Level 3
Deflection of Wooden Doom
Type B. Level 3
The character creates a metal pin that they insert under their breast bone. They may insert the Metal Stake into their chest. They suffer a lethal that may be healed as usual, the first time they are staked, the metal spike shoots out of their chest pulling the wood out with it. Any vampire can use one of these.
“Draught of Purity”
Type A, Level 3.
This mixture of bleach, wolfsbane, and formaldehyde purifies the blood of the person to imbibe it. It will not clear out a blood borne pathogen once it has begun having magical effects on a subject, but it will kill damn near any other blood virus or pathogen in its early stages. The drinker does suffer 2Ag and the concoction will kill a human if they attempt to drink it.
Illuminate Trail Of Prey
Type A: Level 3
This stick of chalk is soaked in the casters blood for thirty days. Upon naming the target or burning an effigy of the target ( expression 3 to create) the chalk disappears into the Astral plane and draws a line directly to the target that only the target and the person who activated the chalk can see (or anyone in Astral P.) The chalk must be used in a place that the target lingered in for at least 15 minutes or else the chalk simply crumbles into dust. The chalk cannot cross planar boundaries other than into the astral and it cannot leave the city limits, or cross running water.
Clinging of the Insect
Type B, Level 3
This ritual involves eating a small spider alive and spending a blood. The vampire may climb on any wall or ceiling that will support her weight. Ritual lasts 24 hours. At the end of the ritual they must vomit up the spider which appears totally unharmed.
Track the Transgressor
Type B, Level 3.
When Blood Sorcery is used in front of you, you recognize it immediately. The Stone Glows and the name of the path appears on it. It is usable as a perfect effect once per night.
Draught of Gentle Mind
Type A, Level 3
Caster creates a Draught. When drunk the imbiber wins ties on all rage frenzies but takes a -2 traits on all offensive actions.
Shaft of Belated Quiessence
Type B, Level 3
Any item treated with this ritual cannot have any other enchantments. When the weapon so treated pierces the flesh of anyone, the rest of the weapon rots away to dust, leaving the tip (hopefully) in the heart of the target. Weapons so treated need only one simple test to stake, not two. The treatment lasts until the start of the following game session after which they dissolve. This ritual takes an action to cast.
Steps of the Terrified
Type A, Level 3
Caster sinks a point of their blood into a small ball of dried mud. The ball must be thrown at a target as though it is a weapon with the thrown tag. When the target is hit they lose 2 steps from their movement rate, this spell does not stack with itself. The steps are removed from the total number of steps the character has after accounting for celerity, magicmagi items, flight, etc. the spell lasts for 1 hour.
Potency of the Blood
Type D, Level 3
This ritual requires imbibing a ritually treated trait of blood from another kindred, the thaumaturge gains the generation of that blood for one hour. The blood pool expands immediately and can cause a hunger frenzy.
Sanguinary Assistant
Type B, Level 3
Caster pours five traits of their blood into a bowl along with a corn husk and other miscellaneous detritus from a laboratory. a 3 foot tall creature made of blood and detritus walks out of the bowl and does the caster's bidding. the creature has 5 physical traits, 5 mental traits 5 social traits and one level of any skill possessed by its maker. it cannot engage in combat and will flee, it has one health level and one willpower. the creature lasts for 28 days after which it crawls back into its bowl if possible.. When taking the research action this creature adds +1 to the first research action you take in a month. The Sanguinary assistant takes up a Ghoul Slot. A character may have multiple Sanguinary assistants, each can add to a different Research action once per month. ( you cant gain multiple Sanguinary assistant bonuses to the same project.
Faithful Blade
Type B: Level 3.
Once cast on a Blade, the blade may be called to the hand with a step, by calling out its name once per night, so long as the blade exists within the same city as the Kindred. When they call the blade's name, the blade manifests from the metal that exists within their Vitae and rips itself free from their arm, sliding down their wrist and into their waiting hand. The character takes 1 Unsoakable ag and loses one blood. This blood does not count against blood per turn though.
Rutor's hand
Type D, Level 3
Caster takes 5 levels of aggravated damage and cuts of his hand and plucks out his eye, he places the eye on the hand and it can run around and spy for him. it has 3 physicals, 10 perception related mentals 3 for all other purposes. it has 5 health levels, 1 social trait and no willpower. you can use your skills through the creature, but are limited to its traits. you can use its senses (sight, touch and oddly hearing although no one knows why.) creature lasts for as long as the caster spends one blood per week. caster can heal the missing eye and hand as normal.
Defense of Sacred Haven
Type C, Level 3
The caster traces a rune in their blood on a window or other glazed opening, this blood is then absorbed into the space in the opening itself. if the window is opened the sunlight will pass. sunlight will not pass through that window. Other forms of light pass through just fine. The blood is consumed entirely. This ritual takes an action to cast. This permanently enchants the haven.
Open Passage
Type A. Level 3
Caster creates a piece of Red Chalk. This chalk can be used to completely color in a square of up to 6x6 on a wall. After casting a shimmering red portal is created that lasts for 10 minutes. Anyone may walk through the wall as though it is a door at this time.
Thirst Unquenchable
Type A, Level 3
This ritual creates a handful of bluesalt which must be thrown at the victim and hit. The victim suffers a +2 difficulty to thirst-related frenzy rolls, and any blood they drink while the ritual is active gives only half nourishment. This curse lasts 1 Day.
Mephistophelian Minx
Type B, Level 3
The caster invests a point of their blood in a cat, their total blood pool is reduced by one. The cat gains a malign sentience. The cat then goes out to find a sleeping child. Their breath is stolen in the night, if this happens to the same child over 3 nights they will die. The cat returns with the baby's breath and breathes into the nostrils of the caster. The caster regains a willpower and their blood pool and the cat return to normal. The cat will almost inevitably return with the willpower in 2 hours if their master is where they left them. If the caster has moved the cat will try and find the master as best it can. If the cat is in some way interrupted or imprisoned and cannot return to its master the caster will only regain use of their invested blood point or points when their willpower is at full by whatever means. Tracking down the cat may be prudent.
Characters may have a Mephistophelian Minx active as one of their Animal Ghoul slots. Having Mephistophelian Minx allows the Vampire to regain 1 Willpower once per night. Restoring this willpower forces a humanity test.