Hey guys, I am opening this post to do what wordweaver did with the old forums in placing a thread for discussing/developing new rituals. So here I am opening the thread with two of my own.
Smite Theban Sorcery Level ooooo
This ritual enables the theban sorcerer to use one of kindreds immortal fear of fire as a weapon into itself. (This ritual can be used as an instant action if enough successes are made in one roll). When the kindred uses this ritual the offering bursts into flames in his hands (it does not actually burn him, or trigger frenzy), at which point the kindred aims his hand at a target hurling a brilliant ball of white flame at a target.
While this ball of flame cannot hurt or trigger frenzy in the caster, any subsequent fires it begins CAN. Secondly the damage it causes is aggravated (mekhet penalty still applys) and will trigger frenzy in both friend and foe alike suceptable to fear frenzies. How much damage it deals is determined by what is used as a offering, Sulphur is 3 aggravated, brimstone is 5 aggravated. Range is 20yds per dot in Intelligence. If more successes are scored then what is needed to activate the ritual each success past what is required increases the damage dealt by 1 aggravated damage. You cannot charge this ritual with more rolls then what it takes to activate it.
Cost: 1 willpower point Offering: A pinch of Brimstone or a small handful of sulphur.
Sanguine Night Crua'c ooooo
This ritual will cause the embrace of its target when the target dies by any means that wouldn't prevent its embrace. The embrace is "delayed" untill the point of death, at which point the target will begin aging backwards till the targets apparent age matches that of when he "embraced" with this ritual. If the target dies during the day the "embrace" won't happen till that night right after the sun sets. Upon the targets embrace his sire will know INSTANTLY that he has died and will know exactly where her new child is for the next few nights. It is entirely possible for a target of this ritual to live his life out normally (have kids, grow old etc) with out the slightest clue that he has this fate hanging over his head. The only sign of this rituals use is a slight dimming (almost unnoticable) of the targets aura. When the "embrace" happens the target will have what ever blood was expended for this ritual.
This ritual unlike most Crua'c Rituals cost one willpower DOT (like you embraced some one). It is very easy for the wizard to cast this ritual while target is sleeping, all that is needed is for the wizard to touch the targets forehead, during the casting. The blood casting is variable, it really comes down to what ever the caster wants/can to spend in casting. Blood potency doesn't restrict the expenditure in any way.
I got the inspiration for these rituals from an old SNES game that I was recently playing on my computer, the game was warlock. The main character had this orb that followed him around. On command the orb would perform a few functions like attacking targets/ picking stuff up etc. This was my way of adapting that for vampire. I put this together through a series of interlocking rituals I will post below, they mimick the orb plus some embellishments of my own. hope you enjoy. Forging of the Ioun stone GUilded cage: level 2 This EXTREMELY Lengthy ritual conjures forth in to reality a sphere of arcane energy known as a Ioun stone that is permenently bound to the conjurer, until is has either been destroyed or expended. The Ioun stone has the following innate functions that require little effort on the behalf of the controller;
Pick up objects: THe Ioun stone can pick up small objects containing them completely with in the sphere.
Attack people: THe Ioun stone can actually be used to attack targets by causing the sphere to ram into the target. Damage is determined by: Intelligence+guilded cage+occult, damage type is considered bashing.
The Ioun stone is invisible though detectable through the devotions like Arcane sight, and abilities like mage sight; death or prime. The Ioun stone appears as a nexus of arcane energy that forms a sphere of darker hues of colour that occaisonaly shimmer brightly depending on how light is shown through it. The stone is exspensive to make requiring some difficult materials to acquire, a 32kt blue diamond, bone dust from a human corpse at least 200yrs old, and 5 vitae points from the owner. The conjuring ceremony is performed by having the bone dust drawn in a Rune, a rune that is coated in blood, the gem placed in the center, the wizard begins casting the ritual channeling energy in to the gem. The process at this point is extremely lengthy. Each roll is about 1 1/2 hours, 20 successes are needed.
The Ioun stone has a speed of 30, health levels equal to owners composure(can only be attacked by fire or magic once detected, soak equal to owners resolve dice) can pass through most materials except lead.
Wizard's Eye Guilded Cage o
This ritual requires the wizard to be in control of an Ioun stone: The ritual puts the wizard in a trance like state that while active causes him to actively see through the Ioun stone and control it allowing him to scout/spy with it. While in this trance the wizard's body doesn't go completely inert, if he was standing he remains standing during this, though immobile, and barely aware of movement around his physical body. While viewing through the stone the wizard has full use of his sight/ hearing and may even augment them with auspex (this includes some auspex devotions like quicken sight/arcane sight). The Ioun stone may travel any distance from the caster, the caster may end the trance as an instant action at any time. Please note the Ioun stone will begin traveling back to caster at its fastest speed.
The ritual costs nothing to use and doesn't need a roll to use, though it does require one complete turn to use. Arcane Blast Guilded Cage oooo
This ritual charges the wizards Ioun stone with energy that is then stored by the stone to be discharged later as a devastating attack. The attacks range is 20yds. The Ioun stone needs to be with in 10yds of the wizard in order to charge, while the stone is charging/discharging(as part of a attack) it is completely visible to the naked eye and an obivous masqurade breach. The cost to charge the stone is 1Willpower point and 1 blood point, charging takes one turn.
Damage is considered Intelligence+guilded cage: lethal
The wizard is able to discharge the energy while in the wizards eye trance, even if the sphere is miles away.
Ioun Shield Guilded Cage ooo
This ritual causes the wizards ioun stone to form a shield around the caster. The shield doesn't have any health levels like the raw stone but will augment the casters physical defense, boosting his soak dice pool by how many levels he has in guilded cage (example Vincent has 4 levels in guilded cage, while this ritual is active he recieves a +4 to soaking bashing and lethal damage), in addition the shield will reduce two levels of aggravated damage to lethal. This all stacks with any other bonuses the wizard has.
The shield cost 1 will power and one blood to activate and last till the end of the scene or untill the wizard wishes other wise. If the wizard has an arcane blast stored in the Ioun stone when this ritual is cast it immediately discharges onto the wizard. Any objects held by the stone drop immediately. The Ioun stone cannot perform any other functions while being used as a shield.
Teleportation Guilded Cage ooooo
This ritual may only be used while the wizard is in a "wizard's eye" trance. The ritual is used as an instant action that simioultaneously will teleport the caster to the Ioun stone's location safely and instantly while at the same time destroys the Ioun stone, requiring the wizard to reforge it in order to use it again. Use of this ritual is an obivous breach of the masqurade.
Use of this ritual cost 1 willpower, and 1 blood point.
Crúac: http://www.mediafire.com/file/zk1qalonjzr/Crúac_WW_Fan.pdf
Gilded Cage: http://www.mediafire.com/file/omg2ytjiyzn/Gilded_Cage_WW_Fan.pdf
Theban Sorcery: http://www.mediafire.com/file/55ctqojq22z/Theban_Sorcery_WW_Fan.pdf
Zephlin:...and I am looking forward to helping to create the second set of pdfs.
Ich: Zephlin:...and I am looking forward to helping to create the second set of pdfs. Where can we get the first set?
Wordweaver05:Hello again. I'm sorry for my long absence from the forums, but when I first tried to log on a post I had somewhat painstakingly assembled got lost because I clicked in the wrong place, and I was frustrated enough not to bother in a while.
Align Manse (Gilded Cage 5)
This extremely powerful ritual, which must be cast on a building, must be charged up before the casting. The Mason must first spend a number of points of Willpower equal to the desired (or required) strength of the mystic power he wants to unleash (in game terms, this ritual creates a temporary hallow or locus with a potency equal to the Willpower points spent charging up the ritual. This hallow or locus may be used normally by mages or spirits while it lasts, though the vampire will most likely not be interested in sharing the power he has woken).
Once the Willpower points have been spent, the ritual proper must be commenced at once or the Willpower is wasted. The roll to activate the ritual is penalised by the Size of the building (use Haven Site dots). If the ritual is successful, the building becomes a temporary wellspring of power that may be utilised by fontal rituals (see Ordo Dracul sourcebook; although the rules do not specify the required potency of the fontal site, the Storyteller should award bonuses for particularly potent sites or require especially powerful rituals to have similarly powerful site requirements). The power lasts for a number of hours equal to the Mason’s successes, so any ritual must be completed before the Mason’s enchantment dissipates or it fails automatically. If the Mason scored an extraordinary success, the site remains enchanted for a number of nights equal to the successes, and replenishes its power normally every night at the time the sorcerer cast the ritual.
This ritual causes a mystical depletion of the area it is cast upon. After it has run its course, any attempts to repeat the ritual at the same site suffer a penalty equal to the potency of the wellspring the Mason created. This depletion is reduced by one after every month. If the ritual is repeated before this time has elapsed, the penalty of the new ritual stacks with the current penalty of the old one, and the site will take a number of months equal to the total penalty, measured from the finish of the second ritual, to recover.
Ways and Means: The Mason requires an exact map of the ritual site and a number of mystical calculations. Performing these calculations requires 5 successes per dot of Size the site has (use Haven Size dots) in an extended Intelligence+Occult roll, with each roll taking one night. Creating the exact map requires the same number of successes on an extended Intelligence+Academics or Science roll, with each roll taking one hour. Once a site’s mystic properties have been recorded, these calculations may be re-used any number of times in casting the ritual.
Shift the Lines (Gilded Cage 4)
Sometimes a mystical site isn’t easily accessible for some reason, or what the Masons want to do there is liable to being disturbed by the site’s owners. This ritual offers help in just such a case by allowing the Mason to temporarily “transplant” a site’s energies to another site not too far away.
The roll to activate the ritual is penalised by the Potency of the site the Mason wants to transplant. The rolls receive a +2 bonus if the Mason can actually see the original site with his unaided vision while casting the ritual, and the original site and the temporary site must not be more than fifty kilometres apart. If the ritual is successful, the energies of the targeted site seem to wane somewhat (its Potency is reduced by one as long as the ritual lasts), while the temporary site gains mystic power equal to the reduced Potency of the original site (thus magics requiring extremely potent sites cannot use this ritual, the Mason does have to secure the original site in some other way). The “mirror site” lasts until the next sunrise. If the ritual was activated with an extraordinary success, it lasts until the sunrise after the next. Of course, the Mason may run into the problem that the site’s owners deplete is energies before he has had time to enact whatever he wanted to do with the site.
Ways and Means: The “mirror site” must be surrounded with a pentagram and five items (usually soil samples, twigs, and bricks) from the original site must be placed on the pentagram’s points.
Bar the Ravening Thirst (Theban Sorcery 2)
This ritual is sometimes used when a vampire is about to feed when famished and is worried about killing his prey, something that the Sanctified wish to avoid in order to allow the prey the chance to mend their ways after their supernatural encounter.
Simply put, the ritual’s effects prevent a vampire from draining so much blood that the victim’s rightmost Health box becomes filled with lethal damage (the vampire is still free to kill the victim through other means, though). When the vampire attempts to do so, for example because he is in hunger frenzy, he must roll Stamina+Resolve with a penalty equal to the sorcerer’s successes, and if he doesn’t score an exceptional result (5 successes), he simply cannot make himself drain that last point of blood (remember that a frenzied state adds +3 to the feeding vampire’s roll - +1 for increased Stamina, and +2 for increased resistance to mental control). The vampire may keep trying, though, so the ritual is at best a stopgap measure. Its effects last for once scene, and it must be cast on the victim to be protected. Any vampire attempting to drink from that vessel is affected.
Offering: A little water or oil that must be poured over or flicked at the victim’s face.