Blood Sorcery Rituals

Unless otherwise noted, performing a ritual requires a Rouse Check, five minutes per level to cast, and a winning Intelligence + Blood Sorcery test (Difficulty = Ritual level + 1). Rituals usu- ally require additional ingredi- ents, though some need only the uninterrupted concentration of the user, and often involve the mingling of Blood with ingredients chosen according to the principles of sympathetic magic or alchemy. Unless otherwise stated the caster can only perform beneficial rituals on themselves.

Level 1

chevron-rightAstromancy (Blood Sigils pp.59-60)hashtag

Ingredients: The night sky; a silver mirror or platter; the blood, hair, spit, or flesh of the target

Process: In the middle of the night, the caster goes to an area with a clear view of the stars in the sky and places their target’s biological material on the silver surface and spreads a Rouse Check’s worth of blood over the surface. The caster spends up to a half hour watching their blood shape itself into patterns and images regarding the answers they seek about the subject.

System: A win on the Ritual roll reveals the target’s greatest aptitudes (i.e., any Attribute or Skill 4 or higher) and their current Ambition. A critical win also reveals their current Desire and at least one of their Convictions. If the sorcerer knows the correct birth date or Embrace date of the target, they can add one die to the Ritual pool. Knowing both still only adds one die.

chevron-rightBind the Accusing Tongue (Blood Sigils pp.60-62)hashtag

Ingredients: A picture, effigy, or image of the target, a lock of the target’s hair, a black silken cord.

Process: The caster winds the cord around the hair and image while intoning the ritual charm.

System: A win on the Ritual roll prevents the target from saying, writing, or otherwise directly communicating anything negative or harmful — even, or rather especially, if it’s true — about the caster without a Composure + Resolve test (Difficulty equals the caster’s Blood Sorcery rating +2). On a critical win, the Difficulty of the test equals the caster’s Blood Sorcery rating +3. The ritual lasts until the target succeeds on their test, or until the cord unwinds, at which point the hair and image crumble into dust.

chevron-rightBlood Apocrypha (The Book of Nod Apocrypha p.34)hashtag

Ingredients: A drop of mercury and one rouse check’s worth of blood.

Process: The Kindred whispers a message to the mercury, which carries it through the blood collected in a ceremonially prepared bowl.

System: The Kindred encodes about one minute of speech into one Rouse Check worth of blood in a ritual bowl. The ritualist then designates one or more intended recipients of the message whose blood they have tasted. As part of the ritual, a Kindred, mortal, or beast messenger must consume the blood to transfer the message to their own body, otherwise the blood—and message—will rapidly sour.

The first person to consume the ensorcelled blood from the messenger automatically receives the message mentally if they are the intended recipient or possess A Taste for Blood. Any other imbiber must succeed on a Wits + Occult roll (Difficulty 3) to understand the message.

Duration: One month plus another month for each point of the margin of success

chevron-rightBlood Missive (Live From the Succubus Club p.29)hashtag

Ingredients: Mirror, sufficient human blood to write the message, lightless room.

Process: The practitioner designates a type of individual in their mind — e.g., mortal, ghoul, vampire, male, a child, unemployed — and suspends a mirror in a lightless room. The sorcerer writes a message on the mirror with a fingertip, using human blood as the ink. The message appears on another reflective surface (a mirror, polished glass, water) the practitioner has seen before and can mentally recall, when the designated type of individual passes by.

System: The sorcerer makes the Ritual test when enchanting the designated surface. For every success the practitioner rolls, the message will repeat for each new individual of the chosen type who passes the surface. The message clears itself from the surface as soon as it’s been read once. It appears in the handwriting and language in which the sorcerer wrote it.

chevron-rightBlood to Water (Gehenna War p.48)hashtag

Ingredients: Pure water, whether from a natural spring or purified mechanically.

Process: The ritualist smears their own Blood on their hands, pours water through their fingers, and splatters it about the room.

System: If the ritual is successful, blood (including the performer’s spilled Blood) exposed to the air is transmuted into water, leaving no traces behind. The ritual affects a space roughly the size of a living room. Larger spaces require repeated performances to cleanse.

chevron-rightBlood Walk (Core p.276)hashtag

IIngredients: A silver cup filled with Blood from the subject. (One Rouse Check’s worth).

Process: The user mixes their Blood with the subject’s and repeats an incantation over the cup, spending an roughly an hour.

System: A win on the Ritual roll (see General Systems) allows the user to learn the generation and name of the subject as well as the subject’s sire. A Critical Win also informs the user of any Blood Bonds active on the subject, as regnant or thrall.

chevron-rightClinging Of The Insect (Core p.276)hashtag

Ingredients: A living spider.

Process: The caster fills a vial with their own Blood and crushes the spider into it, mixing the ground bits with the Blood before ingesting it. (This does not refund any Hunger gained.) The caster can only perform this ritual on themselves; others gain no benefit from drinking the mixture.

System: A successful Ritual yields the ability to cling to walls and ceiling for a scene, while a critical win extends the duration to a whole night. The caster must cling to the surface with both hands and feet; they move at approximately half their usual rate.

chevron-rightCraft Bloodstone (Core pp.276-277)hashtag

Ingredients: A pebble of iron ore or a small magnet and a liter of blood from any source in a silver bowl.

Process: The user spills their Blood into the blood in the bowl and then recites a chant over it for an hour, repeating the chant over the next two nights. The pebble (or magnet) absorbs the blood over the three nights; upon successful completion, the liquid appears translucent.

System: Make the Ritual roll at the end of the third night. On a win the caster attunes their mind to the Bloodstone. The caster can unerringly sense the direction and distance to the stone. This effect lasts until the Bloodstone is destroyed or a week has passed. A caster can have and keep track to a number of stones up to their Resolve.

chevron-rightDouse the Fear (Players Guide p.99)hashtag

Ingredients: A holy object such as a crucifix, Bible, or Qur’an.

Process: The vampire must expose the holy symbol to a flame. The object does not need to be completely destroyed, just touched by the fire.

System: A successful Ritual roll following the burning of the holy object grants the character two additional dice on all rolls relating to resisting Rötschreck. A critical win results in the character needing to make no Terror Frenzy rolls at all. The effect lasts for one night.

chevron-rightRevealing the Crimson Trail (Gehenna War p.48)hashtag

Ingredients: A needle with an eye.

Process: The Kindred ritually prepares the needle by stabbing themselves in one eye with it, and must then peer through its eye.

System: If the ritual is successful, the vampire can clearly see any spilled blood, dried or not, as long as they keep looking through the eye of the needle. Exceptionally old or minute traces can require a Resolve + Awareness or Investigation test to spot, as determined by the Storyteller. The ritual lasts for the rest of the scene.

chevron-rightSeal the Brand (Players Guide p.99)hashtag

Ingredients: Molten silver poured over a tattoo, brand, or other body modification.

Process: The vampire casting the Ritual pours the molten silver over the target’s tattoo, brand, or body modification. The target suffers damage from the molten silver, but once mended, the affected modification remains permanent.

System: A successful Ritual yields a permanent body modification for the target. This modification cannot be removed by any other means and is now considered part of the target’s undying body. Pouring the molten silver onto the body modification inflicts one point of Superficial damage, which may be mended as normal.

chevron-rightWake With Evening’s Freshness (Core p.277)hashtag

Ingredients: The burnt bones and feathers of a rooster.

Process: The caster mixes the ashes with their own Blood, drawing a circle with the mixture around their place of sleep.

System: Do not make a Ritual roll unless true danger appears. If the caster is threatened during the day, make the Ritual roll then, with the caster rousing on a win. For the duration of the scene the vampire ignores the daytime penalties for staying awake. On a critical win, the effects last until the following dawn.

Level 2

chevron-rightAs Fog on Water, Level 2 (Players Guide p.100)hashtag

Ingredients: A piece of wood from a ship, and water

Process: The vampire submerges a piece of wood in the body of water they want to cross while spilling their Blood into it.

System: Upon a successful Ritual roll the vampire can walk across the surface of the water for the rest of the night. They can end this effect any time they wish but cannot walk on the surface again until they recast the Ritual.

chevron-rightCalix Secretus, Level 2 (Players Guide p.100)hashtag

Ingredients: An object that fits in the caster’s hand, and Blood of the user.

Process: The user drenches the object with their Blood and speaks the words of the Ritual. When complete, the object absorbs the Blood.

System: The process takes an hour. Make a Ritual roll, and if successful, the vampire imbues the object with an amount of Blood from the caster. If the caster wishes to release their Blood from the object, they need to say the command word. The amount of Blood stored can sate one Hunger for every two Rouse Checks made when storing the Blood. (Storing a single Rouse Check’s worth of Blood allows for a ghoul to get their fix or for use in another Ritual requirement.)

chevron-rightCommunicate With Kindred Sire, Level 2 (Core p.277)hashtag

Ingredients: An object previously possessed by the sire and a silver bowl filled with clear water.

Process: The caster submerges the object in water and lets their Blood drip into the bowl, concentrating upon the last memory of their sire for up to 30 minutes.

System: Make the ritual roll after 15 minutes have passed. A win allows for ten minutes of two-way silent mental communication once 15 more minutes have passed. A critical win allows immediate communication. Any major disturbance on either end breaks the connection.

chevron-rightCraftmaster, Level 2 (Blood Sigils p.62)hashtag

Ingredients: Blood of a gifted subject, representative craft object such as a needle, page of a book, playing card, chisel, etc., vulture bones.

Process: The caster chars the vulture bones in a fire and places the representative object in a bowl over the flames. They pour the blood of the subject into the bowl, completely covering the object. As the last of the bones crack and burn, the vampire drinks the blood from the bowl, letting the object touch their lips as they drink.

System: On a win, the caster gains the subject’s dots and specialty in Academics, Craft, Performance, or Science until sunrise. The dots replace, not add to, any already possessed by the caster. If the caster already has that specialty, they gain one extra die on top of the specialty die. On a critical win, the Ritual lasts for a week. On a total failure, the caster accidentally swallows the craft object and takes 2 Aggravated Health damage from it traveling through their body, the object spiritually furious at its skill being stolen.

chevron-rightDepths of Nightmare, Level 2 (Blood Sigils p.62)hashtag

Ingredients: Target’s hair; melted wax; natron (soda ash)

Process: The caster mixes a Rouse Check’s worth of blood into the melted wax, then rolls their target’s hair in the mixture. The vampire shapes the bloody wax into a humanoid shape, as close to their target’s body shape as possible. After writing glyphs or curses in their native language, the sorcerer soaks the figurine in a bowl of water mixed with natron.

System: On a win, the target receives a number of nightmare-filled days (or nights, for mortal targets) equal to the number of successes rolled. When they first awaken after each sleep, the target receives 1 Superficial Willpower damage. On a critical win, the damage is Aggravated instead. This damage cannot be healed normally until the spell has run its course: only magic or the like can remove the shock and horror of these dreams. On a total failure, the target not only has pleasant dreams, but dreams of an ibis-headed man who points the target in the caster’s direction. This occurs even if the caster used no Kemetic imagery on the figurine.

chevron-rightElemental Grasp, Level 2 (Blood Sigils p.62-63) hashtag

Ingredients: The burnt bones and feathers of a rooster.

Process: The caster mixes the ashes with their own Blood, drawing a circle with the mixture around their place of sleep.

System: Do not make a Ritual roll unless true danger appears. If the caster is threatened during the day, make the Ritual roll then, with the caster rousing on a win. For the duration of the scene the vampire ignores the daytime penalties for staying awake. On a critical win, the effects last until the following dawn.

chevron-rightWake With Evening’s Freshness (Core p.277)hashtag

Ingredients: The burnt bones and feathers of a rooster.

Process: The caster mixes the ashes with their own Blood, drawing a circle with the mixture around their place of sleep.

System: Do not make a Ritual roll unless true danger appears. If the caster is threatened during the day, make the Ritual roll then, with the caster rousing on a win. For the duration of the scene the vampire ignores the daytime penalties for staying awake. On a critical win, the effects last until the following dawn.

chevron-rightWake With Evening’s Freshness (Core p.277)hashtag

Ingredients: The burnt bones and feathers of a rooster.

Process: The caster mixes the ashes with their own Blood, drawing a circle with the mixture around their place of sleep.

System: Do not make a Ritual roll unless true danger appears. If the caster is threatened during the day, make the Ritual roll then, with the caster rousing on a win. For the duration of the scene the vampire ignores the daytime penalties for staying awake. On a critical win, the effects last until the following dawn.

chevron-rightWake With Evening’s Freshness (Core p.277)hashtag

Ingredients: The burnt bones and feathers of a rooster.

Process: The caster mixes the ashes with their own Blood, drawing a circle with the mixture around their place of sleep.

System: Do not make a Ritual roll unless true danger appears. If the caster is threatened during the day, make the Ritual roll then, with the caster rousing on a win. For the duration of the scene the vampire ignores the daytime penalties for staying awake. On a critical win, the effects last until the following dawn.

chevron-rightWake With Evening’s Freshness (Core p.277)hashtag

Ingredients: The burnt bones and feathers of a rooster.

Process: The caster mixes the ashes with their own Blood, drawing a circle with the mixture around their place of sleep.

System: Do not make a Ritual roll unless true danger appears. If the caster is threatened during the day, make the Ritual roll then, with the caster rousing on a win. For the duration of the scene the vampire ignores the daytime penalties for staying awake. On a critical win, the effects last until the following dawn.

chevron-rightWake With Evening’s Freshness (Core p.277)hashtag

Ingredients: The burnt bones and feathers of a rooster.

Process: The caster mixes the ashes with their own Blood, drawing a circle with the mixture around their place of sleep.

System: Do not make a Ritual roll unless true danger appears. If the caster is threatened during the day, make the Ritual roll then, with the caster rousing on a win. For the duration of the scene the vampire ignores the daytime penalties for staying awake. On a critical win, the effects last until the following dawn.

chevron-rightWake With Evening’s Freshness (Core p.277)hashtag

Ingredients: The burnt bones and feathers of a rooster.

Process: The caster mixes the ashes with their own Blood, drawing a circle with the mixture around their place of sleep.

System: Do not make a Ritual roll unless true danger appears. If the caster is threatened during the day, make the Ritual roll then, with the caster rousing on a win. For the duration of the scene the vampire ignores the daytime penalties for staying awake. On a critical win, the effects last until the following dawn.

chevron-rightWake With Evening’s Freshness (Core p.277)hashtag

Ingredients: The burnt bones and feathers of a rooster.

Process: The caster mixes the ashes with their own Blood, drawing a circle with the mixture around their place of sleep.

System: Do not make a Ritual roll unless true danger appears. If the caster is threatened during the day, make the Ritual roll then, with the caster rousing on a win. For the duration of the scene the vampire ignores the daytime penalties for staying awake. On a critical win, the effects last until the following dawn.

chevron-rightWake With Evening’s Freshness (Core p.277)hashtag

Ingredients: The burnt bones and feathers of a rooster.

Process: The caster mixes the ashes with their own Blood, drawing a circle with the mixture around their place of sleep.

System: Do not make a Ritual roll unless true danger appears. If the caster is threatened during the day, make the Ritual roll then, with the caster rousing on a win. For the duration of the scene the vampire ignores the daytime penalties for staying awake. On a critical win, the effects last until the following dawn.

Wards

The Tremere employ Wards extensively, basing them on their Hermetic traditional sigils. Banu Haqim Wards usually involve gematriac or abjadic writing, rather than occult symbols, but the methodology remains the same in both cases. Wards consist of a glyph or line of script keyed to repel a single type of supernatural, called “the trespasser” in these rules. When touched, they cause something like an electric shock to the trespasser’s mind and body, imparting both physical burns and a sudden bout of sheer terror. The ward does not work on forced contact - a warded sword will not trigger the ward when striking a trespasser, but it will if a trespasser tries to pick it up.

Wards can only cover a space about a meter across: for example, a caster cannot ward a whole car, but they can ward a steering wheel. The caster pours their Blood on the object to be warded, tracing the glyph in it with their bare finger. Once the caster wipes the Blood off, the ward becomes invisible. The Ward lasts until the warded object is physically destroyed or broken; the trespasser cannot do this.

Do not make the Ritual roll until the first time the trespasser touches the Ward, triggering its effect. Gloves or other garments offer no protection. If the caster wins the Ritual test, the victim suffers one point of Aggravated Health damage. On a critical win, damage for this Ward is three points of Aggravated damage. The caster does not need to make the Ritual roll for each trespasser touching the Ward, only the first. Anyone affected who wants to touch the warded object again must spend a point of Willpower and then win a Stamina + Resolve test (Difficulty 4, or 7 for a critical-success Ward) to make the attempt.

chevron-rightWard Against Ghouls, Level 1 (Core p.277)hashtag

Ingredients: Nothing apart from the caster’s Blood.

Process: The caster pours their Blood on the object to be warded, tracing the glyph in it with their bare finger. Once the caster wipes the Blood off, the ward becomes invisible. The Ward lasts until the warded object is physically destroyed or broken; the trespasser cannot do this.

System: Do not make the Ritual roll until the first time the trespasser touches the Ward, triggering its effect. Gloves or other garments offer no protection. If the caster wins the Ritual test, the victim suffers one point of Aggravated Health damage. On a critical win, damage for this Ward is three points of Aggravated damage. The caster does not need to make the Ritual roll for each trespasser touching the Ward, only the first. Anyone affected who wants to touch the warded object again must spend a point of Willpower and then win a Stamina + Resolve test (Difficulty 4, or 7 for a critical-success Ward) to make the attempt.

Sense the Unseen (Auspex 1) can detect a Ward with a contest of Intelligence + Auspex vs the caster’s Intelligence + Blood Sorcery.

chevron-rightWard Against Spirits, Level 2 (Core p.278)hashtag

Ingredients: A handful of salt (in some versions, a handful of brick dust) mixed with the Blood.

Process: The caster mixes the salt or dust with their Blood and pours it on the object to be warded, tracing the glyph in it with their bare finger. Once the caster wipes the Blood off, the ward becomes invisible. The Ward lasts until the warded object is physically destroyed or broken; the trespasser cannot do this.

System: Do not make the Ritual roll until the first time the trespasser touches the Ward, triggering its effect. Gloves or other garments offer no protection. If the caster wins the Ritual test, the victim suffers one point of Aggravated Health damage. On a critical win, damage for this Ward is three points of Aggravated damage. The caster does not need to make the Ritual roll for each trespasser touching the Ward, only the first. Anyone affected who wants to touch the warded object again must spend a point of Willpower and then win a Stamina + Resolve test (Difficulty 4, or 7 for a critical-success Ward) to make the attempt.

Sense the Unseen (Auspex 1) can detect a Ward with a contest of Intelligence + Auspex vs the caster’s Intelligence + Blood Sorcery.

chevron-rightWard Against Lupines, Level 3 (Core p.279)hashtag

Ingredients: A handful of silver dust mixed with the Blood.

Process: The caster mixes their Blood with the silver powder and pours their Blood on the object to be warded, tracing the glyph in it with their bare finger. Once the caster wipes the Blood off, the ward becomes invisible. The Ward lasts until the warded object is physically destroyed or broken; the trespasser cannot do this.

System: Do not make the Ritual roll until the first time the trespasser touches the Ward, triggering its effect. Gloves or other garments offer no protection. If the caster wins the Ritual test, the victim suffers one point of Aggravated Health damage. On a critical win, damage for this Ward is three points of Aggravated damage. The caster does not need to make the Ritual roll for each trespasser touching the Ward, only the first. Anyone affected who wants to touch the warded object again must spend a point of Willpower and then win a Stamina + Resolve test (Difficulty 4, or 7 for a critical-success Ward) to make the attempt.

Sense the Unseen (Auspex 1) can detect a Ward with a contest of Intelligence + Auspex vs the caster’s Intelligence + Blood Sorcery.

chevron-rightWard Against Cainites, Level 4 (Core p.280)hashtag

Ingredients: Ash warm from a still-burning fire; casters risk terror frenzy, and cannot inscribe this Ward that night if they succumb to it.

Process: The caster mixes their Blood with the hot ashes (Getting the ashes requires a frenzy check at Difficulty 2) and pours their Blood on the object to be warded, tracing the glyph in it with their bare finger. Once the caster wipes the Blood off, the ward becomes invisible. The Ward lasts until the warded object is physically destroyed or broken; the trespasser cannot do this.

System: Do not make the Ritual roll until the first time the trespasser touches the Ward, triggering its effect. Gloves or other garments offer no protection. If the caster wins the Ritual test, the victim suffers one point of Aggravated Health damage. On a critical win, damage for this Ward is three points of Aggravated damage. The caster does not need to make the Ritual roll for each trespasser touching the Ward, only the first. Anyone affected who wants to touch the warded object again must spend a point of Willpower and then win a Stamina + Resolve test (Difficulty 4, or 7 for a critical-success Ward) to make the attempt.

Sense the Unseen (Auspex 1) can detect a Ward with a contest of Intelligence + Auspex vs the caster’s Intelligence + Blood Sorcery.

Warding Circles

A Warding circle resembles a regular Ward, painted on the ground or floor. It requires three times the ritual ingredients of a regular Ward of the same type. Knowledge of one Ward does not convey knowledge of its corresponding Warding circle, or vice versa. Trespassers who attempt to cross a Warding circle suffer its effect. Unless the caster inscribes the Warding circle “pointing inward” around the trespasser in the first place, it does not block attempts to leave the circle.

Its rules differ from regular Wards in a few respects: It costs three Rouse Checks worth of Blood to paint the circle and pentacles, which can cover up to a three-meter radius. It takes one full night to cast and a Ritual roll made at the time (at +2 to Difficulty) if the caster wants it to last a year and a day; otherwise it dissipates at dawn.

When the trespasser attempts to cross the circle, roll a contest of Intelligence + Blood Sorcery vs the trespasser’s Willpower. (If the Storyteller or player wrote down the result of the original Ritual roll used to cast a year-long Warding circle, they can use that result here.) If the Warding circle fails, the trespasser can enter it. If the caster wins, the trespasser takes three points of Superficial Health damage (three points of Aggravated damage on a critical win) and cannot enter. The trespasser must spend a point of Willpower to attempt to enter the circle again. If the trespasser wins the contest, enters the circle and leaves it again, they must repeat their half of the contest (the caster’s initial result remains) to re-enter it.

chevron-rightWarding Circle Against Ghouls, Level 2 (Core p.278)hashtag

Ingredients: The caster draws the Warding circle with a human bone dipped in three Rouse Checks worth of Blood.

Process: The caster paints the circle and pentacles, which can cover up to a three-meter radius. It takes one full night to cast and a Ritual roll made at the time (at +2 to Difficulty) if the caster wants it to last a year and a day; otherwise it dissipates at dawn.

System: When the trespasser attempts to cross the circle, roll a contest of Intelligence + Blood Sorcery vs the trespasser’s Willpower. (If the Storyteller or player wrote down the result of the original Ritual roll used to cast a year-long Warding circle, they can use that result here.) If the Warding circle fails, the trespasser can enter it. If the caster wins, the trespasser takes three points of Superficial Health damage (three points of Aggravated damage on a critical win) and cannot enter. The trespasser must spend a point of Willpower to attempt to enter the circle again. If the trespasser wins the contest, enters the circle and leaves it again, they must repeat their half of the contest (the caster’s initial result remains) to re-enter it.

chevron-rightWarding Circle Against Spirits, Level 3 (Core p.279)hashtag

Ingredients: The caster draws the Warding circle with an iron knife dipped in salt and Blood.

Process: The caster paints the circle and pentacles, which can cover up to a three-meter radius. It takes one full night to cast and a Ritual roll made at the time (at +2 to Difficulty) if the caster wants it to last a year and a day; otherwise it dissipates at dawn.

System: When the trespasser attempts to cross the circle, roll a contest of Intelligence + Blood Sorcery vs the trespasser’s Willpower. (If the Storyteller or player wrote down the result of the original Ritual roll used to cast a year-long Warding circle, they can use that result here.) If the Warding circle fails, the trespasser can enter it. If the caster wins, the trespasser takes three points of Superficial Health damage (three points of Aggravated damage on a critical win) and cannot enter. The trespasser must spend a point of Willpower to attempt to enter the circle again. If the trespasser wins the contest, enters the circle and leaves it again, they must repeat their half of the contest (the caster’s initial result remains) to re-enter it.

chevron-rightWarding Circle Against Lupines, Level 4 (Core p.280)hashtag

Ingredients: The caster draws the Warding circle with a silver knife dipped in wolfsbane and Blood.

Process: The caster paints the circle and pentacles, which can cover up to a three-meter radius. It takes one full night to cast and a Ritual roll made at the time (at +2 to Difficulty) if the caster wants it to last a year and a day; otherwise it dissipates at dawn.

System: When the trespasser attempts to cross the circle, roll a contest of Intelligence + Blood Sorcery vs the trespasser’s Willpower. (If the Storyteller or player wrote down the result of the original Ritual roll used to cast a year-long Warding circle, they can use that result here.) If the Warding circle fails, the trespasser can enter it. If the caster wins, the trespasser takes three points of Superficial Health damage (three points of Aggravated damage on a critical win) and cannot enter. The trespasser must spend a point of Willpower to attempt to enter the circle again. If the trespasser wins the contest, enters the circle and leaves it again, they must repeat their half of the contest (the caster’s initial result remains) to re-enter it.

chevron-rightWarding Circle Against Cainites, Level 5 (Core p.282)hashtag

Ingredients: The caster draws the Warding Circle with a rowan wand dipped in the mixture of ash from a still-burning fire and Blood.

Process: The caster paints the circle and pentacles, which can cover up to a three-meter radius. It takes one full night to cast and a Ritual roll made at the time (at +2 to Difficulty) if the caster wants it to last a year and a day; otherwise it dissipates at dawn.

System: When the trespasser attempts to cross the circle, roll a contest of Intelligence + Blood Sorcery vs the trespasser’s Willpower. (If the Storyteller or player wrote down the result of the original Ritual roll used to cast a year-long Warding circle, they can use that result here.) If the Warding circle fails, the trespasser can enter it. If the caster wins, the trespasser takes three points of Superficial Health damage (three points of Aggravated damage on a critical win) and cannot enter. The trespasser must spend a point of Willpower to attempt to enter the circle again. If the trespasser wins the contest, enters the circle and leaves it again, they must repeat their half of the contest (the caster’s initial result remains) to re-enter it.

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