. Long durations can allow additional dots
their Vitae and various natural bits of sediment, of Crúac to be granted with the same process after
spreading it across their eyes, over the top and bottom they’ve healed the initial wounds.
portion of their sockets. At any time over the duration,
Risk +2: If the Scale of the ritual covers more targets
they can focus their gaze on another’s eyes within
than directly gain the benefits, this residual magic can
Range to trigger the effect. The target (or targets) must
then be channeled by its subjects in order to rouse
then immediately contest the Potency of the ritual; if
objects to life; they must touch the object (which has a
they fail to, they find that one of their limbs turns to
Size no larger than factors allow for) and spend a point
stone per point of Potency remaining, causing an
of Willpower, which allows it to come to life, gaining a
equivalent of the Arm Wrack or Leg Wrack Tilt. If the
semblance of intelligence akin to a lizard’s, and a
Potency is 5 or greater, the target entirely turns to stone
Retainer rating equal to the Rite’s Potency (capped at 5
for the duration that remains. Kindred and others
as normal). They’re subject to the Animalism
capable of regeneration can “heal” partial
discipline, but otherwise obey the subject that created
transformations like aggravated damage (effectively re-
them. No more of these “creatures” can be born than
growing the body parts and supplanting the stone). Full
are accounted for with the “spare” Scale.
transformation cannot be undone without the Rite
ending or another power Clashing with it. Motif (Wild): The veneration of the Crone drains
the caster on a spiritual level, causing them to collapse
Risk +3: Even a single remaining Potency after the
and require a point of Willpower to rise and finish the
contested roll causes a full transformation.
ritual. The Rite can be Learned a little more easily,
Motif (Corrupting): The chalky substance is fully requiring Destruction ••••• alone.
flushed through the caster’s eyes, giving them the Blind
condition until the Rite is triggered on all potential
targets (per Scale applied). This debilitating Rite is Roving Hut (Transmutation •••••)
Learned with Transmutation •••• and Divination
This strange ritual involves the anointing of the
••.
Acolyte’s Haven with their Vitae, along at least four
corners of the area, and then lashing out at the ground
Mantle of the Crone (Destruction •••••, itself with their predatory aura. With this, the Haven is
altered beyond normal bounds, allowing it to act on its
Transmutation ••••, Guidance ••) own.
The Acolyte must dance themself into a trance, The initial Potency of this Rite is used to raise the
involving veneration of the pure creative and Haven up to five dots, as it simply grants the caster its
destructive prowess of the Crone in whatever form they awareness, but if there’s enough Potency remaining
worship her, activating the Blush of Life as part of it after that, it animates and alters the location, creating
(the cost is covered by the Sacrifice). At the ritual’s dots of the Retainer merit, applied to the Haven itself
completion, they rise and allow the gathered energy to and capped normally. Each dot grants one of the
be unleashed towards their target(s), allowing them to Ritualist’s Discipline dots to the Haven, as well. The
take on the bearing of the Crone, of the unknown that Haven’s “field” involves dissuading intruders and
exists at the pit of every soul, of the creation that seeks assisting the Acolyte in anything that an animated
to grow and consume, of the pain that inspires haven theoretically could; doors slamming on
curiosity. intruders, planted traps springing on their own, or high
For duration, every character who fails to contest the tech security systems firing off without actual triggers,
ritual’s Potency suffers the Primeval Truths condition for instance. Disciplines granted expand this field and
(see page 55) when seeing the subject. The target’s might work in odd ways; Vigor might allow the wood
touch carries a creative burn with it, assaulting a in the floor to reach up and attack someone on its own,
sentient target’s mind with strange visions that begin to even without a “moving part” to work with, for

Blood Sorcery: Rites of Damnation 59


instance. The exact limits of this are up to the should map to the Miracle’s level in Availability, or
Storyteller. have a similar level of supernatural rarity to it. Of
Risk +3: The Haven rating and Retainer rating can course, with some Miracles, where the Sacrament plays
be raised above 5 dots, with enough Potency, to a max an important role, it might be more difficult to replace
of (5 + the ritualist’s Crúac rating). it with anything too disparate.

Scapegoat Blandishment of Sin (Destruction •)


(Transmutation •••••, Protection •••) Example Sacrament: Parchment paper with the
target’s name written on it with a high quality pen (or
The ritualist symbolically rips their Humanity out, blood).
tearing out a portion of their body as part of the ritual, The ritualist writes the name of their intended victim
and feeds it and any Vitae needed for the sacrifice to a on a piece of paper, and burns it in holy fire, cursing
victim who’s to suffer from weakness in the caster’s their victim silently. Over the course of the duration of
stead (or to a representation, with higher Range the Miracle, any bashing damage done to the target is
factors). Any target of the ritual then suffers from the upgraded to lethal damage, although this doesn’t stop
Kindred’s Banes gained from detachment for the Kindred from downgrading the damage again.
duration, and the caster themself adds the ritual’s Add Destruction •••: The damage is upgraded
Potency to their effective Humanity for them, to a even for Kindred.
maximum of 10. The victim, however, suffers the Banes
Add Destruction ••••: Lethal damage is upgraded
in the Acolyte’s stead, at their normal Humanity level.
to aggravated, instead.
As a side effect, the caster cannot regain Willpower
Motif (Judgmental): The ritualist ties the damage
from their Touchstones.
only to specific “forbidden” circumstances, such as
Motif (Corruption): The temptation of time spent trespassing on Sanctified grounds or acting in sin,
without fear of consequences has an effect on the requiring no additional Themes if Learned this way,
Vampire, causing them to take on the Wanton but always requiring such a condition.
condition after the ritual ends, and a -3 penalty on
detachment rolls until they resolve it (or it fades). This
version of the Rite can be Learned with Transmutation Blood Scourge
••••• and Protection •.
Elder: An Elder casting this ritual more completely (Transmutation •, Destruction •)
forces their Humanity on their victims. For the Example Sacrament: The ritualist’s own blood, at
duration of the ritual, the victim also suffers any least one Vitae
breaking points the Vampire would suffer due to Cutting their wrist and calling out to heaven for a
detachment, instead of the Vampire themself, and divine weapon in a time of need, the Sanctified forms
these suffer a -1 to the roll due to the sheer helplessness a whip of pure blood, pulled from their wound, which
of their soul corroding out of nowhere. This only works acts as a weapon with a 0L Rating. The whip lasts for
on those with Integrity-equivalents that can fall due to the duration before rotting away in a fetid stain.
failed rolls (mortals and other Kindred being the most
Add Divination ••: The whip is formed at a time of
common).
need, instead of the end of the casting; at any time over
the course of the Duration, the caster can strike out as
Theban Sorcery with a whip and it will appear in their hand, slithering
out from a hidden wound.
The Sacraments provided for these rituals are all just Risk +1: The whip works like a normal whip,
examples; while the same Theban Sorcerer will likely granting a bonus to grappling attempts.
always use the same one, different Sanctified may learn Risk +2: The whip’s weapon rating is equal to
slightly altered versions of the Miracles that utilize Potency (maximum of 5).
something else, especially in other domains. Just
remember that the equivalent rarity of a Sacrament

60 Blood Sorcery: Rites of Damnation


Revelatory Shroud (Divination •)
Example Sacrament: A cloth shroud
With this ritual, the sacrament is draped over an area
or object (or a representation of one, if at a greater
range). If successful, the sacrament sullies, fades,
and/or burns in a manner that reveals the face of the
last Potency people to touch the object or walk through
the area, starting at the last one and working
backwards.
Add Divination •••: The Miracle can be targeted,
seeking out people that interacted with the target at a
specific time period, or under certain circumstances.

Tempter’s Eye (Divination •)


Example Sacrament: A tarnished silver coin
This basic miracle, taught to many Sanctified as they
begin to learn Theban Sorcery, allows a ritualist to gain
insight into a mortal subject’s baser nature. By using
the results of the miracle, Sanctified determine how
best to then drive subjects toward temptation, fulfilling
their roles as God’s agents of damnation.
To perform the Miracle, the ritualist scratches the
name of the subject into the sacrament with an iron
nail. If the miracle is successful, the ritualist learns that
subject’s Vice or any equivalent trait.
Risk +1: For each level of Potency above one, the
ritualist also learns the character’s Virtue (or
equivalent), an aspiration, a persistent condition they
have, and then a negative temporary condition, in that
order.

Theban Inscription (Creation •)


Example Sacrament: Ink mixed with blood
In the earliest nights of the covenant, when Theban
Sorcery was barely understood and the Sanctified were symbolizing the Spear of Destiny or a finely-wrought
surrounded by enemies both living and undead, this inscription of Aramaic words.
simple ritual saved many vampires from Final Death by The Area of the Miracle defines how large the
leading them to secret havens beneath the sun-bleached marking can be, which lasts for the duration before
stones of Egypt. The ritualist mixes the sacrament fading. Potency can act as a bonus or penalty to rolls to
together and then very carefully paints a minor understand the meaning of the inscription if it’s not
representation of the symbol to be created on their already been described to someone; Wits +
hand. Then, with a placing of their hand and a soft Investigation or Intelligence + Academics as the base
word, the sorcerer can leave a mark — be it words or a pool are common.
symbol — in virtually any surface. The mark can be as Add Guidance ••: The marking conveys its message
subtle or obvious as the sorcerer wishes: a worn patch instinctively to those that are meant to know it, in the
of stone in the shape of a skull, a rough rust stain form of a mental impulse that just sort of gives a

Blood Sorcery: Rites of Damnation 61


“hunch” as to the meaning. Those not determined to it out of the caster’s control. This punishing version of
apply at the Miracle’s casting do not gain this benefit. the Miracle can be Learned with just Divination ••.

Vitae Reliquary (Transmutation •) Bloody Icon


Example Sacrament: Any object of the ritual’s Size
factor or less
(Transmutation •, Divination ••)
This Miracle, which allows the safe storage of Vitae, Example Sacrament: A statue of a saint.
is one of the most common among the Sanctified, This ritual is a Miracle reserved for dire
taught to nearly every new initiate to Theban Sorcery. circumstances. Vitae is spent, in addition to the normal
The object to be altered must be carefully prepared, sacrifice (granting no dice bonus), up to Potency in
carved with enochian symbols and perhaps even points, which is “burnt away” into the aether. At any
reshaped into a suitable form. At the culmination of time over the Miracle’s duration, the caster may beg the
the ritual, if successful, up to a number of Vitae equal Lord for respite and succor, causing the Vitae that’s
to Potency is mystically transferred to the target object been “stored away” to be cried out from a statue of a
(or objects, with proper Scale), and is safely stored for saint within the Miracle’s range. Afterward, the statue
up to the Miracle’s duration. The blood can then be crumbles beyond all recognition.
retrieved at any time by touching it and willing it out; If consumed by those other than the ritualist, the
anyone capable of utilizing Vitae may do this. The Vitae Vitae causes addiction and blood bonding as normal.
does still cause the blood bond and risks addiction for Motif (Holy): By abandoning one’s fetter’s to their
anyone absorbing it, however. past life, the Miracle can offer a purer form of succor.
Add Protection ••••: The Vitae won’t cause Upon being triggered, the caster loses a dot of
addiction or Vinculum when retrieved. Humanity, assaulted with divine imagery of their
Motif (Deliberate): By putting together the vessel on Kindred nature. Without any additional Themes
the ritualist’s own, from scratch, requiring a crafting required, however, this version of the Miracle, when
roll, the Ritual can be Learned in a form that prevents Learned, provides Vitae equal to Potency without any
addiction/bonding by just adding Protection •••. initial expenditure (effectively converting it from the
lost Humanity).

Apparition of the Host Blessing the Legion (Transmutation ••)


(Divination ••, Creation ••) Example Sacrament: A suit of armor to be affected
Example Sacrament: A holly switch, oils, and This ritual blesses the armor of a group of crusaders
incense. (one set per target in the Scale), giving its wearer the
This ritual involves a holly switch being bathed in endurance to carry out a dangerous mission. The
special oils and the smoke of burned incense. At any crusaders, who must be Kindred or Ghouls, spend
time over the course of the duration, the switch can be Vitae (up to Potency) upon first donning the armor,
snapped to trigger the Miracle, letting loose an which is absorbed by the suit, to be called upon later.
apparition of avenging angels, who storm an area and The caster can offer the Vitae themself, instead, but this
chase a number of victims equal to the applied Scale. risks the bond and addiction as normal. At any point
Any victim that fails to contest the Miracle suffers the over the course of the duration, the crusaders may
Spooked condition. reflexively call on this Vitae to heal their wounds,
Risk +1: The angels only appear to their victims, although this doesn’t ignore the per-turn limit on Vitae
leaving the Masquerade more comparatively safe. spent. This happens in a very animated, obvious way,
Risk +1: The angels cause the Frightened condition with the Vitae leaking out of the armor and then
instead of Spooked. absorbing into the wound, almost flowing towards it,
Motif (Judgmental): The switch can be made to snap making it a gross violation of the Masquerade. As such,
on its own, in the face of a particular sort of forbidden, it’s reserved for times when the crusader faces only
sinful or heretical action named during casting, leaving

62 Blood Sorcery: Rites of Damnation


Kindred (or other Supernatural) enemies, or plans to can’t possibly sin or cause harm to others, while a
leave no witnesses. demonic presence can’t be altruistic. Acting against this
The armor crumbles to rusty dust (no matter the “role” causes detachment at the caster’s current
material) at the end of the ritual’s duration. Humanity. However, this version of the Miracle can be
Risk +2: The blood spent to repair wounds ignores Learned with Creation •.
the per-turn limits of the crusader’s Blood Potency.
Dust to Dust (Transmutation ••)
Curse of Babel (Guidance ••) Example Sacrament: Myrrh-scented oil.
Example Sacrament: A tongue cut from a living The Lancea Sanctum occasionally finds it politic to
being clean up the messes of other vampires. For instance, the
The victim’s name is carved onto the sacrament, childe of an important Kindred, confessing her first
which is then ritually destroyed as part of the Miracle’s accidental kill to a Priest, will remember the church
casting. If successful, the victim is rendered unable to kindly if the covenant deals with the problem. And
speak or write until the end of the duration. even among experienced vampires, there are always
Motif (Judgmental): The victim’s curse only inconvenient bodies. This miracle allows a ritualist to
manifests when speaking of forbidden subjects, or in a transform an incriminating corpse into something
heretical manner, defined by the Sorcerer. This version more able to be transported without attracting
of the Miracle can be learned with just Guidance •. attention.
The ritualist sacrifices a few drops of the sacrament,
marking the corpse on any wounds with it (or a
Damned Radiance (Creation ••) representation of it, at higher Range). If the Miracle is
successful, the corpse transforms into unremarkable
Example Sacrament: An ornate mask
refuse, composting plant matter or food waste that,
With this Miracle, performed with a blessing of the
although unpleasant, can be shoved into garbage bags
sacrament which is adorned by the ritualist and held
and transported to a location where it can change back
there until the holy energy within is allowed to build
into body parts safely once the Duration of the ritual
up and cause it to crumble to dust around the ritualist,
wears off.
allows the sorcerer to impress, shock, or frighten
Motif (Holy): By absolving the murderer of their sin
onlookers with the glorious majesty of a walking saint
and taking it onto themself during casting (rolling
or the terrible stature of a furious monster. If successful,
detachment as if they had caused the death themself), a
the Sorcerer takes on an exaggerated, unearthly
Sorcerer can Learn this ritual with Transmutation •.
appearance, whether darkened by an intangible malice,
smoking with hellish heat, or shining with an angelic
light. Legionnaire’s Blessing (Destruction ••)
The effects of this Miracle are never subtle. For the
duration, the character’s appearance provides them a Example Sacrament: The weapon blessed, which
dice bonus equal to Potency on rolls that would benefit crumbles -after- the ritual ends
from the features gained (intimidation if looking This ritual, or something like it, was used by St.
hellish, or persuasion when looking saintly, for Daniel to bless the weapons of the Theban Legion. The
instance), but at the same time, any rolls involving sorcerer focuses this ritual on a weapon by speaking a
subtlety or that the appearance is not suitable for suffers prayer, anointing it, and then finalizing the Miracle by
a penalty equal to the same. kissing its blade or other deadly surface.
Thankfully, the Lost Visage does apply to the Vampire The damage rating of the blessed weapon (or
still, and so attempts to record their strange nature will weapons) is increased by the Miracle’s Potency, to a
make the effect look like odd camera flares or like the maximum of 5. These blessed attacks can be made at
image was blatantly altered, in addition to obscuring any time over the course of the duration, when the
the Sanctified’s features. weapon’s wielder sees fit. Such empowered attacks
Motif (Holy): The Sanctified must act in accordance must be invoked with a prayer of the attacker’s
with a part they define with the appearance; a Saint

Blood Sorcery: Rites of Damnation 63


choosing, spoken by the wielder when the attack is This ritual fills a space with holy or unholy
made. resonance, tangibly altering its atmosphere and
Guns and other projectile weapons cannot be appearance. The space — defined by Area and needing
imbued with the Legionnaire’s Blessing, though to be hidden from sight during the casting of this
thrown weapons can be. Miracle, involving a blessing and realignment of
everything inside it — is thereby “aligned” to grant the
9-again bonus to all actions involving a certain Skill, no
Liar’s Plague (Divination ••, Creation ••) matter who performs them, when those actions are
Example Sacrament: A rare insect carapace, cleaned undertaken within the affected area, for the duration.
and prepped A single Skill must be chosen for the space at the time
A curse is spoken on a named victim as the sacrament the ritual is performed, but only a few Skills fall within
is swallowed by the ritualist (they needn’t “expel” it the purview of this power: Academics, Empathy,
later, as the Miracle absorbs it). If successful, this Intimidation, Occult and Persuasion. The room takes
Miracle causes any victim’s mouth to swarm with on qualities favorable to the performance of the Skill,
beetles the next time they tell a lie over the course of becoming quiet and serene for Academics use, growing
the duration. dark and unsettling for Intimidation purposes, or
taking on dramatic acoustics for Persuasion. Whatever
Motif (Judgmental): The Miracle is inherently
the exact effect, the power of the room is clearly
judgmental, and so can be Learned with Creation ••
unearthly — frightening rooms may creak or groan or
alone.
be populated by shifting shadows, while serene rooms
may hum with sourceless chords or be lit by unmelting
Orison of Voices (Divination ••) candles. Sanctified sorcerers must be careful how they
use this ritual, for such supernaturally attuned spaces
Example Sacrament: Rosary beads. can lead to careless breaches of the Masquerade if
The ritualist attunes their ears to the voices of those happened upon by accident.
who would call out to them, whether to plead for mercy The resonance of the space also changes for any
or curse them. The sacrament is prayed over several effects predicated upon that, such as the condition for
times, until finally they dissolve in the caster’s hand. spirits, or the effects of a Dragon’s Wyrm’s Nest.
For the duration, anytime anyone within the Area of Risk +2: An additional skill can gain the benefit of
the Miracle’s effect speaks the caster’s name (or some the ritual.
nickname still intended to identify them), the voice is
heard by the ritualist, along with enough context to
understand the intent expressed in the speaker’s words. The Walls of Jericho
In this way, some Sanctified priests seem as dark angels
to their flocks, receiving prayer from wherever they may (Destruction ••, Divination ••)
roam, or appearing without warning to punish those Example Sacrament: A horn of appropriate
who speak against them, while thinking themselves Availability.
safe.
The caster blesses a horn, inscribing it carefully with
Elder: An Elder that purchases this as a Learned or the name of their victim, although the victim isn’t the
Mastered ritual at Divination ••••• becomes capable actual target of the ritual. Instead, at any point during
of breaking the normal limitations of the Scale of Blood the duration, the horn can be blown, causing any
Sorcery. They need spend no Risk or steps towards inanimate objects between the caster and the victim
Scale, instead becoming able to hear anyone speaking (within Range, and accounted for by Scale, whether in
their name across the entire world. Area or direct targets) to crumble, taking Structure
damage equal to the Miracle’s potency, minus their
Sanctity (Guidance ••) Durability. Afterward, the horn crumbles and the ritual
immediately ends.
Example Sacrament: A decorative object or one Risk +1: Any person touching an object so affected
symbolizing the skill, of appropriate Availability takes a bashing damage per Potency, as well. With

64 Blood Sorcery: Rites of Damnation


enough range and Scale, this often means the victim Risk +2: The consumer gains the Clear-Sighted
will usually suffer from the damage of their equipment. merit, and doesn’t suffer breaking points for witnessing
supernatural phenomena for the duration.
Risk +2: The Potency can be split between granting
Thief’s Mark (Divination ••) Intelligence and Wits, instead of enhancing only one at
Example Sacrament: A hollow glass object a time.
representing what was stolen, filled with black ink. Risk +3: The target’s enhanced attribute(s) may be
Churches are understandable targets for theft by the brought above their normal attribute maximums by up
desperate, mortal and Kindred alike seeing places of to the caster’s Theban Sorcery rating, with enough
worship as storehouses of treasures that are easily Potency.
fenced for funds. The Lancea Sanctum must defend its Motif (Holy): The gift of knowledge weighs heavily
relics and ritual objects, and Theban Sorcery provides on a mortal mind; the first time a given mortal
means beyond physical security. consumed an Apple of Eden, they suffer a breaking
After a theft has occurred, a Sanctified ritualist point at a -5 penalty (or an Integrity-equivalent penalty).
prepares the miracle. Using the sacrifice of a hollow The penalty lowers by 1 each time they consume
glass imitation of the stolen object filled with black ink, another, until at 5 consumed they no longer suffer the
the ritualist calls for the thief to be identified. If the penalty. This strain on living minds, however, allows
miracle is successful, the ritualist learns where the for this Miracle to be Learned more easily, with
stolen item is now located as soon as it comes within Divination • and Transmutation •.
range of the ritual over the course of the duration.
Risk +2: Even if the object isn’t within range, the
ritualist gains a vague sense of the general direction it’s
Aversion (Transmutation •••, Guidance ••)
in. Example Sacrament: A lock of the target’s hair and
Add Transmutation •: If they fail to contest the some lye flakes
Miracle, the skin of the thief’s face blisters and peels, There is more than one way to train an animal. This
leaving behind an angry red mark. When Sanctified Miracle allows a Sanctified ritualist to forbid a target
soldiers arrive to retrieve their property, the culprit is from acting in a certain way, and backs up that
easy to single out for retribution. The Miracle’s Scale prohibition with pain if the subject fails to heed the
only requires one “target” per thief/item pair. advice. The ritual is performed by crushing the
sacrament and mixing it together, which they then
burn as they explain the taboo the target is now under
Apple of Eden (although with greater range, the target needn’t be
there to hear it).
(Divination •••, Transmutation •) If the miracle succeeds and the target then breaks the
Example Sacrament: A freshly picked apple and a conditions specified, she suffers wracking pain as
drop of Vitae though seriously injured, suffering a wound penalty
The ritual involves the enchanting of an apple (or equivalent equal to Potency. The pain ends as soon as
multiple, with additional targets) with a drop of Vitae, the action ceases, but starts up again if she transgresses
which is thoroughly suffused in it, as a prayer asking for again.
a blessing of guidance and revelation to be gifted to a Risk +1: The penalty stacks with normal wound
mortal is spoken. The Vitae has its normal effects, penalties.
blood bonding and potentially addicting anyone
consuming it; with an additional Willpower put into
the casting, it can even ghoul them inherently. Baptism of Damnation (Guidance •••)
Any mortal that consumes one of these fruits of Example Sacrament: A baptismal font made from or
knowledge gains the Miracle’s Potency in either coated in silver, filled with consecrated water and
Intelligence or Wits, capped at their usual Attribute standing in place of the normal baptismal font. The
maximums. font itself may be reused.

Blood Sorcery: Rites of Damnation 65


The ritualist sanctifies the union between a vampire
and a living mortal (or more than one union, with
Bird of Sin (Creation •••, Divination •)
enough Scale), and calls upon Saint Gerard Majella to Example Sacrament: A feather of an endangered
intercede before the Lord to ensure a proper avian raptor, at least four inches long.
conception. If the ritual is successful and all parties can This strange ritual was one of the original collection
have children and consent, a dhampir child is given to the covenant in the vaults beneath Thebes, and
conceived. has been linked to other ancient magical traditions of
If the duration covers the entire pregnancy, the child Egypt. With this ritual, the character summons forth
will be born hale and healthy, with no defects or the guilt and immorality of a subject he can see directly
illnesses and no medical conditions marring the into the form of a shimmering phantasmal bird — often
pregnancy. This cannot protect against supernatural an owl, but raptors of all sorts have been cited by
influence, however. sorcerers through the ages. Some incarnations shed
Add Transmutation •••: The conception is feathers like a fire sheds cinders, others have been said
successful even if any party normally couldn’t have a to be cold, hard and sharp like ice; each bird reflects
child. the sinner, rather than the ritualist.
Add Protection •••: This Miracle will protect The Bird of Sin immediately attacks the subject,
against supernatural influences on the pregnancy; using the sorcerer’s initiative. The bird has a dice pool
anything that would possibly physically harm the child equal to Potency minus the subject’s Integrity,
must defeat the ritualist at a Clash of Wills, up to a Humanity, or equivalent trait for attacks; it ignores the
number of times equal to Potency over the duration. subject’s Defense. Its spectral talons and beak deal
bashing damage, but can hurt only the subject of the
ritual. The bird is completely intangible to all other
Bastard’s Line (Divination •••) creatures, including spirits and ghosts.
Example Sacrament: A personal item the target While the initial casting is not contested, as a
owned in life Creation ritual, the subject can will the bird out of
existence with an extended Resolve + Supernatural
Certain cities take a hard line on the Tradition of
Tolerance roll, rolled once per turn, requiring successes
Progeny, and as the guardians of vampires’ souls, the
equal to the Miracle’s Potency.
Lancea Sanctum takes transgressions seriously. When
new Kindred appear claiming not to know who sired Add Destruction •: The bird’s attacks deal lethal
them and all the suspects deny responsibility, the damage to mortals.
Sanctified have ways of determining the truth. Motif (Judgmental): A version of this Miracle can be
This miracle allows a Sanctified ritualist to see a brief Learned that delays the bird’s creation, tying the
vision of a vampire’s Embrace, allowing them to summoning and attack to either a breaking point or
identify the sire, by taking the sacrament and destroying other sinful sort of action, as determined by the caster,
it over a more modern representation of the target (or without requiring a higher level of Divination.
the target themself). Additional rolls may, at However, it must always have such a trigger, Learned
Storyteller’s discretion, be needed to pick out this way.
particularly obscure details (with Potency as a dice
bonus), and if the sire was disguised in some way, the
vision will not allow the ritualist to see through that
Gift of Lazarus (Transmutation •••)
disguise. Example Sacrament: An unearthed human corpse
Risk +1: No additional rolls are needed to identify with a communion wafer placed under its tongue
any details in the vision, as it all remains fresh in the The ritualist prepares a humanoid corpse with an
ritualist’s mind. elaborate ritual, calling upon Lazarus to bless the corpse
Risk +3: Mundane disguises are seen through, and with a lesser version of a more well-known miracle. The
supernatural ones can be with a successful Clash of corpse then raises as an animated servant, mindless but
Wills. retaining a sort of “instinct” for what it was capable of
in life, and so retains its physical attributes and all skills.
Mental and Social attributes default to 1. For each day

66 Blood Sorcery: Rites of Damnation


beyond the Miracle’s Potency that the corpse was dead,
reduce a physical Attribute dot by 1, to a minimum of
1. At the end of the ritual’s duration, the corpse falls to
the ground and rots into nothingness within moments.
Risk +2: The Sorcerer can grant Wits, Resolve, and
Composure to the servant at the cost of 1 excess
Potency per dot, up to the corpse’s rating in life.

Malediction of Despair (Guidance •••)


Example Sacrament: A lock of the victim’s hair
A long, elaborate curse is spoken and cast upon a
named victim, as the Sorcerer compels holy forces to
impede their forbidden works. The victim suffers a
penalty equal to Potency on a specific sort of action
named by the Sorcerer (like “attacking Lancea et
Sanctum members”), for the Duration.
Risk +2: The type of action forbidden can be a bit
more general, such as preventing any sort of hostile
action.

Resistance of Discipline (Protection •••)


Example Sacrament: Any holy symbol that fits the
Sanctified’s beliefs, of appropriate Availability
Said to have been found in the broken remains of the
Black Abbey just one night after the destruction of the
Monachus, this ritual enables a practitioner of Theban
Sorcery to better combat the other supernatural powers
of the Damned. By speaking a long, complicated prayer
of protection against other Damned, the Sorcerer
grants the target a better ability to resist the effects of
Disciplines aimed against them. For the rest of the
duration, the subject gains the Miracle’s Potency as a
bonus to any roll to contest a Discipline or other
Vampiric power (including the tricks of the Half-
Damned).
Risk +1: The Potency also acts as an additional
penalty to powers that are Resisted.
Risk +3: The contested pool for a vampiric power the
subject is currently under the effects of is re-rolled, with
the Potency bonus; if the new result beats the original
attempt, the effect ends as if the target was initially
successful.

Torment (Destruction •••)


Example Sacrament: An expensive physical
representation of the subject

Blood Sorcery: Rites of Damnation 67


The miracles of Theban Sorcery are a gift from God, to any contested roll against receiving the vision in the
granted by His agent to the Lancea Sanctum to do His first place.
work. Sanctified ritualists do not take failure to While the vision is being experienced, the viewer is
perform a miracle well, especially if it only failed unaware of her body or the outside world, but no
through the resistance of the subject. The failure can’t matter how long the vision seems to take to play out, in
reflect on God, so it must be their fault. After suffering reality it lasts no longer than a turn in real time; still,
such humiliation and shame too many times, a Priest this does cause them to lose their Defense for that turn,
might begin looking for ways to tilt the odds in his if in combat or similar situations.
favor. Add Divination ••••: The Vision is more intense
This miracle strikes a subject with a total lack of and realistic, causing a mundane, non-persistent
subtlety, throwing all the power the ritualist can muster emotional condition on the viewer(s) of the caster’s
into breaking the target’s defenses. Once this miracle choice.
has found purchase, however, subsequent rituals will Add Guidance ••: The Vision can grant the 9-again
have a much easier time, as Torment devastates the benefit to a viewer towards a type of action represented
defenses it overcomes. in or instructed by the vision, for the remaining
The sacrament is slowly and methodically destroyed duration.
over the course of the ritual, such as a crystal model Motif (Judgmental): The visions act solely as
crushed steadily underfoot. If the Miracle succeeds, the warnings or admonishment for performing certain
subject loses dots of Resolve or Composure equal to actions. It might be imbued in a forbidden temple to
Potency, to a minimum of one. Any remaining Potency warn any intruder of what they’ve done, for instance,
then removes temporary Willpower points. Attribute or to tell a thief of an object that the caster will be
dots return at the end of the ritual’s Duration, but coming after them. Such a warning-focused version of
Willpower doesn’t. the Miracle, when Learned, can apply conditions to
Risk +2: Potency can be split between Resolve and targets without an increased level of Divination.
Composure, and can reduce both to one before excess
removes Willpower.
Wolf in Child’s Clothing
Vision of the Will (Divination •••) (Transmutation •••, Guidance •••)
Example Sacrament: An object of appropriate Example Sacrament: A portion of the body of one of
availability to be infused with the vision. the targets’ relatives
The sorcerer infuses an object within Range with an This miracle allows a Sanctified ritualist an edge in
intense psychic vision of his own creation. Whoever using other miracles targeted on a vampire in whom the
next touches the object receives this vision as a rush of covenant has taken an “interest”, by appropriating the
sounds and images in the mind; with additional Scale, blood sympathy of one of the subject-to-be’s vampiric
additional targets can be affected by touching the relatives.
object, but the vision only works for each individual a By ingesting the appropriate sort of sacrament after a
single time. Anything the sorcerer can imagine can be minor ritual, the Sanctified calls on the angels to
instilled in the vision, but they must fully play it out in disguise them or another subject as the target vampire
their own head as part of the Miracle. The vision is for purposes of magic (with increased targets, multiple
undeniably intense, and can be used to persuade, “switches” can be made). If the miracle is successful, the
enlighten, frighten, or intimidate the viewer. ritualist and the target are unchanged to the naked eye,
The sorcerer can devise a vision that simply imparts but their blood sympathy and similar forms of magical
facts or instructions (by depicting a journey across a connection have been exchanged. At the end of the
foreign land, for example, or conjuring a vision of a miracle’s Duration, the blood sympathies and other
wise man) or it can be used to attempt a Social action connections of both vampires revert back to their
on the viewer “belatedly,” rolling the activator’s normal normal state.
dice pool for the attempt before instilling the vision in Note that any sympathetic tie of the subject rolling
the object. Such uses are resisted normally, in addition blood sympathy to sense the emotional state of the

68 Blood Sorcery: Rites of Damnation


subject, or send out a message, will read the ritualist (or This miracle allows a Sanctified ritualist to take away
other subject) instead and realize, on a successful Wits the tools of his enemies, burning the Vitae out of
+ Occult roll, that her family has been infiltrated. ghouls so that they no longer pose a threat unless their
Risk +2: The signs of diablerie are reversed as well; master wastes resources to resupply them with blood.
reading one subject with Auspex or other abilities and The sacrament is broken with the links scattered over
attempting to discern diablerie or the tainted condition an image of the subject’s master; this needn’t be a
will read the result from the other individual unless photo, it can be a representation such as a drawing. If
they beat the ritualist at a Clash of Wills. Similar Risk the miracle is successful, Vitae equal to Potency in the
(cumulative) might allow for other information ghoul’s system is destroyed.
discerned by Auspex and other abilities to be swapped. Add Protection ••••: The Miracle also suppresses
Motif (Deliberate): The Sanctified must thoroughly the Vinculum and blood addiction of the ghoul for the
research the lineage of the one being supplanted; this is Duration of the miracle.
an extended research roll with 10 successes required, as
well as some source on the subject, requiring an hour
per roll. Learning this more thoroughly prepared Lash Beyond Death
Miracle requires only Transmutation •••.
(Transmutation ••••, Divination ••)
Example Sacrament: Flesh from the subject
Aaron’s Rod (representing at least 2 lethal damage)
(Transmutation ••••, Divination ••) This ritual trains a vampire’s will to endure past the
moment of its own defeat — or destruction. The subject
Example Sacrament: A wooden rod or staff of this ritual (typically the sorcerer himself) may take a
This ritual involves the enchantment of a wooden (or single action immediately after entering torpor or being
other organic) rod or staff, involving the carving of the delivered unto Final Death. The action to be
imagery of a serpent somewhere on it during the ritual’s performed is decided when the ritual is activated and
performance. Anyone holding the staff may activate it cannot be changed; to perform the Miracle, a
by commanding it to perform an action, at which point pronouncement of that action is made and the
it immediately transforms into a venomous serpent, sacrament that’s been taken is burnt and then
which uses typical statistics for its kind and has a venom swallowed by the Sanctified. This ritual only affects
with Toxicity equal to Potency (as a hemotoxin, it can vampires and similar forms of undead.
destroy Vitae in vampiric victims). The snake will The prescribed action can be anything the subject can
follow commands given to it by its activator. perform in one turn, generally meaning an instant
Risk +1: The caster can inscribe a command into the action, as no matter the overall duration of this ritual,
snake ahead of time, for instance having it attack it cannot animate the subject beyond death for long.
someone specific, which overrides any order from its However, if the duration covers more than one instance
activator. of being torpored, its effects might happen multiple
Motif (Judgmental): The rod is imbued with a times, up to a maximum number equal to Potency.
specific condition, meant for punishing an individual Whatever the case, as soon as the Vampire enters
or impeding a specific type of action, that activates the torpor or would meet final death, so long as the
staff instead of a command from its wielder; typically, duration hasn’t elapsed, the action is immediately
this is combined with the Risk to imbue it with a performed by them, at their normal dice pool. If the
specific command. This version of the Miracle can be vampire’s body would be physically incapable of
Learned with Transmutation ••• and Divination ••, performing the action (a vampire without a tongue
but must always have a specific condition tied to its use. cannot recite a prayer, for example), this ritual is
wasted. Nearly ruined vampire bodies have proven to
be capable of frightening feats, however, including
Break the Chain (Destruction ••••) walking on ashen legs and speaking with mummified
Example Sacrament: A pure gold chain tongues. Though the subject may request an action to
be mandated by the ritual, only the sorcerer has the

Blood Sorcery: Rites of Damnation 69


power to commit the undead body to that act. womanly saint or holy figure appears before the scene,
Therefore, only the action actually mandated by the visible to anyone within the Area factor of the ritual.
sorcerer is triggered by the subject’s torpor or This image inspires a fierce, spiritual guilt to
destruction. However, unwilling activations of the vampires for the remaining Duration of the ritual; if
ritual are contested normally. they fail to Contest the ritual, the remaining Potency is
Risk +2: The time the subject has to perform the added to their Humanity for the sake of what
action is increased by 1 turn. This Risk can be used constitutes Detachment. Mortals instead suffer a
multiple times, acting cumulatively, up to a number of penalty to breaking points, with other supernatural
times equal to the caster’s Theban Sorcery rating. beings having their Integrity-Equivalents triggered
appropriately (Mages might suffer Acts of Hubris at a
lower Wisdom, for instance).
Lord’s Chalice (Protection ••••) As a little-understood side effect of this Miracle, any
Example Sacrament: A silver chalice and one Vitae present for the manifestation of the Miracle gain a dice
worth of blood. bonus equal to Potency to Crúac Rites performed in
The potency of advanced age brings danger and the Area. Some members of the Circle of the Crone
paranoia, as elders are forced to feed from other believe it’s evidence of the righteousness of their gift.
vampires, risking Vinculum. The chance is only slight Risk +2: Those in the area suffer an immediate
if they keep to weak-blooded vessels, but there are times breaking point at their current Humanity level (or
in the duties of a Sanctified Bishop or Priest when an equivalent).
elder must drink blood of which he is not entirely sure; Motif (Holy): The caster suffers from the Miracle’s
co-mingled Vitae in group rituals, for example. A slight effect even if not present in the targeted Area of it, and
chance of Vinculum is too great a chance; a Priest immediately suffers detachment at their current
should submit only to God. Humanity rating whether they sin or not. This
This Miracle was developed to defend against the humbling version of the Miracle can be learned with
possibility of potent Vitae being introduced into a Divination ••.
ritualist’s blood supply. The ritualist vomits blood into
a silver chalice over the course of performing the ritual,
then pours it out in a line. If the Miracle is successful, Mark of the Damned
the sacrament becomes a protective intermediary. (Destruction ••••, Divination ••)
Anyone drinking Vitae that has been collected in it
does not form a stage of Vinculum. Example Sacrament: At least 5 points of Vitae
Risk +1: The chalice also protects against Vitae With stripes of the Sacrament over the affected Area
addiction. and an occult prayer, the Sorcerer can ward a haven
Add Divination ••: The Divination component of against those who would trespass in the lair and do
the miracle provides a bitter taste to the blood taken harm to sleeping vampires. The painted marks from the
from the sacrament if the drinker is unaware of the Sacrament must be plainly visible to visitors and
donor, offering knowledge of the attempt at intruders. Any creature who enters the Area intending
contaminating it, even if thwarted. to harm any vampire sleeping within is subject to one
point of lethal damage per Potency, inflicted
immediately. This damage is completely supernatural
Marian Apparition (Divination ••••) in origin — gashes spontaneously appear on the flesh,
stomachs give up throatfuls of blood, bones suddenly
Example Sacrament: A piece of pure white cloth of
snap — and it cannot be dodged or stopped with most
the finest materials, stained with a single drop of
armor (Resilience works normally, however).
menstrual blood.
A trespasser who knows how the ritual works can
A blessing is sought from Mary, and used to bless the
attempt to hide his intentions even within his own
sacrament cloth, which retains that blessing until the
heart, fooling the scrutiny of the ritual’s magic and
Miracle is triggered by tearing the cloth in half. Upon
avoiding damage; they add their Subterfuge score to
being triggered, an apparition of Mary or a similar
their contested roll. Note that visitors and intruders

70 Blood Sorcery: Rites of Damnation


who do not intend harm as they enter are unaffected The burning sacrament is placed against the caster’s
by the ritual, but are not prevented from developing own skin, allowed to just barely burn them, as a
violent intentions once they’re inside; the wounds may humbling reminder of their own place in the world.
suddenly apply if the Area covers the entire inside, Upon a successful completion of the ritual, any
instead of just the boundary, however. spellcaster who starts to cast a spell on the target (even
Motif (Deliberate): More elaborate work is done if Sympathetically) feels an eerie, foreboding sensation
warding the haven with this version of the Miracle. An that makes them want to cease what they’re doing
extended Wits + Occult roll, with a target of 10 immediately; said spellcasters can be non-Sanctified
successes and 1 roll per hour, must be completed to Blood Sorcerers, Mages, Thaumaturges, or any other
properly inscribe the area with the ritual’s potential sort of ritualist. Should they ignore this, and finish
before it’s cast. This version of the Miracle can be their spell anyway, the offending witch immediately
Learned with Destruction •••• alone, however. takes lethal damage equal to the ritual’s Potency
(there’s no contested roll, as continuing to cast their
spell effectively makes them “willing”).
Stigmata (Destruction ••••) This damage manifests as a white flame that painfully
Example Sacrament: An ornate silver crucifix engulfs them, although it does no damage to anything
The victim’s name, translated into an angelic tongue, or anyone besides the witch. Not being true “fire,”
is written across the back of the sacrament, which is magic or other protections that ward against flames and
hung on the wall and prayed in front of, as the ritualist other typical forms of energy are useless against it, but
seeks out divine punishment for a wrongdoing (or it also doesn’t act as a bane to Kindred. This process
general heresy). The victim suffers the wounds of can happen one time per target in the ritual’s Scale over
Christ, stigmata, causing them to bleed from their the duration.
hands, feet, side, and crown, suffering the ritual’s Mortal witnesses of the effect suffer from an effect
Potency in points of blood lost over the duration similar to the Quiescence of Mages, oddly enough,
(which can be all at once for short rituals, or a long, rationalizing what happened in their mind, and so it’s
slow suffering for longer durations). Those with Vitae rarely a risk of the Masquerade.
lose it first, and those without it suffer 1 lethal damage Add Protection •: Blood Sorcerers must defeat the
per point lost; ghouls lose Vitae first, and then take Sanctified in a Clash of Wills for their ritual to take
damage. Kindred that lose all their Vitae through this effect, whether they have a way to avoid the damage or
ritual are provoked to frenzy. not.
Add Guidance •••••: This “curse” need not be all
bad, perhaps a mark of holiness instead of a
punishment. The victim gains the Stigmata merit
The Judgment Fast (Transmutation ••••)
(Secrets of the Covenant, pg. 193) for the duration, Example Sacrament: A table topped with expensive
with dots equal to Potency; the damage rate is replaced food, allowed to rot.
with what’s listed in the merit. This massive plague curses the entirety of a large area
covered by the ritual’s Scale. The ritualist must
symbolically eat and then regurgitate every piece of food
Suffer not a Witch on the table while calling on God to curse the domain.
(Destruction ••••, Divination ••) Any Kindred within the area that fail to contest the
Miracle find their ability to store and ingest Vitae
Example Sacrament: A burning crucifix of limited. Any Vitae consumed during the ritual’s
appropriate availability duration that would put them above their Humanity
No man’s faith is weaker than those who take on the rating in amount is treated like mortal food, preventing
role of a god, using blasphemous magic to bring down them from keeping it in. Once regurgitated, it remains
unholy changes to the world. This powerful ritual useless, even to others attempting to re-ingest it.
works to bring down the caster’s wrath on anyone with Motif (Judgmental): By Learning this alternative
the hubris to use witchcraft against them. version of the ritual, only Kindred that have performed
a specific sin or belong to a heretical belief system suffer

Blood Sorcery: Rites of Damnation 71


the effects, requiring no extra Themes for this
precision, but also requiring that classification for it to
be performed.

Apocalypse
(Destruction •••••, Transmutation •••)
Example Sacrament: A holy text that’s at least three
hundred years old
This ritual peels back the curtain of the Masquerade
across its Area, relying on a long process of reading the
text and interpreting its words within the Lance’s creed,
and reflecting on how those within the affected domain
have breached it. At the culmination of the ritual, the
sacrament bursts into an unnatural, holy light that
floods the affected area for a brief moment.
All within the area have their supernatural natures
revealed for the duration; those affected roll to contest
the ritual as if separately targeted, and if any Potency
remains, their forms shift. Vampires look their “true”
age, if somewhat preserved, taking the form of wrinkled
old mortals, bloated corpses, or becoming nearly
skeletal (though don’t meet Final Death from this, no
matter how old). Werewolves take on a form akin to
their Dahlu form. Mages have their Nimbuses branded
across them. Other supernaturals are similarly affected
appropriately.
Any vampiric or related powers (like Dhampir Twists)
that are designed to conceal, whether changing forms
or veiling themselves, must defeat the ritualist at a
Clash of Wills, or they fail outright, and any already in
effect are similarly Clashed with and end if their user
loses the contest. Other supernatural powers to change
forms also require a Clash of Wills against the ritualist,
but their existing powers aren’t affected.
Add Guidance ••: Only certain types of individuals
are revealed and have their powers inhibited; perhaps
only one Covenant’s Kindred risk the Masquerade, or
perhaps Mages alone have trouble hiding their powers.
Motif (Judgmental): The Sorcerer must provide a
way for the domain to atone for their sins, ending the
ritual early if this action’s performed; it must be
something doable, but may be dangerous or
undesirable. This conditional version of the Miracle
can be Learned with Destruction •••• and
Transmutation ••.

72 Blood Sorcery: Rites of Damnation


Curse of Isolation (Guidance •••••) Motif (Holy): To perform this terrible ritual, the
vampire gives their higher self up to god and cannot
Example Sacrament: A homogenous, bladed weapon deny the loss in the process. The Sorcerer’s Humanity
of appropriate Availability. automatically drops by one. However, this sacrificial
The ritualist symbolically severs the bonds between a version of the Miracle can be Learned with Destruction
vampire and their Touchstone, who must be a living ••••• alone.
mortal, using the sacramental blade and a well prepared Elder: Elder Sanctified can perform a version of this
etching; Scale needs to account only for the “pairing,” Miracle that they’ve Learned or Mastered, often called
though larger Scale can account for more than one “Wrathful Judgment,” which calls upon actual flames
Touchstone or multiple Kindred, and Range must to punish its victims, burning them from within. The
account for all parties. For the duration, if successful, damage is still aggravated, even against non-vampires,
the vampire loses their Touchstone, and the Sanctified but the victims also catch fire and continue to take
gains it. appropriate damage from the lingering flames
Elder: An Elder who Learns or Masters this version afterward.
of the ritual can purchase the Touchstone to
permanently sever it from the victim, and this lasts even
beyond the normal duration of the ritual, bypassing Great Prophecy
Sorcery’s usual limitations on affecting sentient beings
so permanently.
(Guidance •••••, Divination ••)
Example Sacrament: A body part of a saint.
This Miracle allows the Sorcerer to enact a sweeping
Fires of Vengeance prophecy, predicting a great event in the near future,
(Destruction •••••, Guidance ••) and enacting their will on the world to make sure that
it comes to pass. The ritual involves writing out the
Example Sacrament: A weapon once wielded by a prophecy in a dark room with no witnesses, sealing it,
holy figure or angel having never actually seen the words directly, and then
Is this the terrible power wielded by St. Daniel against opening and reading it to the affected group, or at least
the Romans? Sanctified scholars cannot say for certain, a portion of it, at advanced range (limited by Scale as
though this ritual was known to sorcerers at the time of normal).
his Requiem. It was one of the original powers given to The prophecy cannot target a single character, it must
the Monachus by Amoniel. be some sort of group, whether a clan, bloodline,
With but a look and the sound of his voice, the dynasty, coterie, domain, mortal family, or otherwise.
Sorcerer turns a victim’s sins into white-hot flame At least one member of the group must actually hear
(though some witnesses describe the dark power as the declaration, and all must be within its Range
something more akin to electricity). The Sorcerer (usually necessitating advanced Range, with large
proclaims the sinners who are to be punished groups). It must also contain a “way out,” whether
(“Murderers!”) upon completion of the Miracle, and detrimental or beneficial, but this can be a complicated,
any sentient being within the Area of the ritual who has dangerous, or undesirable task, so long as it can be
committed such a sin is tormented by the Fires of completed; if fulfilled, the ritual immediately ends,
Vengeance from within their own blood, taking a point whether the prophecy is in effect yet or not. Finally, it
of aggravated damage per Potency (contested as must be a not-too-specific sort of event or proceeding of
normal). events that will come to pass sometime over the course
The Fires of Vengeance are a spiritual force not be of the Duration (a shorter duration has very minor
confused with earthly fire. They do not invoke a effects, if any, however, so longer ones are more
vampire’s fear of fire (though may otherwise provoke beneficial).
frenzy), and don’t otherwise act as that Bane does to If beneficial, the prophecy will provide the equivalent
Kindred, nor to other magics that affect mundane of dots of a Merit equal to Potency that align with the
flames. prophecy (“The family will come into great wealth” will

Blood Sorcery: Rites of Damnation 73


provide Resources, for instance) to each affected target, latter happening before the effect of concealment, thus
or some equivalent benefit, at Storyteller discretion. allowing even more potent vampires a temporary
If harmful, merits might be destroyed or simply reprieve from sunlight.
blocked for the duration, again equal to Potency, or Motif (Holy): The activator loses a dot of Humanity
some similar effect might occur. It will never lead to a upon activation of the sacrament. By making this
character’s death, however. sacrifice, the Miracle can be Learned with a lower
Risk +2: Events align in the short term that lead Theme rating, requiring only Protection •••• and
towards the prophecy; leading up to its fulfillment, any Creation •••.
action that would lead towards it gains Potency in
bonus dice, and any that would go against it take
Potency as a dice penalty. Place in Time (Protection •••••)
Motif (Judgmental): The prophecy is inherently Example Sacrament: A small clockwork watch of the
detrimental, speaking of a punishment that will be highest craftsmanship and best materials (Availability
handed down on the group unless penance is made; it •••••)
cannot be used for other purposes. This version of the Using an ornate, consecrated blade, the caster carves
Miracle comes more easily to the Sanctified, requiring the current date into the sacrament, and then slowly
only Guidance •••• to Learn. takes it apart, forming the shape of an IX monogram
and then speaking a prayer for clarity and consistency
to the angels.
Miracle of the Dead Sun (Protection •••••, If successful, for the duration of the Rite, for any
Creation •••••, Divination ••) power that would alter the subject’s sense of time, place
in time, personal history, or potential futures/destiny,
Example Sacrament: A piece of pure silver jewelry of this Miracle provides a level of protection; if they fail to
master craftsmanship resist the power naturally (or have no way to), a Clash
This ritual, which involves supplication to God for of Wills is made by the ritualist, up to a number of
temporary forgiveness, in order to carry out His will, times equal to Potency. If successful, the power has no
enchants an expensive sacrament to be used in a time effect on the subject. Less direct changes in the past
of dire need. If successful, a short phrase is keyed to might still be successful overall, but will not affect the
activate the object, which any Kindred may use to target’s memory.
activate it over the course of the duration. Upon Add Divination ••: Any time the character’s
activation, the jewelry tarnishes and falls apart, as an protected successfully, they gain intimate knowledge of
inky blackness is coughed up by the vampire and the attempted change, and any aspect of the power that
allowed to flood into the sky. Within moments, dark, still affected the wider world, in a brief vision.
unnatural looking clouds blot out the sunlight in the Motif (Deliberate): The Sanctified must successfully
affected area, raising the effective Humanity of all meditate with their target(s) for a full six hours before
Kindred in the area by the Miracle’s Potency performing the Miracle. This well-prepared form of the
(maximum of 10) for the sake of sunlight damage only, Miracle requires only Protection •••• to Learn.
and affecting the damaging frequency as if they were
wearing clothing concealing all but their eyes (even if
this would stop it altogether). Unaware mortals will Pledge to the Worthless One
usually rationalize the event as a freak storm, and
indeed, heavy rain does fall. (Guidance •••••, Creation ••••,
Risk +1: In addition, slumbering Kindred are
immediately able to roll to wake up, not suffering the
Transmutation •••, Divination ••)
Lethargic condition if successful, and needn’t roll again Example Sacrament: A living person content with
to stay awake so long as the duration remains. their life
Risk +2: Potency can be split between raising This powerful but infernal ritual is considered
effective Humanity and lowering effective Blood heretical to all mainstream Lancea et Sanctum creeds.
Potency (for the sake of sunlight damage only), with the It involves little more than calling on the force of the

74 Blood Sorcery: Rites of Damnation


devil Belial - the Worthless One - to gift upon a requirements to Guidance ••• or Divination •••
Vampire his dark blessings, and then killing the alone; it simply reveals the target to Belial, who accepts
sacrament as the target swears themself to Belial. The their pact, but the Motif’s effects become non-optional,
ritualist and target(s) must be willingly undertaking the even when improvised.
Miracle for the effects to take hold, but once it’s taken
effect, it cannot be ended by any known means (even
through typical dispellation); the Miracle’s effectively Rain of Blood (Creation •••••, Guidance ••)
an “instantaneous” power. It only works on Kindred, Example Sacrament: Some of the caster’s own Vitae,
however. drawn out with a knife of pure, masterfully sculpted
This affords a number of effects: gold
• The subject chooses one of the seven deadly sins The sky or ceiling erupts in a downpour of deadly
with which to ally: greed, pride, wrath, sloth, blood, no matter the current weather conditions or sort
gluttony, envy, or lust. From that point forward, of area the Miracle’s targeted within. This ritual enables
Vitae drawn from a mortal in the throes of that a sorcerer to transform his own Vitae into a slicing,
sin is doubled in amount gained. Characters not scalding rain of blood, by drawing it out with the
exhibiting any level of that sin, however, provide sacrament and offering it up to the angels with a prayer,
half the normal nourishment. that it may be cast down again on the covenant’s
• The subject gains the advantages of frenzy at all enemies.
times, without losing their lucidity. The rain falls slowly at first, a drop at a time, as the
• The subject can’t maintain a Touchstone (and sorcerer enacts the ritual, ending any other sorts of
any they had lose all effect). weather that might have been in effect at the time
• The target exhibits some permanent physical sign (supernatural weather might require a Clash of Wills).
of damnation, which can vary from cloven Once it’s built up for a turn or two, however, it pours
hooves, to a third nipple, to horns, or any other down as hard as the sorcerer likes (possibly imposing
classic sign of diabolism. the Heavy Rain Tilt on the Area). Though the Rain of
• The target gains a familiar, which has a Retainer Blood falls on everyone and everything within the Area,
rating equal to Potency, and one Discipline from only those the Sorcerer wishes to harm are hurt by the
the target or ritualist per two dots of its rating rain. The rain causes an Extreme Environment of a
(round up), capped at 5 dots as normal. The level equal to the Miracle’s Potency, but this affects only
target can see through its eyes and even speak those the caster wishes to be harmed; all others only
through its mouth. suffer the penalties of the Heavy Rain Tilt. No Armor
• Any Lancea et Sanctum member is honor bound short of complete cover can stop this damage. Living
to destroy them if their pledge is ever uncovered victims will also suffer the Sick Tilt while in the area, at
(which can be revealed by noticing the signs on the grave level.
them, or through checks with Auspex). The Rain of Blood is real enough to the senses: it
Motif (Holy): Rather an inversion of the motif than stains, it sticks, it soaks, it puddles, and it remains even
an application of it, the target nonetheless loses a dot after the ritual’s effects are ended. It may even provoke
of Humanity immediately upon swearing to Belial, and a hunger frenzy. It cannot be consumed as Vitae,
the ritualist must face Detachment at their current however, or otherwise provide sustenance, and does
rating every time. In addition, the ritualist’s magic not yield conclusive scientific results if tested for DNA
inherently takes on a tainted quality (see the Motif of or blood type; it seems to be an indecipherable mixture
Corrupting in Crúac for inspiration), which is easily of human blood. Supernatural means might provide
seen by the Lance as a sign of this pledge. This damned more useful results, at Storyteller discretion.
“Miracle,” however, is Learned comparatively easily, Motif (Judgmental): The storm specifically affects
requiring only Guidance ••• and Transmutation those that are known as enemies to the Lancea
•••. Sanctum; no other sort of condition can be put on
Storyteller Note: For Storytellers wishing to push the who’s harmed by the rain. This version of the Miracle
fact that The Worthless One exists and is helping to can be Learned with Creation ••••• alone.
empower this ritual, you might consider changing its

Blood Sorcery: Rites of Damnation 75


Seek the Sleeping Lord (Divination •••••) This “angel” is built mechanically like a Strix, but is
formed of holy light instead of otherworldly shadow,
Example Sacrament: A fang of a vampire that’s at and so differs in the following ways:
least 100 years old • Many of their traits and abilities differ by name,
This ritual is used by the Lancea Sanctum to uncover if not mechanics: “Shadow Potency” is “Celestial
the resting places of torpid vampires that have been lost Potency,” “Vitae” is “Essence,” “Owl Eyes” is
to all other means of inquiry. The most experienced “Sacred Sight,” and “Doom Sense” is “Fate
Diviners in the covenant are required, but the effort is Sense.”
worth it; the ritualist doesn’t need to be looking for a • Its traits cannot be raised without ending the
specific subject, or even know if there are any to be ritual and “re-creating” the angel.
found.
• Angels will not diablerize or feed on each other;
Burning the sacrament along with some purified instead, they can regain Essence through time
wood, the ritualist draws a large map of the area to be spent in Holy Ground, regaining 1 per success
searched on the floor with the charcoal that forms. If on a Power + Finesse roll, once per day. This is
the ritual succeeds, drops of blood bead from their skin in addition to normal breath drinking methods.
as they pace methodically over the map, falling in the
• Angels start with two dots in Academics instead
locations of any Kindred in torpor. One vampire is of Occult.
uncovered per target in the Scale, unless all torpid
• Angels have a Virtue instead of a Vice. These
Kindred in range have been found. Typically, the
“Virtues,” however, are angelic virtues, often
ritualist builds as large a Range as possible to cast the
something like “Vengeful” or “Unforgiving,” but
net wide.
acting mechanically like Virtues normally do.
The covenant doesn’t necessarily awaken the They also gain Willpower by seeing dawn,
vampires it uncovers, first using lesser Divination instead of dusk.
rituals to discern their identities, but it keeps records of
• Angels lack the banes of fire and sunlight,
where they are to be found. Some Sanctified make an
instead suffering when all light is snuffed out
annual practice of performing this miracle, updating
around them in the same way Strix fear sunlight,
their maps with the locations of vampires freshly fallen,
and have an inherent inability to lie (they
or spotting when sleepers awake.
needn’t speak whole truths, but can never speak
Risk +2: The character may ask a number of something patently false). They take on other
questions about the torpid vampires (in total) equal to banes with increased Celestial Potency.
Potency, which can have about a sentence of
• Angels have no predatory aura, but do have a
information in response.
disturbing aura that Kindred can sense,
nonetheless. Angels resolve Wanton by
Servant of God punishing someone for giving into temptation.
• Shadow Form is replaced with “Luminous
(Creation •••••, Transmutation •••••) Form,” giving them the appearance of glowing
Example Sacrament: A solid gold statue representing light in various shapes; they still gain the stealth
one of the archangels bonus when in any area with enough light for
mortals to see by. Their eyes take on a bright blue
While none of the Sanctified would ever claim to be
hue, instead of yellow. Similarly, “Shadow Jump”
able to “create” an angel, this Miracle nonetheless
becomes “Celestial Transport,” and applies to
allows the ritualist to beseech their God for a servant to
visible beams of light, and “Dark Places” instead
assist them with their duties within the world. A prayer
forms a gateway to their own world, requiring an
is uttered to the statue, entirely in a strange, angelic
area of intense brightness. The exact effects of
tongue which must be recited in exactly the right way
this locale are up to the Storyteller, if it can even
that’s needed to perform this Miracle, and if successful,
be reached by other beings.
cracks glowing with light begin to form along the statue
They otherwise gain embodiments normally,
until it finally bursts into a dust, an angel formed of
except reverse the Celestial Potency
pure, holy light left in its wake.
requirements between “Possess Corpse,”

76 Blood Sorcery: Rites of Damnation


“Possess Revenant,” “Possess Kindred,” and to command such a being. It will have its own goals,
“Possess Living,” tending to prefer living hosts. usually somewhat related to the purpose they were
“Synthesis” creates strange “holy” beings instead “created” for, but sometimes differing in specific
of Vampires, reversing the order of the successes details.
needed to do so; the exact effect of this varies, Motif (Holy): Calling the angel requires a sacrifice of
and is up to the Storyteller. the creator’s raw Humanity to call forth the angel from;
Potency is split between granting the angel its starting a dot is lost on the ritual’s completion. This sacrificial
Celestial Potency (capped at the caster’s Blood Potency) version can be Learned with Transmutation •••••
- which defines its attributes, based on the minimum alone.
for their Celestial Potency level - and granting it dots of
the caster’s Disciplines, which are used instead of
Dread Powers, and are capped at the usual number for Sins of the Ancestors (Divination •••••)
its Celestial Potency; this can include Theban Sorcery Example Sacrament: At least 2 Vitae or lethal
itself, Theme dots, and Mastered rituals. damage worth of the target’s (or targets’) blood.
Note that this angel is NOT under the caster’s
control, and indeed, Theban Sorcery is utterly unable

A ngels
It’s possible that the topic of what exactly the angels spoken of in Theban Sorcery are will come up in a
game. By default, they’re unknowable beings, and even the Servant of God Miracle creates more of an
approximation than any accurate example of one.
A few possibilities exist, though, for tables wherein the cosmology of the wider supernatural world is
important to the players. Angels, as known to Theban Sorcery, might be a counterpart to Strix, beings of
holy light that serve some unknowable purpose. Far from being “good” and kind, they’re merciless
creatures that will happily strike down those they see as working against their vision of the world, which
is often as hard to fathom as the ultimate goal of the Strix themselves. In this case, they’re likely
substantially rarer than Strix (rarely actually leaving whatever realm they call home), but mechanically
work similarly, as described in the Servant of God ritual, gaining (often unique) Dread Powers normally
for their Potency, and raising said Celestial Potency through either time or fulfilling three long-term
aspirations, which take the form of increasingly complex holy “missions.”
Another choice could be that the holy inspiration that’s been given to the Sanctified comes from some
powerful high ranking angel of the God-Machine, as described in the Chronicles of Darkness rulebook or
The God-Machine Chronicle. While the general thematics of said angels don’t entirely mesh entirely with
Theban Sorcery, the God-Machine has many faces, so it’s a possibility. What difference is there if their God
is vaguely technological, after all? In this case, they use the rules for Angels in the aforementioned books,
and the Servant of God ritual can be altered easily enough to match it, granting Manifestations and
Influences instead of Embodiments, and gaining a Rank as if half the Celestial Potency intended. Other
rituals might be able to create and manipulate the Infrastructure condition, similarly to how the Circle
manipulates Resonance.
Finally, they might remain distant, unknowable beings; not unclassifiable, per se, but any true Angels
that empower Theban Sorcery are in the power level wherein game mechanics can’t properly represent
them. Again, this means the aforementioned Miracle does little more than fashion an approximation, or
perhaps create an avatar for such a being.

Blood Sorcery: Rites of Damnation 77


The ritualist consecrates the blood of his subject(s) Elder: An Elder Priest is capable of a far more potent
and plumbs its depths for the grim secrets it hides. The version of this Miracle, if they Learn or Master it with
player may ask the Storyteller one question per Potency the increased cost. By severing both hands (or with an
relating to the target’s relation to their Dynasty, direct equivalent extra cost), there’s no minimum damage; if
lineage, and anyone else with twice removed or better the Armor is sufficient, the ritualist’s subject suffers no
blood sympathy to them. This works on mortals, too, harm from flames.
with lineage working off family lines and allowing up to
two degrees of removal. Mortal descendants of Kindred
also count, in either case. The Guiding Star (Divination •••••)
By default, these questions must involve the target in Example Sacrament: A full, hand-crafted star chart,
some way, unless other relations are included in the and a handful of gold coins
Scale; for instance, it might ask about which of their This ritual involves the enchantment of a handful of
lineage they care most about, but couldn’t simply ask gold coins (one per target) through an application of
their Sire’s current location (it doesn’t involve the the Lance’s astrological knowledge to the star chart
target). used as a sacrament, focused on a single chosen star on
The Sanctified often use this ritual to hold victims that chart (which gets marked appropriately).
accountable for the sins of their kin, or to learn about Any character holding one of the affected coins is
their relationship to their loved ones so they know who able to intuit the direction of a potent safehouse, so
to punish later for their transgressions. long as they can see the star. This location is generally
Elder: Despite not targeting them directly, an Elder within the same domain, and is particularly safe and
that Learns or Masters this version of the Miracle can abundant; it provides Potency dots of Safe Place, with
ask questions more directly about the blood Potency above 5 forming into dots of Haven (also
connections of the individual, without it involving the capped at 5 dots).
actual target in any way. These questions can be about Holding the coin once doesn’t allow one to recall the
anything at all, so long as it involves any semblance of location after the fact if they don’t still have the coin,
the aforementioned lineages and connections as the even if they’ve visited and left the location.
subject of the questioning. Risk +1: Potency may be split between the existing
merits and Feeding Grounds.
The Blackened Hand (Protection •••••) Risk +1: Potency can be split into causing a penalty
to anyone not holding the coin that attempts to find
Example Sacrament: The left hand of the target or the place. This causes a Clash of Wills to supernatural
targets effects attempting the same; if the ritualist wins, the
This Miracle protects a vampire from the dangers of power fails.
fire through sympathetic magic of a brutal sort, Motif (Deliberate): The Sorcerer must craft the star
allowing an advanced ritualist to escape destruction. chart on their own, requiring 10 successes on an
The sacrament is separated if needed, wrapped in linen extended Intelligence + Science roll (each roll is a half
and placed in a sawdust-stuffed box. The injury may not hour of work), before performing the ritual. When
be healed until the Miracle’s duration ends, but the Learned this way, the Miracle can be purchased with
pain and loss is an equitable price for the ritual’s potent Divination ••••.
protection.
If the Miracle succeeds, the hand becomes a conduit
for flames. Any damage suffered by the subject due to Transubstantiation (Transmutation •••••)
fire is instead done to the hand, providing effective Example Sacrament: Liquid gold of Availability
Armor equal to the caster’s Theban Sorcery dots against ••••• in amount
fire alone, but will never reduce the damage below one
By application of the liquid in a form appropriate to
per turn/attack. The hand gets blacker and more
the change being sought out by the ritualist, the divine
cracked the more damage it takes through this
Miracle of changing one substance to another can be
sympathetic connection, but doesn’t crumble or fully
performed. Water can be changed into wine, lead into
burn until the duration ends.
gold, or a corpse into stone. Both the initial and final

78 Blood Sorcery: Rites of Damnation


form should be non-living and non-sentient; this Motif (Prepared): By shaping the gold into a
Miracle can turn the remains of plants into molten representation of the target - a dangerous process that
silver, but can’t turn living ones into statues. The takes at least a good several hours and a crafting roll -
transformation is undone as soon as the duration the ritual, when Learned, becomes wider reaching, able
expires. to turn a living subject into inorganic matter, without a
Other versions of this Miracle instead focus on separate ritual being Learned. Living things
turning a living creature to stone (or a pillar of salt), or transformed aren’t “killed” after the ritual ends, unless
animating holy statues as guardians, but these are all their inanimate form takes enough damage to
cast or Learned separately. thoroughly destroy them, in which case they transform
back in bits and pieces.

Merits
The following merits have been updated for or have, but take a -2 penalty to their roll if they don’t have
created anew for use with the systems presented in this the Ritual Discipline itself at the level required.
book. Those that have “Blood Sorcery” as a prerequisite Special: Acolytes of the Circle of the Crone may
require the given rating in any Ritual Discipline, such purchase this as a 1-dot merit.
as Crúac or Theban Sorcery. Note that not all these
merits require that the one taking it be a Blood
Sorcerer, but most will relate to these systems in some Coven (• to •••; Style)
way. Prerequisites: Altar, membership in a group of
Blood Sorcerers of the same sort
Altar (••) Effect: Your character is part of a Coven or a similar
group of Blood Sorcerers who have learned to combine
Prerequisite: Blood Sorcery • the power of their Blood Sorcery in advanced, complex
Your character is attuned to an altar, whether ways. All members of the group that wish to benefit
mystical and bloody like those of the Circle, refined must have the relevant level of the merit, and said levels
and ornate like those of the Sanctified, or taking on the apply only to others that have that level.
strange forms of those used by other groups. When in Each level of the merit provides an additional ability:
the presence of this altar or one utilized by another Borrowed Power (•): Your character is able to
character, you and anyone else with this merit may use contribute to rituals around the Altar more easily;
a sort of teamwork to fuel the rituals of your Blood when using those Teamwork rules, you do not suffer
Sorcery. the usual penalty for lacking the proper Ritual
When making use of the altar, the secondary Discipline level, and automatically provide an
characters roll their base casting pool for an improvised additional +1 bonus to the primary actor even if you
ritual (even if the primary actor uses a Learned one), otherwise fail the roll.
unmodified by either ritual factors, any typical Sympathetic Magic (••): Your coven has an
suggested modifiers, or any mundane dice pool unnatural, mystical tie to each other. This counts as
alterations (supernatural curses or boons might still Thrice Removed Blood Sympathy, for all purposes.
work, however), and those successes are added to the Shared Burden (•••): You’re capable of sharing
leader’s dice pool as normal. However, the time taken your power with others, or taking on their burdens. By
to gather this additional power means the base ritual’s spending a point of Willpower, you can give control of
casting time is doubled. one of your rituals to another character in the Coven;
The primary actor may use a Learned ritual for this, they can, similarly, spend it to grant a ritual to you.
and gain the usual benefits of it. Secondary actors do Both parties must be willing for this to work. Said
not need to have the prerequisite Themes or to have a rituals count as having shifted Ritual Control for all
Learned ritual purchased, rolling whatever dice they do purposes, becoming as if the new holder had cast it to

Blood Sorcery: Rites of Damnation 79


begin with, even if they normally lack the needed they are, which must correspond with an equal or
Themes. greater Safe Place. An Acolyte can use Mandragora
she’s created herself as if they were her own hands and
eyes for the purposes of Crúac rituals’ Range factors. If
Enchanted Object (•+) she’s standing amidst her garden, she may add her
Effect: Your character has access to an object that has Mandragora Garden dots to any Crúac ritual rolls.
been permanently altered by Blood Sorcery, whether it Additionally, the Acolyte may cast rituals on her
makes the object more potent in its capabilities, garden that would normally last a scene or longer. The
provides secondary effects to its use, or simply acts as a magic of the garden sustains these rituals indefinitely.
channel for another effect. The rating of the merit is She may have a number of such rituals active equal to
equal to the higher of the ritual’s Potency or level, and her dots in this Merit, so long as their Area factor or
this can be taken above 5 dots. For instance, an item Targets contains the garden in some way; these do not
enchanted with a Guidance ••• ritual that grants the count towards the Acolyte’s Ritual Control limit.
object a +Potency bonus to attacks made with it would While she must feed her garden one Vitae per month
cost 3 dots at Potency 2, or 6 dots at Potency 6. equal to her dots in Mandragora Garden, the garden
An enchanted object can have more than one ritual will produce twice that quantity in sap, nectar, or other
affecting it, in which case the rating is simply fluids, which serve as animal blood, on which Kindred
combined. The merit’s rating can go as high as the may feed.
player’s willing to purchase. Lastly, because of the intimate association a vampire
must keep with such a garden, it becomes an extension
of her body. Anyone attacking or otherwise harming
Improvisation (• to •••) the garden provokes her to frenzy as if they attacked her
Prerequisite: Blood Sorcery • directly, and it acts as part of her for advanced Range
Effect: Lacking formal training, your character has and similar sympathetic magics.
become more proficient in improvising their rituals. Note: With Storyteller permission, certain other
You gain a bonus equal to its rating to all improvised primal or territorial sorts of Blood Sorcery might allow
ritual casting dice pools, and treat the casting time of a character to take and benefit from this merit as well.
improvised rituals as if they were Learned.
Drawback: The character does not gain Learned Mystic Tongue (•)
Rituals for free upon raising Themes, instead always
needing to purchase them. If they already gained some Prerequisites: Blood Sorcery •
for free, they must spend the Experiences needed to Effect: Whether they’re a Theban Sorcerer that’s
Learn them normally immediately upon taking this learned Enochian, an Acolyte practicing the tongue of
merit. spirits, or a Sorcerer speaking a stranger tongue
altogether, your character has learned some sort of
magical language to the point of being able to improvise
Mandragora Garden (• to •••••) uses of it to improve your magic. While anyone can
Prerequisites: Safe Place (same level), Crúac • memorize sets of specific, recorded words of these
Effect: Your character maintains a garden of ghouled tongues to perform Learned rituals, you can use that
plants. They move and act on their own in slow, almost language to improvise effects that are more powerful
imperceptible fashion. As well, they act as a vector for than normal. By spending an amount of time equal to
your character’s Crúac. A vampire’s Mandragora take the normal time required to cast a ritual to weave those
on qualities of her blood. They will bear fruit symbolic word into the magic more directly, you gain a +2 bonus
of her clan, for example. Some Daeva plants produce on the casting (e.g. casting a Learned ritual that takes a
pomegranate-like fruits, for example, and Gangrel half hour normally would require an additional half
sometimes create Indian figs. If the character has a hour be dedicated to usage of Mystic Tongue). These
Crúac style, this will show up in her plants as well. dice don’t count towards the normal limit on dice
Your character’s rating in Mandragora Garden modifiers for ritual casting.
determines the rough power level and how ingrained

80 Blood Sorcery: Rites of Damnation


In addition, make sure you note specifically what this rituals or checks a subject of them for magic, your magic
mystical language is, as it might see other uses, such as lashes out at them with your dice pool, using an aspect
in speaking with spirits or in translating ancient tablets, of the beast as chosen when this merit is taken. If you
among other possibilities. lose the contest, they gain no benefit over you unless
Special: This merit can theoretically be taken more you’re physically present.
than once, learning a new tongue each time, but can
only ever apply its bonus once to a given ritual, even if
multiple languages resonate with that Sorcery.
Supernatural Nexus (• to •••••)
Prerequisites: Blood Sorcery •, Safe Place •
Effect: Your character has control over some sort of
Occultation (• to •••) mystic grounds that benefits their magic; for Theban
Effect: Your character is unnoticeable and Sorcerers this is “Holy Ground,” whereas Acolytes tend
inoffensive on a mystical level. Any time a character towards “Loci” and similarly resonant locations, but
tries to read your character’s aura (or secrets, as per other types of Sorcery might imply other locations. The
Auspex), or otherwise use magic or supernatural powers rating of the location is equal to that of the merit, and
to discern bits of truth within her, subtract your Merit the bonus to Blood Sorcery is half of that rating,
dots from their pool. This benefit also applies to rolls rounded up.
to study the character’s magic directly. In addition to the benefit to Blood Sorcery, however,
The character’s sympathy becomes harder to make it will usually provide other minor effects; Holy
use of, as well. When a character uses Advanced Range Grounds offer a bonus to Meditation equal to their
to target your character with Blood Sorcery, they always rating, for instance, and a Locus, when a spirit is
need a number of steps at least equal to the rating of allowed to sup from it, might grant a bonus to
this Merit, even if they have a stronger connection. interacting with them (or with less combative
Drawback: If your character ever gains the Fame Werewolves). The exact mechanics depend on the type
Merit, or becomes noticed by the public at large, you of location and should be discussed with the
can lose this Merit. Storyteller.
Note: This is equivalent to the Mage merit of the Drawback: Not all that would eye your territory are
same name, and any benefits either version provides prone to negotiation. Some may simply seek to take it.
apply to any crossover between the two (granting a
Mage the required steps of Advanced Range, or a Blood
Sorcerer with a higher Sympathetic Withstand, for
Threnody (• to •••••)
example). Prerequisite: Special (see below)
Effect: Blood Sorcery calls upon the power of Vitae,
at its base level, no matter how it’s channeled, and so
Personal Style (•) even without the formal training of Covenants,
Prerequisite: Blood Sorcery • Bloodlines, or Cults, it’s possible for a Vampire to
Effect: Your character’s Learned rituals are cast a bit develop a minor bit of magic on their own. To do so,
differently than is typical for their type, whether however, they must tap deeply into the Beast, calling it
utilizing a strange style or simply a unique form of the out without unleashing it fully into their mind or
overall Sorcery. Whatever the reason, replace the allowing it to take over.
normal Skill added into Learned ritual dice pools with The level of the merit depends on the level the ritual
one of the player’s choice; this must make some stylistic would be as created with normal Themes, and defines
sense for the character. the level of a Discipline that must be tied with it;
generally, the Discipline connected to it should, in
some way, be related to the effect being unleashed, on
Predatory Magic (••) a thematic level. For instance, many Divination rituals
Prerequisite: Blood Sorcery • might rely on Auspex, and Transmutation may work off
Effect: Your character’s magic contains a bit of the of Protean. Lacking an appropriate Discipline at the
Beast’s aura with it. Whenever a character studies your needed level, the Threnody cannot be learned.

Blood Sorcery: Rites of Damnation 81


From there, every Threnody has two components, a
Sacrifice and a Song. The Sacrifice can be anything of
importance to the caster, of about the same level as
would be needed for typical Blood Sorcery, but needn’t
always be Vitae or a material offering; a Retainer might
be sacrificed, an eye plucked from its socket, a
Touchstone detached, or likewise, requiring a larger
loss the higher the Threnody rating. Merits are subject
to Sanctity of Merits rules, but the same one may not
be repurchased within the same story. Work with the
Storyteller to determine the Sacrifice needed for a given
Threnody.
The Song needn’t be literal, but always involves some
manner of expressively calling out the Beast; some
might use spoken invocations of the feral nature of
man, another may sing, and a third might cry out to
their god and curse them for their existence.
The dice pool for the Threnody’s casting is Blood
Potency + Discipline, with penalties for ritual factor
steps as normal (treat the Discipline as the “Theme” for
free steps granted), and bonuses gained for elaborate
Songs or particularly loud ones; by contrast, a
whispered invocation might cause a penalty, however.
Calculate Risk normally, again using Discipline instead
of Theme for comparing required rating, but the caster
may never have a higher base Risk pool than their
Discipline level, before modifiers, or the casting fails.
The time taken is akin to a Learned ritual by default,
but by adding 2 dots to the cost of the Threnody, it may
be treated as Mastered instead.
The backlashes of Threnodies tend to be fairly
specific: Something Escapes. At low levels, it causes
damage as bits of flesh peel away; at moderate levels, it
causes intense Tilts and loss of Vitae as a part of their
body might snap off of them; at the highest levels, it’s
said a manifestation of the Beast is called out and
causes chaos in the character’s name (create this like a
Strix of the character’s Blood Potency in Shadow
Potency).
Example Threnodies:
An Offering of Death (Nightmare ••••): The
target is filled with unnatural visions of the ritualist’s
own death during the embrace, but filled with the
sensations as they would have been if not for the Kiss
or other mitigating factors. This causes them a -Potency
wound penalty equivalent for the duration, as well as
the Shaken condition. Sacrifice: The character also
reveals the intricate details of their death to an enemy
or rival.

82 Blood Sorcery: Rites of Damnation


Blessing of Steel (Vigor ••): With this ritual, the The Blood’s Blessed Lotus (Resilience •••••): A
caster gives up a bit of their own strength to empower lotus seed is planted in the subject’s flesh and allowed
a weapon’s lastability. The target weapon gains to grow. The subject’s blood bonds all immediately
Durability equal to Potency for the duration. Sacrifice: decrease by one stage, and by an additional stage per
The caster’s arm is removed, causing at least 2 lethal night that the seed remains, growing larger the whole
damage, but it may be regenerated. time. Sacrifice: The ritualist gives up a bit of their own
Erasing a Legacy (Obfuscate •••): The subject purity in the process; for the duration of the ritual and
disappears from the eyes of the world, which slowly for a full three nights afterward, any detachment rolls
seems to forget about them. Records are accidentally suffer a -3 penalty. Using it multiple times in quick
deleted or misplaced, books written about them all succession adds to the total duration, they don’t elapse
seem to fade and crumble, and society just seems to simultaneously.
forget about them. Any attempts to learn about the The Curse of Marathon’s Alacrity (Celerity ••••):
target mundanely suffer a penalty equal to Potency, any The caster sprints, burning Vitae towards Celerity at
merits used to do the same are blocked a number of the peak of the ritual, before unleashing that power on
times equal to Potency over the duration, and a target character. They gain the benefit of the
supernatural means of divining information about character’s Celerity for the duration, and needn’t pay
them are blocked with a successful Clash of Wills from Vitae to enhance their Speed or go first in initiative,
the ritualist, up to a number of times equal to Potency. but are made to keep moving the entire time, as fast as
Sacrifice: The caster creates a visual representation of they possibly can. Being forced to stop moving
themself, or a photo not affected by the lost visage, mundanely causes them a point of lethal damage per
which they can’t delete or destroy for the duration, and turn, and supernatural attempts require a Clash of
places it someplace public; if they’re the subject, this Wills against the caster. Sacrifice: The loss of half of
representation is unaffected by the Threnody. the caster’s Vitae while sprinting.
Farseeing (Auspex ••): The character cuts off a The Illusion of Control (Dominate •••• or
sensory organ and feeds it to a mortal or an animal of Majesty ••••): By calling on the power of a Vinculum
some kind. The character cannot regenerate that part willingly suffered, the subject becomes able to thwart
for the duration of the ritual, but shares the equivalent other attempts to control them. For the duration, up to
sense of the target for that kind (feeding them an eye a number of times equal to Potency, the ritualist may
lets them see through that same eye on a person, for roll a Clash of Wills when the subject has failed to resist
instance). Sacrifice: An appropriate Tilt to the sensory a power that would mentally command them or
organ being fed, and the inability to regenerate it for emotionally manipulate them, with a successful Clash
the duration. negating the effect on them. In addition, whether the
The Blessings of Beasts (Animalism ••• or Clash is successful or not, the subject gains the
Protean •••): An animal is sacrificed at the height of Advanced Action benefit to their next mental power
the Song, and a blessing appropriate to it is granted to usage against the offender (or rote with +2 Risk).
the subject. This might provide the eyesight of an eagle, Sacrifice: The caster must willingly drink another
for instance, granting +Potency on sight rolls, or the Kindred’s Vitae and risk a Blood Bond in the process
stealthy nature of a cat, providing Potency dice towards (they can attempt to resist it, but the sacrifice isn’t valid
stealth. Sacrifice: The animal whose blessing the if they can’t be Bound).
character wishes to impart.

Blood Sorcery: Rites of Damnation 83


84 Blood Sorcery: Rites of Damnation
"Nearly all men can stand adversity, but if you want to test a man’s character, give him power."
— Abraham Lincoln
Theban Sorcery and Crúac are the most well known otherwise work the same way as covenant Blood
types of Blood Sorcery, but they’re not the only types Sorceries.
that exist. Several bloodlines have invented their own, Linked Themes: The two Themes connected to the
whether predicated on covenant secrets, reinvented Sorcery; upon purchasing the first dot, the character
mortal magic, or other manifestations of the Blood. gains these two Themes at 1 dot, and 1 dot of a third
Smaller cults have stolen or engineered forms of magic Theme of their choice.
that differ highly from those of the covenants. And Limitations of Blood Sorcery: Any changes to the
even beyond them, other forms of Blood Sorcery exist, way the Limitations of Blood Sorcery work for the
calling upon power from somewhere else entirely. Discipline; strange magics don’t always follow the
This chapter contains an example of each of those: typical rules, but also have new Limitations of their
The Sons of Phobos, a cult of heart-stealing mortals that own.
have learned to tap into the power of Blood Sorcery Motifs: A description of the Motif of the Blood
through stolen Vitae; the Sangiovanni, a bloodline of Sorcery, as described on page 36. It provides three
Necromancers with their signature Ritual Discipline of descriptors of how the rituals manifest and are utilized,
Cattiveria, formed from mortal magic and kindred and a mechanical option for each that allows the
science; and Infernal Sorcery, a form of blood magic Sorcerers to Learn these effects more easily by sticking
gained not from learning to tap into the Blood on one’s to those Motifs.
own, but with the help of corrupt spirits that urge Various sample rituals are also provided for each one,
Kindred towards their baser nature. which follow the same format as those provided in
In addition to the writeup of the groups themselves, Chapter One.
their unique Discipline will be detailed, in the
following format:
Discipline Name
A description of the Discipline and the requirements
for learning it.
The Sacrifice: The cost of the Blood Sorcery, in
Vitae, Willpower, or otherwise.
The Request: The dice pool used for improvised,
Learned, and Mastered rituals. It also contains the
condition that form of Sorcery provides on a Dramatic
Failure, in addition to the additional Risk caused. They

Blood Sorcery: Rites of Damnation 85


The Sons of Phobos
The Sons of Phobos are probably the only “tradition” seem to resonate quite as well as Kindred’s, especially
of mortal Blood Sorcerers that still exist in modern those of the Elders.
times, if in a perhaps altered form. Originally a group
of blood-fueled mortal magicians (although most of Modern Sons of Phobos
them were not Awakened), first serving in the later days While no longer as prolific as they were in ancient
of Sparta’s decline, their actual rise to prominence and times, the Sons of Phobos have nonetheless remained
power first began after Alexander the Great conquered intact, even retaining some of their original members
the area, forming their power base in ancient (some say even Alexander the Great, hidden from the
Macedonia. populace, still lives among their ranks). Even Elder
Having seen the merit in their blood magic (not yet Vampires that know of them fear them, as their skills,
Blood Sorcery as Kindred know it), the empire powers, and memories are vast, and expanded further
provided them with resources, backing, and assistance with every victim whose heart they take. They dwell in
in recruiting, allowing them to grow and thrive in a way the shadows, seeking out new ways to improve their
that most groups of the time never could; lacking such power and new ways to enhance their sorceries,
support, it’s likely they’d have fallen to rivals or simply gathering more and more occult knowledge to an end
lost more member than they gained until none that none of them seems to have a complete vision of.
remained. Slowly, they built up a power base, becoming Or at least, none that they’ve thus far ever revealed to
well known among occultists of the time, and even outsiders. Rumors abound, though, of Strix that act in
among much of the common populace. patronage to them, and who perhaps first lead the
Mortals, of course, weren’t the only ones that had undead to them to begin with.
heard of this group of blood magicians. Whether it was Mechanically, the Sons of Phobos are represented
because they feared their own secrets of Blood Sorcery with a Mystery Cult. Their lower initiates are granted
had been co-opted, or simply because they felt that it little more than minor secrets of magic, gaining some
might improve upon their own magics, Kindred benefits with blood magic and the ability to stave off
Sorcerers descended upon the group. The most the worst mental effects of sacrifice-fueled power, but
powerful of their magicians were consumed by the lacking any true benefit beyond what mortal
Kindred, leaving corpses in their wake. thaumaturges are capable of. Those that advance to
The power inherent to the Sons of Phobos’ blood, learn of the inner mysteries of the Sons of Phobos,
however, is said to have been too great for those however, are taught the Heart Stealing ritual, and from
Vampires, who found themselves consumed in a blaze there, they become able to learn the strange Blood
of mystic flame. The magicians, meanwhile, rose anew, Sorcery practiced by the Cult.
some strange occult energy now fueling their existence, Purpose: The purpose of the Sons of Phobos are, at
but their connection to their former magics was lost. the most public level, to seek out occult knowledge that
Leaving the “day to day” affairs of the group to their can raise them beyond mortal limitations. At the inner,
still-living underlings, they desperately took the time to higher up levels, their purpose is to seek out new ways
seek out a way to regain their former power. to co-opt the magic of others and use it to enhance their
The key, they soon learned, was hearts. Initially, this own; Kindred sorceries, in particular, remain one of
was solely human hearts, freshly cut and offered in a their primary focuses, although it’s said that they’ve had
sacrifice to fuel their newly formed Blood Sorcery. some level of rivalry with the Tremere Mages.
Sustained by this stolen life, however, they had years to Doctrine: The Sons of Phobos must spend a majority
experiment further, and found a far more potent source of their time seeking out new information and occult
of power; Vampires. By cutting out the still heart of a knowledge, which is expected to be provided to their
Vampire, the time it grants to the practitioner is superiors (and distributed from there, as they see fit).
increased, and the power that it grants to them is Those higher up in the Cult are expected to never use
multiplied, the exact extent depending on the age of their Heart Stealing abilities on their own ranks, and
the undead in question. Other supernatural creatures are to avoid bringing down the scrutiny and wrath of
offer some level of power too, but their hearts never

86 Blood Sorcery: Rites of Damnation


larger supernatural groups; the Sons of Phobos are
powerful, but couldn’t, for instance, deal with the
focused attention of the Seers of the Throne as a whole.
Relic: The oldest members of the Sons of Phobos
have a small fiery-looking crystal orb sealed away in Blood Thaumaturgy
their first towers, protected with their most powerful Not being Mages, the most obvious source of
magics. What exactly it’s capable of is known only to potential magic for the original blood magic
them, and while known to all of the Cult, it’s been seen performed by the Sons of Phobos, and perhaps
by only a choice few. the initial teachings granted to modern fledgling
members that haven’t been initiated into the
Benefits: Purchasing Mystery Cult Initiation (Sons of
Heart Stealing ritual, would be Thaumaturgy. To
Phobos) provides the following benefits at the
represent this, the Sons of Phobos could act as a
respective levels:
Magical Tradition, per the systems described in
•: New recruits are provided with the most basic of Second Sight and updated in Second Sight:
magical secrets. They gain an Occult specialty in Blood Third Eye. Mechanically, they gain the following
Magic. Strength, Weakness, and Free Merit when they
••: More trusted members learn to detach take on the Thaumaturge Template:
themselves from those they’re willing to sacrifice for Strength: The raw combative magic of the
power. They don’t suffer breaking points from killing Sons of Phobos can be performed more quickly,
those they sacrifice to fuel supernatural powers of any if in a far more visceral manner, than most ritual
sort, but take on the Obsessed Condition persistently traditions. So long as the caster has taken at least
(and cannot resolve it), focused towards uncovering a point of lethal damage in the scene beforehand,
magical secrets (this is essentially the Scarred Merit they may benefit from their Thaumaturgy merits
from Hurt Locker, pg. 43; feel free to use it directly if that only affect rituals on any Supernatural Merit
you have that supplement). activation.
•••: Finally, those that have progressed this far Weakness: Blood magic is as dangerous to
are offered the secrets of the Heart Stealing ritual, as the caster as it is to their enemies. When using a
outlined below. Using it, they can learn the Cult’s Supernatural Merit, the Sons of Phobos suffer a
unique form of Blood Sorcery, and extend their lives point of resistant lethal damage in addition to
with the power they take. any other cost (that is, lethal damage that magic
can’t heal or accelerate). If they make a specific
••••: The higher up members of the Cult learn
sacrifice of another person towards this end, the
to work together for greater effect; they gain the Altar
damage is reduced to a point of bashing.
merit and a dot of the Coven merit, representing the
This does mean that an initial use of a
Sons of Phobos.
Supernatural Merit may allow the Traditions’
•••••: Those that reach the pinnacle within the Strength to come into play on future uses in the
Sons of Phobos gain a more permanent sort of blessing. same scene.
They permanently take on all the advantages of Free Merit: Biokinesis (••)
ghouldom, including the ability to learn Disciplines, Other minor supernatural beings can join the
but without Vitae being needed to upkeep their cult too; any template that still relies on Integrity
existence each month, so long as they continue to can, with Storyteller approval, so Wolf-Blooded
benefit from the Heart Stealing ritual. For the sake of and even Ghouls can make use of their strange
their clan, treat any Disciplines that were in-clan to the magics. Despite the history of the founders, the
first Vampire they ever performed the ritual on as in- Heart Stealing ritual doesn’t remove the existing
clan to them. This doesn’t count as an actual template, abilities of new recruits. Of particular note
and so can stack with others and allow Supernatural otherwise are the Sanguiomancers detailed in
Merits to be learned; if they were already a Ghoul, they Borrowed Power; the Vitae stolen with the
now count as if they lack a template while retaining the Heart-Stealing ritual works perfectly fine to fuel
benefits (and any Disciplines already known), allowing that Template’s abilities.
them to learn Supernatural Merits or to take on
another minor template.

Blood Sorcery: Rites of Damnation 87


The Heart Stealing Ritual successfully retrieved, and the ritualist is able to
consume it.
While Kindred are cursed with immortality as soon They gain a number of Vitae equal to 5 + the victim’s
as they’re Embraced, the Sons of Phobos have to work Blood Potency, or 5 + half any other Supernatural
for their long lives, stealing it from others in the form Tolerance trait, which they can spend like a ghoul could
of consumed hearts, sacrificed in a way that both stalls (though they can store (10 + Stamina) Vitae at a time,
the aging process and provides access to the living and don’t have a limit against spilling Vitae).
energy bound up within, in the form of Vitae. The only As well, the character’s aging and any illness’
known drawback of the process is the attention that can progression ceases as if they were ghouled, lasting for 1
be brought down on a clumsy practitioner, and the month, + 1 month per dot of an immortal character’s
erosion such casual murder can have on one’s mind Supernatural Tolerance (Kindred, especially, are often
(although the Sons of Phobos learn to blunt the latter used for this benefit).
problem); even if the ritual is never practiced again, this
They cannot learn Disciplines other than the unique
causes little more than a continuance of normal aging
Blood Sorcery of the Sons of Phobos, unless they’re
for the Sorcerer (they don’t “catch up”).
actually ghouls, or have progressed higher in the ranks
The first time that the Heart Stealing ritual is of the cult (see the Initiation benefits, above). By
performed for a cultist, it’s done by an elder member of default, they may only regain Vitae through the Heart
the group; upon consuming the heart offered to them, Stealing ritual, although actual ghouls (or other
they instinctively gain the knowledge of how to perform templates with Vitae) can gain it through normal
the process again in the future. Leaving the Sons of means.
Phobos doesn’t do anything to remove this knowledge,
Exceptional Success: The ritualist may either
but the Blood Sorcerers are merciless in hunting down
subtract their Occult score from their target successes,
those that might initiate someone outside of the cult,
reduce the time per roll by 25%, or gain the Inspired
as well as any who have been taught those forbidden
condition at the ritual’s culmination.
secrets in the process.
Suggested Modifiers: The target is in torpor (-2), the
Unlike the Blood Sorcery it fuels, it should be noted
target is not securely bound and stationary (-4), the
that the Heart Stealing ritual is its own bit of magic, not
ritual is performed in a makeshift location that hasn’t
relying on an existing knowledge of Blood Sorcery, and
been properly prepared or sanctified (-1), the ritual is
indeed, it’s performed in its own special way, separate
performed with grand, ceremonial appointments (+1
from the normal systems for such magic.
per dot of Resources expended on components and
Dice Pool: Resolve + Occult sacraments), the ceremony occurs during the day (+2),
Action: Extended (15 minutes per roll, requiring 5 + the victim is Kindred (add their Blood Potency to the
(target’s Blood Potency) in successes. The character may roll).
roll a number of times equal to the victim’s Stamina, if
mortal, or their own unmodified dice pool, if undead). Blood Sorcery
The ritual isn’t contested, but obviously the target
needs to be immobilized. The visceral Blood Sorcery performed by the Sons of
Phobos is similar in a lot of ways to Crúac, but differs
Roll Results
in a few key places, from both the influence of the
Dramatic Failure: The ritual goes catastrophically
Thaumaturgical rituals they originally performed, and
wrong; the sacrifice is wasted. The ritualist gains the their occult studies and stolen knowledge that’s been
Wanton Condition (Vampire: The Requiem Second integrated throughout the years. In the end, it’s its own
Edition, pg. 307). Subsequent rolls to enact a ritual creation, fueled purely by stolen Vitae in carefully
suffer a -2 penalty. orchestrated rituals, rather than in frenzied Rites
Failure: No progress is made toward completing the designed to call upon the Beast. It lacks any sort of
ritual; a condition is taken, or the process fails as proper name, referred to only as “magic” or “Sorcery”
normal for extended actions. by the Sons of Phobos, not seeing it as some
Success: The ritual accumulates successes. If the
target number of successes is met, the heart is

88 Blood Sorcery: Rites of Damnation


bastardization of the whole of Kindred Blood Sorcery,
but its own separate thing.
A character must have three dots in Mystery Cult
Initiation (Sons of Phobos) to learn their Blood Other Cults
Sorcery. They gain no free Themes or Rituals if they As a general rule, when tying a form of Blood
advance the Discipline after leaving the cult. As well, Sorcery to a Cult via the mechanics for the
their knowledge of it strains their minds, which become Mystery Cult Initiation merit, the ability to learn
more and more focused on Occult knowledge, a new form of Blood Sorcery is tied to the third
becoming Obsessed with it. They may never have an level, whether through indirect means like the
Integrity rating higher than (10 - their Blood Sorcery Heart Stealing ritual, or simply directly allowing
rating). Like with any other Blood Sorcery, it’s “Out of it to be taught to the characters; the third dot is
Clan” and thus costs 4 Experiences per dot of the when a character is truly “in the know” in such a
Discipline, 3 per dot of a Theme, 1 for a Learned ritual, cult, and those below that level are more
and 3 for a Mastered ritual. initiates (or even just Herd, among Kindred)
The Sacrifice: Their Blood Sorcery relies on Vitae, than they are respected, trusted members.
requiring a point per level of the ritual being One example of another Mystery Cult (or
performed. This must be either their own, or provided “Shadow Cult,” among Kindred) is the Followers
by a usage of the Heart Stealing ritual right beforehand. of Set (As outlined in the 1st edition book,
Shadows in the Dark: Mekhet), who gain
The Request: Improvised and Mastered rituals use
access to a modified form of Crúac at the third
Resolve + (Primary) Theme. Learned rituals use Resolve
level.
+ Occult + Blood Sorcery. On a dramatic failure, they
Those Cults that allow for membership
gain the Competitive condition, in addition to the outside of Kindred, Ghouls, and potentially
usual effect. mortals will generally grant an alternative
Linked Themes: Destruction and Transmutation. benefit to Others at the third dot, rather than
Limitations of Blood Sorcery: Unchanged. allowing stranger creatures like Werewolves to
Motifs: The Blood Sorcery of the Sons of Phobos learn Blood Sorcery; perhaps they might provide
differs from Crúac, despite many surface similarities a unique Rite, in that case, instead.
and a reliance on Vitae. They developed their magic
beyond simply extending their own lives, but instead to
control the very source of the blood, able to boil the • Rituals that require them to hang the magic on a
blood of their victims, tap into the skills reflected in an physical token, which causes it to end if the
individual’s blood, or gain access to Disciplines stolen object/symbol is destroyed, can be Learned more
from vampiric Vitae. These rituals (or “Spells”) require easily.
foresight and a focused desire to make proper use of the A few sample rituals follow; in addition, feel free to
power being channeled, and so rely on Resolve. convert Crúac rituals that don’t contradict the
Its Motifs are as follows: “deliberate” Motif of the Sons of Phobos’ Blood
Their Blood Sorcery is corrupting, similar to Crúac. Sorcery.
• They can Learn rituals more easily that cause
some sort of drawback, like a harsh negative
condition; the longer lasting and debilitating, the
Burning Blood (Destruction •)
easier to learn. While the Sons of Phobos rarely favor direct assaults
Their Blood Sorcery is deliberate, similar to Theban on their enemies, there does occasionally come a time
Sorcery. where it may be required. This ritual involves the
• They can Learn rituals more easily if they require careful smearing of Vitae along their knuckles and
other activities and preparation beforehand fingers in occult patterns, which then burns into a
(most often, this is another usage of the Heart crimson, jagged shell along them. If successful, this
Stealing ritual). upgrades their unarmed attacks from bashing to lethal
Their Blood Sorcery is pagan, similar to Crúac. damage for the duration.
Risk +2: Their hands take on a weapon rating of 2L.

Blood Sorcery: Rites of Damnation 89


Sanguine Touch (Divination •) Vampiric Veil (Creation ••)
The natural affinity for blood provides the Sons of By spilling Vitae on the ground and allowing the
Phobos with this simple ritual that allows them to delve target, or a representation thereof, to soak it in over an
into the properties of it. A bit of their own blood is extended period, the caster grants them a sort of false
drawn into a circle, and they then step inside it; if “predatory aura,” of sorts. This doesn’t actually change
casting at touch range, the blood is then immediately their nature, nor alter their existing aura, so it won’t
touched and rubbed between their fingers. If successful, fool Auspex or similar active powers, but it does create
they discern a piece of the following information about a sensation akin to the Predatory Aura, and causes the
the blood per Potency of the Spell, in order: Species of target’s appearance to become paler and more deathly,
the donor (including Supernatural type), blood type or giving off the impression of a Vampire to anyone that
clan (if Vampiric), the presence of foreign substances, would passively sense them. Sons of Phobos often use
how long the blood’s been out of the body, and if this to get close to Unaligned Kindred and others that
you’ve used this ritual on that person’s blood before. might be vulnerable or at a loss for allies, thus avoiding
Casting the Spell again will continue where it left off, too much scrutiny.
rather than discerning the same information from the Add Guidance (••): The target’s supernatural
beginning. nature is veiled to more active powers, too; any ability
Risk +2: After learning the above information, the seeking out the subject’s true nature provokes a Clash
Spell can also discern any lingering infections, what the of Wills with the caster; if the ritualist wins, the power
donor recently ate, hormones, if the blood was related reveals the target as a Kindred instead of whatever they
to the cause of death (should the donor now be a truly are.
corpse), and if so, how.
Blood Oath (Guidance •••)
Blood for Vengeance Somewhat paranoid as the Sons of Phobos are, this
(Destruction ••, Transmutation •) ritual provides them with a way to back up the words of
others. An agreement is detailed in depth and spoken
The ritualist corrupts their own blood, or that of as part of this ritual, then sealed in blood. If successful,
another subject, in preparation for battle against the casting seals the Oath in place for all parties (which
vampires by infusing it with toxins, which contaminate the Scale must cover all of).
the target for the duration. A bit of their own blood is So long as the Oath is upheld, the participants gain a
let out, and painted across their target’s major arteries dice bonus equal to Potency on any mundane rolls
(or a representation of them, at higher range), along directly related to upholding their end of it (by default,
with small symbols of Phobos himself. If successful, any this is only for mundane actions, however). As soon as
vampire (or other creature) feeding on the blood treats it’s broken, however, the luck turns for that participant;
it as a poison with a Toxicity equal to Potency, which they now suffer a penalty on a type of mundane action
they’re not able to expel with Vitae. The Spell also specified at the sealing of the Blood Oath, or else on
allows the target to cut their hand or arm in order to actions in some way related to what they’ve done,
“throw” the blood at a target like a thrown weapon; in lacking a specific curse.
addition to inflicting bashing damage as if it was an
Risk +2: The bonus and penalty can apply to
“unarmed” attack, it inflicts the Poisoned Tilt
supernatural rolls, if specified in the Oath.
(moderate at Potency 5 or less, grave at Potency 6+).
Add Divination ••: The wronged parties
This attack requires either a point of Vitae or does 1
immediately learn when a member of the Oath has
lethal damage to the subject.
gone against it. They now gain their dice bonus on rolls
Risk +2: The ranged attack does lethal damage.
of retribution against that individual, too.
Motif (Corrupting): The poison has an effect on
Motif (Deliberate): The Oath must be written out in
both the target and the ritualist, inflicting the
intricate detail, requiring an extended roll of Wits +
Intoxicated condition. This version of the Spell is easier
Politics, requiring at least 10 successes, one roll being
to Learn, however, requiring only Destruction ••.
made per hour of work, and then actually signed with

90 Blood Sorcery: Rites of Damnation


the blood of each participant. This version of the Spell
provides the benefit of Divination •• without needing
Stolen Lives (Transmutation •••••)
to include that Theme, however. After a ritualist removes the heart from a victim, they
may perform this ritual to inflict the Thrall Condition,
instead of letting them die. The thrall follows
Curse Vitae (Transmutation •••) commands without questions, and once a command is
The ritualist lays an audible curse on the subject’s completed, she ceases moving and waits until the next
blood, transforming it into a gelatinous, infectious command. These people are akin to zombies; they
mass for the duration. These toxic Vitae can be used to cannot heal wounds naturally, but do not need sleep.
cripple vampires. The subject cuts herself, and throws The ritualist may order a vampire thrall to use any
her blood at her victim as a thrown weapon (requiring Disciplines she possesses, or to use their remaining
a point of Vitae or 1 lethal damage); a vampire hit by Vitae to heal wounds or utilize physical intensity; the
the blood suffers the Immobilized Tilt, which can be target doesn’t lose either ability. Vampires in this state
broken as if it were an item with a Durability equal to are not truly vampires, however; they cannot feed or
Potency causing it. The Scale’s targets provide the gain any sustenance, nor can the Vitae create or
number of attacks that can be made in total, between maintain ghouls or blood bonds.
different subjects; effectively, points of blood are the Motif (Pagan): The zombies are limited in how long
true target of this ritual. they can remain, based on the living energy that was
Motif (Corrupting): The target of the ritual, as well contained within them beforehand. Human victims are
as the ritualist themself, feels sluggish after enacting this destroyed when their health boxes are filled with even
ritual, inflicting the Lethargic condition on them. This bashing damage, instead of aggravated. A vampire
blood-slowing version of the Spell requires only victim dies once all their Vitae is expended. This
Transmutation •• to Learn. version of the ritual is easier to Learn, requiring
Transmutation ••••.

Dark Disciplines (Transmutation ••••)


Through the consumption of a target Kindred’s
heart, the ritualist is able to gain access to their
Disciplines. Upon casting the ritual, which involves a
symbolic mimicking of the coming process, the caster
may thereafter consume the heartsblood of the targeted
vampire (or vampires) to gain access to a number of
dots of a single Discipline they possess equal to Potency
for the remaining duration.
Risk +2: The Potency can be split between different
Disciplines, including in different vampiric targets,
which can be hunted down at different points within
the Spell’s duration.
Motif (Deliberate): The ritualist has to perform the
Heart Stealing ritual right before this Spell; the target
must be that of the Heart Stealing, granting the
Disciplines that were contained in the heart that was
just consumed and retaining them for the duration.
This version of the Spell can be Learned more easily,
requiring Transmutation •••.

Blood Sorcery: Rites of Damnation 91


Bloodline: Sangiovanni
The Ones you Serve in Death

I want to tell you a story, my advanced on the Sangiovanni,


dear, a little story about our family. however, they were rebuked,
Ages ago, in the earliest nights of leaving many to wonder how a
our blood, we attracted a bit of single lineage could drive off the
undue attention from the Invictus concentrated efforts of two of the
of Venetia. The Invictus aren’t most powerful Covenants.
known for the direct assaults, but Rumors abound of connections
they committed a siege against us, to mortal mages, claiming that the
nonetheless, attacking our holdings, Sangiovanni’s magic is little more
weakening our manors, and than a set of borrowed tricks that
attempting to draw us into the eyes they’ve traded large sums of money
of mortal hunters on their payroll. for, but as one could expect, the
The rumors say that we traded facts have been twisted. The
one of our own to the mortal magi Sangiovanni do claim no small
of the area, to have them assist us number of thaumaturges and even
in turning the tide in this battle, but a few Awakened among their family
between you and I, my dear, that’s line, and a few more on their
not entirely true. They lent us a bit payroll, but their own Sorcery
of aid for a bit of money, assisting exists, and indeed, was formed
us in forging the connections we through the application of Vitae-
needed, but the actual ritual itself, based power to the precepts of the
that was performed by our elders. black magic their founder once
Over the course of a night’s work, used in life. That they also benefit
we targeted them in turn. Every from the assistance of other forms
single one of the First Estate’s of Necromancy serves only to
mortal followers fell, and then rose muddle perceptions, and in the
up under our command, turning end, they’re quite fine with that.
against their masters in a bloody Why You Want to Be Us
slaughter. A risk to the
Masquerade, perhaps, but they Like their parent clan, the
never did bother us again after that. Sangiovanni are masters of learning
I do apologize though, that your secrets, particularly dark,
life had to be given towards that cause, my dear… forbidden, occult secrets. They command the dead as
The Sangiovanni are perhaps one of the most easily as Ventrue command the living, transform
secretive of the Mekhet bloodlines, and one of the ones unliving forms as easily as Gangrel alter their own, and
that holds the most power, built up over the years due strike fear into mortal hearts in ways the Nosferatu only
to sheer necessity for survival. Defined as much by their can dream of. Their Sorcerous abilities are beyond
magic as their sinful natures - and indeed, the two are compare, and the level of resources they have available
often one and the same - they’ve had to turn inward allows them to advance their work through whatever
and drive off the advances of the Covenants several means they please.
times over the years; in particular, the First Estate, who Why You Fear Us
often saw their work as not only disgusting, but a
flagrant risk to the Masquerade, and the Circle of the Any brush with death is power to the Sangiovanni,
Crone, who wished to integrate the Bloodline’s strange and the Kindred are the epitome of a state that’s death-
magics with their own. Each time one of them adjacent. The tricks of the Damned are multiplied in
the hands of the Necromancers, and their Kindred

92 Blood Sorcery: Rites of Damnation


enemies are viewed as little more than corpses that have behind since his original “family” eventually
become a little uppity. One night, perhaps an Invictus staked him and left him out to greet the sun.
initiate says the wrong thing, and the next, she wakes More and more, however, it’s seeming, to some,
up across town, blood on her lips and the angry that these rumors aren’t entirely true. His
pounding of the Sheriff heard at the door. Will she ever influence remains, in ghostly images in the
find out exactly what she did, let alone what caused it mirrors, in whispers left in the family’s minds as
in the first place? they sleep, or in interruptions to the rituals of
Why We Should Fear Ourselves living and undead members alike. While
vampiric ghosts are exceedingly rare, especially
Death is a fascinating concept, and it becomes all too when slain properly by their banes, more and
easy for one to grow lost in the many philosophical, more of the Sangiovanni are beginning to think
mystical, and scientific ramifications of it, to the point that the influence of Lodovico hasn’t entirely
of it becoming an obsession in one’s mind. This focus escaped them.
comes of unnaturally to Kindred and Kine enough, and
with time, some of the bloodline even seem to grow to Character Creation
become a bit more like the corpses they fawn over in
Most of the Sangiovanni are clever and
appearance. It’s difficult to integrate into one’s
knowledgeable, taken directly from the mortal family
Requiem when one’s Mask is itself decayed.
or those with close ties to them, and many already
Bloodline Origins having knowledge of the necromantic arts from the
beginning. Taught from an early age to take advantage
• It’s said that all of the lineages that converged on of these occult studies, the Embrace is often seen as an
the eventual Sangiovanni family had a mystical anticipated gift more than a horrific surprise. Having
taint to them. They were sorcerers, seers, witches, access to the family’s resources can mean they’ll come
warlocks, and oracles, and they all knew to pay into things already having no small amount of money,
heed to things far more ancient and powerful mortal ties, or occult tomes available to them straight
than the Christian God. These teachings were away.
passed down to Lodovico, the bloodline’s Parent Clan: Mekhet
founder, and he learned to tug at the curtain Nicknames: Necromancers (internally and by those
between worlds, to conjure ghosts and raise the that respect them), Necrophiles (by everyone else)
dead, binding both to his will. Bloodline Bane (The Death-Obsessed Curse): In
Lacking dominion over the living, however, he addition to their clan bane, the Sangiovanni find
left a trail of death in his wake, said to include themselves rejected by mortal and Kindred alike due to
not only his mother, but eventually, his youngest the rumors of their obsession with death, and while
daughter, offered up in a dark pact meant to fuel most try to play this off as little more than stories, it’s
a perverse sort of immortality within himself. It nonetheless a focus that grips most of the family’s
worked, in a way… members. Sangiovanni Kindred permanently suffer
• Mortal magics are known to be lost upon the from the Obsession condition with regards to corpses
embrace, but the knowledge of those aspects of and the undead, finding themselves unable to resolve it
the world are never truly lost to the Kindred. It through any means. While not necessarily necrophiliac
took the Bloodline decades, but through in origin, they do tend to dote and focus on the corpses
constant study, they formed a Blood Sorcery that in their care to a strange degree, dressing them,
took the trappings of mortal Necromancy and grooming them, and even speaking to them
enhanced them with the powers of vampiric affectionately like they were misguided children.
Vitae, forming something far more perverse and This focus on the dead over the living causes their
far darker than anything managed by the Humanity to be treated as one lower with regards to
influence of either alone. social penalties with mortals, as their connection to the
• The modern Sangiovanni claim that their dead can be more or less “felt” by those that lack it.
founder was little more than a perverse memory,
Disciplines: Auspex, Celerity, Dominate, Obfuscate
that his teachings and methods have been left

Blood Sorcery: Rites of Damnation 93


In the Covenants and 3 for a Mastered ritual. One must normally be in
the bloodline to learn it, and should someone outside
While rarely having a direct membership, the the bloodline be taught it (a crime punishable to the
Sangiovanni nonetheless enjoy a sort of protection Sangiovanni by the final death of both teacher and
from the Lancea et Sanctum. Those willing to at least student), they gain no Themes or rituals for free if they
pay lip service to their teachings find that they, in turn, attempt to raise it without the direct tutelage of a
have their necromancy tolerated to a surprising degree Necromancer. Sangiovanni, however, can learn it
by the Sanctified, who will similarly urge others to “instinctively” and so do not need a teacher to raise it
accept it. This does, however, come more from old, or Learn rituals.
well-worn debts than any true loyalty, and so those that Relying as it does on the higher thought processes of
lean a bit too heavily on heretical practices find that the The Man and on mortal ritual processes, Cattiveria fails
tolerance may slowly be taken away. if the caster attempts to cast a ritual of a level higher
Despite their overall efforts failing, the Circle of the than their Humanity rating.
Crone have swayed at least a small number of the The Sacrifice: 1 Willpower, and the usage of material
Sangiovanni to their cause; most of these are those who components, either as tools or materials, which they
focus more on the teachings of the old gods offered in call “Procurements.” Unlike the Sacraments of Theban
Lodovico’s original writings, and they’ll found death Sorcery, these aren’t inherently used up unless required
cults focused around these sorts of figures, strange by the Invocation, and so should generally cost more,
combinations of Crúac and Cattiveria allowing for or have a rarer occult resonance to them. For lower
surprising revelations. level rituals, however, the Procurement is usually just
The Invictus, however, have not taken on any of the what’s inherently needed for the effect.
Bloodline as far as any modern member is aware, or if The Request: Improvised and Mastered rituals use
they have, their ties to the family have been thoroughly Intelligence + (Primary) Theme. Learned rituals use
hidden. Most of the lineage still bears a level of hostility Intelligence + Occult or Medicine + Cattiveria. On a
towards The Man, and no small number of conflicts, if dramatic failure, they gain the Jaded condition, in
more minor in scale than those in Venetia centuries addition to the usual effect.
ago, have broken out because of it. Linked Themes: Divination and Transmutation.

Bloodline Gift: Cattiveria Limitations of Blood Sorcery: Cattiveria is a form of


Necromancy, and so in the end, it’s limited in its
The Sangiovanni practice an almost scientifically application to the facets of death; it can’t affect the
minded form of black magic, combining a measure of living except to bring them closer to death, whether this
occult ritual with clinic appraisal and medical craft into is imprinting a part of the Curse on them, toughening
Cattiveria, their unique form of necromantic Blood their flesh like that of a corpse to grant them armor, or
Sorcery. While still technically “Sorcery,” their rituals simply dealing damage to them with the Destruction
often resemble the strange procedures of the Ordo Theme in the form of rotting wounds.
Dracul as much as they do the ritual trappings of the However, due to its ties to mortal necromancy, a bit
Lancea et Sanctum or the Circle of the Crone. of the material focus of Blood Sorcery has been
Cattiveria relies on the basic principle that in the bypassed, allowing for interaction with the realm of the
same way that Vitae can be used to lend one’s power to dead; Cattiveria can reach into the Underworld with
a living vessel, the animating power behind it, the advanced range and the right sympathetic ties, and can
“Ectoplasm” that fuels the dead, can be lent to a corpse, even open, close, or create Avernian Gateways with
granting it an unwholesome animation, or towards high enough levels of Transmutation, Destruction, or
controlling the actions of Kindred or the more Creation respectively. All other realms remain off-
ephemeral forms of undead. Their rituals, which they limits, however.
call “Invocations” formally, draw on this basic Motifs: Cattiveria relies heavily on the application of
principle. dark scientific principles to arcane methodologies (or
Like with any other Blood Sorcery, Cattiveria is “Out vice versa). A corpse may be protected with a
of Clan” and thus costs 4 Experiences per dot of the combination of incantation and embalming fluid, and
Discipline, 3 per dot of a Theme, 1 for a Learned ritual, a mortal might be assaulted by magical energies

94 Blood Sorcery: Rites of Damnation


directed with the assistance of anatomical diagrams. issue affecting inanimate inorganic matter by imposing
They can create inanimate undead, transform organic a bit of the Curse.
and inorganic non-living matter alike, and call down • Cattiveria rituals can be Learned more easily if
the power of entropy on their enemies, but have they require Vitae and/or raw Ectoplasm in
difficulty affecting living flesh more directly. Whether addition to the Procurements inherent to the
the trappings lean more towards the Occult or towards ritual. The higher the level of the Invocation, the
the Scientific, they always require higher thought more of each or either they likely need.
processes and meticulous attention to detail, so rely on Ectoplasm is left behind by the manifestations of
Intelligence to cast. ghosts, and an amount of it equal to about a pint
Its Motifs are as follows: of fluid is a single “point;” some Invocations will
Cattiveria is deliberate, much like Theban Sorcery. also allow more direct manipulation of it, or
• Sangiovanni may Learn rituals more easily if they removal of it from animate corpses (like
require elaborate trappings and complex Kindred).
activities performed beforehand, such as a A handful of sample Invocations follow. Those
thorough medical study of a corpse that’s to be rituals that allow the caster or other Kindred to store
divined, or elaborate preparation of a bound and Ectoplasm can allow a maximum storage equal to the
gagged Kindred that’s to be turned into their target’s Vitae maximum, but kept track of separately.
puppet.
Cattiveria is perverse - It takes on the teachings of
biology, medicine, and anatomy and warps them with
Corpse Mask (Transmutation •)
the trappings of black magic, corpse mutilation, and Procurement: The corpse to be altered, and a syringe
weird science. It often requires materials that are both filled Vitae
strange and seemingly contradictory, and processes This Invocation, which involves a somewhat
involving combinations of engineering and sorcerous unsettling combination of ritualistic bloodletting and
ritual. It’s never straightforward, and rarely easy to careful injection of a corpse with the prepared fluids,
utilize on a whim. allows the Necromancer to alter the appearance of a
• An Invocation can be Learned more easily or corpse. If that corpse is an actual dead body (or non-
made more powerful if it involves practices that sentient undead), the changes have no real limit,
would cause breaking points for mortals (which beyond the corpse needing to remain the same size, and
may or may not cause detachment); tearing apart this can even alter the apparent cause of death for the
a corpse with one’s bear hands, sewing patches of duration. If the corpse is sentient, such as with
rotted flesh to a living victim, killing someone to Vampires, the changes are more limited; for each
harvest the energy that death provides, or Potency, minor features such as scars can be removed
binding and draining the power of a lucid ghost or added, or apparent age can be changed by a few
are all examples that might suffice for this. This years, but nothing that would make them
doesn’t include what’s inherently needed for the unrecognizable. This can provide a +1 bonus or so to
effect; raising a corpse isn’t enough on its own rolls where the changed appearance matters;
just because a cringy mortal might destabilize Intimidation for extra scars, Socialize when made
simply from using Necromancy on its own merit. younger, etc.
Cattiveria is deathly - The trappings of Cattiveria Risk +1: While their appearance remains largely the
focus on the dead and the ectoplasmic energy that same, a Vampiric target can be made to look like a
animates all sorts of it, allowing them to manipulate natural corpse with up to a few days of decay on them.
and preserve corpses, drain the animating energy away They can remain naturally still without any rolls of any
from Kindred, or grant physical vessels for ghosts. The kind, and so long as they do, mundane attempts to
Sangiovanni’s Sorcery finds it difficult, by default, to study them suffer a penalty equal to Potency to reveal
affect the living through any but indirect means, except they’re something more than an unmoving corpse.
in the case of Destruction, which often takes the form
of rotting wounds or entropy. However, they have no

Blood Sorcery: Rites of Damnation 95


Mortician’s Appraisal (Divination •) ritual can be cast. This involves an extended Wits +
Medicine roll, requiring 10 successes, with each roll
Procurement: The corpse to be studied involving 30 minutes of study. This version of the
This Invocation involves an intricate study of the ritual, when Learned, allows the Sangiovanni to learn
corpse (or corpses) that’s to be divined, with the ritual the information sought in whatever order they choose.
involving an in depth mundane appraisal of the body
through medical means. Whether freshly killed or a
shambling zombie, the Necromancer is then able to Ectoplasmic Eye
discern a single fact about it per Potency. This can
reveal its true cause of death, time of death, pre-death
(Divination ••, Transmutation •)
appearance, the location and cause of any wounds, the Procurement: A pool of blood or ectoplasm
nature of any foreign materials in the body, and if any By mixing a drop or two of Vitae into an existing pool
magic's been used to affect its form/appearance/other of blood or ectoplasm, and then passing a mild
physical aspects; the facts are always learned in that electrical current through both it and the vampire
order, although successive castings on the same corpse themself (no damage need be done), the Necromancer's
continue where the last one “left off.” This does senses attune with the reflective surface of the
technically work on Kindred (though it’s contested), substance. When within range of it for the duration,
usually providing information making it clear they were the Kindred may move the pool (with a Speed equal to
exsanguinated however long ago they were embraced, Potency) or see/hear out if it at will, although may not
though it could reveal effects like Obfuscation or otherwise act when doing so. The perception is mildly
Protean altering their appearance at high Potency (with warped as if just beneath the surface of a pool, but
a Clash of Wills). Kindred Senses inherently compensate (if granted to
Risk +1: Supernatural effects on the corpse are others instead of the caster, non-Vampires take a -3
revealed first. penalty to perception rolls through it).
Motif (Deliberate): The Sangiovanni must do a very Motif (Perverse): The pool must be freshly drawn
thorough workup of the body mundanely before the from the veins of a sacrificial victim, who must die as

96 Blood Sorcery: Rites of Damnation


part of the Invocation (though it needn’t be human).
This version of the ritual, however, can be Learned with
Ectoplasmic Manifestation (Creation •••)
Divination • and Transmutation •. Procurement: Vitae equal to the Ectoplasm to be
created
The Sangiovanni can summon and manipulate the
Procure Materials (Divination ••) black plasm of spiritual energy. They produce this
Procurement: A pair of glasses treated with gauzy, visible, weightless substance from any orifice in
embalming fluid their body (usually the nose or mouth) with a simple
With this simple ritual, which involves the use of the ritual involving no small amount of concentration and
glasses to thoroughly study and look over an area for manipulation of their own blood. If successful, a point
any trace of death, the Necromancer is able to discern of Ectoplasm per Potency (to the limit of Vitae spent)
the exact location of any bodies in the Area of the is produced. This ectoplasm can then be used for
Invocation’s Scale. The sense of them persists for the certain Invocations that require it, offered to ghosts
duration, and with additional Potency, this can also that can make use of it to manifest again more easily
reveal the “type” of body each one is, such as if it’s a (reduce the essence cost by 1 for a Manifestation), or
human corpse, animate Vampiric body, or the remains provided to other creatures that can utilize it (such as
of a werewolf. Sin-Eaters). The substance dissipates into nothingness
if it hasn’t been spent by the end of the Invocation’s
Motif (Deathly): Rather than embalming fluid, the
duration, however.
glasses are covered with 2 points of Vitae or Ectoplasm.
This costly version of the ritual can be Learned with just Add Transmutation ••: The Sangiovanni or a
Divination •, however. target Kindred can store the Ectoplasm internally.
Kindred aren’t meant to store broken down Ectoplasm,
however, and so its presence is very obvious, causing
Shuffling Porter (Transmutation •••) black, pulsing veins along their body and an unearthly
sort of haze to their movements.
Procurement: A corpse (or corpses) and a location
Add Protection •••: The ectoplasm can be
resonant with death (like a graveyard)
immediately used to heal 1 lethal wound or 2 bashing
The ritualist prepares a humanoid corpse with an
damage per point on a corpse, a ghost, or any other
elaborate ritual involving an obscene, guttural chant
undead creature.
that commands the corpse to rise and serve the
Risk +3: The creation of the Ectoplasm is
Necromancer. The corpse then raises as an animated
“instantaneous,” that is, it needs no duration to sustain
servant, mindless but retaining a sort of “instinct” for
it and so won’t fade away afterward.
what it was capable of in life, and so retains its physical
attributes and all skills. Mental and Social attributes
default to 1. For each day beyond the Invocation’s
Potency that the corpse was dead, reduce a physical
Servant from Beyond
Attribute dot by 1, to a minimum of 1. Theoretically, (Transmutation ••••, Guidance ••)
this will also work on individual body parts, but in that
Procurement: An object that belonged to the target
case, they have a simple dice pool equal to Potency for
ghost in life, or that anchors it in death
actions that appendage alone is capable of. Corpses that
are destroyed cannot be reanimated. With a lengthy, complicated ritual involving slow
incantations, strange symbols, and an arrangement of
Add Divination ••: The caster may utilize the
black candles, the caster is able to summon a ghost,
corpse’s senses at will, though this replaces their own
forcing them to make their way to the summoner in the
senses while they do so.
fastest way available to them. If targeting a ghost within
Motif (Deathly): The corpse must be fueled with raw
the Underworld (usually with advanced Range), it will
Ectoplasm, requiring 3 points of it to be imbued into it open the nearest Avernian Gateway to them in the
over the course of the ritual. This version can be process.
Learned with Transmutation ••.
Once present, the caster retains control of the ghost
on an ephemeral level; making it act requires an instant

Blood Sorcery: Rites of Damnation 97


action each turn, by default, as it’s more akin to The Bloodline’s founder was well known for his
ectoplasmic puppet strings than a mental command. ability to break down the walls between realms, and this
Control remains for the duration. ritual provides the pinnacle of that power to masters of
Risk +2: The control of the ghost is reflexive and Cattiveria. The caster prepares the sacrifice in a strange
more natural, although still must be deliberately way, treating them (while still alive) with strange fluids,
thought about each turn. weird substances, and implements that would be
Add Creation •••: An ectoplasmic body is crafted incredibly uncomfortable. Once prepared, the sacrifice
for the ghost, granting them the Materialized condition has its throat slit and the blood pools around the Area
as soon as they arrive. where the Gateway is to be formed. If successful, the
Motif (Deathly): Strings of ectoplasm must be Avernian Gateway condition is applied to the area, and
actively woven to take hold of the ghost, requiring 4 remains open for the duration. By default, the gateway
points of it to be sacrificed towards this end. This costly goes both ways, meaning that ghosts on the other side
version of the Invocation requires only Transmutation might find their way here from the Underworld, too.
•••• to learn, however. Risk +2: The Gateway can be made to be one way, so
ghosts from the other side can’t get through, or so that
the caster might return from the Underworld but not
The Predator’s Bequest (Transmutation ••••) allow living things into it.
Procurement: The corpse(s) to be enhanced, and a Risk +3: The Gateway opens and closes at the caster’s
point of Vitae for each behest, remaining present (and detectable to those with
the ability) but not traversable when closed.
An animated corpse is empowered with this ritual,
often one previously raised with Shuffling Porter, Motif (Perverse): The preparation of the sacrificial
although it doesn’t have to be. The Invocation involves creature is immensely perverse and painful, acting as
a dim, candlelit preparation of the area and a “kiss” on torture for the sake of related breaking points or
either the corpse or a representation of it (if at higher detachment. This version of the Ritual can be Learned
Range), during which the Vitae is imbued into it. If with Creation or Transmutation ••••.
successful, the caster can raise the corpse’s Strength,
Dexterity, Stamina, or Brawl by Potency, capped at the Ultimo Respiro (Destruction •••••)
corpse’s former attribute maximums.
Add Divination •••: Some awareness of the world Procurement: Ectoplasmically treated onyx “claws”
can be imparted, allowing a target corpse to be given that are worn during the ritual
Intelligence or Wits, which may allow for more The Last Breath, as it’s known in more modern
complex commands to be given. times, is a horrifying spectacle. As part of the ritual, the
Risk +2: The Potency can be split between the character literally grasps at the target corpse or undead
options for Attributes and Skills. creature (or a representation of them), and spend most
Risk +3: The corpse’s Attributes or Brawl skill can be of the casting slowly attuning themselves to the
taken above their maximum by an amount equal to the ectoplasm animating them. At the pinnacle, they pull
caster’s Cattiveria rating, with enough Potency. back, symbolically ripping it from them, and indeed,
the target undergoes horrendous pain as the animating
Motif (Deathly): A point of Ectoplasm must be
energy is yanked from them. This deals 1 aggravated
provided to each corpse in addition to the Vitae. This
damage per Potency to the target, which bypasses any
costly version of the ritual can be Learned with
mundane or external armor (Resilience applies,
Transmutation •••.
however). Kindred and other supernatural senses might
see the wisps of Ectoplasm being torn away from the
Break Down the Barrier target and then vanishing into the air.
Add Transmutation or Creation ••••: The drawn
(Creation ••••• or Transmutation •••••) out Ectoplasm is gifted back to the ritualist, 1 point per
Procurement: A creature to be sacrificed as part of damage inflicted, which is immediately stored
the rite, and a location resonant with death in some internally, manifesting on their flesh as pulsing black
way veins and a beady mist that emanates from them.

98 Blood Sorcery: Rites of Damnation


Dark Pacts
“You’re Damned already, aren’t you?”
Sometimes, the power of Blood Sorcery doesn’t come
entirely from the Blood. It’s not passed down through
the teachings of the Covenants, hoarded by hidden
cults, or intuitively called upon by the Bloodlines. Pacts
Sometimes, the capability is sparked by something The rules as described here for learning
external, something dark, which offers it to the Kindred Infernal Sorcery are, essentially, highly
in exchange for seemingly minor favors, to most simplified forms of the Pacts that can be sworn
Vampires. Feed a bit too much and speak a name the by other beings. Those with access to other
next time you hunt, carve a symbol into the next supplements which provide systems for making
deals with demons and other spirits might wish
human you were going to kill anyway, or treat your
to use those; Inferno or Summoners are two
ghoul just a little bit more like an object than a person.
options in 1st edition that allow the other side to
In exchange, a power that they claim surpasses even the
grant Disciplines and similar powers.
most potent rites of the Circle or Spear will be granted.
If using such a system, Infernal Sorcery is
And all too often, a Kindred in a bad position within
granted as easily as an In-Clan Discipline to
Vampiric society will take the bait, becoming Infernal
Kindred, despite mechanically still being Out-of-
Sorcerers (or “Diabolists”). Clan for all other purposes, and dots of it will
Obviously, Diabolists are rarely well received by other grant Themes and rituals normally; two dots of
Kindred, but only two Covenants have any specific Themes alone can be granted for the same cost.
predilection towards harming them. The Ordo Dracul Alternatively, it can be purchased normally if
forbids it only specifically of their own members, and under a Vassalage to an infernal being of some
indeed, a Dragon enthralling themself to another kind.
entity, even temporarily, is punishable by sanctioned It should be noted that not all demons are
Diablerie (so their tainted soul doesn’t pass on). The really the same type of creature. That said, it
Lancea et Sanctum take a harder stance, and when in likely matters little to most Kindred that would
charge (or acting as the power behind the Invictus be offered such a deal whether a demon comes
throne, more likely), tend towards calling blood hunts from the Inferno, the sinful corners of the
on known Infernal Sorcerers. Still, the risk is often seen Shadow, or the depraved fragmented soul of a
as worth it to those that lack any real power of their demonologist; anything that can empower a Pact
own, especially in areas where neither Covenant is can potentially offer Infernal Sorcery, so long as
particularly prominent. they’re a properly “sinful” or “hellish” being. In
the end, the rituals still rely on a manipulation of
Infernal Sorcery the Blood, but with additional power offered by
the entity’s Essence, so anything with the
Infernal Sorcery is learned through a deal made with
properly resonating ephemeral energy can
a demon, although the term is used loosely; this might
empower it.
be a spiritual creature that preys on sin, a corrupting
entity that wants to draw one away from humanity and
into an endless void, or a mental projection of one’s
buried guilty secrets. All that matters is that the being Infernal Sorcery as an Out of Clan Discipline for the
is ephemeral and, in some way, can use the Kindred’s normal costs.
corruption to help fuel their magic. Alternatively, they might just give a bit up at a time;
The deal itself can vary; the simplest way to learn either a single dot of the base Discipline or two dots of
Infernal Sorcery is to offer one’s service to a sufficiently Themes can be granted (with no Experience cost) by
powerful demon (at least Rank 3, using Ephemeral offering up a sufficiently sinful act for the rating being
Being rules), acting as a Vassal; the character must do offered; at the first level, this might mean overfeeding
whatever’s asked of them, but they can then learn enough to put a mortal in the hospital, but at the fifth
level it might require convincing a human to willingly

Blood Sorcery: Rites of Damnation 99


sacrifice their own child in the name of the demon in The Sacrifice: 1 Willpower per level of the Ritual
question. Rituals are Learned and Mastered similarly, being cast; Infernal Sorcery is an incredible drain on
although the former will generally have a comparatively one’s mental energy. Alternatively, a caster may risk a
lower “cost” each time. A sufficiently depraved Kindred bit of themself, and suffer Detachment at the lower of
might combine the two methods, learning the lowest their current Humanity or Humanity (6 - ritual level); a
levels with more minor offerings and then offering bane may never be taken to stave this off.
their thralldom to the entity so they can delve deeper The Request: Improvised and Mastered rituals use
later on. Either way, learning a dot of Infernal Sorcery Wits + (Primary) Theme. Learned rituals use Wits +
is a breaking point in the same vein as learning Crúac, Occult or Politics + Infernal Sorcery. On a dramatic
in addition to any detachment caused by the sacrifice failure, they gain the Wanton condition, in addition to
offered. It’s utterly impossible to learn Infernal Sorcery the usual effect (even if they’ve suffered it that month).
without a patron of some kind, so it cannot be taught Linked Themes: Destruction and Guidance; for
directly to others, or learned further if the entity certain entities, this might be changed.
doesn’t wish to make further deals. Limitations of Blood Sorcery: In exchange for the
Once learned, surprising many Kindred aware of the corrupting nature of Infernal Sorcery, because of the
limitations of Crúac and Theban Sorcery, the caster’s external energy empowering the magic, any single
Humanity has no direct effect on what levels of the Limitation of Blood Sorcery can be broken, as chosen
Discipline can be gained, and knowing Infernal Sorcery by the caster when initially purchasing (or bargaining
causes no “cap” on the caster’s Humanity. However, for) the Discipline, so long as it makes sense for the
Infernal Sorcery is a draining type of magic, tempting entity empowering it. A sinful spirit might allow the
one towards depravity by its very nature, and most still Sorcery to access the Shadow, for instance, or a creature
find their Humanity dwindling because of it. of physical corruption might allow living beings to be
permanently warped by rituals. The Storyteller is the

100 Blood Sorcery: Rites of Damnation


ultimate arbiter of what Limitations a given entity can they’re doing, contemplating every aspect of it and
help a caster break. becoming content with the fact that they’re calling that
Motifs: Infernal Sorcery is less about calling upon the aspect of a Dark realm into our world. It can strain the
power of one’s blood and more about tapping into mind, but it never surprises those involved; they know
something else that empowers it for them. It takes on exactly what they’re doing. This shouldn’t be confused,
the tainted color of that Essence, and the more the of course, with the more deliberate methodologies of
caster calls upon it, the more that nature seeps into other Sorceries; Infernal magic can be improvised
them as well. Despite the infernal nature behind it, easily, so long as the end effect is well established.
though, these rituals are calm, straightforward affairs • Diabolists can Learn Investments more easily if
fueled less by frenzied emotion or divine faith and more they require continued concentration from the
about the mental willpower needed to properly channel caster, beyond what’s normal for ritual control;
the power that’s been offered (or about getting into the they take the Distracted condition (which stacks
right state of mind to allow that power through without its penalty with existing distraction penalties)
caring about the effect it might have on them if not and cannot have more than one concentration-
directed). based ritual active at a time. Should the caster
While many of these rituals (or Investments, as end up in Torpor (not daysleep), the effect ends
practitioners call them) can benefit from continued early. Willpower cannot be spent to remove such
sacrifice and sin, few require it, instead just letting a bit rituals from their control.
of the nature of the power behind the magic slowly Infernal Sorcery is entropic - it’s used less to
tempt the ritualist until they begin to do such things on strengthen and empower what’s in the world, and more
their own. It always requires a level of direction and to break down the rules that are enforced by reality, or
understanding from the ritualist, however, and an to impose a bit of chaos or degradation on people,
ability to navigate the unholy deal that’s been struck, so locations, and even inanimate objects. A person’s body
their Investments rely on Wits. fails them as they become wracked with disease, the
Its Motifs are as follows: caster’s granted claws that tear from their flesh and
Infernal Sorcery is unholy - the powers that guide hang unnaturally off their body, or a protective shield
Infernal Sorcery are not the beings of light that works by wracking attackers with pain rather than
empower Theban Sorcery, but the unholy denizens of directly ceasing the assault. That said, a bit of sacrifice
other realms, and the strain of their influence on the and sin might potentially strengthen someone in
magic is felt in every ritual. Many of the rituals Infernal exchange for the imposition of that entropy on the
Sorcery allows for are showy and ephemeral, but unlike wider world instead.
the humbling lights and judgmental forces of more holy • Investments can be Learned more easily if they
magics, it may be accompanied by dark smoke, require a bit of disorder to be imposed on the
unnatural heat, fiery hazes or strange ichor, among world first in order to fuel the ritual; this might
other possibilities. Those witnessing its effects know be a sacrifice of someone important, temptation
that it’s no miracle, but a tainted imposition of imposed on a future target, or perhaps even
otherworldly darkness onto the world. allowing one’s own body to break down in the
• Infernal Investments can be Learned more easily form of damage taken or inflicted.
when they involve a temptation of one’s Some sample Investments follow, and a few give
Humanity, whether through direct detachment mentions to possible ways the Investment might be
checks or sacrifices that necessitate them by their enhanced by the caster ignoring a given Limitation of
nature. Of course, unlike more Holy magics, this Blood Sorcery.
isn’t always the caster’s own; it could be
empowered by tempting a mortal towards
depravity or even making a Werewolf doubt their
Call on Weakness (Divination •)
proper place in the world. Through simple conversation, an Infernalist can read
Infernal Sorcery is focused - its magic isn’t simply the depths of one’s soul, and find weakness that can be
unleashed into the world and allowed to take effect as predicated on. Upon casting the Investment, which
it will, it relies on the caster knowing entirely what involves speaking to the ritualist’s reflection and

Blood Sorcery: Rites of Damnation 101


admitting to their own weakness, the caster gains a sort
of unnatural insight into that of others. For a number
of times equal to the targets accounted for by Scale, the
caster can speak to an individual over the duration, and Integrity
with just a short conversation (a sentence or two in One thing to note about Integrity, and even
both directions), learn the Vice of the character, with Humanity, is that unlike the traits in previous
each additional Potency beyond 1 revealing a Persistent editions, it rarely represents someone’s morality
condition or, if all of those are revealed, a normal or how “good” they are; it’s how much control
condition, in that order. their human side retains over them, whether it’s
Integrity and the representative grip they retain
on themselves, a Kindred’s ability to stave off the
Induced Fear (Guidance •) Beast’s machinations in favor of the Man, or the
This subtle effect causes a target’s fears to have a connection a Werewolf has to their human half.
heightened effect on them. The ritualist calls upon the The power demons gain when breaking points
symbology of infernal manifestations of fear and are suffered, and that can be offered to Kindred
weakness, and inflicts them verbally upon their through Infernal Sorcery, is less about them
target(s). If successful, whenever a target character’s in doing something immoral and more about them
a situation where they’d feel even a minor level of fear, losing a part of themselves, particularly when in
they take the Shaken or Spooked condition, as the throes of their desires. That bit of control has
appropriate. a supernatural substance all its own. Their
Risk +3: If the character would take the Shaken or remaining morality doesn’t matter, it’s that they
lost a part of themselves in committing whatever
Spooked condition normally in response to something,
temptation.
it’s upgraded instead to the Frightened condition.
Most of the rituals here, as such, work fine
against other forms of Integrity traits. Those with
Leper’s Curse (Transmutation •) breaking points or equivalent rolls to resist loss
require they be rolled when “suffering a breaking
The caster bleeds themself in a way akin to the point” or similar mechanics are mentioned.
bloodletting “treatments” of medieval times. If the Those that build up a dice pool of some sort that
ritual is successful, the target then takes on the damages their stability simply needs that pool
appearance of someone diseased, stricken with some rolled, it needn’t be a success. Those that treat
terminal, contagious-looking illness as pustules form on their Integrity equivalent as a form of energy all
their skin and strange rashes appear along their face. its own require it be spent towards the sinful end
They suffer a penalty equal to Potency on social rolls mentioned. Other, stranger Integrity equivalents
where this appearance might hinder them. work in similar ways, as determined by the
Storyteller.
Numbing (Protection •)
Slicking old, dried up blood across their fingers, the continue onward, providing additional dice. The
caster focuses their will towards numbing the pain of maximum bonus provided is equal to the penalty that
the target; often, this is done to make it all the more would be suffered.
tempting to partake in dangerous activities without the Motif (Entropic): The caster must be suffering a
distraction of pain to remind one of the benefits of wound penalty of at least -2 to cast this ritual on
prudence. All wound penalties suffered by the someone (even themself). This version of the
character are reduced by Potency for the duration, Investment, when Learned, can utilize the Risk effect
though are never turned into dice bonuses. without any Guidance requirement, however.
Risk +1, Add Guidance ••: If there’s sufficient
Potency to raise a penalty to a bonus, any wound
penalty suffered instead becomes a pleasant,
invigorating feeling that encourages the target to

102 Blood Sorcery: Rites of Damnation


Intrusion of Pleasure (Guidance ••) with. A given wound can only be exacerbated this way
one time.
By taking part in a ritual that triggers the pleasure Motif (Entropic): This ritual only works on wounds
centers of the caster’s brain, they can tie their target’s the caster caused to the target directly, and not with
pleasure to their own will. Over the course of the other magic. This version of the Investment can be
duration, a number of times equal to Potency, the learned with Destruction •.
Diabolist can reflexively inflict a bit of distracting
pleasure on the target for the turn, causing them to lose
the 10-again benefit on a roll. Alternatively, this might Vector for Infection (Creation ••)
instead grant the caster the 9-again benefit on a social
The Diabolist inscribes their skin with a story of the
roll against them, through means of positive association
worst plagues they know of, and the effect they have on
or a loosening of inhibitions.
the populace. At the ritual’s completion, the target(s)
Motif (Unholy): The pleasure caused to the caster to are inflicted with a disease of Toxicity equal to or less
cast the ritual must come from a degradation of the than the Investment’s Potency. They gain an immediate
spirit, reflected by it causing a Detachment roll; feeding resistance roll without any “incubation,” lacking a
to the point of hospitalizing a mortal is common, for typical contested roll, and rolling successes equal to
instance. This version of the ritual can be Learned with Toxicity will “cure” it instantly, before it starts, but
Guidance •. causing no damage on a failure; thereafter, the disease
progresses and is resisted normally for its kind.
Know Sin (Divination ••) Risk +2: The disease can be spread more easily for
the duration; a blood-based disease might become
Some visual representation is made or taken that airborne, for instance.
shows the potential target engaging in a given type of
sin or debauchery, and the caster focuses on every detail
of it over the course of the ritual. If successful, anytime Anguish (Destruction •••)
the target participates in the sin or other depraved
By cursing a target and calling upon the ritualist’s
action named when casting the Investment, the ritualist
patron, their victim is wracked with horrific agony for
gains a brief vision of it, just long enough to provide
the duration of the Investment. The target suffers a
the context of what’s going on.
wound penalty equal to Potency, capped at the normal
Risk +1: The caster gets a vision of any sin performed -3, and not stacking with existing wound penalties.
by the target, under the caster’s personal criteria for
Risk +1: The wound penalty stacks with existing
what they consider to be “sinful.”
wound penalties.
Motif (Unholy): The caster only gets visions of
Risk +2: The wound penalty can go above the normal
particularly degrading sins; those that cause a breaking
-3 limit.
point in the victim (or another they’re interacting with).
Add Divination ••: The caster gives the victim a
This less sensitive version of the Investment can be
“way out” that they become intuitively aware of, often
Learned with Divination •.
a sin to perform or a task done for the ritualist. If that
task or action is done, the effect ends early.
Strike the Broken Limb (Destruction ••) Motif (Unholy): This version of the Investment,
when Learned, must include a sinful way out of the
Digging their nails into their own forearm until they
effects, which should be something that can risk a
cause themselves an immense degree of pain, the caster
breaking point or at least call on a character’s Vice (or
is able to worsen the injuries of another individual. The
equivalent). No additional Themes are required,
target of the ritual must have an injury that’s still
however, for this condition.
present (that is, they have damage in their health
boxes), and if they do, and the ritual is successful, the
wound reopens and worsens, causing the target to take
additional damage of the same kind equal to Potency,
appearing as if the injury was that much worse to begin

Blood Sorcery: Rites of Damnation 103


Fragments of the Forgotten (on stranger equivalents of Integrity, it might have
other effects, like adding to Clarity “attacks” against a
(Divination •••, Transmutation •) Changeling).
Motif (Entropic): Something important to the target
Creating a vial of ink out of blood and soot, the caster
must be killed or destroyed to form the initial crack in
spills it over a book or other written source of
the subject’s mind that this ritual then burrows into.
information that’s become faded, had pages removed,
This version of the Investment is learned with
or is otherwise missing information it once contained,
Guidance ••.
beckoning their unholy patron to retrieve the lost
information from the abyss in which it was cast. The
ink fills in the blanks and dries with an unnatural burn, Fires of the Inferno (Creation ••••)
filling in the gaps and remaining legible for the
duration of the ritual. The target does need to be mostly This ritual speaks in their infernal tongue and calls
intact for this Investment to work, however. upon unnatural, hellish green “flames” to strike the
area, inflicting hellfire upon an Area as defined by the
Add Creation •••: So long as some fragment of the
source is on hand, even a few ashes taken from a fire, Diabolist, which causes the Inferno Tilt for the
the record is entirely recreated in its original form. duration; alternatively, it can target specific individuals
with its Scale, inflicting Burning instead on those
Motif (Focused): The caster must concentrate to
targets alone. Should it matter, the Intensity of the
keep hold of the information, imposing the Distracted
hellfire is defined by the Potency.
condition and preventing loss of ritual control or other
These unnatural flames aren’t true fire, and so don’t
effects needing similar levels of focus. This version of
act as a Bane to Kindred or others that suffer from it,
the ritual, when Learned, can recreate the original work
but it still triggers fear frenzy appropriately. It will,
without requiring the Creation Theme.
however, spread and alight whatever else touches it.
Those Diabolists that have surpassed the Limitation
Name the Sin (Guidance •••) of Sorcery against creating fire treat the hellish flames
as real for the purpose of Banes of any kind, allowing
Speaking aloud, in great detail, the sin they wish the
them to deal aggravated damage to Kindred and bypass
target to commit, the caster enforces an infernal sort of
certain protections as normal.
temptation on the target. For the duration of the ritual,
the target gains a dice bonus equal to Potency on Add Transmutation •••••: The flames are under
mundane rolls aimed directly towards committing the the caster’s direct control and will move in whatever
named sin, and they suffer a penalty to mundane rolls way the caster wishes with a reflexive action. The
that directly oppose it (resisting the advances of a hellfire has a speed equal to Potency.
seductress when guided towards Lust, for instance). Motif (Focused): The caster must concentrate very
Risk +2: The bonus and penalty apply to deliberately on who and what they wish to burn in
supernatural actions, as well, if directly related. hellfire, taking the Distracted condition and being
unable to lose their control of the ritual, or concentrate
Motif (Unholy): The caster must commit the named
on others needing that focus. This version of the ritual
sin themself before casting the ritual, in a way that
is Learned with Creation •••.
causes detachment. This version of the ritual can be
Learned with Guidance ••.
Hellspawn (Creation ••••, Destruction •)
Poisoned Soul (Guidance •••) By invoking the power of hell, the caster calls forth a
demonic creature in a gout of fire and smoke, bound
Smearing a bit of brimstone over the chest of a visual
to serve the ritualist for the duration. This creature can
representation of the target (or the target themself), the
take on nearly any appropriate form (accounting for
caster poisons their soul, leaving it open to degradation
Size factors), though always looks the part for what it is.
and corruption. They suffer a penalty equal to the lower
It has an effective Retainer rating equal to the Potency
of the Investment’s Potency and the caster’s Infernal
of the spell (capped normally), and dots of Physical
Sorcery rating on detachment and breaking point rolls
Disciplines equal to half that rating, rounded up, which

104 Blood Sorcery: Rites of Damnation


manifest in unnatural, hellish ways instead of as they
typically might for Kindred; using Vigor to enhance an
attack might leave a smoldering wound instead of
inflicting more force, for instance. No matter what
form the creature takes, its attacks always deal lethal
damage.
Risk +3: The creature’s Retainer rating can be raised
to a maximum of 5 + the caster’s Infernal Sorcery
rating, with enough Potency.

Taking of the Spirit


(Destruction ••••, Guidance ••)
A carefully made inscription of the target’s name is
made, and then carved beyond recognizability with a
knife or other sharp implement as they’re cursed by the
caster. The target loses points of Willpower equal to the
Potency of the ritual, and the caster gains that much,
although by default this won’t go above their normal
limits.
Risk +2: The caster can store stolen Willpower above
their limits, by an amount equal to their Infernal
Sorcery rating. Any remaining above the maximum
after the ritual’s duration are lost, however.
Motif (Entropic): The caster’s mind is strained by the
unnaturally stolen will, giving them an unnatural Pride
in everything they do, despite finding themselves less
able to perform those very tasks. This manifests as the
Madness condition. This version of the Investment can
be Learned with only Destruction •••.

Condition: Madness (Persistent)


Your character saw or did something that
jarred her loose from reality. This isn’t a mental
illness born of brain chemistry — that, at least,
might be treatable. This madness is the product
of supernatural tampering or witnessing
something that humanity was never meant to
comprehend. The Storyteller has a pool of dice
equal to (10 - the character’s Humanity). Once
per chapter, the Storyteller can apply those dice
as a negative modifier to any Mental or Social
roll made for the character.
Beat: The character fails a roll because of
this Condition.
Resolution: Regain a dot of Humanity, lose
another dot of Humanity, or achieve an
exceptional success on a detachment roll.

Blood Sorcery: Rites of Damnation 105


Den of Sin (Guidance •••••) Risk +1: In addition to the more immediate effects,
long term ties suffer too; any social merits representing
The caster adorns an area with symbols representing external connections, like Status or Allies, are blocked
a sort of sin or pleasure to be offered within the area, and unusable for the duration if their rating is equal to
and calls upon infernal energy to taint the or lower than the Investment’s Potency.
manifestation of it. Anyone within the area that fails to Motif (Unholy): There’s one way to break the effect
contest the ritual’s Potency takes on a Vice of the on the victim; they must shatter a bit of their soul,
caster’s choice; this is in addition to any Vice or other causing the world to take notice of the disturbance
equivalent trait they already have, and doesn’t need to again. This version of the Investment, when Learned,
be a typical sort (“obey the caster” is entirely valid). As ends if the character loses Integrity or a similar trait due
well, any time someone fulfills that specified Vice to some sort of sin or crime committed, but requires no
within the area, the caster regains that Willpower too. additional Themes to provide this “out.”
Motif (Unholy): The Willpower is only gained by the
caster if the activity involved a breaking point or
equivalent risk of an Integrity-like trait for a character Whispers of the Unborn (Divination •••••)
(even if not the one committing the Vice). This version With this foul ritual, the caster goes into a trance and
of the Investment can be Learned with Guidance contacts the depths of hell (or a similar realm) in search
••••. of information that can be found nowhere else. If
successful, they can ask a number of questions equal to
Forsaken (Guidance •••••) the Investment’s Potency about a given target, object,
or area, relating to a specific topic.
The caster chants the target’s name in reverse and Motif (Entropic): The depths of the abyss won’t
wills them from existence in the collective unconscious speak its secrets without an offering of some kind; the
of the world. If successful, the target finds it nearly caster must sacrifice something important to them,
impossible to impose themself on the world. Any whether they’re killing a beloved pet, destroying a
mundane rolls for others to notice them, for social rolls favored weapon, or burning down an old home that
made by them, or for them to try and draw attention acted as their Touchstone. This version of the Ritual is
suffer a penalty equal to Potency for the duration. learned with just Divination •••.
Supernatural powers doing the same instead must
contend with the caster in a Clash of Wills to succeed.

106 Blood Sorcery: Rites of Damnation


Blood Sorcery: Rites of Damnation 107
Vampire: the Requiem 2nd edition contains a brief Description: Your arm burns with pain and then
overview of personal tilts, but does not provide any goes numb. It could be dislocated, sprained, or broken,
beyond those caused by targeted attacks, nor does it but whatever’s wrong with it means you can’t move
provide any environmental tilts. This section aims to your limb.
provide more in depth coverage of the Tilt systems, Effect: If your arm’s broken or otherwise busted, you
allowing them to be more easily utilized, providing drop whatever you’re holding in that arm and can’t use
further options for those using the systems in this book, it to attack opponents — unless you’ve got the
as well as mechanics for those Tilts with regards to Ambidextrous Merit, you suffer off-hand penalties for
Kindred. any rolls that require manual dexterity. If this effect
Tilts are a unified way of applying circumstances to spreads to both limbs, you’re down to a chance die on
both characters and scenes during violent or otherwise any rolls that require manual dexterity, and -3 to all
intense encounters. Tilts are mechanically similar to other Physical actions.
Conditions, but they affect characters and scenes in Causing the Tilt: Some supernatural powers, like
combat and other “turn based” encounters only. Destruction or Transmutation rituals, can cripple a
Outside of those situations, use Conditions instead. victim’s limbs or break bones with a touch. A character
Tilts do not give players Beats when they end, but the can have his arm knocked out by a targeted blow to the
effects of a Tilt can easily cause a Condition. For arm (-2 penalty) that deals more damage than the
instance, a character in a fight gets a handful of road character’s Stamina. A targeted blow to the hand
salt flung into his eyes and receives the Blinded Tilt. inflicts this Tilt if it does any damage.
When combat ends, this shifts to the Blind Condition. Ending the Tilt: If the Tilt is inflicted as a result of
Resolving this Condition gives the character a Beat. If an attack, mark an X under the leftmost Health box
the character enters combat again before the Condition affected by that attack. The Tilt ends when the damage
is resolved, the Blinded Tilt applies again. that caused it has healed. If the damage that inflicts this
Tilts come in two forms: Personal and Tilt is aggravated, the character loses the use of his arm
Environmental. Personal Tilts only apply to one (or completely loses his arm) permanently (or until the
character and include ways in which that character can damage is healed, for those, like Kindred, that can
overcome the effect. Environmental Tilts affect the regenerate body parts).
whole scene, and offer ways for individual characters to
mitigate their effects. BLINDED
Personal
ARM WRACK Description: The character’s eyes are damaged or
removed.
Personal

108 Blood Sorcery: Rites of Damnation


Effect: The character suffers a -3 penalty to any rolls this may require a Clash of Wills if a power started it to
that rely on vision — including attack rolls — and halves begin with.
his Defense if one eye is blinded. That penalty increases
to -5 and loss of all Defense if both eyes are affected. BURNING
Causing the Tilt: The normal way to inflict the Tilt
is to deal damage to the target’s eyes, a specified attack Personal
with a -5 penalty. A successful attack normally damages
Description: The character has been set ablaze and
one eye. It takes an exceptional success to totally blind
will continue to burn until they somehow douse the
an attacker. An attacker can inflict temporary blindness
flames.
by slashing at her opponent’s brow, throwing sand into
Effect: You take automatic damage each turn equal
his eyes, or kicking up dirt. This requires an attack roll
to the 1 + the heat level of the fire, in addition to
of Dexterity + Athletics with a -3 penalty, and the
suffering the Blinded Tilt. This damage is lethal for
victim’s Defense applies to this attack. If it succeeds, the
most mortals, and aggravated to Kindred.
target is Blinded for the next turn. Certain powers, like
Transmutation and Destruction rituals, can cause it as Causing the Tilt: Being in the blast radius of an
well. incendiary weapon or flamethrower stream, or being
covered in gasoline and set aflame.
Ending the Tilt: If an attack against the character’s
eye does any points of damage, mark an X under the Ending the Tilt: You must take at least a turn to
leftmost Health box affected by that attack. If the douse yourself in water or some suitable substance. You
damage inflicted is aggravated the character loses vision can drop and roll on the ground, which lessens the heat
in that eye permanently (unless they can regenerate the of the fire by one level of intensity each turn you do so
eye, like Kindred). Otherwise, it ends when the damage until it’s finally out. Others can put out the fire by
that caused the Tilt is healed. smothering it or beating it out with rugs or the like,
taking an instant action to do so and reducing the heat
by one level of intensity each turn.
BLIZZARD
Environmental DEAFENED
Description: Heavy snowfall carpets the ground and
Personal
is whipped up by howling winds into a barrage of
whirling white. Description: The character can’t hear. Maybe he’s
suffering intense tinnitus, can only hear the roaring of
Effect: Blizzards make it very hard to see for any real
blood in his ears, or has been deafened by a gunshot.
distance. Rolls to see things close to the character’s
person, out to an arm’s length away, suffer a -1 penalty. Effect: If the character is deaf in one ear, he suffers a
Each additional 10 yards inflicts an additional -1 -3penalty to hearing-based Perception rolls. A character
penalty (cumulative) on all visual Perception rolls. This who is struck deaf in both ears only gets a chance die
penalty also applies to ranged attack rolls. Moving on hearing based Perception rolls, and suffers a -2
through snow is difficult. Every four inches of snow penalty to all combat related dice rolls — suddenly
applies a -1 penalty to appropriate Physical rolls, losing the ability to hear the people around you is
including combat rolls, Athletics, and the like. The tremendously disorienting.
Blizzard Tilt rarely applies by itself — the Storyteller may Causing the Tilt: A particularly loud noise within 10
also inflict any or all of the Extreme Cold, Heavy feet of the character may cause temporary hearing loss,
Winds, or Ice Tilts (all found below). as though the character were deaf in both ears.
Causing the Tilt: For the most part, the weather is Alternatively, a targeted attack on the ear — at a -4
out of the characters’ control, but certain supernatural penalty — can deafen a character. Supernatural
powers, including the Creation Theme, can cause it. creatures with heightened senses can be deafened by
Ending the Tilt: Proper equipment (such as goggles loud noises at greater distances. They also might have
and snow boots) can add +1 to +3 to a roll, offsetting powers (like Destruction rituals) that can cause the
some of the penalties. Most of the time, supernatural Title directly.
powers that can create such weather can end it as well;

Blood Sorcery: Rites of Damnation 109


Ending the Tilt: Deafness caused by loud noises damage to bashing — or cancel it entirely on an
fades after (10 - the victim’s Stamina + Resolve) turns. exceptional success.
If an attack against the character’s ear does any points Causing the Tilt: Without tremendous supernatural
of damage, mark an X under the leftmost Health box power (such as Creation or Transmutation rituals), it’s
affected by that attack. If the damage inflicted is almost impossible to cause an earthquake. A character
Aggravated the character loses hearing in the ear who detonates a powerful explosive underground
permanently (unless they can regenerate the ear, like might simulate the effects over a city block for a few
Kindred). Otherwise, the condition ends when the seconds.
damage that caused the Tilt is healed, or the power Ending the Tilt: Earthquakes are, fortunately, very
causing it has ended. quick events. It’s very rare for one to last more than a
minute (20 turns), so waiting them out is the best
DRUGGED course of action.

Personal EXTREME COLD


Description: The character’s mind is addled by
mind-altering substances, such as alcohol or drugs. Environmental (sometimes Personal)
Effect: A generic narcotic can be represented with Description: Bone-chilling winds bite through the
one set of modifiers; the character suffers a -2 modifier character, or trudging through knee-deep snow takes all
to Speed (and static Defense, if used) and a -3 penalty of the sensation from his limbs. Any time the
to all rolls in combat, including Defense and temperature gets down below zero degrees Celsius (32
Perception. The character also ignores wound degrees Fahrenheit), a character can suffer from the
penalties. cold’s effects. This Tilt can sometimes be personal, as a
Causing the Tilt: If the character has chosen to take result of a medical condition like hypothermia or a
drugs, he suffers their effects. To administer drugs to supernatural power.
another character is a Dexterity + Weaponry attack, Effect: When the temperature is below freezing,
suffering a -1 modifier for the improvised weapon. If characters can’t heal bashing damage — the extreme
the drug has to go into a specific body part (such as an temperature deals damage at the same rate normal
arm or mouth), it requires an attack against a specified characters heal it (a cut might turn to frostbite, for
target. Vampires are unaffected by mundane instance). Living supernatural beings and characters
applications of this Tilt, unless caused by consuming who heal faster than normal instead halve their normal
the blood of a character already suffering from it. healing rate; undead are unaffected. For every hour that
Ending the Tilt: A generic narcotic lasts for (10 – the a (living) character is continuously affected by this Tilt,
victim’s Stamina + Resolve) hours. Medical help, such he accrues a -1 penalty to all rolls. When that penalty
as pumping the victim’s stomach or flushing his system, hits -5, he instead suffers a point of lethal damage per
halves this time. hour.
Causing the Tilt: A character can suffer this Tilt from
EARTHQUAKE being in a frozen environment — whether he’s outside
in the Arctic tundra or in a walk-in freezer. Inflicting
Environmental the Tilt is reasonably straightforward: throw the victim
into a freezing lake or lock him in a freezer for long
Description: Everything shudders and shakes, and
enough, and he’ll develop hypothermia.
rents tear the ground wide open.
Ending the Tilt: The best way to escape the freezing
Effect: Earthquakes don’t last long, but they don’t
cold is to find a source of warmth, either a building
have to. When the earthquake’s actually occurring, all
with working heat, or warm clothing. A character who
Dexterity-based dice pools (and Defense) suffer a -1 to -
has hypothermia requires medical attention.
5 penalty, depending on the earthquake’s severity.
Characters take between one and three points of lethal
damage per turn of the earthquake’s duration, though EXTREME HEAT
a reflexive Stamina + Athletics roll can downgrade that
Environmental (sometimes Personal)

110 Blood Sorcery: Rites of Damnation


Causing the Tilt: Normally, this Tilt is the result of
Description: The character might be stumbling heavy rain, sudden snowmelt, or a broken water main.
through the desert with the sun beating down on him, Characters can cause this Tilt by smashing up a water
or running through the steam tunnels surrounding an heater, or blowing up a small dam. Some supernatural
old boiler room. This Tilt can also be personal, the creatures may be able to call floods down onto a region,
result of a debilitating fever that spikes his temperature such as with Creation rituals.
far above the norm. Extreme heat is normally anything Ending the Tilt: Characters can escape flooding by
above 40 degrees Celsius (104 degrees Fahrenheit), getting to high ground, which is enough to mitigate this
whether internal or external. Tilt. A long-term fix would require draining the
Effect: When the temperature is far above normal, floodwaters, but each flood requires its own solution.
characters can’t heal bashing damage — the extreme
temperature deals damage at the same rate normal HEAVY RAIN
characters heal it (a cut might heal, but it’s replaced by
sunburn or sunstroke). Living supernatural beings and Environmental
characters who heal faster than normal instead halve
Description: Torrential rain lashes down in knives,
their normal healing rate; undead are unaffected
bouncing high off the sidewalk. The sound of rain on
(barring heat from the sun). For every hour that a living
the ground is a constant hammering rumble that goes
character is continuously affected by this Tilt, he
on without end, like dropping ball bearings on a tin
accrues a -1 penalty to all rolls. When that penalty hits
roof. Thick gray curtains of water obscure vision.
-5, he instead suffers a point of lethal damage per hour.
Effect: Heavy rains — approaching tropical storm
Causing the Tilt: This Tilt is usually caused by
levels or worse — cause a Perception penalty of -3 dice
environmental factors — being out at noon in the
to both vision and hearing. Rain’s hard to see through,
desert, or spending too long in a sauna or forge. Even
but it’s also loud. If the rains carry on for an hour or
a fever is the result of an infection, rather than
more, the Flooded Tilt will soon follow. This Tilt is
something that an opponent can force on a character.
often accompanied by Heavy Winds; a character
It’s possible to create this Tilt on a given character:
trapped out in Heavy Rains might come under the
securing someone to a chair right next to an old,
effects of Extreme Cold.
inefficient boiler, or stranding them in the desert far
Causing the Tilt: Short of a supernatural power
from any shade.
(such as a Creation ritual) or a fleet of cloud-seeding
Ending the Tilt: The key to ending this Tilt is simple:
aircraft, Heavy Rain is the result of natural weather
get out of the heat. In a desert or similar environment,
patterns.
finding shade is paramount. Elsewhere, the character
Ending the Tilt: The best way out of the rain is to get
needs to escape whatever is causing the abnormal
indoors. Unless it’s the start of some sodden
temperatures.
apocalypse, the characters can wait for the weather to
ease.
FLOODED
Environmental
HEAVY WINDS
Description: Some liquid — brackish water, mud, Environmental
gore, or raw sewage — has risen enough to impede the
Description: Howling winds buffet at the characters,
character’s progress.
whipping street furniture into the air and tearing the
Effect: Each foot of liquid inflicts a -2 penalty to all
roofs from buildings. Powerful winds can toss cars
Physical dice pools. If the water goes up over her head,
around like toys. Anyone out in the winds feels like
the character has to swim (Dexterity + Athletics), with
they’re taking a beating just walking down the street.
a penalty appropriate for the speed of the flooding.
Effect: Heavy winds are loud, so characters suffer a -
Alternatively, she can try to hold her breath (Stamina +
3 modifier to aural Perception rolls. Also, the wind
Composure) if she cannot get her head above the rising
inflicts a penalty to all Physical rolls when out in the
waters.
winds, including Drive rolls. Grade the wind from one

Blood Sorcery: Rites of Damnation 111


to five; one is tropical-storm level (around 40 MPH),
three is hurricane level (around 80 MPH), and five is IMMOBILIZED
tornado level (150+ MPH). The wind’s grade represents
the penalty applied to Physical dice rolls. Characters Personal
outside in the maelstrom also take damage from flying
Description: Something holds the character fast,
debris, taking bashing damage each turn equal to the
preventing him from moving. This could be a grappling
wind’s rating. Characters can make a reflexive Dexterity
opponent, a straight-jacket wrapped with heavy chains,
+ Athletics roll to avoid damage.
or a coffin secured on the outside with a padlock.
Causing the Tilt: Heavy winds are a fact of life, from
Effect: The character can’t do anything but wriggle
siroccos in the desert, to tornados in the Midwest, to
helplessly. He can’t apply Defense against incoming
wind shears everywhere. Manipulation of air with
attacks, and can’t take combat-related actions. If
Transmutation rituals, or calling up storms with
someone’s holding him down, he can spend a point of
Creation rituals, is also an option for Kindred.
Willpower to deliver a head butt or similar attack, but
Ending the Tilt: Getting out of the wind is the best even that might not free him.
way to end this Tilt. Sometimes that’s as easy as
Causing the Tilt: The usual way to inflict this Tilt is
sheltering in an automobile, as long as nobody tries to
through the Restrain grappling move. This often uses
drive. Buildings provide more permanent shelter.
material means to prevent the victim from moving,
such as binding limbs with duct tape or zip ties, tossing
ICE the victim into a car trunk or similar tight space, or
applying painful holds and joint locks.
Environmental Ending the Tilt: An Immobilized target can break
Description: The ground’s covered in a mirror- free by escaping from a grapple or snapping whatever
smooth layer of ice that sends wheels spinning and binds her. If grappled, the character can struggle as
people’s feet flying out from under them. The ice can normal but can only select the Break Free move on a
be so thin as to be nearly invisible, or it can be a thick success. If held by an item, the character must make a
layer that’s the only thing keeping the characters from Strength + Athletics roll penalized by the item’s
sinking into a frozen lake. Durability; an active use of Vigor can perhaps
Effect: When a character can’t trust her footing, automatically break an item with equal or lower
divide her Speed in half, and all Physical rolls (and durability to the rating. If a character’s arms and legs
Defense) suffer a -2 penalty. Attempting to move at full are both bound, he suffers a -2 penalty; this increases to
Speed increases the Physical penalty to -4. Any dramatic -4 if he’s hogtied. On a success, he snaps the bindings
failure on a Physical roll inflicts the Knocked Down or breaks free. Each roll, successful or not, deals a point
Tilt. Driving on ice is a real pain; halve Acceleration, of bashing damage.
and characters suffer a -5 penalty to Drive rolls.
Causing the Tilt: This Tilt doesn’t just apply to icy INSANE
conditions, but to any surface that’s slick and slippery,
including a spill of industrial lubricant or just a well- Personal
polished wooden or linoleum floor. Characters can use Description: The character suffers from a panic
a Dexterity + Crafts roll to cover an area in industrial attack, sudden imbalance, or a full-on psychotic break.
cleaner or mix up chemicals into a lubricant. If the Her pulse races, her mind cannot focus on what she
Extreme Cold Tilt is in effect, even covering the area wants. The world’s an unstable place, and she’s unable
with water will do the trick. Of course, supernatural to keep her balance.
powers like Creation rituals remain an option.
Effect: Someone suffering a psychotic break isn’t the
Ending the Tilt: “Get off the ice” is good advice, but sort of person to go down without a fight. Her stated
that can take work. Characters can use heat or fire to intent might be irrational or just plain impossible, and
melt ice, or throw down copious quantities of salt or she might have fewer ethical problems with using
grit to increase traction. extreme violence to get what she wants. The character
gains a +1 bonus to all combat rolls, but takes actions

112 Blood Sorcery: Rites of Damnation


after everyone else (if two characters suffer from the succeed on a Dexterity + Stamina roll each turn to
Insane Tilt, both act after everyone else but compare avoid catching fire, suffering the Burning tilt if they fail.
Initiative as normal). A character suffering from this Causing the Tilt: Objects or people catching fire and
Tilt cannot spend Willpower in combat, and suffers a - letting it spread can cause this Tilt, as well as
3 penalty to all Social rolls (except, perhaps, supernatural powers or particularly volatile explosions.
Intimidation). Ending the Tilt: Different types of fire require
Causing the Tilt: Faced with extraordinary different methods to extinguish; in general, cutting off
circumstances, any character with an appropriate the fire from its fuel sources does the trick. Water,
Condition (especially Madness) may acquire the Insane carbon dioxide, sand, and baking soda can be useful,
Tilt. The Storyteller can call for a Resolve + Composure depending on the size and type of the fire. Eventually
roll to resist a general anxiety that gnaws at the all fires burn themselves out, but that can be cold
character’s mind; if the character fails, he gains the Tilt. comfort in the aftermath of a destructive blaze.
If the character witnesses something truly horrific, the
Storyteller can rule that the Tilt is unavoidable;
generally, those events that cause a breaking point make
INSENSATE
it more likely to cause the Tilt.
Personal
A character can work to inspire another character’s
Description: The character shuts down, either due to
madness in order to cause this Tilt. She could
extreme fear or sudden pleasure. He may huddle in a
orchestrate events that she hopes will provoke a
corner, cringe away from sudden noises, or stare into
psychotic break, but that’s amateur hour. A
space as waves of pleasure lap over him.
professional swaps out her victim’s meds, giving
stimulants just as his bipolar cycle ticks into mania, or Effect: The character can’t take any actions until the
dosing a paranoid schizophrenic with hallucinogenic Tilt is resolved. He can apply Defense to incoming
drugs. attacks, and if he takes any damage from an attack, he’s
knocked free of whatever fogged his brain.
Some supernatural creatures possess mind-affecting
powers that can apply this Tilt, even to characters who Causing the Tilt: Several supernatural powers can
do not have an appropriate Condition, such as with leave their victim in a trance-like state of heightened
Guidance rituals. emotion, such as certain Guidance or Destruction
rituals. An exceptional success on a Kindred utilizing
Ending the Tilt: The specific effects of this Tilt don’t
the Feed maneuver in combat against a mortal might
normally last beyond the end of the scene. A character
also cause it, as the Assault laps heavily at the victim’s
can try to force her mind to a state of balance, but it’s
mind.
not easy. She must sit and focus on blocking out the
craziness. She rolls Resolve + Composure as an instant A truly heroic amount of alcohol or a hallucinogenic
action, contested by a dice pool of (10 - her Willpower). drug might have similar effects; administering such a
She can’t take any other actions that turn, and doesn’t drug is a Dexterity + Weaponry attack, which suffers a
apply Defense against any attacks. -1 modifier for the improvised weapon.
Ending the Tilt: The Tilt wears off at the end of the
INFERNO scene. The victim can spend a point of Willpower
before then to act normally for one turn. A successful
attack will also end the Tilt. If a character has been
Environmental knocked insensible by drugs, then when this Tilt ends
Description: The area is on fire. Anything flammable it is replaced with the Drugged Tilt.
is either already burning or will be soon.
Effect: All characters suffer a −2 to all rolls due to
smoke and heat. After two turns, any living character
KNOCKED DOWN
that breathes also suffers 2B per turn due to smoke
Personal
inhalation; Kindred are unaffected by the smoke itself.
Description: Something knocks the character to the
After three turns, the character also suffers 1L per
floor, either toppling her with a powerful blow to the
turn (aggravated for Kindred) from burns and must
chest or taking one of her legs out from under her.

Blood Sorcery: Rites of Damnation 113


Effect: The character is knocked off her feet. If she Tilt is aggravated, the character loses use of his leg
hasn’t already acted this turn, she loses her action. permanently (unless he can regenerate it, like Kindred).
Once she’s on the ground, a character is considered
prone. The character can still apply Defense against
incoming attacks, and can attempt to attack from the
POISONED
ground at a -2 penalty. Personal
Causing the Tilt: A melee weapon with a damage
Description: You’ve got poison inside you. It’s
modifier of +2 or greater, or a firearm with a damage
tearing you apart from the inside, burning like acid in
modifier of +3 or more can be used to knock a character
your gut and making your head swim.
down with the force of the blow. Alternatively, a melee
Effect: This Tilt applies a general sense of being
weapon or unarmed
poisoned to a character without worrying about
attack can knock an opponent down with a targeted
Toxicity during combat. For the purposes of this Tilt, a
attack against the legs (-2 modifier). The attacker
poison is either “moderate” or “grave” — a moderate
declares that he wants to knock his opponent down,
poison causes one point of bashing damage per turn of
and halves the total damage done (rounding down). On
combat, while a grave poison ups that to one point of
a successful attack, the target is knocked down.
lethal damage per turn. If the Storyteller cares to
Ending the Tilt: The easiest way to end this Tilt is to
continue the effects of the poison outside of combat,
stand up, which takes an action. A character who hasn’t
he can apply the standard rules for handling poisons
yet acted can make a Dexterity + Athletics roll, minus
and toxins when combat is complete.
any weapon modifier, instead of her normal action. If
Kindred are immune to the Poisoned Tilt except in
successful, she avoids the effects of this Tilt altogether.
certain cases of supernatural poisons. Potent
On a failure, she falls over and the Tilt applies as
hemotoxins might cause loss of Vitae instead of
normal.
damage, at Storyteller discretion, but likely need to be
grave before they’d have any effect.
LEG WRACK Causing the Tilt: Beyond coming into combat
already suffering from a substance with Toxicity,
Personal injecting your opponent with a syringe full of drain
Description: Your leg feels like it’s going to snap cleaner or snake venom is an option, and counts as a
clean off whenever you move; when you stop moving Dexterity + Weaponry attack, which suffers a -1
you feel a burning numbness that encourages you to modifier for the improvised weapon. As well,
avoid action. Destruction, Creation, and Transmutation rituals can
Effect: If your leg is broken, sprained, or dislocated, all create either the Tilt itself or a toxin that can cause
halve your Speed and suffer a -2 penalty on Physical it. Either way, Toxicity 5 or less substances cause the
rolls that require movement (and Defense). If both of moderate Tilt, and Toxicity 6+ causes grave.
your legs are wracked, you fall over — taking the Ending the Tilt: Short of immediate medical
Knocked Down Tilt — and cannot get up. Your Speed attention — and how many fights take place in an
is reduced to 1; if you want to move at all, you cannot emergency room? — all a victim can do is struggle on.
take any other action. Physical rolls that require Roll Stamina + Resolve as a reflexive action each turn
movement are reduced to a chance die. that your character is poisoned. If your character
Causing the Tilt: Some supernatural powers, such as intends to act (meaning, takes a non-reflexive action),
Destruction or Transmutation rituals, can cripple a the roll suffers a -3 penalty. Success counteracts the
victim’s limbs or break bones with a touch. A character damage for one turn only.
can have his leg knocked out by a targeted blow to the Kindred can end the Poisoned Tilt by spending a
leg (-2 penalty) that deals more damage than the single Vitae, whether supernaturally caused or just
character’s Stamina. flushing out snake venom.
Ending the Tilt: If the Tilt is inflicted as a result of
an attack, mark an X under the leftmost Health box
affected by that attack. The Tilt ends when that damage
POOR LIGHT
that caused it has healed. If the damage that inflicts this Environmental (sometimes Personal)

114 Blood Sorcery: Rites of Damnation


or less disease causes the moderate Tilt, and Toxicity 6+
Description: Dim illumination, strobes, or flickering causes the sickness to be grave.
lights make it difficult to track movement and see Ending the Tilt: This Tilt reflects the effects of
clearly. sickness as they specifically applies to combat. The
Effect: Affected characters suffer a –2 penalty to penalties inflicted by this Tilt fade at a rate of one point
visual-based Perception rolls, including ranged combat, per turn once the character has a chance to rest, but any
rising to –3 at medium range and –4 at long range. damage inflicted remains until the character can heal.
Kindred and others with the ability to see in dim Kindred can flush diseases from their system with a
conditions (like Strix) don’t suffer these penalties due single point of Vitae.
to darkness, but strobing light might still bother them.
Causing the Tilt: This Tilt applies to scenes of STUNNED
“natural” darkness with dim ambient light, such as the
outdoors at night away from urban light pollution, and Personal
to disconcerting environments like a nightclub with its Description: Your character is dazed and unable to
effects system on. think straight. Maybe her vision blurs. If she’s stunned
Ending the Tilt: Bring, find, or create a light source. as a result of a blow to the head, she’s probably got a
concussion.
SICK Effect: A character with the Stunned Tilt loses her
next action, and halves her Defense until she can next
Personal act.
Description: Your stomach churns. You retch and Causing the Tilt: A character can be stunned by any
heave but only succeed in bringing up bile. Sweat beads attack that targets her head (suffering a -3 penalty for
on your brow as you spike a fever. Your muscles ache the specified target) and deals at least as much damage
with every movement. You’re wracked with hot and as her Size. Some weapons have a “stun” special ability.
cold flushes as a sickness gnaws away at your insides. These double the weapon modifier only for the
Effect: This Tilt applies a general sickness to a purposes of working out whether the attacker inflicts
character without worrying about the specific illness. the Stunned Tilt.
For the purposes of this Tilt, a sickness is either The Storyteller might determine that additional
“moderate” or “grave.” A moderate sickness, such as a effects cause this Tilt, like being caught in the blast area
cold, asthma, the flu, or just a bad hangover, causes a - of an explosion. Certain rituals can cause it as well,
1 penalty to all actions during combat. That penalty especially via the Destruction Theme.
increases by one every two turns (the first two turns, the Ending the Tilt: The effects of this Tilt normally only
character suffers a -1 penalty, the next two turns the last for a single turn. The character can end the Tilt
penalty is -2, and so on up to a maximum of -5 on turn during her own action by reflexively spending a point
nine). A grave sickness, such as pneumonia, heavy of Willpower or Vitae to gather her wits or quickly heal
metal poisoning, or aggressive cancer, inflicts the same the damage, though she still suffers a -3 modifier to any
dice penalties as a mild sickness. In addition, the actions she takes that turn.
physical stress of fighting or even defending oneself
from an attacker while gravely ill inflicts a point of
bashing damage per turn of combat.
Kindred are immune to the effects of this Tilt unless
supernaturally inflicted on them, but may carry diseases
if they don’t flush them out.
Causing the Tilt: It’s not easy to deliberately make
someone sick. Some supernatural creatures have
abilities that can inflict diseases on others, such as
Creation rituals. Aside from that, you’ve just got to
expose your opponent to the sickness long before you
fight and hope for the best. In either case, a Toxicity 5

Blood Sorcery: Rites of Damnation 115


116 Blood Sorcery: Rites of Damnation
Purchasing Summary • Step Six: Weigh Risk

Step One: Choose Ritual


• When purchasing your first dot of a Ritual
Discipline (Crúac, Theban Sorcery, etc.), you gain 1 Select a ritual from the examples for your Discipline,
dot in each Linked Theme and 1 dot of your or use your Themes (page 19) and Motifs (per
choice. Discipline) to come up with a new one. Remember the
• When purchasing further dots of Sorcery Limitations of Blood Sorcery (page 18).
Disciplines (including brand new Disciplines), gain
1 dot of a Theme of your choice, taking it up to a
Step Two: Choose Ritual Type
maximum of that Discipline rating. Determine if you’re using an improvised, Learned, or
• When purchasing or otherwise gaining a dot of a Mastered ritual.
Theme, gain 1 Learned ritual for free that uses that Improvised rituals gain no additional benefit, but are
Theme. This does mean you start with 3 Learned always available.
rituals (1 per starting Theme dot).
Learned rituals have a higher dice pool, halved
• When purchasing or gaining the fifth dot of a
casting time, and subtract three dice from the base Risk
Theme, you also gain a Mastered ritual that uses
pool.
that Theme.
Mastered Rituals have a much lower casting time,
• Ritual Disciplines cost 4 Experiences per dot.
defaulting to four turns.
• Themes cost 3 Experiences per dot, and are capped
at the highest Ritual Discipline level. If you don’t have the ritual purchased as Learned or
• Learned rituals cost 1 Experience each (regardless of Mastered, it’s always improvised.


level).
Mastered rituals cost 3 Experiences each (regardless
Step Three: Determine Ritual Factors
of level). Ritual factors all start off using “basic” factors with
no steps, to start with.
Casting Summary Steps: You gain one free “step” for each level above
one of your ritual’s primary Theme. You also gain one
• Step One: Choose Ritual or Effect step for each -2 penalty you take to your casting dice
pool. Steps are used to improve ritual factors, as shown
• Step Two: Choose Ritual Type
below.
• Step Three: Determine Ritual Factors
Advanced: Using the Advanced version of a Ritual
• Step Four: Pay Sacrifice
Factor adds 2 to your base Risk Pool, to be weighed
• Step Five: Determine Dice Pool and Roll later, for each one.

Blood Sorcery: Rites of Damnation 117


Potency indirectly, such as with magical senses or a
camera feed.
Basic: Potency is equal to 1 + steps applied.
Advanced: As above, but gain +2 on Clash of Wills, 2 The caster has something closely
+4 if the Clash would dispel or remove the ritual metaphysically linked to the target (or is closely
entirely. linked themself), such as their spouse, twins,
their blood or Vitae, the crafter of an object or
Duration building, someone with a full Vinculum to the
target (or from them), or someone with Once or
Basic: 1 turn + 2 turns per step applied.
Twice Removed blood sympathy.
Advanced:
3 The caster has something linked to the target,
Steps Duration
such as a ritualist and their own rituals, good
0 One Scene friends, siblings, items of emotional or symbolic
significance, someone with a first or second
1 One Night stage Blood Bond, or someone with Thrice
Removed blood sympathy.
2 One Week
4 The caster has a weak connection to the
3 One Month target, such as someone previously targeted
by their rituals, coworkers, occasional visitors
4+ Two more months per step above 3 to a location, or someone Four Times
Removed in blood sympathy.
5 Indefinite
+ 1 Risk With multiple targets, use the highest number of
steps, don’t add them together. Lacking any
Indefinite effects cannot be used on already existing
connection, Advanced range doesn’t function.
living or sentient creatures. It can permanently create
new ones with Creation. Scale
Range Basic:
Basic: Steps Scale

Steps Range 0 1 target or area with 1 yard radius


0 Self or Touch 1 2 targets or area with 2 yard radius

1 Natural Perception 2+ Double again each step, max of 5 steps

2 One Mile Advanced:

3+ One additional Mile per step above 2. Steps Scale

Character must usually be aware of target’s actual 0 5 targets or area with 10 yard radius
location, except when using Divination or less defined
1 10 targets or area with 20 yard radius
targets.
Advanced: 2+ Double again each step, max of 10 steps
Sympathetic range, allowing casting from afar,
depending on the “connection” they have to the target. Size
Steps Range/Connection Basic: Size 5 + 1 per step taken.
Advanced: Size 10 + 5 per step taken.
0 Natural Perception

1 The caster has something that’s


Step Four: Pay Sacrifice
metaphysically one with the target (such as Pay cost of using the Discipline.
them and their soul), or the target can be seen Crúac: Vitae equal to ritual level.

118 Title of the Book


Theban Sorcery: 1 Willpower + Sacrament (usually
Availability of ritual level or greater).
Contested Roll
Other Sorceries: As listed in their writeup. If ritual targets unwilling individual, contest with
Sacrifice is paid whether ritual succeeds or not. Theme Attribute + Supernatural Tolerance. Successes
remove from effective Potency against that target (only).
Step Five: Determine Dice Pool, Roll Step Six: Weigh Risk
Dice Pool: Manipulation + Primary Theme for
Base Pool: 2 dice per advanced factor + any from
improvised or Mastered Crúac Rites.
ritual (in writeup) + 1 per ritual above Ritual Control
Intelligence + Primary Theme for improvised or (usually equal to Ritual Discipline).
Mastered Theban Miracles. Subtract two dice per extra dot the caster has in the
Manipulation + Occult + Crúac for Learned Crúac primary Theme above the ritual’s requirement, and 3
Rites. more if the ritual is Learned. If at 0 or less, Risk is not
Intelligence + Academics + Theban Sorcery for rolled.
Learned Theban Miracles. If 1 or more, subtract additional modifiers and roll
Other Disciplines will list their own dice pools in Backlash.
their write-up. Other Modifiers: Altar (-2), Vitae (-1 each), Haven (-
Suggested Modifiers: Blood Sympathy (+0 to +3, half rating, round up).
double for Crúac), rushed or distracted (-1 to -5), Backlash Roll Results
Additional Sacrifice (+1 to +3), extra time taken (+1 per
extra multiple of casting time), suitable location (+1 to Dramatic Failure: Gain Inspired condition.
+3), library (Theban only, equal to rating). Max +10 Failure: Nothing happens.
total, except from supernatural powers or some merits. Success: Backlash suffered.
Action: One roll. 1 hour for improvised ritual, 30 Exceptional Success: Backlash suffered, +1 die to
minutes for Learned ritual, 4 turns for Mastered ritual. next Ritual’s Risk.
Halve the time if your Discipline level is higher than
the ritual level.
Backlash
Roll Results Storyteller spends successes among following:
• 1 success to cause a basic negative condition.
Dramatic Failure: Ritual fails. Ritualist gains either • 3 successes to cause a persistent negative
the Tempted (for Crúac) or Humbled (Theban Sorcery) condition or more severe temporary condition.
Condition. Add +1 die to Risk pool.
• 1+ successes to need to roll to prevent Frenzy,
Failure: Ritual fails. Risk must still be Weighed. with a -1 penalty per extra success.
Success: Ritual successful, according to the effect and • 1+ successes to cause 1 lethal damage (each),
factors. Risk must be Weighed. can’t be downgraded or avoided, can’t be healed
Exceptional Success: Ritual takes effect. Choose one by magic, regenerated normally.
of the following benefits: • Higher numbers of successes might cause more
• Improve one Ritual Factor by one step. extreme effects at Storyteller discretion.
• Treat one basic Ritual Factor as advanced,
without adding to the Risk pool.
• Apply a condition to the target or caster
appropriate to the effect or the Discipline.
• Regain part of the Sacrifice; one less Vitae is
spent for Crúac, or the Sacrament isn’t
“expended” for Theban Sorcery
• -1 from Risk pool, if above 0.

Blood Sorcery: Rites of Damnation 119


“God doesn't love me. But He's given me these teeth to spill your blood and these
words to speak over your remains.”
“And when I do that, He's going to make my dreams come true.”
“God is good.”
-- Sister Snow, upstart Bishop of New Orleans

This book takes the systems presented in Blood Sorcery: Sacraments and
Blasphemies, and updates them for 2nd edition, expanding upon the improvised
ritual systems provided in every way. There’s more Themes, more rituals, more
options, and more systems defined for it, and of course, more Risk to enacting
these dark magics.
It includes:
• A complete redevelopment of Blood Sorcery, providing them with a “single
roll” ritual system that allows for improvised rituals, studied rites, and
mastered miracles, providing more options than ever before.
• New and updated rituals and Merits, including a simplified system for
Threnodies; magic that any Kindred can tap into by ritualizing their
Disciplines.
• Three unique forms of Blood Sorcery used by cults, bloodlines, or those
seeking power from whatever source they can find.

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