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Theban Sorcery Rituals

These dark miracles of the Lancea Sanctum come from all over the world, from hidden messages in the warped paint of a burnt home, to forgotten inscriptions in ancient crypts, to dreams delivered into the torpor of ancient Nepheshim. The Sanctified of the New World heard tales of Spanish missionaries receiving strange dreams featuring what was, to the Sanctified, clear imagery of Longinus and the Damnation. Feeding from these missionaries passed fragments of these visions on to the supping vampire — drinking the visionary dry revealed not only the complete vision, but new rituals, such as Prison of Denial. To this night, however, the majority of the known Theban Sorcery rituals come from the cavern beneath Thebes, revealed by the angel Amoniel. Many more were found scattered about Egypt, Persia, Jerusalem, and, eventually, Rome. Some rituals have been discovered more than once, or in multiple, subtle variations. As a result, some Theban Sorcery rituals have more than one name. Each ritual presented here is given just one name, but individual parishes — or even individual sorcerers — may have their own names for these grim miracles.

  • Blood Scourge (Theban Sorcery Ritual 1)
  • Vitae Reliquary (Theban Sorcery Ritual 1)
  • Celibacy (Theban Sorcery Ritual 1)
  • Crown of Thorns (Theban Sorcery Ritual 1)
  • Hauberk of Blood (Theban Sorcery Ritual 1)
  • Sinner Song (Theban Sorcery Ritual 1)
  • Theban Inscription (Theban Sorcery Ritual 1)
  • Messenger's Mark (Theban Sorcery Ritual 1)
  • Paladin's Absolution (Theban Sorcery Ritual 1)
  • The Angel's Touch (Theban Sorcery Ritual 1)
  • Curse of Babel (Theban Sorcery Ritual 2)
  • Liar's Plague (Theban Sorcery Ritual 2)
  • Bird of Sin (Theban Sorcery Ritual 2)
  • Damned Radiance (Theban Sorcery Ritual 2)
  • Prison of Denial (Theban Sorcery Ritual 2)
  • Resistance of Discipline (Theban Sorcery Ritual 2)
  • Sanctity (Theban Sorcery Ritual 2)
  • Sanguine Exaltation (Theban Sorcery Ritual 2)
  • Trap of Slumber (Theban Sorcery Ritual 2)
  • Wings of the Seraph (Theban Sorcery Ritual 2)
  • Forbiddance of Blood (Theban Sorcery Ritual 2)
  • Blandishment of Sin (Theban Sorcery Ritual 3)
  • Maledication of Despair (Theban Sorcery Ritual 3)
  • Blood Fire (Theban Sorcery Ritual 3)
  • Lash Beyond Death (Theban Sorcery Ritual 3)
  • Legionnaire's Blessing (Theban Sorcery Ritual 3)
  • Pharaoh's Paces (Theban Sorcery Ritual 3)
  • Vision of the Will (Theban Sorcery Ritual 3)
  • Scrivener's Eye (Theban Sorcery Ritual 3)
  • Micah's Hope (Theban Sorcery Ritual 3)
  • The Blessing of Judas Thomas (Theban Sorcery Ritual 3)
  • Gift of Lazerus (Theban Sorcery Ritual 4)
  • Stigmata (Theban Sorcery Ritual 4)
  • Call of Amoniel (Theban Sorcery Ritual 4)
  • Display of the Beast (Theban Sorcery Ritual 4)
  • Mark of the Damned (Theban Sorcery Ritual 4)
  • Song of the Prey (Theban Sorcery Ritual 4)
  • Spear of Faith (Theban Sorcery Ritual 4)
  • Sacred Haven (Theban Sorcery Ritual 4)
  • Purifying Light (Theban Sorcery Ritual 4)
  • Transubstantiation (Theban Sorcery Ritual 5)
  • Wrathful Judgment (Theban Sorcery Ritual 5)
  • Damned's Day (Theban Sorcery Ritual 5)
  • Fires of Vengence (Theban Sorcery Ritual 5)
  • Imprecation of Sin (Theban Sorcery Ritual 5)
  • Night of Hell (Theban Sorcery Ritual 5)
  • Rain of Blood (Theban Sorcery Ritual 5)
  • The Martyr's Miracle (Theban Sorcery Ritual 5)
  • Blood Scourge (Theban Sorcery Ritual 1)

    The vampire transforms a portion of his own blood into a wicked instrument of punishment. For each dot that the character possesses in Theban Sorcery, he may create a stinging whip of Vitae with which to scourge his foes. An attack with the weapon has a dice pool equal to the character’s Strength + Weaponry + the number of lashes created, and inflicts lethal damage. The Blood Scourge lasts a number of turns equal to the player’s success on the invocation roll. At the end of that time, the Vitae whips turn to dust. A character can invoke Blood Scourge only once until its duration expires. He may thereafter invoke another whip, however. A character may voluntarily terminate a Blood Scourge if he does not want to keep it for the full duration of the power.

    Offering: The Kindred’s own blood is the offering. In enacting the ritual, the vampire must slice open his wrist with a sacrificial knife. The scourge created — regardless of its number of lashes — costs one Vitae.

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    Vitae Reliquary (Theban Sorcery Ritual 1)

    The character takes an ordinary object and stores an amount of Vitae in it that may be called upon later (whether as sustenance or for any other purpose that requires Vitae). Any Kindred or ghoul can call upon the stored Vitae, not just the caster, though the person using the Vitae must know that it’s there. The amount of Vitae that can be stored in the object is equal to the amount of successes the player achieves on the invocation roll, although the caster may infuse the object with less if he wishes. The Vitae to be stored comes directly from the caster’s own body. This ritual can be cast only once on the item in question. Any object can contain the Vitae, regardless of its size, though the item must be at least the size of a person’s fist. The Vitae remains indefinitely until consumed. The act of consuming the blood might involve taking it to one’s lips, or holding the item tight and willing the blood to pass from object to body. This Vitae is “neutral,” which is to say that the feeding Kindred does not subject the sorcerer to a Vinculum in this manner, though blood addiction is still a risk.

    Offering: The vessel of infusion itself is the offering, and must be something the caster can lift with one hand. The offering crumbles to dust after the last Vitae is removed. Prior to that point, the item functions as it normally would (a knife may still be used to attack, a book may still be read).

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    Celibacy (Theban Sorcery Ritual 1)

    This pointed ritual, given in a vision to an English Bishop in the 18th Century, grants the subject — designated by a touch on the neck — a resistance to the ecstasy of the vampire bite, called the Kiss. Performing this ritual requires a sorcerer to toe the edge of the Masquerade; practitioners had best be careful. Each success scored on the activation roll grants an additional die to the subject’s Resolve + Composure dice pool to resist the Kiss. In addition, the subject automatically reacts with alarm to the Kiss, however it is attempted (see Vampire: The Requiem , p. 165), and is unable to voluntarily succumb to a feeding vampire. These benefits last until the next sunrise. A mortal may be affected by only one instance of Celibacy at a time. The Lancea Sanctum secretly uses this ritual on mortals suspected to be singled out for the Embrace by would-be violators of the Second Tradition. It is not a guaranteed deterrent, but it has stopped many violations before they can be completed. The roll to activate this power is penalized by the subject’s Resolve.

    Offering: The sorcerer must obtain a bit of the subject’s sweat to be consumed when the ritual is enacted. Sweat can be used when touched, so a sweaty subject of Celibacy can sometimes be spotted by a smear of ash on the neck.

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    Crown of Thorns (Theban Sorcery Ritual 1)

    This ritual pains and disfigures a victim with a tortuous ring of bony thorns formed from his own skull. The victim suffers two points of bashing damage as tiny hooks of bone burst through the flesh of his head in a ring running just above his eyebrows. The thorns do damage only in the turn when the ritual is first activated, but persist for one turn per success. So long as the thorns remain, the victim suffers a –5 penalty on all Social actions. Between the bleeding wounds and the visible, unnatural thorns, the victim is frightening to behold — mundane Social actions, such as most uses of the Socialize Skill, may therefore be impossible as a result. Afterward, the thorns quickly and painfully recede. Though the damage caused by the thorns can be healed normally, the thorns leave behind gruesome, sticky scars for a number of days per success; these scars plague mortal and vampiric victims alike. These scars impose at least a –2 penalty on Social actions, though especially pious or superstitious persons may react more unfavorably (imposing a –3 penalty, instead). The Sanctified use this ritual to punish those who violate the canons of the covenant, or to shock mortals and ghouls with an agonizing brush of divine wrath. The pain punishes the victim, but his scars spread shock and sow fear among his kind. The roll to activate this ritual is penalized by the subject’s Stamina.

    Offering: A thorny twig or branch swallowed by the ritualist in direct sight of the subject.

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    Hauberk of Blood (Theban Sorcery Ritual 1)

    The vampire sheaths himself in the healing power of Vitae to protect himself from harm. For each success achieved on the activation roll, the sorcerer may infuse one Vitae with the power to protect himself or other Kindred from harm. This empowered Vitae instantly heals the subject, counteracting damage the moment it would be applied. A bullet might pass through the subject’s body, but the wounds it leaves behind mystically vanish. The Vitae to be used is then splashed, brushed or smeared onto the vampires to be protected (Sanctified paladins who know this ritual often paint lances of blood on their chests or faces). Damage ablated by the miraculous Vitae is subtracted from the total damage dealt in the attack; damage that is not countered affects the character as normal. All damage done to a character benefiting from this ritual affects the magical Vitae first; the character cannot choose to “save” some of the empowered Vitae for use against particular attacks. One Vitae counters one or two points of bashing damage or one point of lethal damage; a single point of aggravated damage is countered only if the character has five Vitae of protection empowered and painted onto himself when the aggravated damage is dealt. All forms of physical damage are subject to the Hauberk of Blood, even fire. The power of the ritual persists for one scene or until all the empowered Vitae has been used, whichever comes first. A character can wear a Hauberk of Blood invested with an amount of Vitae up to his Size, so an average vampire can be painted with a maximum of five Vitae empowered this ritual.

    Example: A Sanctified paladin is painted with a Hauberk of Blood made up of five Vitae. He is then struck in combat by a sword for two points of lethal damage, but the Hauberk of Blood counters that damage, reducing its total Vitae by two, from five to three. Later, the paladin is struck by an attack dealing three points of bashing damage, which is countered by two points of painted-on Vitae (two points of bashing damage are stopped by the first Vitae and the second Vitae is used up countering the third point). The paladin now has just one Vitae left in his Hauberk of Blood when he is burned for one point of aggravated damage; because the Hauberk of Blood has fewer than five Vitae left, not even that single point of aggravated damage can be countered, so the damage affects the paladin. The last Vitae of the Hauberk of Blood still remains, therefore, when he is stabbeed for three points of lethal damage. The first point of damage is negated by the last Vitae in the Hauberk of Blood. The two remaining points of lethal damage harm the paladin directly.

    Offering: The Vitae used in the ritual is the offering, though it can come from any willing or unwilling source. Unlike standard Theban Sorcery offerings, this Vitae turns to ash not when it is used in the ritual, but when it finally counteracts damage.

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    Sinner Song (Theban Sorcery Ritual 1)

    The vampire compels her subject to reveal her most recent sin. The subject may or may not realize she is being magically influenced, depending on the behavior of the sorcerer, who may persuade (“Tell me, please, you must tell me.”) or demand (“With the authority of Heaven, I command you!”). The sin in question must be severe enough to warrant a degeneration roll and, of course, the subject must be aware (on some level) of what she has done. The roll to invoke this power is penalized by the subject’s Resolve. The subject of the power must be able to hear the vampire’s voice (even over a telephone) as the ritual is completed, to be affected. The caster’s voice only has power at the moment of the ritual’s completion, so recording cannot convey the effects of this ritual.

    Offering: An article belonging to the subject, traditionally something associated with vice, such as a liquor bottle, a cigarette or a handful of pills.

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    Theban Inscription (Theban Sorcery Ritual 1)

    In the earliest nights of the covenant, when Theban Sorcery was barely understood and the Sanctified were surrounded by enemies both living and undead, this simple ritual saved many vampires from Final Death by leading them to secret havens beneath the sun-bleached stones of Egypt. With a touch of his hand and a soft word, the sorcerer can leave a mark — be it words or a symbol — in virtually any surface. The mark can be as subtle or obvious as the sorcerer wishes: a worn patch of stone in the shape of a skull, a rough rust stain symbolizing the Spear of Destiny or a finely-wrought inscription of Aramaic words. The more successes that are achieved on the activation roll, the larger the mark can be. As a general rule, an inscription can be up to one foot long or wide per success. The sorcerer can choose to create an allusion (such as an iconic reference to the Testament of Longinus) or a disguised image (such as a crucifix in a stretch of water-damaged wallpaper) if he wishes, requiring either an Intelligence + Academics roll (for an obvious symbol with hidden meaning) or a Wits + Academics roll (for a hidden symbol) to be made for onlookers to understand or spot the mark. The ritualist decides which dice pool, if any, is appropriate when the mark is made. (If the Storyteller agrees, other dice pools — such as Wits + Occult — may be required instead.) Finally, the ritualist may choose to penalize the necessary dice pool by a value less than or equal to his dots in Intelligence.

    Offering: The mark to be made must be drawn or placed on the surface to be affected. An inscription may be written onto parchment, for example, to be pressed to the desired surface later. Many early marks were simply drawn by hand, with chalk or blood, onto the surface.

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    Messenger's Mark (Theban Sorcery Ritual 1)

    This is the initiation ritual that brands one of the Sanctified as a Legate, creating an arrow- or spear-shaped mark on his or her chest. Unlike many Theban Sorcery rituals, this is permanent. There is no known way to remove the Mark, though it can remain hidden at the Legate's discretion. Even though the ritual is simple to perform, its elements are kept secret by the Anointed among the Sanctified so that only true Legates, rather than frauds, are ever marked.

    A Bishop or other Member of the Anointed casts this ritual, but thereafter the individual Legate controls it. At will, the Legate can cause the image of a lance to rise out of his flesh in the center of his chest. It appears to be a scar or brand, but the lace shape is quite clear.

    Offering: A shaft made of rowan wood.

    Source: Nomads

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    Paladin's Absolution (Theban Sorcery Ritual 1)

    This rite is a boon for the conscience and well-being of the Damned who must sin in the service of the covenant. This rite relieves the subject of guilt for some action he is soon to perform. The ash from the offering must be used to mark the head or face of the subject. Each success on the invocation draw grants the subject a +1 bonus on the Humanity draw to see if a derangement manifests when provoked by degeneration loss for a specific action, provided the act is performed after this rite is performed and before the next sunrise. The murder of Elizabeth Parson, is specific enough, but murder is not.

    Offering: An icon or image of the person or people affected by the vampire's actions. By extension, this ritual does not aid actions that do not harm people (including the vampire herself).

    Source: Coteries

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    The Angel's Touch (Theban Sorcery Ritual 1)

    One of the first rituals discovered by a Roman practitioner of the Lancea et Sanctum, The Angel's Touch allows the vampire to render a part of a mortal subject's body immune to the vampire's ability to seal the wound he makes, making it very likely that the mortal will bleed copiously after the bite and die. Most often used to discourage Kindred who feed too often from the same mortal and developing an emotional attachment, this ritual is credited with opening the eyes of many vampires to the realities of their sin. To activate the ritual, the practitioner makes the necessary sacrifice and prayer over a slumbering mortal, completing the ritual by gently touching the spot on her body he wishes to purify. A single success on the activation roll protects about a square inch of flesh; each success scored adds a square inch to the area covered. Any attempt to bite the mortal within the designated area will penetrate as normal, but the wound that results cannot be subsequently healed with a lick. This effect lasts until the next sunrise. Attempts to treat a wound with the Medicine Skill are not affected by this ritual. A mortal may be affected by only one instance of The Angel's Touch at a time. The roll to activate this power is penalized by the subject's Resolve. Offering: The sorcerer must obtain a lock of the subject's hair to be consumed when the ritual is enacted.

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    Curse of Babel (Theban Sorcery Ritual 2)

    This ritual leaves a victim speaking in tongues, unable to communicate. Even his written word is rendered nonsensical; both handwritten and typed messages come out as gibberish. Not only is the Curse of Babel an effective means of controlling the spread of blasphemy (and gossip), it proves an effective limit to a subject’s use of the Dominate Discipline. The number of successes achieved on the invocation roll determines the duration of the ritual’s function: one hour per success or until the next sunrise, whichever comes first. The subject must be within earshot when this ritual is performed. The roll to activate this power is penalized by the subject’s Resolve.

    Offering: An animal’s or person’s tongue

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    Liar’s Plague (Theban Sorcery Ritual 2)

    The character curses her subject so that if he speaks any lies over the course of the scene, beetles swarm from his mouth. The ritual involves a action, pitting the sorcerer’s Intelligence + Academics + Theban Sorcery minus the subject’s Resolve or Composure (whichever is higher). Resisting this power is a reflexive action.

    Offering: An insect’s carapace, whole and uncrushed.

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    Bird of Sin (Theban Sorcery Ritual 2)

    This strange ritual was one of the original collection given to the covenant in the vaults beneath Thebes, and has been linked to other ancient magical traditions of Egypt. With this ritual, the character summons forth the guilt and immorality of a subject he can see directly into the form of a shimmering phantasmal bird — often an owl, but raptors of all sorts have been cited by sorcerers through the ages. Some incarnations shed feathers like a fire sheds cinders, others have been said to be cold, hard and sharp like ice; each bird reflects the sinner, rather than the ritualist. The Bird of Sin immediately attacks the subject on the sorcerer’s turn. Attacks continue for one turn per success scored on the activation roll. The bird has a dice pool equal to 10 minus the subject’s Morality or Humanity for attacks; it ignores the 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 creatures, including spirits and ghosts. The subject can will the bird out of existence with a successful Resolve + Composure roll penalized by the caster’s dots in Theban Sorcery. This effort is an instant action, performed on the subject’s turn. If the roll fails, subsequent attempts can be made on following turns so long as the bird remains. The action to activate this power is penalized by the subject’s Resolve.

    Offering: A feather at least four inches long.

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    Damned Radiance (Theban Sorcery Ritual 2)

    With this ritual, the sorcerer impresses, shocks or frightens onlookers with the glorious majesty of a walking saint or the terrible stature of a furious monster. When the ritual is completed, the vampire adds his dots in Theban Sorcery to all dice pools involving overt use of Presence for the rest of the scene. In the eyes of onlookers, the sorcerer takes on an exaggerated, unearthly appearance, whether darkened by an intangible malice, smoking with hellish heat or shining with an angelic light. The effects of this ritual are never subtle. The power overtly alters the character. Her appearance attracts attention and sticks in the memories of witnesses. The character suffers a – 3 dice penalty on all Social actions requiring subtlety or finesse. If the character’s appearance is truly unearthly (due to very high or very low Humanity, for example, or if the character has seven or more dots in Presence and Theban Sorcery combined), the penalty may even apply to Stealth actions, at the Storyteller’s discretion. The aspect of the Curse that blurs a vampire’s image in mirrors and on film also interferes with this power — Damned Radiance cannot be perceived through second-hand evidence (such as photographs or TV signals), even by spending Vitae.

    Offering: A mask, however cheap or exquisite, simple or ornate.

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    Prison of Denial (Theban Sorcery Ritual 2)

    The subject of this curse is forbidden to communicate with, look at or speak of another particular person, called the exile and specified when the ritual is activated. For one night, the subject is forced to deny all contact with the exile. If the exile approaches the subject, she must leave. If the subject attempts to say the exile’s name, her voice fails her for just that moment. If the exile and the subject are forced together — locked in a room together, for example — the subject is plagued with a supernatural mental block; the exile seems to be nothing more than a silent, blurry shape that the subject cannot bear to see. The roll to activate this power is penalized by the subject’s Resolve. If the sorcerer achieves an exceptional success, the subject is literally blinded when in the presence of the exile.

    Offering: An image or unique possession of the exile, such as a photograph or monogrammed handkerchief, burned in sight of the subject when the ritual is performed.

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    Resistance of Discipline (Theban Sorcery Ritual 2)

    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 activating this ritual, the sorcerer grants himself, or a subject who can hear the sound of his voice, a renewed attempt to resist any Discipline power resisted with a contested action that is currently affecting the subject or his immediate surroundings, whether he initially resisted the Discipline or not. The original dice pool for the Discipline to be resisted should not be re-rolled. The subject is pitted against the successes rolled on the initial use of the power being resisted.

    Example: Solomon, a Sanctified sorcerer, believes another Kindred named Asher has been subjected to a Ventrue’s Mesmerize power. Solomon calls Asher on the phone, his hands still stained with soot from enacting the Resistance of Discipline ritual. “Asher,” Solomon says, “think hard about what that Ventrue told you. Do you remember? Think, Asher!” Solomon thereby makes Asher the subject of the ritual, so Asher’s player rolls Resolve + Blood Potency again, this time scoring four successes, better than the three rolled on the Ventrue’s use of Mesmerize. Asher is now free to disobey the suggestion he was given by the Dragon. “Yes, yes!” Asher says, “He wanted me to spy on you…”

    Offering: Any Judeo-Christian or Islamic holy symbol, such as a Star of David necklace, a prayer rug or a rosary.

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    Sanctity (Theban Sorcery Ritual 2)

    This ritual fills a space with holy or unholy resonance, tangibly altering its atmosphere and appearance. The space — which must be a single room, closed off from other rooms and hidden from sight when the ritual is performed inside it — is thereby “aligned” to grant bonus dice to all actions involving a certain Skill, no matter who performs them, when those actions are undertaken within the affected room. The space grants bonus dice equal to the sorcerer’s dots in Theban Sorcery for a number of hours equal to the successes scored on the activation roll, plus two. A single Skill must be chosen for the space at the time the ritual is performed, but only a few Skills fall within the purview of this power: Academics, Empathy, Intimidation, Occult and Persuasion. The room takes on qualities favorable to the performance of the Skill, becoming quiet and serene for Academics use, growing dark and unsettling for Intimidation purposes, or taking on dramatic acoustics for Persuasion. Whatever the exact effect, the power of the room is clearly unearthly — frightening rooms may creak or groan or be populated by shifting shadows, while serene rooms may hum with sourceless chords or be lit by unmelting candles. Sanctified sorcerers must be careful how they use this ritual, for such supernaturally attuned spaces can lead to careless breaches of the Masquerade if happened upon by accident.

    Offering: A decorative object, such as a tapestry or carpet, or an object symbolizing the action to be blessed, such a sword. When the duration of the ritual has passed, the room develops a thins coat of soot and ash.

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    Sanguine Exaltation (Theban Sorcery Ritual 2)

    This ritual focuses the occult power of the blood and stores it, much like Vitae Reliquary. Unlike that simpler spell, it does not merely make the blood available as blood. It makes it available as a raw force of will. When the ritual is performed, it infuses energy into the offering object. When that object is used (often kissed, broken or swallowed), it adds +2 to one Theban Sorcery draw. The object (typically a pendant or ring it can be anything with a pearl on it) is consumed through use. The object can be used by any Sanctified ritualist, not just the sorcerer who empowered it.

    Offering: A pearl and a blood sacrifice of two Vitae.

    Source: World of Darkness: Chicago

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    Trap of Slumber (Theban Sorcery Ritual 2)

    This rite is a useful defense against meddling mortals in the best of times, and potentially deadly to them at the worst. What it does is extend the preternatural slumber of the subject vampire to the next mortal or ghoul to get within three yards of the sleeping subject Kindred. The first mortal to approach the subject while the ritual is active must make a Resolve + Stamina draw, with the Composure and current Blood Potency of the subject (accounting for diminishment over time) as a penalty to the draw. If the mortal fails, he falls asleep and does not wake until the Kindred wakes or is destroyed. Thus, if Trap of Slumber is cast on a torpid Kindred, a mortal victim could sleep through starvation and into death.

    A single activation of Trap of Slumber affects only a single mortal or ghoul victim, but persists until the ritual has been successfully triggered (that is, until one victim has fallen into slumber) or until the vampire awakes. A single vampire can be the subject of one Trap of Slumber pet dot of Composure. Multiple layers of this ritual do not require a single victim to resist each Trap of Slumber. Rather, each instance of the ritual allows a subsequent victim to be affected.

    Offering: A crumb of discharged eye matter what ritualists call sleep sand from a living mortal.

    Source: World of Darkness: Chicago

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    Wings of the Seraph (Theban Sorcery Ritual 2)

    This ritual allows a sorcerer to increase his rate of movement useful for a fast getaway or a sprint to a safe haven before the sun breaks the horizon. Once cast, the ritual remains in effect until the sorcerer chooses to tap its power. The effects of the ritual wait in reserve until the next sunrise, at which time they fade if never called upon. Willpower is spent when the ritual is actually performed. Activating the power adds a number to the sorcerer's Speed

    equal to his Theban Sorcery dots for each success achieved. So, if the user has Theban Sorcery 3 and two successes are achieved, a total of six is added to his Speed. (If the user runs, his total modified Speed rating is doubled. If the aforementioned sorcerer had a starting Speed of 9, it would increase to 15, and would double to 30 if he ran.) This ritual's Speed increase lasts for a number of turns (or minutes outside combat) equal to the sorcerer's Blood Potency.

    This ritual may be performed and used only once per night, and only on the user himself. Triggering the dormant effect is a reflexive action. The Speed bonus applies only as long as the user does nothing other than travel. If he performs any other action in a turn such as making an attack or performing another ritual, the effect terminates prematurely. Wings of the Seraph cannot be used in conjunction with Celerity. If Celerity is already activated or is activated when this ritual is in effect, the rite fails to activate or ends immediately and Celerity alone applies.

    Offering: Two raven feathers.

    Source: Nomads

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    Forbiddance Of Blood (Theban Sorcery Ritual 2)

    With this ritual, the Kindred can prevent a ghoul from using Disciplines. The ghoul must be under a Vinculum to the character (though a four-dot variant allows a Sanctified vampire to perform this ritual on any ghoul). If the player rolls an exceptional success when casting this ritual, the ghoul cannot use any Disciplines. A standard success only bars the ghoul from using nonphysical Disciplines (that is, any Disciplines other than Celerity, Resilience and Vigor). The effects of the ritual last for one month.

    Offering: A apple, which must pass from the vampire's hands into the ghouls'. (The ghoul does not have to willingly accept the apple.) Once the ghoul touches the fruit, it rots in seconds.

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    Blandishment of Sin (Theban Sorcery Ritual 3)

    The subject of this power suffers increased damage the next time any harm is inflicted on him. That wound is upgraded one degree of damage. Thus, three bashing damage becomes three lethal, and three lethal damage becomes three aggravated. (Aggravated wounds do not increase to any other sort, and the effects of the ritual are wasted.) If, at the end of the night, the subject has not suffered any damage, the ritual ends, though it may be invoked against him on the following night. If the subject activates Resilience, that Discipline offsets the benefits of this ritual for the next wound he suffers only if the damage upgrade would make the next wound aggravated. The injury in question inflicts its upgraded, aggravated damage, which Resilience downgrades again. The action to activate this power is the sorcerer’s Intelligence + Academics + Theban Sorcery minus the subject’s Resolve. The subject is unaware of the power applied to him and doesn’t know why his next injury is so severe.

    Offering: A scrap of paper, upon which the subject’s name must be written. The paper is then burned in sight of the subject as the ritual is cast.

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    Malediction of Despair (Theban Sorcery Ritual 3)

    The sorcerer curses his subject with regard to a specific action. The next time the subject engages in that action, her normal dice pool is not rolled. A chance roll is made, instead. The curse can be as general (“Your next attack in combat is doomed to failure!”) or as specific (“When next you feed upon a blind Christian at midnight…”) as the caster chooses. The curse remains until its conditions are met. If the subject suspects that she is cursed by this ritual, the player may spend a Willpower point and make a Composure + Resolve roll. If this roll yields more successes than were achieved to invoke the malediction, the curse ends without ever coming to pass. The action to activate this power is the sorcerer’s Intelligence + Academics + Theban Sorcery minus the subject’s Resolve.

    Offering: A lock of hair from the subject.

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    Blood Fire (Theban Sorcery Ritual 3)

    The sorcerer’s blood is transformed into the fuel of a righteous fire with this ritual. A foe that deals lethal or aggravated damage to the sorcerer with a close combat attack is burned by this holy flame when the sorcerer’s body is slashed, pierced or otherwise physically penetrated. Treat the Blood Fire reaction as a reflexive action. The fire causes lethal damage to the attacker equal to the successes achieved on the Blood Fire ritual’s activation roll, minus the rating of any armor the attacker is wearing. No attack roll is made for this backlash of flame, and the attacker’s Defense does not apply. the attacker. It does no harm to other people or objects and cannot provoke frenzy from anyone it cannot harm. Once activated, Blood Fire reacts to a number of successful attacks equal to the sorcerer’s dots in Theban Sorcery. If the Blood Fire is not completely utilized by the end of the scene, any remaining reactions are wasted. The sorcerer can only enjoy the benefits of one Blood Fire ritual at a time.

    Offering: A burning object, at least as large and intense as a torch.

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    Lash Beyond Death (Theban Sorcery Ritual 3)

    This ritual trains a vampire’s will to endure past the moment of its own defeat — or destruction. The subject of this ritual (typically the sorcerer himself) may take a single action immediately after entering torpor or being delivered unto Final Death. The action to be performed is decided when the ritual is activated and cannot be changed, though it can be replaced by a subsequent use of this ritual. This ritual only affects vampires, and a vampire may be subject to only one instance of the Lash Beyond Death at a time. The prescribed action can be anything the subject can perform in one turn. Generally this means an instant action, but the subject may choose an extended action, such as attempting another Theban Sorcery ritual, if he believes he can complete it with a single roll. The former Sanctified Archbishop of Naples famously (and perhaps mythically) enacted the Stigmata ritual of Theban Sorcery in the moment of his destruction, marking his assassin for destruction by nearby guards. If the vampire’s body would be physically incapable of performing the action (a vampire without a tongue cannot recite a prayer, for example), this ritual is wasted. Nearly ruined vampire bodies have proven to be capable of frightening feats, however, including walking on ashen legs and speaking with mummified tongues. If this ritual is to be activated on a willing subject other than the sorcerer, the subject may spend the Willpower point to activate the ritual instead of the caster. Though the subject may request an action to be mandated by the ritual, only the sorcerer has the power to commit the undead body to that act. Therefore, only the action actually mandated by the sorcerer is triggered by the subject’s torpor or destruction. If the subject is unwilling to accept the action mandated (“You will reveal the location of your sire before you are destroyed!”), the roll to activate this power is penalized by the subject’s Resolve. Self-destructive actions (“Set yourself on fire when you enter torpor!”) automatically fail when demanded of unwilling subjects.

    Offering: Flesh from the subject (represented by one point of lethal damage) taken during the scene when the ritual is performed. The sorcerer swallows the ash of the offering to activate the ritual.

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    Legionnaire’s Blessing (Theban Sorcery Ritual 3)

    Similar to the Theban curse Blandishment of Sin, this ritual promises further suffering to the enemies of the covenant. This ritual, or something like it, was used by St. Daniel to bless the weapons of the Theban Legion. The sorcerer focuses this ritual on a weapon by kissing its blade or other deadly surface. The damage rating of the blessed weapon is increased by the sorcerer’s dots in Theban Sorcery. These bonus dice apply to a number of attacks equal to the successes scored on the ritual’s activation roll. These blessed attacks can be made at any time that same night, when the weapon’s wielder sees fit. Each empowered attack must be invoked with a prayer of the attacker’s choosing, spoken by the attacker when the attack is made. Blessed attacks not used before the sun rises are wasted. Guns and other projectile weapons cannot be imbued with the Legionnaire’s Blessing, though thrown weapons can be. A single weapon can be affected by only one Legionnaire’s Blessing at a time.

    Offering: The weapon blessed is the offering. Unlike most offerings, however, the weapon is weakened rather than destroyed by the ritual. Once the weapon’s blessed attacks are gone, the weapon’s damage rating decreases by one. Subsequent uses of this ritual gradually destroy the weapon.

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    Pharaoh’s Paces (Theban Sorcery Ritual 3)

    Another ritual seemingly adapted from the tombs of Egypt, Pharaoh’s Paces grants the sorcerer a supernatural manifestation of an ancient royal custom. When this ritual is activated, the sorcerer is imbued with the honorary privilege of the Pharaoh: no one may touch the sorcerer (by hand or with an object) or even set sight directly upon him for the remainder of the scene. The ritual’s name comes from the third effect: no one may approach within nine paces of the sorcerer. Those within nine paces immediately step away, unless doing so would cause them harm. Only those persons within direct sight of the sorcerer when the ritual is performed fall under its effects. Characters wishing to violate this arcane custom (to look at or attack the sorcerer, for example) can force themselves to do so with a successful Resolve + Presence action and a cost in Willpower. This effort of the will is an extended action with additional rolls possible every turn, provided the resisting character spends a Willpower point each turn he attempts a new roll. Willpower points spent to overcome this ritual’s effects only make the extended action possible, and do not grant extra dice on any rolls. The target number of successes is equal to the successes scored in the ritual’s activation action. Resisting characters can do nothing else but move their Speed while mustering the courage necessary to break through this magic.

    Example: Solomon, a Sanctified Bishop, invokes the Pharaoh’s Paces in the presence of Matthew, a lay neonate, and scores five successes in total on the ritual’s activation roll. Matthew immediately backs away from Solomon, casts his eyes to the ground and finds he cannot bring himself to look back at the Bishop. On his turn, Matthew spends a point of Willpower and attempts to overcome Solomon’s sorcery. “Stand up to him,” Matthew whispers to himself. “What are you so afraid of?” His Resolve + Presence action (with no additional dice from the Willpower point spent to allow the action) produces two successes. The Bishop walks over to a nearby computer and begins to type. On his next action, Matthew spends another Willpower point and earns another three successes, achieving the target number and overcoming the ritual. He grabs Solomon by the wrist and says, “Sorry, Bishop, but those files aren’t for you.”

    Once an onlooker has broken the spell, he cannot be made subject to this ritual again for the remainder of the scene. Anyone the sorcerer touches or makes eye contact with is instantly freed from the power of the ritual. The sorcerer can continue to activate this ritual on himself to affect new onlookers or to replace his activation roll with a second, and hopefully better, result. Successes scored on a subsequent activation roll replace those of the previous activation roll, but resisting characters do not lose the successes they have already achieved on rolls to resist the power.

    Offering: An article of gold, jade, or sapphire jewelry.

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    Vision of the Will (Theban Sorcery Ritual 3)

    The sorcerer infuses an object the sorcerer touches with an intense psychic vision of his own creation. Whoever next touches the object receives this vision as a rush of sounds and images in the mind. Anything the sorcerer can imagine can be instilled in the vision, but the vision can last only as many turns as there were successes on the activation roll. The vision is undeniably intense, and can be used to persuade, enlighten, frighten, or intimidate the viewer. The sorcerer can devise a vision that simply imparts facts or instructions (by depicting a journey across a foreign land, for example, or conjuring a vision of a wise man) or it can be used to attempt a Social action on the viewer (using Skills such as Expression, Intimidation, or Persuasion). The exact dice pools of such efforts must depend on the style and purpose of each particular vision but are always based on the caster’s traits since the vision comes from the caster’s memory or imagination. Because the sorcerer’s own personality doesn’t have to be a feature of the vision, Mental or Social Attributes are equally viable for these dice pools. A vision intended to frighten someone away might allow a dice pool of Presence or Intelligence + Intimidation, for example. A vision devised to pacify or soothe the viewer might use a dice pool of Wits or Manipulation + Persuade. Typically, a vision’s dice pool is contested by the viewer’s Resolve + Composure, but the Storyteller gets final say on the dice pool to be used for both the sorcerer and the viewer. When a vision is created, make a note of the dice pool it uses; don’t roll the dice pool until the vision is experienced. While the vision is being experienced, the viewer is unaware of her body or the outside world. Whether or not the viewer is affected by any Skills used by the sorcerer through the vision, the experience continues until it reaches its intended conclusion or until the viewer musters the will to resist the psychic presence of the vision. To resist a vision, the viewer must complete an extended Resolve + Composure action with a target number equal to the successes scored on the ritual’s activation roll. Each roll requires one turn.

    Example: A ghoul treasure-hunter digging in Jerusalem happens upon an urn that had been infused with a Vision of the Will one thousand years before, and lapses into a trance while horrific visions of human slaughter splay through her mind. The sorcerer who created this vision is attempting to scare trespassers away from the tomb where he lays torpid — the vision has a dice pool made up of the sorcerer’s Wits + Intimidation. The ghoul opposes the vision with Resolve + Composure and succeeds: she is frightened, but not scared off. Still, the ghoul wishes to free herself from the hellish vision, so she makes the first roll of an extended Resolve + Composure action with a target number of six (the successes scored on the sorcerer’s activation roll a millennium ago). She produces just one success on her first roll and so stands entranced for a turn while the vile scene plays out in her head … unaware that zombies in the catacomb with her are drawing ever closer.

    A vision has no expiration date, and may lay waiting for an audience for millennia. This ritual causes a vision to be experienced only once, by the next person to touch the object, but the sorcerer may choose to infuse the vessel with more instances of the vision by investing more Willpower points in the ritual. To do this, the sorcerer must spend one turn in contact with the object for each additional point of Willpower to be invested. Extra Willpower must be invested after the ritual has been activated but before the sorcerer breaks contact with the object. This investment of Willpower does not require an action on the part of the sorcerer — he needs only to keep touching the object. Remember that a character can spend only one Willpower point per turn.

    Offering: The object to be infused with the vision, which can be no larger than a human skull. When the last of the visions bound to the object have been experienced, it crumbles to dust.

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    Scrivener's Eye (Theban Sorcery Ritual 3)

    This ritual allows a sorcerer to absorb and memorize large amounts of information quickly and with crystal clarity, a boon for Legates tasked with transporting complicated messages with the utmost security. The Legate casts this ritual (or another Kindred casts it upon her) as she learns whatever secret, message or other information is conveyed to her. Information memorized under the effects of this ritual can be recalled with perfect clarity (no Intelligence draw is required) for a number of months equal to the character's Intelligence. After this period of time the memories are lost. This loss is a function of the ritual itself, so the Eidetic Memory Merit cannot be used to recall the information lost. Of course, the Kindred could easily write down the information in question, but few Legates wish to leave such lasting reminders of their passing.

    Offering: A scrap of age-yellowed paper.

    Source: Nomads

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    Micah's Hope (Theban Sorcery Ritual 3) This ritual empowers a vampire who faces earthly judgment for his divine faith, allowing him to face his accusers with strength and dignity, no matter how cruelly he is treated. The subject of the ritual, when brought face to face with an accuser empowered to order corporeal punishment or Final Death, is suddenly released from any wound penalties he suffers, regains a point of Willpower, and gains a temporary one-dot bonus to his Presence. This bonus may exceed the limit imposed by Blood Potency. The effects last until the subject is removed from the accuser's sight.

    If this ritual is to be activated on a willing subject other than the sorcerer, the subject may spend the Willpower point to activate the ritual instead of the caster. If the subject is unwilling to accept the ritual, the roll to activate the power is penalized by the subject's Resolve.

    The ritual activates only if the accuser is observing or engaging the subject with the intent of issuing imminent judgment. Until that moment, the ritual's effects do not manifest. This ritual affects only vampires, and a vampire may be subject to only one instance of Micah's Hope at a time.

    Offering: A single lethal wound must be inflicted on the subject, and two points of Vitae must bleed out, turning to long smears of ash on his body as the ritual is performed.

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    The Blessing Of Judas Thomas (Theban Sorcery Ritual 3) This ritual imbues the sorcerer with divine protection when traveling into unfamiliar territory. It is designed to give pause to those who would impede or confine the traveler, encouraging them to leave him be on the path. While the ritual is in effect, it creates the false impression of an unseen ally on the road someone who is protecting the traveler from concealment, whether or not it seems feasible to the viewer. It does not create an actual illusion it just provokes the feeling of an extra presence, leaving the viewer to rationalize its reason. "Better make sure nobody's hiding up on those rooftops, watching over them", a would-be attacker might say, or "Sounds like someone's coming along the road just over that hill".

    If any character attempts to interfere with the traveler, they must fi rst garner a number of successes on a single Resolve + Composure roll equal to or greater than the number of successes originally scored on the ritual activation roll. Even if they succeed, the ritual gives the sorcerer a +3 bonus on any Intimidation rolls throughout the scene that results.

    If this ritual is to be activated on a willing subject other than the sorcerer, the subject may spend the Willpower point to activate the ritual instead of the caster. If the subject is unwilling to accept the ritual, the roll to activate the power is penalized by the subject's Resolve. This ritual lasts for one hour per success rolled on activation. It only works when the subject is in territory that is unfamiliar to him no effect will manifest in his home domain.

    Offering: A valuable coin of foreign currency.

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    Gift of Lazarus (Theban Sorcery Ritual 4)

    A successful invocation of this ritual brings the dead back to a semblance of life, though it is a pale echo at best. While the rite certainly reanimates the dead, it does not return being’s soul, nor does it halt the body’s slow decline into rot and putrescence. The power effectively creates a painfully self-aware zombie, who most likely just wishes to be allowed to rest in peace. Initially, all of the former person’s faculties may be intact (it still has access to its former Skills, but has no Willpower). The pathetic wretch can neither heal damage nor feel physical sensations in any true sense, however, so it suffers no wound penalties. The length of time in nights that the creature remains animate equals the number of successes on the Theban Sorcery roll made to create it. For every day that the creature was dead prior to the invocation, subtract one dot of the Storyteller’s choosing from an Attribute in each of its Physical, Mental and Social categories, and also do the same for every day it is animated by this ritual. When any Attribute is reduced to zero, assume that any rolls involving that trait fail automatically. Multiple animations of the same corpse are possible but sequentially more disturbing and less useful. A walking corpse of this sort that loses all of its Health dots to lethal damage is too wounded to move, but still aware and possibly even capable of communication (depending on the type of damage sustained and to what portions of its body). The vampire who enacts this ritual is the only one who can command the zombie. That vampire may, however, instruct the corpse to accept direction from other individuals. A corpsecreature left to its own devices takes no actions of its own volition; it must be given direction, and undoubtedly laments being forced to carry them out. A corpse suffers damage — lethal, bashing and aggravated — as it did in life. It remains active until its rightmost Health box is occupied with aggravated damage. A zombie does not bleed to death upon suffering lethal damage in its rightmost Health box, and must be attacked repeatedly until utterly destroyed.

    Offering: A Communion wafer placed under the dead person’s tongue.

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    Stigmata (Theban Sorcery Ritual 4)

    Although the majority of Theban Sorcery’s rites have a decidedly Old Testament flavor, Stigmata takes the very suffering of the New Testament’s Prince of Peace and turns it into weapon of divine punishment. The victim of this ritual must be within sight when it is cast. He bleeds from the wrists, feet and side, the traditional five wounds of Christ. Mortals suffer one point of lethal damage per turn from blood loss, while Kindred lose one Vitae each turn. If a vampire runs out of Vitae during the course of the ritual, she proceeds to suffer lethal damage and is likely to frenzy (see p. 178). A vampire whose rightmost Health box is filled with lethal damage by this means falls into torpor (see p. 175). The roll to activate this power is penalized by the subject’s Stamina. The number of turns the subject suffers from Stigmata equals the number of successes achieved on the Theban Sorcery roll.

    Offering: A crucifix, which crumbles to ash as the ritual is enacted.

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    Call of Amoniel (Theban Sorcery Ritual 4)

    This ritual was discovered in the vault of Thebes on the first night after the angel Amoniel gave Theban Sorcery to the Sanctified, but was renamed following St. Daniel’s day of reckoning. This ritual simply allows the sorcerer to successfully awaken any time during the following day, without planning in advance what criterion might be necessary to rouse her. A minor degree of clairvoyance is involved in this magic, as the character may even be roused by stimuli seemingly too distant to hear or feel — in short, the sorcerer automatically awakens when her sleep is disturbed. She may even awaken based on information that would normally be unavailable to a sleeping vampire, such as the time of day, the delivery of a package or the falling of snow. The range of this vague clairvoyance is extremely limited; the sorcerer is not made aware of anything outside the boundaries of the building or immediate region where she sleeps, but the specific limits are up to the Storyteller’s assessment of the circumstance. As a guideline, assume the sorcerer senses anything she could if she were awake and walking circles around her sleeping body. For example, the sorcerer may sense a car door slamming outside her haven, but not a car just driving by. She may become aware of rain clattering on the roof, but not of an approaching storm. She may dream that she’s sitting by a campfire on the dirt above her slumbering corpse when she sees eyes shining at the edge of the firelight, but be unable to discern anything going on out in the darkness. The sleeping vampire doesn’t necessarily see or hear these stimuli, however, but knows they’re occurring. Once the sorcerer is awake, she may remain awake all day without an extended action. Vitae must still be spent, as usual, to rise and to carry on into the night. A vampire under the effects of this ritual may also use the successes scored on the activation roll in place of her Humanity, if she chooses, to determine the maximum dice pool size for actions undertaken during the daytime. This use of the ritual lasts for a number of hours equal to the sorcerer’s dots in Theban Sorcery, beginning when she first awakens. When those hours pass, her dice pools are limited by Humanity again, as normal. (For the complete rules on daytime activity for vampires, see Vampire: The Requiem , p. 184.) If nothing awakens the sleeping sorcerer, the Willpower point spent to activate this ritual is still paid and the ritual is wasted.

    Offering: A white bird, alive or dead.

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    Display of the Beast (Theban Sorcery Ritual 4)

    The sorcerer exaggerates the Beast into a physical manifestation of malevolence. The subject of this ritual can be any single vampire within direct earshot of the sorcerer — including himself. His teeth — all his teeth — grow long and sharp. His eyes flash with a savage fire. His fingers become serrated and bony. Kindred in the presence of the Display of the Beast must make an extended action to resist the frenzy of fear. The successes required to overcome the fear are equal to the successes scored on the ritual’s activation roll. Mortals and ghouls who look upon the Display of the Beast go mad with fear. Terrified ghouls and kine must spend their turns retreating (moving at least their Speed away from the subject) until they cannot see the Display of the Beast any longer. Any non-reflexive actions taken in the meantime suffer a penalty equal to the sorcerer’s dots in Theban Sorcery. Mortals automatically lose a point of Willpower upon first seeing the Display of the Beast in a given scene. Mortals and ghouls alike must spend a Willpower point to muster the courage to attack the subject of this ritual (no bonus dice are granted by the expenditure). The roll to activate this ritual is penalized by the subject’s Stamina. The Display of the Beast lasts for one scene, or until ended by the sorcerer, whichever comes first.

    Offering: The skull of a dead mortal, whether naked or still clad in flesh.

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    Mark of the Damned (Theban Sorcery Ritual 4)

    With a stripe of blood and an occult prayer, the sorcerer can ward a haven against those who would trespass in the lair and do harm to sleeping vampires. One point of Vitae must be spent for each dot the haven to be protected has in Haven Size (mini mum of one Vitae). This Vitae can be donated by any vampire, willing or unwilling; it does not have to be the sorcerer’s Blood. The Vitae is painted over doorways and windows, plainly visible to visitors and intruders. Any mortal or supernatural creature who enters the haven intending to harm any vampire sleeping within is subject to one point of lethal damage for each success scored on the activation roll. This damage is completely supernatural in origin — gashes spontaneously appear on the flesh, stomachs give up throatfuls of blood, bones suddenly snap — and cannot be dodged or stopped with armor. A trespasser who knows how the ritual works can attempt to hide his intentions even within his own heart, fool the scrutiny of the ritual’s magic and avoid all damage with a successful Resolve + Subterfuge roll penalized by the sorcerer’s dots in Theban Sorcery. Note that visitors and intruders who do not intend harm as they enter are unaffected by the ritual, but are not prevented from (or wounded for) developing violent intentions once they’re inside. Once the Mark of the Damned has been activated, the damage it deals to trespassers diminishes by one point per night, until the power has faded completely. Washing or scraping away the Vitae used to activate the ritual does not remove its power, but does diminish the damage and duration of the ritual by two. Any given haven can be subject to only one instance of this ritual at a time; fresh applications of this power replace previous applications.

    Offering: Vitae, as described above.

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    Song of the Prey (Theban Sorcery Ritual 4)

    As hunters attract prey, so do vampires attract the kine. This ritual lures mortals into the predator’s lair with a subtle psychic call. The sorcerer selects a secluded location where he wants his prey to come, such as a cloistered garden or forgotten side yard, and plants there a thorny bush or tree, which is the offering for this ritual. The tree calls out to mortal minds with memories of hope and sensations of faith and awe. This song reaches out through homes and down streets, stretching as many blocks as the sorcerer has dots in Theban Sorcery. The Song of the Prey affects wandering minds, steering folks on idle walks and vagrants with nowhere to go toward the tree with an indefinable sensation. A subject simply approaches the tree as a troubled soul approaches an open church in the middle of the night. Once in the vicinity of the tree, a subject sits down and wonders, dreams or explores old memories. While she does, she is entranced and the vampire may feed. When dawn comes, the subject is surprised to find that she’s spent the whole night thinking, dreaming or perhaps praying, and hurries off without any knowledge that she’s been attacked. In the abstract, Song of the Prey can be used to guarantee tidy, quiet hunting. Each success earned on the activation roll yields the sorcerer one Vitae. This interpretation of the ritual is suited for use during in-between times of a story, and can be assumed to be a night’s work — while the sorcerer is doing other things, prey is coming and waiting for him at the tree he planted. When used in the thick of a story, this ritual attracts one or more unwitting mortals for the sorcerer to use as he sees fit. The total number of mortals drawn over the course of four hours is equal to half the number of successes scored on the activation roll. When dealing with specific, established characters this ritual can be resisted with a contested action, pitting the sorcerer’s Intelligence + Academics + Theban Sorcery against a mortal’s Resolve + Composure. Mortals who resist the Song of the Prey are not steered by the ritual and do not approach the tree, though they may nonetheless dream of it. A player’s character entranced by the tree automatically awakens if attacked or otherwise surprised, but not if subjected to the Kiss with finesse. Characters may attempt to resist the Kiss as usual, but are assumed not to be surprised by it. In the 1950s, this ritual saw some use in English cities as Sanctified gathered up homeless kine for an unknown purpose. They were never seen again. In the American South this ritual is called The Smoldering Bush.

    Offering: A living, thorn-bearing tree, bush or flower, which withers slowly as the ritual’s power fades.

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    Spear of Faith (Theban Sorcery Ritual 4)

    With this ritual, a Sanctified sorcerer can assault his enemies with his will alone. A number of subjects equal to the caster’s Theban Sorcery dots, and who can be seen directly, may be chosen as victims. The sorcerer can choose to include fewer victims if he desires, and can include or exclude any eligible targets he chooses. The victim closest to the sorcerer suffers lethal damage equal to the successes scored on the ritual’s activation roll. The next closest victim suffers one less point of damage than the first, and so on, until every victim has been affected or no more damage remains to be suffered. The victims do not have to be arranged in a row or line, as the Spear of Faith has no trajectory. Defense and armor are no help to the victims, as the Spear of Faith never misses. The sorcerer hardly needs to move to use this power, but most sorcerers enact this ritual with grand gestures and loud proclamations of faith. The wounds each target suffers erupt exactly as though the victim were pierced or slashed in an exposed area with a spear, from blood spatter to torn clothing. The roll to activate this ritual is penalized by the highest Stamina of the selected victims.

    Offering: A metal pendant or idol in the shape of a crucifix or spear (Size 1 or larger).

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    Sacred Haven (Theban Sorcery Ritual 4)
    This ritual raises a protective ward around a single room or chamber that's no larger than 30 feet on a side, preventing sunlight from entering the area for a single day. Dust and dirt flow into cracks in the walls and ceiling. Doorjambs swell shut around gaps. Even if a window is broken or curtains are pulled open in the middle of the day, a heavy haze of airborne dust keeps sunlight from penetrating more than a few inches into the room. Note that the power of the ritual affects sunlight alone. Individuals inside the chamber can see and act normally, and artificial light or that cast by fire is unaffected. This ritual expires at an hour after sunset. The ritual affects only a room or chamber that is already largely closed on all sides. It doesn't spontaneously create a tube of protection in the middle of a field, or offer shelter from the sun on a porch that lacks walls, for example. <

    Offering: A pinch of crushed obsidian.

    Source: Nomads

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    Purifying Light (Theban Sorcery Ritual 4)
    With Purifying Light, the sorcerer empowers a light source (fire, moonlight, or even the glow of luminescent fungi) with the mystic ability to stun and repel a possessing spirit. The brightness of the light seems to multiply, turning a golden-white in color, and fi lling every corner of the room it affects. Those outside will see beams of light fi ring briefly out of every opening in the room: even small cracks and holes will be brightly lit.

    Any invading spirit currently possessing a body not its own will quail at the illumination, immediately losing all actions for the turn. It must abandon the body it is possessing or sacrifice a point of Willpower. So long as the sorcerer maintains the ritual, the spirit suffers a penalty on all non-refl exive actions equal to the sorcerer's dots in Theban Sorcery, and must spend a Willpower point to attempt to approach or attack the sorcerer. No bonus dice are granted by the expenditure.

    The roll to activate this ritual is penalized by the spirit's Resolve (or straight resistance trait, if appropriate). The Purifying Light lasts for one scene, so long as the sorcerer takes no other action, maintaining the ritual and moving at no more than half her speed rating.

    This ritual can only be used on a spirit that is intruding in a body; it does nothing when used on one that is disembodied or on a body that is not possessed. The Purifying Light has no effect on a body possessed by a vampire using Dominate 5.

    Offering: A mirror (size 1 or larger) of polished silver or gold, which vaporizes in the light of the ritual.

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    Transubstantiation (Theban Sorcery Ritual 5)

    The character transforms one substance or object into another. It can be water into blood, for example, or a tree branch into a snake, or a person into a pillar of salt. The object or substance transformed becomes a perfectly normal, mundane version of whatever it is. Transubstantiation does not turn a frog into a Lupine, for example, though it could change a frog into a wolf. The only limits on the transformation are that it works only on objects smaller than the caster, and that the product cannot simulate human (or vampiric…) intelligence. That is, the same frog could be transformed into a child, but the child wouldn’t be able to have any intelligent discourse or even perform many complicated activities since it’s just a frog turned into the simulacrum of a child. The substance or object reverts to its original form when the sun next rises (though a person transformed into, say, ice and whose arm is broken off has both portions of herself turn back to normal in different locations, and swiftly bleeds to death). If this power is used to affect another creature, the invocation is the sorcerer’s Intelligence + Academics + Theban Sorcery minus the subject’s Stamina. The sorcerer must be within arm’s length of the subject changed.

    Offering: A drop of liquid gold

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    Wrathful Judgment (Theban Sorcery Ritual 5)

    This ritual metes out divine punishment by turning a Kindred’s own Vitae to fire in his veins. The ritual is unlike other Theban Sorcery practices in that the sorcerer “charges” the ritual before the player makes the final roll, and that charge can consist of multiple points of Willpower. (Remember, though, that a player may spend only a single point of Willpower in a single turn, so invoking this power can take multiple turns.) Each point of Willpower invested in this ritual deals one point of aggravated damage to the subject and consumes one Vitae from her as the victim’s blood burns away in a conflagration of divine fire. For more on fire damage, see p. 172. If the sorcerer has some personal object of the subject’s, he may invoke this ritual from anywhere in the world. Otherwise, the vampire must be able to see his subject. The object must be of some importance to the intended victim — a picture of his dead wife works, while his car keys or cell phone might not. Objects taken from the subject’s body itself (hair, a fingernail) are more than satisfactory. This ritual has no effect on mortals or other supernatural beings. It does affect ghouls, however. The roll to activate this ritual is penalized by the subject’s Stamina. If no successes are rolled for the ritualist, all Willpower invested into the rite is lost.

    Offering: One of the casting vampire’s eyes or hands, either plucked out or cut off. The Kindred suffers two points of lethal damage in the process

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    Damned’s Day (Theban Sorcery Ritual 5)

    This is the legendary ritual used by St. Daniel to brave the sunlight and deliver merciless vengeance upon those who cut down the pious soldiers of the Theban Legion. No sorcerer since has been able to bring about the magnificent darkness of that holy day, but a few, powerful Sanctified have come close. This much-revered ritual draws forth thick clouds to blot out the sun and render the daylight a soulless, monotone gray. These conditions allow vampires to move about beneath the sun with minor pain and superficial burns rather than enflamed flesh and hair. The ritual reduces the intensity of the daystar’s rays to that of “faint, filtered sunlight” (see Vampire: The Requiem , p. 173), and reduces the damage to vampires within the area of power. Kindred beneath the unholy canopy of clouds suffer lethal damage every minute, rather than aggravated damage every turn. In the event of an exceptional success, the sky darkens to such a grim depth that vampires suffer just two points of bashing damage per minute. Unlike most Theban Sorcery rituals, it takes time for the power of the Damned’s Day to amass even after the ritual has been completed. For each roll the sorcerer made to complete the ritual, the sky spends an hour thickening with smoke-like clouds. Note that rolls to complete the ritual are still made every turn — the clouds gather over one or more hours after the ritual has finally been completed. The clouds persist for 20 minutes per success scored on the ritual’s activation roll, then swiftly, strangely drift apart. Incidental rain may accompany the clouds of Damned’s Day, but such circumstances are not up to the sorcerer. The clouds of Damned’s Day gather directly above the sorcerer, and reach out to cover a region one mile in diameter. Though this grants a great deal of freedom to many vampires, it also draws much attention to the sorcerer. Experienced Sanctified know that a Damned’s Day tempts Kindred to test the limits of the Masquerade — any sorcerer who enacts this legendary ritual sacrifices his subtlety and secrecy in the process.

    Offering: The vampire’s own flesh is offered up, seared away, as he enacts the ritual outdoors in sight of the sun. A minimum of one point of aggravated damage must be suffered for each roll the character makes to complete the ritual, though on especially bright days even more damage may be suffered before the ritual can be completed. The sorcerer gains no special benefit to resist the Rotschreck during this time, but the rolls of the extended action to resist frenzy may be made reflexively by the sorcerer while activating this ritual.

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    Fires of Vengeance (Theban Sorcery Ritual 5)

    Is this the terrible power wielded by St. Daniel against the Romans' Sanctified scholars cannot say for certain, though this ritual was known to sorcerers at the time of his Requiem. It was one of the original powers given to the Monachus by Amoniel. With but a look and the sound of his voice, the sorcerer turns a victim’s sins into white-hot flame (though some witnesses describe the dark power as something more akin to electricity). The sorcerer proclaims the sinners who are to be punished (“Murderers!”) and any mortal, ghoul or vampire within direct sight of the sorcerer who has committed such a sin is tormented by the Fires of Vengeance. The flames cause one point of lethal damage for every success scored with a dice pool equal to 10 minus the victim’s Humanity or Morality, which can be resisted with a Resolve + Stamina roll (think of it as a reflexive, contested action between the victim and his own sins). If the victim’s successes equal or surpass the points of damage dealt by the Fires of Vengeance, the victim suffers no damage from the ritual in that turn. Otherwise, the victim suffers the full force of the power that turn. Each turn the Flames of Vengeance continue to burn, the victim must resist them anew. The sorcerer may keep the Fires of Vengeance burning for one turn per success scored on the activation roll. If the sorcerer performs any action other than moving his Speed, the Fires of Vengeance go out. If the sorcerer loses sight of a victim, the effect ends for that victim. Only those sinners in sight at the moment when the ritual is completed are effected by it.

    Example: Ezekiel, a Sanctified Bishop, has found the neonate coterie who stole an artifact from the covenant at a recent rite. They’ve hidden themselves in an abandoned hotel room on the outskirts of the city and there are only two ways into or out of their room: the front door, and a small window in the bathroom. Ezekiel arrives early in the evening, when the whelps are still tying their shoelaces, and has his loyal minions break down the door. Ezekiel steps into the moldy room and throws his hands apart, shouting “Thieves!” He can see all three of his enemies from where he stands. Each of them is soon sheathed in blue flames that spread from their thieving hands. All three of Ezekiel’s victims have a Humanity rating of 5, so the Fires of Vengeance burn each of them with a dice pool of 5 (10 minus Humanity 5). The players agree to roll just one dice pool for the Fires and use that value for the lot of them, to keep things simple, and get three successes as a result. Each of them makes a reflexive Resolve + Stamina roll to contest the miraculous fires. Two of the victims roll fewer than three successes, so the poor bastards both suffer one point of lethal damage for each success scored by the Fires of Vengeance. The fortunate third victim gets three successes on his roll and suffers no damage whatsoever, though he still shrieks and panics over the fires licking up from his flesh. While Ezekiel continues to glare and pray, one of the wounded victims bolts for the bathroom window even as his undead flesh blackens and cracks. Once he’s in the bathroom, he’s out of Ezekiel’s sight, so the Fires of Vengeance go out — but there isn’t enough room in the bathroom for anyone else. So, meanwhile, his two cohorts stand in sight of Ezekiel and continue to burn. One pleads for mercy, the other pulls his knife, then tosses it away when Ezekiel’s enforcers reveal their fire-axes. Both of Ezekiel’s remaining victims must roll for and against the Fires of Vengeance again. This time, however, they both suffer four points of lethal damage! While their coterie-mate struggles to open the boarded-up window in the bathroom, these two collapse onto the rotted carpet and, writhing, beg forgiveness from Ezekiel.

    The Fires of Vengeance are a spiritual force not be confused with earthly fire. They do not invoke a vampire’s fear of fire (though may otherwise provoke frenzy) and deal lethal damage to Kindred and kine alike.

    Offering: The vampire’s Humanity. To perform this terrible ritual, the vampire gives his body up to the Beast and cannot deny the loss of his self in the process. The sorcerer’s Humanity automatically drops by one. A derangement roll may still be called for, but sorcerers who choose to use this ritual based on their own Virtues or Vices may be pardoned from the risk if the Storyteller approves — the monster who learns this power is unlikely to be further deranged by its use.

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    Imprecation of Sin (Theban Sorcery Ritual 5)

    This ritual desecrates and destroys, spreads ruin and woe, and turns beauty to ash. By standing in the place he wishes to desecrate and making his offering, the sorcerer erodes and decays the environment around him, while simultaneously infusing it with an aura of sin. A building desecrated with this ritual is ruined: Paint is blackened and blasted away, floorboards collapse, windows yellow and crack, ceilings split, and furniture rots away as though the building had been abandoned, abused, and exposed to the elements for two years per success scored on the ritual’s activation roll. The equipment in a desecrated room is most likely ruined, as well, negating any bonuses typically granted by the space or the things kept within (the equipment in a ruined doctor’s office is no longer a benefit to Medicine actions, for example). The space also resonates with a Vice, as though the building were a character of its own. The sorcerer’s player may choose any Vice to distill into the subject space. As long as a creature (mundane or supernatural) occupies the space, it is treated as if it had two defining Vices: its own and the space’s. Thus a drug addict (whose Vice is Gluttony) who uses a space cursed with the Vice of Lust as a den of prostitution may regain a point of Willpower for her actions, even though she is not normally a lustful person. If she were driven to prostitution to pay for her drug addiction she could regain two Willpower, one for each Vice. The Vice of the cursed site is insidious. It seeps into the minds and hearts of susceptible creatures who dwell too long within the place’s resonance of sin. How long constitutes “too long” is up to the Storyteller, but may be defined as a period equal to the character’s Morality or Humanity multiplied by ten minutes for first-time visitors. (Over time, the necessary exposure may expand into multiples of hours for frequent visitors.) For every such period a character inhabits the cursed space she must make a reflexive roll to resist undertaking actions that would earn her Willpower based on the place’s Vice. This roll is a contested action, pitting the visitor’s Resolve + Composure against a dice pool equal to the successes on the ritual’s activation roll. If the character succeeds, she feels an impulse (to drink, to fight, etc.) but isn’t carried away by it. If she fails, she attempts some sinful action appropriate to her own Morality or Humanity — perhaps, “feeling spontaneous,” she decides to trash the space or pick a fight. The power of the place doesn’t instantly make her into a monster, but it does lower her normal boundaries so that, for example, a prideful argument might lead to violence or a night of drinking might lead to infidelity. As a guideline, assume that the character undertakes an action that she’ll regret and will probably, but not necessarily, provoke a degeneration roll (let individual circumstances guide such decisions). If the character cannot indulge in the place’s Vice when she falls victim to it, she goes where she can (to a bar, to her home, etc.) as soon as she is reasonably able (possibly skipping appointments or missing work). Think of it as the character taking some of the Vice with her when she leaves — she might not rush out in search of drugs, but the Vice hangs over her until she acts on it. A character influenced by a cursed space retains the extra Vice until she has regained one Willpower point by acting in a manner consistent with that Vice. Once a character has won Willpower from the extra Vice, she is free of it unless she returns to a space affected by this ritual.

    Example: A Sanctified sorcerer, intending to test the goodness of God’s beloved mortals, breaks into an abandoned church (which the Storyteller decides would have a Haven Size of 3 dots) and performs an Imprecation of Sin using a man-sized wooden cross he finds in a storage room and scores seven successes on the activation roll. As the offering crumbles to ash the building rots as though fourteen years of rainstorms, rats and ransacking had taken their toll. The sorcerer infuses the building with the Vice of Gluttony. Over the next several months, neighborhood kids venture into the church on weekends to explore and wreak havoc. Before long, it is a popular site for drinking and drugs. Secretly, local Sanctified use it for brutal feeding frenzies in which human victims are utterly consumed by new converts (who feel stronger and more confident with the satisfaction of recovered Willpower). Eventually, realtors come out to the church to see if it can be converted into luxury condos. They poke around the place for an hour or so, taking measurements and photographs. One realtor, failing his Resolve + Composure roll (against the building’s dice pool of 7), says “You know, we haven’t really gone partying for a while. What do you say we go out tonight and get fucked up?” By midnight, he’s convinced his colleagues to go with him out to an underground club and by three in the morning he’s passed out from drugs and beer and under the fangs of a hungry vampire.

    The roll to activate this power is penalized by every dot the place would have in the Haven Size merit, were it a haven (see Vampire: The Requiem , p. 100). The effects of this ritual are

    permanent until the space is affected by some other, more potent magic or is otherwise spiritually cleansed. A complete renovation can hide the appearance of sin, but the place’s Vice may remain: Roll a dice pool equal to the successes earned on the ritual’s activation roll; if a success is produced, the Vice remains. Only the complete destruction of the afflicted building ends the power of this ritual.

    Offering: A ceremonial cross, spear or other symbolic representation, offered up at the site to be ruined. The offering must have a Size at least equal to the dots the space would have if it were a haven.

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    Night of Hell (Theban Sorcery Ritual 5)

    The sorcerer dispatches an echo of damnation to the sleeping or torpid mind of a victim he can see directly (though, traditionally, Sanctified sorcerers whisper in the ear of their victim), whether mortal or vampire. This shred of Hell explodes in the victim’s mind, unfolding into what seems to be years of anguish and suffering. The exact nature of the terrible vision depends on the victim, for it is her own hell she samples. The victim gains a severe derangement and loses all of her Willpower points as a result of the time she spends in torment. The victim’s derangement may be overcome with time (and experience points) or, if it is the exacerbation of a preexisting derangement, the Storyteller may require the victim to reconcile her troubled mind through therapy or life changes. The lower the Humanity or Morality of the victim, the more her hell is her own doing, and the harder the derangement is to be rid of. A torpid victim ignores the normal intervals of her sleep and lays unconscious until roused. A living victim sleeps through hunger and thirst to starvation. A victim cannot free herself from the nightmare unless her body suffers at least one point of lethal damage, at which point she comes back, screaming and terrified, to her ordinary, waking life; Kindred victims must immediately roll to resist a frenzy of fear (target successes: 10) upon waking. (At the Storyteller’s discretion, more powerful magic or psychic forces may be able to penetrate the Night of Hell and help the victim.) The roll to activate this power is penalized by the victim’s Resolve. If the victim knows the sorcerer well, she may recognize his voice or face from her Night of Hell with a successful Wits + Resolve roll, penalized by the sorcerer’s Wits, made reflexively during the torment.

    Offering: Blood or hair from the victim.

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    Rain of Blood (Theban Sorcery Ritual 5)

    The sky or ceiling erupts in a downpour of deadly blood. This ritual enables a sorcerer to transform his own Vitae into a slicing, scalding rain of blood. The rain falls slowly at first, a drop at a time, as the sorcerer enacts the ritual. Once completed, however, it pours down as hard as the sorcerer likes (and imposing as much as a –5 penalty on actions that could be affected by ordinary rain). Though the Rain of Blood falls on everyone and everything within a roughly 40-yard diameter (or smaller, decided by the sorcerer), only those the sorcerer wishes to harm are hurt by the rain. The rain inflicts one point of lethal damage per turn for a number of turns equal to the successes scored on the ritual’s activation roll. No armor or Defense short of complete cover can stop this damage. Living victims who fail a reflexive Composure roll are also nauseated by the warm and gruesome storm, and suffer a –4 penalty on all non-reflexive actions so long as they are within, can see or can smell the Rain of Blood. The Rain of Blood is real enough to the senses: it stains, it sticks, it soaks, it puddles and it remains even after the ritual’s effects are ended. It may even provoke Wassail. It cannot be consumed as Vitae, however, and does not yield conclusive scientific results if tested for DNA or blood type; it seems to be an indecipherable mixture of human blood. The sorcerer must be somewhere within the area to be affected when the ritual is completed, but can thereafter leave. If the sorcerer wishes to, he can end the Rain of Blood at any time with just a thought.

    Offering: A single Vitae, which is turned into the Rain of Blood itself, drawn from the sorcerer’s own body by blade or bite.

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    The Martyr's Miracle (Theban Sorcery Ritual 5)
    This awe-inspiring ritual is truly shocking to all unbelieving Kindred. It allows one member of the Sanctified to defend her allies in faith from the searing of sun and flame, martyring herself in the process. Some credit The Martyr's Miracle with preserving the survival of the Lancea et Sanctum itself, telling tales of the ritual's use during the early nights of the covenant.

    The vampire must perform the ritual even as she herself is consumed by flame. If enough successes are accumulated on the activation roll to initiate the ritual before she suffers Final Death, all Sanctified Kindred within line of sight are shielded; they suffer only lethal damage from fire or sunlight for the next five minutes per success rolled. In the case of an exceptional success, the vampires affected suffer just two points of bashing damage per minute.

    If the accumulated successes do not total at five or more before the performing vampire suffers Final Death, the ritual fails.

    Offering: The vampire performing the ritual makes an offering of herself. She is consumed even as she gathers the divine energies of The Miracle. The first roll can only be made after she has suffered at least one point of aggravated damage from fire or sunlight. The sorcerer gains a +2 benefit to resist the Rotschreck during this time, and she ceases to feel any pain whatsoever as soon as the first success is made on the activation roll.