Desecrated Rites - Vampire The Requiem

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A Sourcebook for

Vampire: The Requiem


Second Edition
Desecrated Rites 1
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Desecrated Rites 3
Credits
Author: Chris Falco
Developer: Chris Falco
Editor: Darl
Artist: Art Packs and Public Domain artwork

Special Thanks
Everyone on my Patreon ( https://patreon.com/FalconianP )

© 2020 White Wolf Entertainment AB. All rights reserved. Vampire: The
Masquerade®, World of Darkness®, Storytelling System™, and Storytellers
Vault™ are trademarks and/or registered trademarks of White Wolf
Entertainment AB. All rights reserved. For additional information on White
Wolf and the World of Darkness, please, visit: www.white-wolf.com,
www.worldofdarkness.com and www.storytellersvault.com.

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Table of Contents
Introduction 7
Chapter One: Sanguine Intricacies 10
Twists 10
New Merits 14
Devotions 18
Supernatural Equipment 23

Chapter Two: Witch’s Grimoire 26


Crúac Rites 26
Theban Sorcery Miracles 37

Chapter Three: Forbidden Lore 49


Infernal Sorcery 49
Fae Sorcery 56
Technomancy 65

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“The Blood of the Covenant is Thicker Than the Water of the Womb”

Blood Sorcery is powerful. There’s a reason that the Twists such as Ritual Factors and retraining rituals,
two Covenants that hold most of its secrets are able to allowing for a bit more versatility than the core rules
retain their place in Kindred society so easily, and it’s allow for without wholly delving into more open
certainly not the political acumen of the Mother’s systems for Sorcery (such as those in Sacraments and
Army or the temporal resources of the Spear. While Blasphemies or Rites of Damnation). It also provides
most Disciplines come easily to Kindred, only those new merits and Devotions for altering how Blood
that are truly dedicated, truly blessed, or true in their Sorcery works and otherwise enhancing a Sorcerer’s
blood can learn the secrets of Sorcery, and once one capabilities.
does, it’s an advantage they’ll never want to be without Chapter Two: Witch’s Grimoire offers a bevy of
again. new and converted rituals for Crúac and Theban
Some delve further into its secrets than others, Sorcery. They’re developed with the options in Chapter
however. While the Circle’s Chorus might dabble in One in mind, but can be used without them.
rituals, only the Hierophants and other leaders learn Chapter Three: Forbidden Lore contains several
the most powerful. While the Lance keeps records of new forms of Blood Sorcery — Infernal Sorcery, Fae
its Miracles available to most Theban practitioners, Sorcery, and Technomancy — which interact with the
only a chosen few gain access to the oldest and perhaps world in ways that the more common Disciplines can
even oft-proscribed. Most casters cast their spells and rarely manage.
worry little for their intricacies, but others master
Devotions and other tricks that bring them far more
utility with an already diverse practice. Like with so
What This Book Isn’t
much else in the world, Blood Sorcery gives you more This book is designed to be compatible with the
the more you put into it. Vampire: the Requiem Second Edition core rulebook.
As such, its rituals are designed solely with that system
What This Book Is in mind, not the more open ended ones in Sacraments
and Blasphemies or Rites of Damnation.
Desecrated Rites is a book that can be used in any That being said, some amount of space has been
Requiem game involving Blood Sorcerers, whether provided in the form of “Rites of Damnation”
from the Lancea et Sanctum, Circle of the Crone, rare sidebars, which provide quick conversions for rituals
bloodlines, or other strange sources (some of which are that aren’t already printed in that book, including for
provided in this book). It provides new options, new new forms of sorcery, and some additional notes have
rituals, new merits, new Devotions, and even new ritual been added to merits or Devotions providing similar
Disciplines themselves. compatibility. They are not, however, designed to be
Chapter One: Sanguine Intricacies offers several
options for scaling Blood Sorcery’s utility upward, with

Desecrated Rites 7
entirely rules complete, and so Storytellers may need to although the aforementioned are by far the deepest
extrapolate a bit and make use of their knowledge of repositories of them.
that ruleset to fill in any gaps.

Other Resources
Secrets of the Covenants provides a host of rituals,
and several merits relating to them, for both the Circle
of the Crone and the Lancea et Sanctum.
Bloodlines: the Resurrected provides Kindred
Necromancy, a form of Blood Sorcery that’s used both
by Kindred seeking to recall their past magics, and a
variety of necromantic bloodlines like the Sangiovanni
and Apollinaire. It’s referenced in a few places in this
book.
Strange Shades: Mekhet provides Shadow Cults
that gain access to Blood Sorcery and unique rituals
therein.
As well, some of the rituals and Devotions in this
book have been pulled from A Deal With Darkness
and Devotion to Power, respectively.
Other rituals can be found in other sources, both by
Onyx Path and found within the Storytellers Vault,

8 Desecrated Rites
Desecrated Rites 9
“Our blood is the same, we just use it differently”
— Patrick DeWitt

While Blood Sorcery can theoretically be


enormously powerful, the options provided in the
Vampire: the Requiem core book don’t cater well to
Twist: Fast-Casting
the systems they work within. While some later sources This is a fairly simple option, for those that dislike
provide rituals that are better suited to it, Blood Sorcery the time that Blood Sorcery takes to cast; lower the time
can still seem to mechanically lack the versatility and between rolls in the extended action.
utility that the lore implies. This chapter, then, You can either do this by default, lowering the time
provides multiple ways to provide more of that for everyone to, say, 5 minutes per roll by default, 1
versatility, in the form of both Twists that offer it on a minute if you’re above the minimum Discipline rating
fundamental level, and merits/Devotions that can for the ritual or score an exceptional success, and 30
encourage it without any alteration of the rules. seconds if you’re both above the minimum and manage
an exceptional success; or you can require merits or
Twist: Blood Beats devotions to do this with either one or all rituals (see
Merits and Devotions, below, for some options there).
Introduced on page 276 of Vampire: the Requiem, The exact time, of course, can be altered as needed for
Blood beats are an existing Twist to allow Blood your table.
Potency to be raised more quickly. A simple tweak of
this rule can allow it to additionally apply to raising
Blood Sorcery (and potentially other Disciplines). In
Twist: Split Effects
fact, some special Blood Sorceries (like Technomancy) Instead of making rituals inherently shorter, you can
might only be able to be learned if purchased entirely instead provide a basic effect to each Discipline in
with Blood Experiences, representing the alteration of addition to the rituals provided.
the character’s Beast necessary to develop such a An easy way to improvise this without creating new
power. chains of powers might be to give each form of Blood
In addition to the existing options, you might want Sorcery a specific Influence (see the God-Machine
to make casting potent rituals worth a blood beat in its Chronicles Rules, or Ephemeral Influence for more
own rite, such as allowing for Potency 5+ rituals of 4-5 options) equal to their Sorcery rating that the caster
dots to grant a beat, up to once a chapter. This is in uses with an instant action and the normal activation
addition to any gained for an exceptional success on a roll for the same effects as Ephemeral Beings manage,
casting. spending Vitae instead of Essence.
You can either make the Influence a static choice
per Sorcery or you can provide options and players

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choose one upon learning the Discipline. As possible
examples, Crúac might provide “Blood” or
“Dominance,” Theban Sorcery might provide “Truth”
or “Judgment,” Kindred Necromancy (see Bloodlines:
the Resurrected) likely provides “Death,” Kimiya (see
Dark Eras 2) might provide an elemental Influence,
Therion (see Dark Eras 2) might provide “Deception”
or “Infrastructure,” Infernal Sorcery (see Chapter
Three) provides “Vice” or “Desire,” Fae Sorcery (see
Chapter Three) provides “Luck” or “Promises,” and
Technomancy (see Chapter Three) likely offers
“Machinery” or “Electronics.”
If you feel this offers too much utility to the
characters, you might also consider granting one single
effect of an Influence per level, instead.

Twist: Ritual Factors


With the core rules alone, Blood Sorcery is
incredibly static; the rituals affect a specific number of
targets, a specific area, a specific distance away, and last
a specific amount of time. But the Blood is not static;
it evolves, it changes, it adapts. With this Twist,
Kindred with access to Blood Sorcery may alter the base
factors of rituals. This provides more flexibility to
Blood Sorcery without requiring the complexity of the
improvised magic in Rites of Damnation.
To do so, look at the following tables, and compare
their factors to what’s inherent to a given ritual, then
move “up” to the nearest equivalent on the chart. The
ritual’s factors can be modified by adding to or
subtracting from the target successes for each step down
or up on the chart, respectively. Multiple alterations
can combine, with the effect on the target successes
being cumulative. In the case of rituals with strange
factors that don’t correspond to the chart, either find
the closest equivalent, or if it’s something greater than
the chart provides for, assume it’s one step lower than
the lowest option.
For example, when casting Cheval, you must
normally touch the target. However, by adding 1
success to the target (one step down the “Range” chart),
you can cast within line of sight. By adding 2, you can
cast it on any target within a mile (two steps down on
the chart). By adding 3, you could cast it on any target
within a mile and have it last for a full month (one step
down on the Duration chart combined with the two for
Range).

Desecrated Rites 11
*Affecting larger areas is more difficult. Add an
additional two successes to the target number per x2
further radius or volume.
Duration is used for ritual effects that must persist
In case you want to allow powerful vampires longer than a single turn. Note that wounds,
to alter their rituals, but don’t want to allow it for conditions, and other lingering consequences of the
everyone, consider disallowing the Twist by ritual persist even after the Duration ends.
default, but allowing Elders to purchase the Duration
following Devotion: One turn/instant
(Caster’s Ritual Discipline) turns
Sorcerous Finesse (Blood Sorcery •••••)
One scene
The character has developed their Sorcery to One night
the point of being a minor goddess in their own One month
right, and in the process has learned to One year
manipulate their rituals to a prodigious degree. Indefinite*
Cost: The ritual cost is doubled *A given character may only “upkeep” a number of
Action: As per Blood Sorcery indefinite rituals that aren’t normally permanent equal
Duration: Special to their Discipline rating; casting further indefinite
When casting a Blood Sorcery ritual, the rituals requires either having the caster or target pay 1
character is capable of manipulating the factors Experience to permanently upkeep the effect (subject
that go into the casting, allowing them to utilize to Sanctity of Merits if it’s ever dispelled somehow), or
the Ritual Factors twist for a ritual modified with to allow an existing ritual’s effects to fade. Rituals
this Devotion.
affecting sentient creatures directly may not be made
Should it matter for the sake of any mechanics,
permanent with Ritual Factors if not already.
any ritual cast this way counts as an “Elder”
Targets are used for ritual effects that must be
ritual.
applied equally to separate individuals, objects or areas;
This Devotion costs 3 Experiences to learn.
the total area must still be within the Area of Effect, if
applicable, it’s not multiplied.
Alternatively, you can build certain factors
into specific rituals, rather than making it Number of Targets
universal. For instance, you might alter the text One
of the cheval ritual to make the target successes Two
equal to 5 + range steps, but not allow other Four
factors to change. Eight
Finally, you could instead allow rituals to be Sixteen*
“relearned” with new factors, but have this be a *Add an additional success to the target number per
separate ritual for each rearrangement. The level x2 targets.
shouldn’t change, but the target successes shift Range is used whenever the ritualist wishes to affect
normally. a target further away than herself
Range
Self Only
Area of Effect is used for rituals that have power Touch
over a region around a specified spot or a cubic volume. Line of sight
This won’t be used for all rituals. One mile*
Area Volume Greater Sympathy*
1-yard radius 5 cubic yards Lesser Sympathy*
2-yard radius 10 cubic yards *Instead of sympathetic range, one additional
4-yard radius 20 cubic yards success can be added per additional mile of range.
8-yard radius 40 cubic yards Greater Sympathy requires blood, hair, or another part
16-yard radius* 80 cubic yards of the target, or Twice-removed (or better) Blood

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Sympathy, but has no limit on distance. Lesser
Sympathy requires Greater Sympathy, a clear and
recent picture of the target, a possession important to
them, or Thrice-removed Blood Sympathy.
Complexity defines whether a ritual goes off all at As with factors, above, you might want to
once, or if there’s conditions or triggers that might allow powerful vampires to have ways to switch
cause it to start up at a delay or end early. Note that out their rituals, but not allow it for most
duration elapses even before a ritual triggers, starting characters. The following elder ritual (see
from the casting time, and then is enacted for what Thousand Years of Night) is a Crúac Rite, but an
remains. equivalent can be assumed to exist for every
Complexity form of Blood Sorcery; Theban Sorcery requires
The ritual takes effect immediately and lasts for the a priest-blessed tome with gold leaf pages as the
entire duration. sacrifice:
The ritual either can be purposely enacted by the
Witch’s Grimoire (•••••)
caster, purposely ended by the caster, or both.
One trigger is defined that automatically starts or Target Number of Successes: 11
ends the ritual’s effects.* This Rite allows an Acolyte to alter her
One condition is defined that causes the ritual to be abilities, rewriting her very blood and the
active/inactive, able to change throughout the knowledge reflected within it. A tome bound in
ritual, or to only activate against certain targets.* handmade leather is written into with the
caster’s Vitae (covered by the cost), detailing
*Additional triggers or conditions require an
both their current Crúac Rites and the Rites they
additional success for each.
wish to gain in their stead, getting into a fervor of
Potency is as described in Vampire: the Requiem,
hyper focused scribing. At the apex of the ritual,
as appropriate for a given ritual. For rituals that utilize
the caster slits their wrist and lets the last of the
it, the target successes can be raised to allow for a
Vitae used in the ritual flood the pages with her
“minimum” Potency above and beyond the default of
current Rites, and then collapses to the ground,
one on a one-to-one basis, rather than relying on
needing to spend a point of Willpower to get back
additional successes over the target. up.
Upon doing so, the caster’s Rites are altered.
Twist: Retraining Rituals One Rite per Potency may be switched out on the
Another Twist focused on improving a Sorcerer’s character’s sheet for another that they meet the
versatility, this optional rule allows characters a limited prerequisites for (such as minimum Crúac rating,
ability to switch out the rituals they’ve learned. This a being an elder for certain Rites, and so on); this
fairly variable rule, and often will need to be tuned to a change is permanent (or until altered by abilities
like this one again). This Rite may not be itself
given table, so here’s some guidelines on what to
switched out in the process. The sudden
consider for it:
knowledge is disorienting; for the rest of the
Frequency: How often do you want to allow
night, they suffer the Confused condition, and it
characters to switch out their rituals? A good basis
may only be resolved by falling to daysleep.
might be one ritual per chapter, or up to their Sorcery
By adding 1 success to the target, this Rite can
rating per story, as a potential set of default options, but be cast on behalf of another, although this
this can be raised or lowered as needed. requires 5 of their own Vitae in addition to the
Difficulty: Does it happen automatically, or is there caster’s, similarly scribed into the book. A given
a requirement, whether narrative or mechanical? You character may benefit from this Rite no more
might want to require a roll of Wits + Occult - Sorcery frequently than once per story, or the rite fails.
rating to be able to switch out a ritual, requiring about
an hour’s work for each one. Or they might need to
spend a scene with a mentor or attempting some sort
Availability: Can any character retrain their rituals,
of vision, or perhaps require special materials or or is there some prerequisite, whether a given Status in
libraries. the covenant, a minimum Blood Potency, a required

Desecrated Rites 13
rating in the Discipline, or otherwise? By default, you of Humanity, or extremely specific requirements (such
likely want to allow it for all characters, but if you want as sympathetic components to a given character).
to make it something a character grows into, consider a
minimum that anyone can eventually aspire to. Coven (• to •••; Style)
New Merits Prerequisites: Altar, membership in a group of
Blood Sorcerers of the same sort
The following merits are designed with Blood Effect: Your character is part of a Coven or a similar
Sorcerers in mind, although in some cases are related group of Blood Sorcerers who have learned to combine
to those systems but can be taken universally. A the power of their Blood Sorcery in advanced, complex
prerequisite of “Blood Sorcery” means any Ritual ways. All members of the group that wish to benefit
Discipline can be used to meet the prerequisite. Merits must have the relevant level of the merit, and said levels
that are reprinted from Rites of Damnation should of apply only to others that have that level.
course not be used in this format when using that book, Each level of the merit provides an additional
but new ones have been designed with that supplement ability:
in mind. Borrowed Power (•): Your character is able to
contribute to rituals around the Altar more easily;
Altar (• or ••) when using those Teamwork rules, determine the time
per roll based on the primary caster’s Discipline rating,
Prerequisite: Status • in a sorcerous covenant or ignore the time penalty for a participant lacking the
cult, or Blood Sorcery • Discipline, and if you’re a secondary caster, you
This is an alteration of the Altar merit found in automatically provide a +1 bonus to the primary actor
Vampire: the Requiem page 109. It still requires three even if you otherwise fail the roll.
characters to be working together, but any character Sympathetic Magic (••): Your coven has an
with the merit may work with any other character with unnatural, mystical tie to each other. This counts as
the merit and the same Discipline, at any altar or Thrice Removed Blood Sympathy, for all purposes.
similar representative place of power for their Sorcery. Shared Burden (•••): You’re capable of sharing
Crúac practitioners pay one dot for the merit, as the your power with others, or taking on their burdens. If
Sorcery naturally allows for such teamwork, but other using the Ritual Factor rules, you can upkeep an
Sorcerers may buy it for two dots and benefit the same indefinite ritual for a covenmate. Either way, treat your
way. covenmates as if they had a third step Vinculum to you
As an explicit add-on to the core merit, when casting only for the purposes of Discipline activation pools and
a ritual that normally affects only yourself, all duration.
participants in an altar casting benefit from the effect if
the primary caster desires.
Crúac Style: Spiritual Release (• to •••••)
Blessed Cache (• to •••••) Prerequisite: Crúac •
Your character’s Crúac is attuned to the Realms
Prerequisites: Safe Place or appropriate Status equal Invisible, calling upon the essence and power of
to merit, Blood Sorcery that requires a Sacrament or ephemeral gods and the countless spirits that touch
other material component upon all things in our world. When she casts her
Effect: Your character has access to a cache of rare rituals, the realms are brought closer together and the
supernatural ingredients or holy effects, or connections spirits rejoice in the essence that flows forth from her.
to easily retrieve the same. Once per chapter per level, Effect: When activating Crúac, an area with a radius
your character can be assumed to have access to a of five times the Magnitude in yards is suffused with
Sacrament or similar material component for a ritual of Resonance, creating a Resonant condition that any
level equal to or lower than the merit rating. This is in being that utilizes that condition can benefit from, or
addition to anything that could be gained from uses of upgrading existing “universal” Resonance to Open.
Resources or Covenant Status, although it may of Spirits and similar beings that sup on this Resonance
course not replace less temporal components, like loss gain additional Essence equal to the Magnitude. This
lasts for the remainder of the scene.

14 Desecrated Rites
By spending a point of Willpower, the Gauntlet can
be weakened. At Magnitude three or less, its rating
lowers by one, and at Magnitude four or higher, it’s
lowered by two. This can create a Verge if the rating is
brought to zero. At Magnitude 4+, this can also open
Gateways in the affected area that lead to ephemeral
realms, like a Shadow Gate, Avernian Gateway, or
Astral Iris. These changes last as long as the Resonance
itself.

Enchanted Object (•+)


Effect: Your character has access to an object that
reader works just as well as a necklace that affects the
has been permanently altered by Blood Sorcery,
wearer. This does not affect the duration.
whether it makes the object more potent in its
This merit is of course not needed if the ritual
capabilities, provides secondary effects to its use, or
creates or targets an object by default. Objects made
simply acts as a channel for another effect (such as with
with this ritual, if beneficial and permanent, should be
the Enchantment merit below). The rating of the merit
purchased by recipients other than the caster as
is equal to the higher of the ritual’s Potency (if the
Enchanted Objects.
effects scale off it) or level, and this can be taken above
Special: If using Ritual Factor rules, the extra
5 dots. For instance, an item enchanted with a three-
success is only needed for “Self Only” rituals. If
dot ritual that grants the object a +Potency bonus to
upgrading the target factor, you can either have one
attacks made with it would cost ••• at Potency 2, or
object that can affect multiple targets simultaneously,
•••••• at Potency 6.
or multiple that affect one each (or some split thereof).
An enchanted object can have more than one ritual
If using Rites of Damnation, this merit only costs ••
affecting it, in which case the rating is simply
and allows Learned or Mastered rituals the above
combined. The merit’s rating can go as high as the
flexibility; improvised rituals do not generally need this
player’s willing to purchase.
merit to be altered accordingly.
Special: This merit can theoretically be taken by any
character, not even just Kindred, if it can be justified.
It does not need to be purchased by a caster for the Mastered Ritual (•)
effects of their own rituals. If using the Ritual Factor Prerequisites: Blood Sorcery at a dot higher than
rules, objects that are not normally Permanent that are the ritual rating
made so and purchased with this merit do not count Effect: The character has mastered a ritual to the
against the caster’s upkeep. point of being able to cast it within the span of seconds
instead of minutes or hours. Upon gaining this merit,
Enchantment (•••) choose a single Blood Sorcery ritual the Kindred
knows, of at least one level lower than their rating in
Prerequisites: Blood Sorcery •, Crafts ••• or their Discipline. When casting that ritual, the usual
Occult ••• time taken for the extended action is shortened; the
Effect: You’ve learned to alter your rituals that rolls are made once per turn. The target successes and
normally affect yourself or another individual directly, any costs are not altered, nor are any prerequisite
so they’ll instead be hung on an object and affect actions, although the ritual itself may be slightly
whoever wears said object. Add 1 success to the target changed to account for the quickened casting time; The
number of a ritual to instead target the object, which Pool of Forbidden Truths might involve a momentary
should in some way be resonant with the type of reading of blood dripped on the ground instead of
Sorcery and the ritual itself. Creative uses are fine; a car bones cast in a pool, for example.
that affects the driver (and passengers, if it can normally Special: This merit may be purchased multiple
affect multiple people) or a repository that affects the times, choosing a new ritual to alter each time. Elder
characters can purchase this merit for any normal ritual

Desecrated Rites 15
at their Discipline rating or below, or any Elder ritual dots from their pool. This benefit also applies to rolls
at one level below their Discipline. If using Rites of to study the character’s magic directly.
Damnation, this merit cannot be taken (as Mastered The character’s sympathy becomes harder to make
Rituals are built into the system). use of, as well. When a character targets your character
with Blood Sorcery when out of your line of sight, they
Mystery Cult Initiation always need a number of additional successes equal to
the rating of this Merit; your own contested roll’s target
A vampiric cult represented with Mystery Cult is unaffected.
Initiation or Influence can provide access to a form of Drawback: If your character ever gains the Fame
Blood Sorcery to vampires, ghouls, and potentially even Merit, or becomes noticed by the public at large, you
dhampir at the third dot (providing an alternative merit can lose this Merit.
or ability to mortals or stranger creatures). In the case Special: This is equivalent to the mage merit of the
of a Covenant’s Blood Sorcery, this should provide a same name, and any benefits either version provides
limited subset of their rituals, although potentially with apply to any crossover between the two (granting a
a few unique to the cult’s members. At the fifth level, a mage the required extra successes, or a Blood Sorcerer
free dot of Sorcery can be granted to the with a higher Sympathetic Withstand, for example).
aforementioned characters in addition to further
access, and even non-vampiric characters can gain
access to the Sorcery, although they gain no dots for
Personal Style (•)
free and must be provided an alternative way to meet Prerequisite: Blood Sorcery •
costs such as Vitae. Effect: Your character’s rituals are cast a bit
differently than is typical for their type, whether
Mystic Tongue (•) utilizing a strange style or simply a unique form of the
overall Sorcery. Whatever the reason, replace the
Prerequisites: Blood Sorcery • normal Attribute or Skill added into ritual dice pools
Effect: Whether they’re a Theban Sorcerer that’s with one of the player’s choice; this must make some
learned Enochian, an Acolyte practicing the tongue of stylistic sense for the character, and the Storyteller is
spirits, or a Sorcerer speaking a stranger language the ultimate arbiter of what can be used.
altogether, your character has learned some sort of This merit can be purchased additional times to
magical language to the point of being able to improvise affect multiple forms of Blood Sorcery.
uses of it to improve your magic. While anyone can
memorize sets of specific, recorded words of these
tongues to perform rituals they’ve learned, you can use
Predatory Magic (••)
that language to improvise effects that are more Prerequisite: Blood Sorcery •
powerful than normal. Effect: Your character’s magic contains a bit of the
By doubling the time between rolls to cast a ritual, Beast’s aura with it. Whenever a character studies your
in order to weave those words into the magic more rituals or checks a subject of them for magic, your magic
directly, you gain a +2 bonus on the casting and add 1 lashes out at them with your dice pool, using an aspect
to your effective Sorcery rating for effects that scale off of the beast as chosen when this merit is taken. If you
of it (including Crúac Styles’ Magnitude). lose the contest, they gain no benefit over you unless
Note that the language works in mundane you’re physically present.
circumstances too; learning First Tongue will allow
communication with spirits, for example. Predatory Magic, Advanced (••)
Prerequisite: Blood Sorcery •••, Predatory Magic
Occultation (• to •••) Effect: Your character’s magic is subsumed with the
Effect: Your character is unnoticeable and Beast’s aura. When a character fails to contest or resist
inoffensive on a mystical level. Any time a character a ritual you’ve cast on them, they’re affected
tries to read your character’s aura (or secrets, as per immediately by a Predatory Aura condition of your
Auspex), or otherwise use magic or supernatural powers choice, even if they’ve been affected by it in the past
to discern bits of truth within her, subtract your Merit

16 Desecrated Rites
month. This lasts for the duration of the ritual or until A similar version of this merit exists that applies to
resolved. Kindred Necromancy and its rituals instead (see
Bloodlines: the Resurrected), relying on that
Sacred Scripture (• to •••••) Discipline and an Occult Library specifically in place of
the normal prerequisites.
Prerequisites: Theban Sorcery •, Library (Occult or
Academics) •••
Effect: Your character has access to holy texts
Supernatural Nexus (• to •••••)
among their library that contain a fragment of Prerequisites: Blood Sorcery •, Safe Place •
Sorcerous power. For each dot of this merit, choose one Effect: Your character has control over some sort of
Miracle. Your character, as well as any others they mystic grounds that benefits their magic; for Theban
provide access of it to, can cast that ritual as if they Sorcerers this is “Holy Ground,” whereas Acolytes tend
know it, so long as they meet the prerequisites and have towards “Loci” and similarly resonant locations, but
access to their library to do so; this adds the Library’s other types of Sorcery might imply other locations. The
rating to the casting even if centered on the Occult skill. rating of the location, if applicable, is equal to that of
Doing so raises the effective ritual level by one for the the merit, and the dice bonus to casting Blood Sorcery
sake of time per roll when casting it; if this puts it above is half of that rating, rounded up.
your current level, the time is doubled. In addition to the benefit to Blood Sorcery,
Special: Like Library, this merit can be shared however, it will usually provide other minor effects;
among a group. If using the Retrained Rituals rules, the Holy Grounds offer a bonus to Meditation equal to
Miracles from this merit can be exchanged at the same their rating, for instance, a Haunt often comes with a
rate as the character’s actual rituals, representing the protective ghost or a gateway to the Underworld, and a
texts being traded with other Sorcerers. If using Rites Locus might grant a bonus/leverage to interacting with
of Damnation, this merit provides twice its rating in spirits (or certain werewolves). The exact mechanics
rituals, which act as if Learned by the user.

Desecrated Rites 17
depend on the type of location and should be discussed By aligning their Beast’s senses with the workings of
with the Storyteller. magic and mystic energy instead of the secrets and
Drawback: Not all that would eye your territory are weaknesses of their prey, the Kindred becomes able to
prone to negotiation. Some may simply seek to take it. study the weave of the supernatural.
Special: This merit can be combined among Cost: 1 Vitae
multiple characters with either itself or with other Dice Pool: None
merits representing the same sort of location, and the Action: Instant
combined rating affects all derived effects; this could be Duration: Scene
combined with a Dragon’s Nest Guardian merit, for By spending a point of Vitae, the Kindred activates
example, or if representing a Locus it could be this power. At a glance, they become able to see any
combined with a werewolf’s Dedicated Locus. “active” supernatural effect on a person, location,
object, or area within range of their perceptions, seeing
Devotions it as a sort of subtle “glow.” By focusing on such an
effect, the Kindred may scrutinize the magic itself with
The following is a mixture of new Devotions and Uncanny Perception or Spirit’s Touch (as appropriate
reprints from Devotion to Power for thoroughness. As to whether it’s on a person/other being, or an
with merits above, a requirement of “Blood Sorcery” object/location); this is activated normally for that
can be met with any form of Blood Sorcery at that level. level, but the Kindred becomes able to ask questions
directly related to supernatural effects.
Alchemist’s Insight Sample Questions
(Auspex ••, Kimiya • or Blut Alchemie •) • Is this magic innate or external to the
subject/object? A vision of a hooded figure casting a spell
By calling upon their knowledge of blood and upon the subject. The sound of the target's blood flowing into
matter, the Sorcerer is capable of altering their senses the effect.
to better understand them. • What sort of supernatural power is this? The smell
Cost: 1 Vitae of Vitae dripping from an open wound. The glowing Nimbus
Dice Pool: None of the Mage who cast it. The feel of ectoplasm stringing itself
Action: Instant around the skin.
Duration: 1 scene • What does this effect do? The sensation of a resistive
After activating this Devotion, the sorcerer becomes aura of force surrounding the subject. The creeping feeling of
able to discern by sight any sort of supernatural object adoration for the power's user. The sight of the user’s eyes
or substance, including the blood of supernatural seeming to pierce into your soul.
beings or even mortals with supernatural talents. This • Was this effect created by someone whose effects
could include enchanted objects, bygones, imbued I've studied before, and if so, who? A brief vision of the
items, mementos, gadgets, tokens, loose Vitae, Tass, target. An impression of a Mage's signature nimbus. A
Fetishes, perfected metals, fetters, and so on. familiar voice whispering in your ear.
After spotting such manifestations, Uncanny Noticing any effect meant to conceal, trick, or veil
Perception or Spirit’s Touch can be used to study them, requires a Clash of Wills, though once noticed no
using normal questions or questions relating to the Clash is required to study it with Auspex unless it veils
nature of the substance or an object’s contained power, the nature of the information being sought.
similar to Arcane Sight, below. This power costs 2 Experiences to learn.
Noticing any effect meant to conceal, trick, or veil
requires a Clash of Wills, though once noticed no Blessed Relic (Theban Sorcery ••, Obfuscate
Clash is required to study it with Auspex unless it veils
the nature of the information being sought. •• or Dominate •••)
This Devotion costs 1 Experience to learn.
The Sorcerer is capable of withholding the power of
their rituals, hanging them on holy objects and
Arcane Sight unleashing them from these relics at a later time
(Auspex ••, Coil of Zirnitra or Crúac •) Cost: 1 Vitae

18 Desecrated Rites
Action: Instant After spotting such
Requirement: The ritual must manifestations, Uncanny
be cast while touching the object to Perception or Spirit’s Touch can be
be so “blessed” used to study them, using normal
Duration: As ritual questions or questions relating to the
Upon using this Devotion at the nature of the power itself, similar to
completion of a ritual, the Miracle Arcane Sight, above.
can be “hung,” and triggered at a time Noticing any effect meant to conceal,
of the caster’s choosing later on; the trick, or veil requires a Clash of Wills, though
duration still elapses up until it’s used, once noticed no Clash is required to study it
however. This requires an instant action with Auspex unless it veils the nature of the
interacting with the object, whether information being sought.
opening a blessed book or praying over This Devotion costs 1 Experience to learn.
rosary beads. The ritual then takes effect
immediately, lasting for the remaining
duration. In the case of a resisted or
Dismissal (Blood Sorcery •••)
contested ritual, make a single Intelligence The Kindred has greater control over her own
+ Academics + Theban Sorcery roll rituals, and is capable of dismissing their effects at-
penalized or contested by the target as will.
normal. In the case of rituals that are Cost: None
already triggered by the character (such as Dice Pool: None
Blood Scourge), they can instead have it Action: Reflexive
reflexively trigger when a given condition is Duration: Instantaneous
met. The power can be activated to dismiss the
This Devotion costs 2 Experiences to learn. If using character’s Blood Sorcery rituals before they’d normally
the Ritual Factors rules, this costs only 1 Experience, end, simply willing it as a reflexive action. If part of a
and just provides a free step of the Complexity factor, Coven (with the merit), the Sorceress can dismiss her
although it still must be hung on an object. This covenmates’ rituals as well, if they’re willing.
Devotion is unavailable if using Rites of Damnation This Devotion costs 1 Experience.
(use the Divination Theme for hung effects). Special: This Devotion is not needed when using
Rites of Damnation, which inherently allows ritual
dismissal. If using Ritual Factors rules, this
Chorister’s Eye (Auspex ••, Therion •) automatically provides a “free” purposely enacted
By altering their senses with stolen Grigorian trigger to end any ritual the caster casts, as per
essence, Tenth Choir sorcerers are able to discern Complexity factors, without extra successes.
angelic workings.
Cost: 1 Vitae, which must have been taken from a
Grigori
Ensorcelled Sight (Auspex ••, Fae Sorcery •)
Dice Pool: None By altering their senses with stolen Grigorian
Action: Instant essence, Sanctified sorcerers are able to discern angelic
Duration: 1 scene workings.
After activating this Devotion, the sorcerer becomes Cost: 1 Vitae
able to see any sort of Infrastructure (see Chronicles of Dice Pool: None
Darkness, pg. 126 and 134), any intangible being of an Action: Instant
angelic or holy nature, the true form of Demons that Duration: 1 scene
fail to Spoof, and any sort of Grigorian or After activating this Devotion, the Sorcerer becomes
infrastructure-related power. This could allow them to able to see through the Mask in all its forms, and can
spot other Sacrileges, Embeds and Exploits, Stigmatic recognize by sight any sort of fae-related object, power,
merits, or Gadgets, among other possibilities. or substance, as well as supernatural abilities predicated
on the manipulation of luck, oaths, or destiny.

Desecrated Rites 19
After spotting such manifestations, Uncanny After spotting such manifestations, Uncanny
Perception or Spirit’s Touch can be used to study them, Perception or Spirit’s Touch can be used to study them,
using normal questions or questions relating to the using normal questions or questions similar to those
power itself, similar to Arcane Sight, above. given for Arcane Sight, above.
Noticing any effect meant to conceal, trick, or veil Noticing any effect meant to conceal, trick, or veil
requires a Clash of Wills (including a strengthened requires a Clash of Wills, though once noticed no
Mask), though once noticed no Clash is required to Clash is required to study it with Auspex unless it veils
study it with Auspex unless it veils the nature of the the nature of the information being sought.
information being sought. This Devotion costs 1 Experience to learn.
This Devotion costs 1 Experience to learn.
Necromancer's Eye
Eye of God (Auspex ••, Theban Sorcery •) (Auspex ••, Kindred Necromancy •)
By altering their senses with the holy nature of their
magic, Sanctified sorcerers are able to discern the works By combining their Beast's unnatural perception
of God, and any pretenders to His name. with a sense for deathly energy, the Kindred is able to
Cost: 1 Vitae perceive that sort of energy no matter where it may be.
Dice Pool: None Cost: 1 Vitae or 1 Ectoplasm
Action: Instant Dice Pool: None
Duration: 1 scene Action: Instant
After activating this Devotion, the sorcerer becomes Duration: Scene
able to see any sort of “holy” ground or Resonance, any For the rest of the scene, the Sangiovanni is capable
form of Infrastructure, any intangible being of an of sensing deathly energy in all forms. This includes
angelic or holy nature, and any sort of supernatural being able to perceive the ghostly phase of Twilight, the
power involving a Holy, truth-oriented, or similar ability to notice Avernian Gateways, and the ability to
blessed bent to it. This could allow them to spot other recognize when someone is Possessed, Claimed, or
Theban Sorcery rituals, the Prime magic of mages, similarly under the effects of a Manifestation,
Supernatural Merits that allow for blessing or Influence, or Numina from a ghost or other deathly
consecrating objects, or any form of Relic, among other ephemeral being. It can also recognize other
possibilities.

20 Desecrated Rites
necromantic sorceries, the Death magic of Mages, and instant of it can be ended willingly during daysleep,
other similar abilities. allowing the Cleansing to remove it from the vampire’s
Learning more than just this basic recognition of flesh.
deathly influence or Twilight requires a use of Uncanny If using the Ritual Factors or Rites of Damnation
Perception or Spirit’s Touch, studying the energy itself, rules, rituals upkept this way (or with a normal
to learn more about it (see Arcane Sight above for some Mandragora Garden use) are counted separately from
examples when targeting a power). normal indefinite ritual control.
Noticing any effect meant to conceal, trick, or veil This Devotion costs 2 Experiences to learn.
requires a Clash of Wills, though once noticed no
Clash is required to study it with Auspex unless it veils
the nature of the information being sought.
Sorcerous Occlusion (Obfuscate ••, Coil of
This Devotion costs 1 Experience to learn. Zirnitra or Blood Sorcery ••)
Rather than occluding the Kindred’s form, he
Portable Garden weaves his expertise in going unnoticed into the very
(Crúac •••, Vigor • or Protean •) supernatural power born from and surrounding him. It
escapes the senses of others’ Beasts and hides him from
Prerequisites: Mandragora Garden (Secrets of the the attention of the more over-curious denizens of the
Covenants page 181) supernatural world.
With this ability, the Acolyte is capable of Cost: Special
integrating a Mandragora directly into their body, Dice Pool: Special
letting it feed off their Vitae in exchange for helping Duration: Indefinite/Night.
support their magic. Action: Instant
Cost: 1 Vitae per chapter At-will, the Kindred can cause his supernatural
Action: Instant abilities and those affecting him to become difficult to
Requirement: An hour must be spent carefully sense. For as long as it lasts (it can be deactivated at
integrating the Mandragora into the character’s flesh will), any supernatural power affecting him, or that he
Duration: Indefinite uses, is “cloaked,” making it so “passive” supernatural
By transplanting a single Mandragora plant into the senses (like Mage’s Peripheral Sight, or Uncanny
Acolyte’s flesh, they gain some of the advantage of their Periphery below) will not notice it. Active supernatural
Mandragora Garden even when away from it, senses (like Arcane Sight) require a Clash of Wills to
upkeeping it with a small but continuous flow of Vitae; notice, study, or otherwise learn about any such
the first point is spent during the scene the Devotion is abilities, and if the Clash of Wills is lost, the same
used. ability cannot be used to detect that specific power for
After the Mandragora is transplanted, it can sustain the rest of the scene. As well, the Kindred gains 8-again
a ritual that targets the Acolyte directly rather than the on their own Clash, given the focused purpose of the
garden (even if not the ‘’only’’ target for that Rite) in power being used.
the same way the Garden can normally sustain rituals By spending a point of Vitae, the Sorcerer can roll
cast on it; this does count towards the number of rituals the normal dice pool for Touch of Shadow to extend
the Garden can sustain. As well, touching the plant or this occlusion to another; for the rest of the night, they
being within its “sight” still allows for rituals to be gain the same benefits, using the Kindred’s Clash of
targeted through it. It does not, however, provide any Wills pool.
dice bonus to Crúac when not among the rest of the This Devotion costs 2 Experiences to learn.
Garden.
The Mandragora are inherently woven into the
character’s skin or flesh somewhere, and cannot be
Technologist’s Understanding
entirely inside their body, so this Devotion can be a (Auspex ••, Technomancy •)
Masquerade risk if not covered up properly. This
By calling upon their knowledge of blood and
Devotion may be used up to a number of times equal
matter, the Sorcerer is capable of altering their senses
to the caster’s Mandragora Garden rating at once
to better understand them.
(allowing for further sustained rituals), and a given

Desecrated Rites 21
Cost: 1 Vitae
Dice Pool: None
Action: Instant
Duration: 1 scene
After activating this Devotion, the sorcerer becomes
able to discern by sight any sort of supernatural object
or substance of a technological nature, including
refined supernatural metals (such as perfected alloys),
as well as creatures with some sort of a technology-based
bent. This might, for example, reveal gadgets,
technological fetishes or imbued items, a Beast’s
infernal machine, God-Machine angels and demons,
Lost Boys, certain Prometheans and Deviants, and
anything similar.
After spotting such manifestations, Uncanny instance, if taking over the “Feeding the Crone” ritual
Perception or Spirit’s Touch can be used to study them, from an Acolyte, the Kindred could take on the maw
using normal questions or questions relating to the of horrid teeth, stealing it from the original caster.
nature of the substance or an object’s contained power, Exceptional Success: The duration of the effect, if
similar to Arcane Sight above. applicable, “resets” as if it had just been cast. At
Noticing any effect meant to conceal, trick, or veil Storyteller discretion, an Elder developing this
requires a Clash of Wills, though once noticed no Devotion may be able to target other forms of magic
Clash is required to study it with Auspex unless it veils that resonate with the Blood Sorcery that fuels the
the nature of the information being sought. Discipline.
This Devotion costs 1 Experience to learn. Note: If using Rites of Damnation or Ritual Factor
rules, this Devotion puts the ritual firmly under the
Theft of Magic caster’s Ritual Control (or Indefinite ritual upkeep), for
all purposes. Ritual factors aren’t altered in level, but
(Dominate ••, Blood Sorcery ••••)
the specifics can be changed, such as which targets, or
By aligning oneself to the nature of Blood Sorcery, how a bonus granted by Potency is split up.
the Kindred is able to take control of an existing ritual This Devotion costs 3 Experiences to learn.
as if it were cast by them.
Cost: 3 Vitae Threnody (Any non-Sorcery Discipline •+)
Dice Pool: Manipulation + Occult + Blood Sorcery,
vs. caster’s Resolve + Blood Potency With this strange Devotion, the Kindred is capable
Action: Instant of ritualizing a given Discipline or Devotion, using a
Duration: Permanent feral song or expression that calls upon the Beast.
Cost: +1 Vitae and +1 Willpower over the normal
Roll Results
activation
Dramatic Failure: The Kindred ends up fixated on
Dice Pool: As power’s activation, or Wits +
the failings of their own magics, gaining the Obsessed
Expression + Discipline if not normally rolled
condition for a scene (not counting as Persistent).
Action: Extended, as ritual casting
Failure: The Kindred fails to capture the ritual’s
Upon using this Devotion, the Kindred activates a
effects.
normally instantaneous Discipline or Devotion with
Success: The Kindred targets a sorcerous effect that
the same sort of roll used for Blood Sorcery. The target
they’re aware of, whether through an obvious visual
success number for activation becomes twice the
effect, uses of Auspex, or otherwise. If the original
Discipline’s level + 1 per ritual factor step. This allows
caster fails to contest, the Kindred takes over the magic,
the ritualized Discipline to benefit from increased
as if they had cast it themselves; they may or may not
Ritual Factors above and beyond what’s normal.
choose to “retarget” it as appropriate, on new targets
If not using the Ritual Factor rules, pick a specific
that fit the original criteria of the ritual in question. For
combination of enhanced factors when you buy this

22 Desecrated Rites
Devotion; you always use your Threnody with that but ultimately “mundane,” and yet is capable of
specific combination, and must buy the Devotion again affecting or providing bonuses towards or against
to learn a different combination. certain supernatural phenomena. Vampires can
If using the Ritual Factor rules (or a system like Rites produce such equipment as easily as anyone else
of Damnation), you may treat the Discipline like any (typically a roll of Wits + Occult - bonus, taking an hour
other ritual and freely alter the factors as appropriate. or more of time), and several examples that might affect
This Devotion costs 1 Experience for an in-clan Blood Sorcery in certain ways are provided below.
Discipline, 2 for an out-of-clan, or half the cost of the
altered Devotion (rounded up). The Storyteller might
prevent the alteration of certain powers that would
Bond of Sisterhood
benefit too egregiously from this Devotion, or else Die Bonus +1, Durability 1, Size 1, Structure 2,
simply limit the amount that certain factors can be Availability •••
improved (like the Duration of physical Disciplines’ Effect: Taking the form of blood-soaked natural
active powers). twine formed into two bracelets that are severed from
each other after crafting, this strange adornment
improves the sympathy between two vampires (or
Uncanny Periphery (Auspex ••, Coil of others capable of experiencing Blood Sympathy). The
Zirnitra or Blood Sorcery •) dice bonus is added to any Blood Sympathy rolls, or as
an additional bonus to powers that gain a bonus from
The Kindred’s Uncanny Perception becomes more such sympathy (such as any Blood Sorcery).
active, providing hints of the unknown and glimpses of
nearby magic to the Kindred at all times. She no longer
needs to actively seek out the secret powers of others;
she simply needs to be close-by enough to catch their
scent.
Cost: None
Dice Pool: Wits + Occult + Auspex
Action: Reflexive
Whenever a supernatural power is about to be used
nearby the Kindred (within range of his Kindred Sense
of smell), this Devotion is reflexively activated. On a
success, the Beast provides minor sensory cues as to the
nature and origin of the capability (whispered
reflections of her own thoughts originating from the
user, in the case of someone reading her mind, for
instance). This happens with enough notice to allow a Divining Pool
reflexive power of her own to be activated first Die Bonus +2, Durability 3, Size 3, Structure 6,
(including using Celerity to pre-empt it), or for Availability •••
Willpower or Vitae to be spent to boost her resistance Effect: This basin is crafted from a material resonant
against the ability. with the sort of magic it’s meant to enhance; those for
This power, however, is unable to inherently detect Crúac are usually made of rare, hand-carved stone,
powers meant to conceal, hide, or camouflage; active while Theban Sorcery often involves one with gold
powers such as Auspex or Arcane Sight are needed to plating, for example, but it’s not limited to Blood
discern those. Sorcery. When casting any sort of ritual involving
This Devotion costs 2 Experiences to learn. divination, if the basin is used somehow, whether as a
Supernatural Equipment vessel for the ritual or as a secondary point of focus
filled with appropriate substances, any roll to interpret
Introduced in the God Machine Chronicles, and or otherwise learn from a given vision gains the
mentioned as “Mystical” equipment in Chronicles of equipment bonus to the pool.
Darkness, supernatural equipment is occult-attuned

Desecrated Rites 23
Sacrificial Blade
Die Bonus +1, Durability 2, Size 1, Structure 3,
Availability ••
Effect: This obsidian edged blade has a strange tint
of blood to it, smelling coppery and with a hint of rot,
even when seemingly perfectly clean. The handle seems
to be carved from bone and reinforced with other,
more common materials, and it has occult carvings over
the entirety of it.
When used as part of a ritual for blood magic of any
kind (such as Crúac), it provides its dice bonus to the
pool so long as it's used to draw blood required for the
rite, or to kill any creature used as a sacrifice; rituals
that don’t require a sacrifice or drawing blood cannot
benefit from this.

Excerpt from the Testament


Die Bonus +2, Durability 1, Size 1, Structure 2,
Availability ••••
Effect: While an actual copy of the Testament of
Longinus is just about unheard of, well-copied excerpts
written out by the Sanctified’s most powerful priests
can provide some level of its power to Miracles. By
holding such a (relevant) excerpt and reading it aloud
just before casting a Miracle, the equipment bonus is
subtracted from any resistance against the ritual or any
contested roll.

24 Desecrated Rites
Desecrated Rites 25
“Every spell is a journey.”
— Lawren Leo, Love's Shadow: Nine Crooked Paths

Blood Sorcery is an incredibly diverse art, and the Covenant, and use Rites of Damnation as a guide for
number of rituals that have been invented or the base level of an effect, adjusted as needed. Feel free
discovered for any given brand of it is immense. Most to tweak ritual levels up and down, or redo their
practitioners will only have access to a fraction of what’s inherent Ritual Factors, to adjust them to either be
truly out there, although many end up “rediscovering” closer to the core or closer to SotC, as suits your table.
such spells through their own trial and error.
Whether there’s a strict limit to all possible rituals Advanced
for a given form of Sorcery or if the potential is truly Some rituals have an “Advanced” entry. In these
unlimited is often debated. Theban Sorcerers, cases, it provides a higher level, more powerful version
especially, believe any new Miracle is specifically gifted of the ritual. Characters that purchase the Advanced
to them, or has to be discovered, but that it’s never version of a ritual but that already have the lower level
developed of their own earthly accord. Acolytes, one may gain a refund for the simpler one. They don’t
meanwhile, see Blood Sorcery as another form of have to trade it in, however; sometimes, having an
creation, and believe that new Rites are created “easier” version of a ritual can be useful. In all cases,
constantly by those practitioners that have the drive for add the difference in level to the Target Successes of the
it. advanced ritual, unless a specific number is given
Whatever the actual case, the following rituals are otherwise. Storytellers should also feel free to create
only a fraction of what’s out there, pre-existing or not, Advanced versions of other published rituals.
and players should feel free to work with Storytellers to As a minor Twist, Storytellers can instead
create new ones. Often, this will involve discovery, automatically upgrade rituals to their advanced level
visions, or intense sacrifices of the self to create. See when the Discipline reaches said rating, but allow the
Rites of Damnation for advice on what might be weaker version to be used without knowing it
possible at a given level, but when not using that separately.
system, feel free to adjust up or down as needed,
especially when a given ritual includes drawbacks or
additional costs to them.
Crúac Rites
The following Rites are typically unique to Crúac,
Balance but some related forms of Sorcery might have similar
The rituals in this book, on average, are more rituals; the Sons of Phobos, for instance, often can
powerful than those in the Vampire: the Requiem core mirror the “calmer” Rites of the Circle.
book, but less potent than those found in Secrets of the

26 Desecrated Rites
Cloud the Watcher’s Eye (•)
Target Number of Successes: 5
In cities where the Lancea Sanctum and Circle of
the Crone are in open conflict, Acolytes need ways to
defend themselves against hostile miracles aimed at
driving them out. This Rite is an example of the low
level Rites taught to novice Acolyte sorcerers as a means
of defending against rituals cast on them at a distance.
By forcing the Sanctified to confront them directly, the
Circle itself decides the field of battle.
The Acolyte ritualist takes an image of the single
subject to be protected (which can be themself), who
preparations unique to the entity are needed; this
must be present and touching the ritualist, and covers
lowers the target threshold of any related ritual research
it with blood until it is no longer recognizable — if the
by the Potency of this rite.
Vitae required to cast the Rite is not sufficient, more
Advanced (••): The area, and the caster herself,
blood may be added from any source.
becomes Open instead.
If the Rite succeeds, any attempt to target a
protected subject with Blood Sorcery is penalized by the
Rite’s Potency in dice. Alternatively, it can provide a Harvest of Slaves (•)
Clash of Wills to fully stop such an attempt if any Target Number of Successes: 5+
innate resistance fails, a number of times (per subject) The Circle of the Crone also performs rituals to
equal to the Rite’s Potency. The caster must choose impregnate objects with blood, but it does so for an
which method to use during the casting. In either case, entirely different purpose than the Lance’s reliquaries.
the Rite lasts for the rest of the night. By hiding Vitae in foodstuffs, they are able to feed Vitae
Advanced (••): During any attempt to use Blood to mortals without the kine realizing what it is they’re
Sorcery against the subject, whether successful, warded ingesting, only that — thanks to blood addiction and
off, or otherwise, the target’s senses are briefly altered the Vinculum — it tastes really, really good.
to reveal the caster attempting the ritual, as if they were Enterprising Acolytes with money troubles sometimes
present there. even use this Rite to place Vitae in drugs.
Advanced (•••): In addition to showing the target The ritualist adds blood — the Vitae to activate the
the ritualist of an attempted effect, as above, the Rite along with as much extra as needed — to the
offending caster must succeed at a Stamina + Blood consumable goods during the preparation stage. Raw
Potency - Rite Potency roll, or be struck Blind for the fruits and vegetables are empowered by blood spilt on
rest of the night. the plant’s roots, while prepared cuisine and
pharmaceuticals are twisted during preparation. If the
Dark Consecration (•) Rite succeeds, the Vitae is divided among all the goods,
which must be within a designated area for the ritual,
Target Number of Successes: 5
targeting one full “meal” or “dose” by default, although
The Acolyte attunes herself to an area with an
this number can be doubled for each extra success
offering of blood, whether her own or that of a sacrifice
added to the target, requiring one extra Vitae for each
(usually a small animal), spreading it in a circle around
target.
the outskirts of the area, which must be no bigger than
The potential victims must eat, use, or drink an
a large room. At the ritual’s completion, the area
entire “share” or “portion” to receive the Vitae and
becomes suffused with spiritual energy that bubbles up
enjoy its addictive effects, so the more Vitae the ritualist
from nowhere, causing the location to act as a Resonant
places into the subject, the better. A single Night can
condition to any ephemera capable of making use of it
only see the vinculum be raised by one step, as normal,
for the Night.
lacking other abilities. If the food isn’t consumed
Among other benefits, this allows a large portion of
within a month, it rots into nothingness.
a typical “summoning” rite to be skipped, as no special

Desecrated Rites 27
Line in the Sand (•) vampires and wolves. It carries a trace of the Predatory
Aura to it, making it clear to supernatural creatures
Target Number of Successes: 11 with some experience with vampires what exactly has
The Circle of the Crone is often pushed to the claimed the territory.
marginal spaces where the city meets wilderness, which
often suits its members, allowing the covenant’s rituals
to take place away from prying eyes. The edge of the city
Taste of Knowledge (•)
brings its own problems, however; the sites the Target Number of Successes: 5
covenant finds to its liking have a way of attracting The ritualist must perform this ritual within the
other supernatural beings. The worst of these creatures same night as they plan to feed from a vessel. When the
take the form of wolves, at least until they change. ritualist next feeds during the duration, they learn one
Accidental violations of territory bring bloody piece of personal information about the vessel per
confrontations, and negotiation is difficult (though not Potency, in descending order of immediate importance
impossible). The covenant is often faced with the and secrecy to the vessel. This information is gained in
problem of how to stake a territorial claim without place of the first turn’s Vitae.
having to invade territory to try to talk to the beasts—
and how to do so without risking the Masquerade. The Gathering Cry (•)
Line in the Sand relies on a sense that vampires and
werewolves have in abundance, but mortals do not Target Number of Successes: 4
share: the ability to smell blood at a distance. The This simple Rite involves a practiced, high pitched
ritualist leaves trace amounts of blood spread around cry into the night, which is amplified and added to
an area with a radius of up to 32 yards, walking until it resembles the Gathering Cry, the sound
counterclockwise around its edge, although this can be emanating out over a mile away from the caster. It’s
increased by about four times by having the scent only audible to anything that can hear The Gathering Cry,
permeate the boundary instead of the entire territory. which in particular means it tends to attract Strix to the
If the Rite succeeds, for a month after casting, the caster. This provides no protection against them, no
area gives off a scent of blood faint enough that humans actual compelling of them to respond, and no control
can’t detect it but strong enough to be quite clear to of those that do arrive, however, so this Rite is rarely
used, save by those few young Acolytes that hear the

28 Desecrated Rites
tales of Strix teaching strange Crúac Rites and want to
see if they’ll just happen to be the ones that can make
Creeping Spy (••)
such a bargain. Target Number of Successes: 7
Advanced(•••••): The caster can compel a Acolytes needing spies in places they can’t physically
named Strix target to respond to the Cry, and when go, or when stealth is required, sometimes use this Rite
they arrive, they’re under the caster’s physical control if to summon a suitable agent. The ritualist bleeds out the
they fail to contest the Rite (Strix use Resistance + Vitae used as the sacrifice, mixes it with a little soil, and
Shadow Potency to contest any type of Blood Sorcery). then drinks it again. They do not gain any Vitae from
the re-ingestion, but at Rite’s end, a swelling appears on
their body, rapidly growing until it reaches the size of a
Visage of the Crone/Pythian Renewal (•) large egg just under the skin. When the skin finally
Target Number of Successes: 5 splits, a monstrous, foot-long centipede crawls out,
When this ritual is correctly performed, which which dies and fades away at the end of the night.
involves the usage of a knife to cut the target out of The ritualist constantly sees what the spy sees in a
their own skin, the subject appears to age or become wide field of vision, and may direct it mentally by
younger by about 5 years per point of Potency (to a concentrating and motioning as though controlling the
maximum of about 100 years and a minimum of about strings of a puppet. Dealing with her senses and those
20). No physical impairment, joint pain, memory lapses of the spy at the same time is confusing (causing -3
or hearing loss accompany this alteration, although penalty to perception rolls from either “set”), so a
neither are those fixed if made younger. But skin sags ritualist will often go to a safe place, close their eyes,
and wrinkles, hair grays and recedes, and flesh loses the and concentrate, trying to blot out distractions. The spy
vibrant tones of youth, or such traits are reversed as is quiet and low to the ground, receiving a bonus equal
appropriate, for the rest of the Night. to Potency on Stealth rolls (use the ritualist’s pool as a
Some Princes forbid the use of Visage of the Crone base), but is Size 1 and possesses only two health levels.
(if they’re aware of the ritual) declaring that it’s a If the ritualist attempts to perform any action other
Masquerade risk to instantly age a mortal in front of than to control the spy, or is interrupted while doing
witnesses. The Acolyte counter-argument is that the so, they must succeed at a reflexive Wits + Composure
ritual’s proper use maintains the Masquerade, as Visage roll or lose control of the spy for a turn.
of the Crone enables ghouls and Kindred to appear to Advanced (•••): The spy gains an additional mode
age as they ought (though admittedly this takes some of transport per Potency split into granting it features,
effort). such as wings to allow it to fly, the ability to swim, or a
poisonous sting that causes the Poisoned Tilt, and
Visage of the Void (•) controlling it is reflexive, not requiring rolls to keep
control of it when distracted.
Target Number of Successes: 5
The character covers a subject with deep, almost
tangible darkness and an odd, reverberating quality to Imperious Call (••)
their voice, granting the ritual's Potency in dice to Target Number of Successes: 6
Intimidation rolls as they give off a frightening, As part of this ritual, the Acolyte must build up a
otherworldly aura reminiscent of strange, forbidding representation of the type of spirit who she wishes to
realms, and Subterfuge rolls, as the inhuman tone offer a path into this world; this is done with a Dexterity
makes it difficult to read the target’s words, which lasts + Crafts roll after the ritual’s completion; if it fails, the
for the rest of the night. Obviously, this can be a risk to magic fades shortly after. It must be made of natural
the Masquerade if not used carefully. materials, but can be something as simple as a shaped
The ritual's performed by adorning a bit of Vitae in mound of earth or a drawing in spilled blood.
key spots over the subject with symbols representing the As the ritual concludes, the representation shapes
unknowable Void, and adorning them with a blood- itself into a solid form, equivalent to that of the entity.
tinted pendant that the phenomena seems to bubble If the target spirit or one within the same Descant (the
out from. general “species” of spirit) is present, whether in
Twilight or otherwise, they may then immediately

Desecrated Rites 29
inhabit that body, acting as if they’ve used the against attacks that break the skin; fire, blunt trauma
Materialized Manifestation even if they lack it (or and falling damage, for example, are unaffected.
Reaching). If not present, they may still make their way
to it and inhabit it before the end of the night.
The body lasts for the remainder of the night
Miasma (••)
whether inhabited or not. Most inhabiting spirits will Target Number of Successes: 11
be willing to, before they take the time to “enjoy” their A defense against sites sacred to the Crone being
gift, negotiate a minor service in repayment for the found by mortals, this Rite ensures that intruders don’t
Acolyte. live long after their visit. The ritualist wades into a body
of still water—a pond or lake—and cuts her feet, allowing
Vitae to spill out into the water. If the Rite succeeds, a
Maiden Skin (••) thick mist gathers around her, blanketing an area of
Target Number of Successes: 5 about a 16 yard radius for up to a month, although the
With this power, the ritualist enhances the blessed caster may move the mist (up to her own Speed) or end
virtue of unbroken skin. Small punctures are made the ritual with an instant action.
beneath the ritualist’s nails, and then allowed to drip To vampires and other supernatural beings that
over their skin, coating it in a thin veneer and causing don’t need to breathe, the mist provides cover but has
it to take on a hard sheen. For the rest of the night, any no other effects. Living victims who breathe in the
attack or source of injury that would break the surface vapor, however, often suffer an agonizing death; the
of the ritualist’s flesh has its edge turned away at the mist is full of contagion, acting as a disease of Toxicity
moment of impact, rending slashes and piercings of the equal to Potency, rolled against upon first breathing it
flesh into blunt, shallow injuries. The Crúac rating of and then each day afterward for the duration; a number
the Acolyte becomes the Armor Rating of a kind of of successful resistances of the toxin equal to the
mystical protection that clings to the subject’s flesh like caster’s Crúac rating ends the effect, as does the end of
sweat for the duration. Maiden Skin only protects the ritual.

30 Desecrated Rites
Rain (••) toward whomever the ritualist defines. The swarm
attacks everyone it engulfs, inflicting damage as normal
Target Number of Successes: 20 (1 bashing damage per turn to everyone within the
This Rite involves the acolyte making a sacrifice of a swarm), and it causes the moderate Poisoned Tilt to
small creature and then performing an exhaustive anyone inside it, as well as the Distracted condition.
dance to call upon the gods for the desired weather to The insects die and dissolve into blood at the end of
affect the area. Upon completion of the ritual, the the scene.
Acolyte falls into a heap, and must spend a point of Advanced (•••): The swarm can condense to
Willpower to rise and make the final invocation. increase the damage dealt; each time they half the
With this plea, they may call for fog, rain, sleet, radius of their area, they increase the damage dealt to
snow, or clear skies, among other possibilities. In game those within by 1 point. In addition, the damage is
terms, so long as conditions are appropriate for the lethal to those incapable of downgrading it, and the
change (a blizzard in summer is unlikely), the caster can Poisoned Tilt is grave.
inflict an appropriate environmental Tilt on the area,
or conditions that would cause an Extreme
Environment of no higher a rating than the caster’s
Contortion (•••)
Crúac rating or the Rite’s Potency, whichever is lower. Target Number of Successes: 6
Note that extremely high Potency Rites will rarely This Rite allows Acolytes to slip through spaces and
have the proper conditions to create; a tornado on even entrances normally far too small for their bodies, letting
just a dismal day isn’t likely, but during a heavy them squeeze through air vents or thick pipes. The
thunderstorm that’s already occurring, it may be covenant uses this ritual to infiltrate areas of the city
possible. Alternatively, similar levels of weather may be other vampires can’t access, to place hidden sanctuaries
cast away with the same ritual to create clear skies. in otherwise inaccessible areas of the underground, and
The change lasts for the remainder of the night, or to sneak past security into rivals’ havens.
until conditions change significantly enough for the To perform the Rite, the ritualist digs their fingers
weather to end on its own, and it affects an area of an into their flesh until they touch bone, and then presses
approximately 256 yard radius (about a small down hard until the bone cracks. Pulling their fingers
neighborhood) within a mile of the caster. out of the wound, they draw parallel lines of blood
Advanced (••••): The weather created doesn’t down a single target’s limbs and face, who must be
need to fit the current conditions; on even a sunny day, present. If the Rite succeeds, the (willing) subject’s
a powerful tornado can be called down, for instance. bones become elastic and bendable, which, together
with the lack of need for internal organs to operate,
One Hundred Needles (••) allows them to contort and squeeze their body into
impossible forms for the rest of the night. Reduce the
Target Number of Successes: 8 subject’s effective Size by Potency (to a minimum of
Sometimes, mortals must be disposed of in ways that one) only for purposes of determining if they will fit
are final, have no chance of harming vampires as into an opening; the subject doesn’t lose Health or
collateral damage, and do not threaten the Speed. This Rite may normally only be performed on
Masquerade. The Circle of the Crone has many undead subjects and others that don’t require their
methods of arranging horrific but “natural” deaths that internal organs (while it theoretically works otherwise,
the mortal authorities will accept, and this Rite is one such individuals rarely survive any compression).
of the most popular. Advanced (••••): The more advanced version of
The ritualist crushes a beeswax sculpture and pours this Rite can be used safely on living individuals, as
the sacrificial Vitae onto the ground in front of it. If the their internal organs are temporarily animated solely by
Rite is successful, the blood bubbles and spits before the ritual, instead of relying on the subject’s normal
engulfing the crushed wax. The bloody “disc” so organic processes.
created may be snapped and dropped at any time
within the same night to unleash the effect.
This causes a host of stinging insects (occupying
Mirrored Tears (•••)
about a 4 yard radius) to burst out of it and into the air Target Number of Successes: 7

Desecrated Rites 31
This Rite protects a touched subject against the use heart, legs (if it must move), eyes (if it must see) and so
of mental powers such as Dominate or Majesty, foiling on.
the plans of anyone attempting to use them as a puppet. When the vampire invokes Ti’amat, mother of
Following the magical principle that the eyes are the monsters (or, in regional variations, Lilith or Kali or
windows to the soul, the ritualist anoints the subject’s other figures of dire fertility), the limbs fuse into a
eyelids with vitreous humor harvested from their own homunculus, and it begins to incubate over the course
eye; this inflicts the (one-eyed) Blind condition/Tilt on of 12 hours afterward; for this duration, the character
themselves for the duration. looks very unnaturally pregnant, and has a -1 wound
If the Rite is successful, for the next month, any penalty from the pain and awkwardness of it (this does
attempt to read, control, or alter the subject’s mind is stack with existing penalties, but never more than -3
met with a Clash of Wills, should the subject fail to total). At the end of this period it bursts free from the
resist it normally, up to a number of times equal to the Acolyte’s stomach (the cost of healing this is covered in
ritual’s Potency. If the ritualist wins the Clash, the the Rite) and it is born, mewling and repulsive.
power has no effect, and the target is immune to further The homunculus created has a form as appropriate
uses of that power from the same target for the rest of for the body parts used, but is always very physical and
the scene. entirely unnatural looking; some look like slugs formed
of fat and cartilage, while others take the form of birds
Servant from the Hidden Realms (•••) with taught, thin skin, lacking feathers. Their effective
Retainer rating is defined by the Rite’s Potency, capped
Target Number of Successes: 9 at the normal maximum, and they gain physical
Rather than commanding a spirit, as the name Disciplines like an animal ghoul retainer would, but
might imply, this ritual builds up a pool of Essence lack Vitae to power active effects. In general, they’re
equal to the Potency of the ritual, which becomes very loyal to their creator.
bound to a task named by the Sorcerer. Any ephemeral This creation lasts for a month by default, but the
being that performs such a task (and indeed, only the caster can purchase it as a Retainer to make it
one that “completes” it) becomes able to feed on the permanent.
Essence, which has an inherently “neutral” resonance
to it; as well, all such entities within a Mile of the
Sorcerer at any point will inherently recognize the task
Veiled Curse (•••)
and the essence that will be granted for completing it. Target Number of Successes: 11
Obviously, higher amounts of Essence will attract Contested by: Composure + Blood Potency
stronger spirits willing to undertake more difficult This ritual allows an Acolyte to “curse” a target with
tasks; to simplify this in downtime, you can usually negative spiritual attention. A symbol representing the
assume a given casting can allow for a task equivalent target to be affected is carved into the ground and then
to a use of Allies at half the Potency (rounded up). The painted with the ritualist’s Vitae, before a minor
Essence will never last longer than a full cycle of the sympathetic connection to the target is placed atop it
Moon before it fades back into the aether, and it may (such as a recent photo, an important possession, or the
only be gained by ephemeral beings. presence of someone with Thrice-removed blood
sympathy to the target). After that, further symbols,
Tiamat’s Offspring (•••) representing various choirs or types of spirits, are carved
around that central point. The last of the Vitae is then
Target Number of Successes: 7 allowed to pour in a circle and a cross through them all,
This ritual creates a homunculus, and is particularly joining them together.
prized by Mother and Father Acolytes. This is a lengthy If the target fails to contest the ritual, it causes the
and elaborate Rite, not to mention painful. Whether Open condition to be applied to them for the next
male or female, the Rite begins by obtaining semen month, usable by any sort of ephemeral being. While
(which can be the caster’s own, if appropriate) and then not truly a direct curse, the effects of the ritual are, in
introducing about five pounds of sliced up animal parts practice, often negative to mortals; spirits rarely have
into their body cavity. They must have enough organs much respect for their autonomy. The condition can
and limbs for a nearly complete animal — a brain, a be used normally for other Manifestations, allowing a

32 Desecrated Rites
target to be easily possessed, urged, or otherwise
manipulated by the entities that run into them, who
will often see no issue in using the easy target towards
their end; in addition, said entities gain a bonus equal
to the Rite’s Potency to enact any such Manifestation
on the target.
This rite does work on any sort of sentient target,
although the effects vary; mages and werewolves, for
instance, are already fairly “visible” to spirits, who may
still try to take advantage of the condition, but are likely
warier of it.

Witch’s Hand (•••)


Target Number of Successes: 12
At the peak of this Rite, the Acolyte cuts off her own
hand through whatever means suits her (causing Arm
Wrack appropriately), and then lets the needed Vitae
spill onto it, soaking into it unnaturally. The blood,
flesh, and bone dissolve, and then, bubbling up from
that puddle, an object is created of Size no greater than
10. This can be any mechanical object, although it can’t
be anything that would require electricity (other fuels,
like gas, are an option, but need to be provided
separately). The equipment bonus is equal to Potency,
although this cannot be higher than twice the caster’s
Crúac rating. Objects with a higher equipment bonus
than +5 are unnatural in both appearance and
function. Weapons or armor gain a weapon rating or A Child From The Stones (••••)
general armor rating as normal, instead of an Target Number of Successes: 8
equipment bonus, but are limited by the caster’s This ritual for creating gargoyles seems quick at a
unmultiplied Crúac. Additional Potency can add glance, but is actually a laborious process. The Rite
equipment tags (or ballistic armor). itself includes the actual crafting and construction of
By using an appropriate action, the caster may the stone form, which can be of a Size up to twice the
manipulate the object as if it were their own limb, so caster’s Crúac rating; one made for any other purpose
long as it’s within a mile of them, allowing it to take any simply will not suffice. By finishing it and writing a
action it reasonably could, using the caster’s name under the creature’s tongue or forehead at the
appropriate dice pool (plus the object’s equipment ritual’s culmination, the Gargoyle comes to life.
bonus). A gun could fire, or a workshop could start The Rite’s Potency defines the effective Retainer
crafting on its own, for example. rating of the creation (capped at 5), with additional
The Rite lasts until the caster regrows their hand, Potency providing for a Weapon Rating for any natural
healing the tilt as if it were a lethal point of damage; weapons it has (Claws, teeth, etc., also capped at 5). The
they needn’t spend willpower to avoid regenerating it Retainer rating provides dots of physical disciplines as
during daysleep. Obviously, this inherently limits the if it were a ghoul (one each at 1, 3, and 5 dots), but it
number of active castings of the Rite. Purchasing the lacks Vitae to make use of the active effects. Gargoyles
equipment as an Enchanted Object (whether the caster can’t actually fly, by default, but do gain the benefits of
or another character does it) allows the caster to regrow the material they’re crafted from; glass might provide a
their hand without the object disappearing. stealth benefit, for instance, and Durability works
normally, preventing structure damage.

Desecrated Rites 33
Guardian of the Dark Moon (••••)
Target Number of Successes: 10
This powerful, but subjective ritual offers a number
of potential benefits to an Acolyte through the
extension of her power into a nearby spirit; ancient
sorcerers used to claim this would bind a servant as
their protector, but modern Sorcerers instead find it
simply empowers such a spirit so long as they act in the
Acolyte’s interests.
This ritual must be cast on a spirit that’s within “line
of sight” of the Acolyte, though they needn’t actually be
able to see the entity to use the ritual, and may specify
“the nearest spirit” as a valid target, if within that range.
After a month, the gargoyle returns to an inanimate Upon completion, the Acolyte immediately
form, but the Rite can be performed again to reanimate becomes Open to the targeted spirit, and a portion of
it, or the caster can purchase a gargoyle as a Retainer to her power is shared with it; any time she spends Vitae,
keep it permanently. It can also be destroyed early by the spirit regains a point of Essence if nearby (within
erasing the creature’s name from its tongue, or by “line of sight”), no matter the reason for the
writing it backwards elsewhere on the statue. expenditure, so long as the spirit did not force it with
Advanced (•••••): A gargoyle created with wings one of its powers (although it may certainly encourage
is capable of flight, and is imbued with up to the caster’s such expenditures). In addition, the spirit is able to use
Crúac rating in points of Vitae, which it can use to the Image Manifestation or Reaching for free when
activate its Disciplines; that pool can be refilled by nearby the Kindred, even if normally incapable. Most
simply soaking the gargoyle with further Vitae. As well, spirits will wish to protect such a potent source of food
it can be given any Discipline the caster has, in addition and “interaction” with the world.
to physical Disciplines. Advanced (•••••): The spirit is Fettered to the
Acolyte (though may contest this with Resistance +
Rank), gaining the usual benefits even if they lack the
Aura of the Crone (••••) Manifestation, but it can utilize its Influences on the
Target number of successes: 10 surrounding area, rather than just their Fetter, and
By activating the Blush of Life and dancing herself retain Numina that only affect themself or the caster.
into an exhaustive trance, then spending a point of
Willpower to rise again, the Acolyte strengthens her Mother’s Milk (••••)
Predatory Aura in an unnatural way, causing the Beast
to reach out on an otherworldly level, lashing out at Target Number of Successes: 10 + Potency
manifestations of the other Auras projected by Contested by: Stamina + Supernatural Tolerance
supernatural individuals. This cruel ritual calls upon the Crone to “perfect”
For the rest of the night, whenever a supernatural the blood stolen from a living creature, for use by
character within view of the Acolyte casts a spell or uses Kindred. A sacrifice, which can be animal or human (or
a blatantly activated supernatural power targeting her, a living supernatural creature), is tied down over a stone
the Beast instinctively responds, and she may reflexively slab carved with special symbols and indentations into
lash out with her Predatory Aura against the character the stone. The target is then bled slowly to death,
with a bonus equal to Potency on that roll. If successful, allowing the blood to trickle down those indents,
in addition to the normal benefit, the spell is “filling” the various symbols as it moves. It seems to
interrupted, treated as if the activation roll had failed, change color and even phase in and out of existence as
as the powerful force of the Kindred’s own aura inhibits it approaches the bottom of the slab, where the blood
its completion. If she fails, she suffers the effect of the falls and is collected inside a vessel that’s been similarly
target’s own aura as normal, and the offender is
immune to the ritual for the rest of the night.

34 Desecrated Rites
prepared to hold it. This horrific sacrifice causes
Detachment at Humanity 1 for a human target, and
Humanity 5 for an animal.
The Potency of the Rite is predetermined by the
caster, and should be equal to the amount of Vitae that
could be taken from the target’s blood; for a human,
this is twice their health levels, and for an animal it’s as
described on page 95 of Vampire: the Requiem. If the
Potency is set to less than that, some of the blood will
be lost to another realm during the Rite’s process.
The collected blood, however, is often seen as well
worth the effort and potential degeneration, blessed by
the Mother with her purified essence. The simplest
benefit is that this “Mother’s Milk” is perfectly
preserved, never becoming “cold,” and it can sustain
even an elder vampire as if an equal amount of Vitae.
Those rare bloodlines and similarly limited vampires
that might need specific types of blood (like how
Morbus require diseased targets) can sustain themselves
on Mother’s Milk as if it met any requirement they
have. Finally, it enhances certain Disciplines: any
Discipline (including Sorceries) that requires Vitae to
be spilled can replace that cost with Mother’s Milk.
Upon doing so, any activation roll gains a +1 die bonus
and the 9-again quality, and if used with an Altar, the
time between rolls is not increased.

Stone Sanctuary (••••)


Target Number of Successes: 12
This Rite allows an Acolyte to create an emergency
haven, protecting them and perhaps their coterie if they
are caught near dawn or need a place to hide and
recover away from their usual haunts; it opens a
physical space of about 40 cubic yards deep in the
ground.
The ritual should be performed in as low a place as
possible—in the foundations of buildings or on natural
soil will do, but directly on rock is best. The ritualist
draws a circle around the area, and all that desire the
protection step inside. If the Rite succeeds, the solid
material beneath the ritualist warps around a sphere
marked by the circle, lowering everything in that area
“through” the intervening matter (which bends out of
the way and then returns to normal) until it reaches a
safe distance into the bedrock, creating a spherical
bubble containing the ritualist, their passengers and
anything they were standing on or carrying. At the
caster’s will, or the next sunset, whichever comes first,
the Sanctuary rises back to the surface.

Desecrated Rites 35
As One (•••••)
Target Number of Successes: 21
All Crúac blurs the line between the ritualist and
the physical world, allowing them to work their will on
people and objects and energies as if they were limbs of
their own body. As One extends that principle farther
and deeper, investing an area with their spirit and, at
the same time, making them a reflection of that
territory. Many Crones consider this ritual a pragmatic
apotheosis: the ritualist literally becomes a local god, at
least for a while.
This ceremony requires significant time. The
Acolyte must sacrifice at least three living things, at
three different locations within an area of no larger
than a ¼ mile radius; some perform more sacrifices,
creating a square or irregular domain instead of a
triangle. All sacrifices must be made during the same
night as the casting, which is performed after the final
one. No vampire, spirit or other supernatural creature
may feed from the dead — doing so ruins the ritual.
Once the region is marked out and the attempt
succeeds, the Acolyte operates as a patron “spirit” to
that area for a number of nights equal to their Crúac
rating. In addition to taking on a somewhat ephemeral
form akin to a Strix’s Shadow or Twilight Form, the
character gains an Influence (per Chronicles of
Darkness and expanded on in Ephemeral Influence)
over the location equal to her dots in Crúac, using a
dice pool of Presence + Wits + Potency to enact it, and
spending Vitae instead of Essence. As well, she can
instantly travel anywhere within the domain with an
instant action; however, she can’t leave the area without
the Rite immediately ending.

Mantle of the Ever-present Beast (•••••)


Target Number of Successes: 10
Like with other mantle rituals, the ritual involves
the vampire enacting the Blush (included in the cost)
and dancing themselves to the point of exhaustion, but
at the end of the ritual, instead of collapsing from it,
they must resist Frenzy as the Beast is drawn to the fore
and strengthened (the beast will typically want to feed,
if resisting it fails).
Whether they succeed or fail, for the rest of the
chapter, the character adds (up to) the lower of the
ritual’s Potency or their Crúac rating to their Blood
Potency (maximum of 10) for all purposes, including
Clashes of Wills, Predatory Aura, feeding restrictions,

36 Desecrated Rites
and so on; the only exception is that their improved
Blood Potency can’t be used as a prerequisite for buying
traits. As well, when lashing out with the Predatory
Aura, they can inflict conditions even on targets that
have already suffered from them in the past month, and
never need spend willpower to enact it or defend
against it.

Roving Hut (•••••)


Target Number of Successes: 13
This strange ritual involves the anointing of the
Acolyte’s Haven with their Vitae, along at least four
corners of the area, and then lashing out at the ground
The Lancea Sanctum occasionally finds it politic to
itself with their predatory aura. With this, the Haven is
clean up the messes of other vampires. For instance, the
altered beyond normal bounds, letting it act on its own.
childe of an important Kindred, confessing her first
The initial Potency of this Rite is used to raise the
accidental kill to a Priest, will remember the church
Haven up to five dots, as it simply grants the caster its
kindly if the covenant deals with the problem. And
awareness, but if there’s enough Potency remaining
even among experienced vampires, there are always
after that, it animates and alters the location, creating
inconvenient bodies. This miracle allows a ritualist to
dots of the Retainer merit, applied to the Haven itself
transform an incriminating corpse into something less
and capped normally. Each dot grants one of the
apt to attract attention.
Ritualist’s Discipline dots to the Haven, as well. The
The ritualist sacrifices a few drops of the sacrament,
Haven’s “field” involves dissuading intruders and
marking the corpse on any wounds with it (or a
assisting the Acolyte in anything that an animated
representation of it, at higher Range), and absolves the
haven theoretically could; doors slamming on
murderer, if any, of their sin, causing Detachment for
intruders, planted traps springing on their own, or high
the ritualist at the equivalent level. If the Miracle is
tech security systems firing off without actual triggers,
successful, the corpse transforms permanently into
for instance. Disciplines granted expand this field and
unremarkable refuse, composting plant matter or food
might work in odd ways; Vigor might allow the wood
waste that, although unpleasant, can be shoved into
in the floor to reach up and attack someone on its own,
garbage bags and disposed of.
even without a “moving part” to work with, for
instance. The exact limits of this are up to the
Storyteller. Tempter’s Eye (•)
The effects of the Rite last for a month, and the Target Number of Successes: 3
Acolyte must be touching their Haven to enact it. With Contested by: Resolve + Blood Potency
Storyteller permission, this might allow for even Sacrament: A tarnished silver coin
stranger effects when used on other “location” merits, This basic miracle, taught to many Sanctified as they
such as a changeling’s Hollow. begin to learn Theban Sorcery, allows a ritualist to gain
insight into a mortal subject’s baser nature. By using

Theban Sorcery Miracles the results of the miracle, Sanctified determine how
best to then drive subjects toward temptation, fulfilling
their roles as God’s agents of damnation.
The following Rites are typically unique to Theban
To perform the Miracle, the ritualist scratches the
Sorcery, but some related forms of Sorcery might have
name of the subject, who must be within a mile of
similar rituals.
them, into the sacrament with an iron nail. An
alternative version of this ritual instead lets them
Dust to Dust (•) pocket the sacrament and place it against a target
Target Number of Successes: 7 within the same night, requiring 5 successes instead. If
Sacrament: Myrrh-scented oil.

Desecrated Rites 37
the Miracle is successful, the ritualist learns that symbolizing the Spear of Destiny or a finely-wrought
subject’s Vice or any equivalent trait. inscription of Aramaic words.
For Potency above one, the ritualist also learns the The marking must fit within a one yard radius area,
character’s Virtue (or equivalent), an aspiration, a and lasts for a year before fading, although the Sorcerer
persistent condition they have, or a negative temporary may touch it again to make it vanish before then.
condition, in that order, for each extra level of it. Potency can act as a bonus or penalty to rolls to
understand the meaning of the inscription if it’s not
Theban Inscription (•) already been described to someone; Wits +
Investigation or Intelligence + Academics as the base
Target Number of Successes: 7 pool are common.
Sacrament: Ink mixed with blood Advanced (••): The marking conveys its message
In the earliest nights of the covenant, when Theban instinctively to those that are meant to know it, in the
Sorcery was barely understood and the Sanctified were form of a mental impulse that just sort of gives a
surrounded by enemies both living and undead, this “hunch” as to the meaning. The ritualist decides the
simple ritual saved many vampires from Final Death by qualifier of who benefits from this.
leading them to secret havens beneath the sun-bleached
stones of Egypt. The ritualist mixes the sacrament
together and then very carefully paints a minor
Curse of Babel (••)
representation of the symbol to be created on their Target Number of Successes: 8
hand. Then, by placing their hand and murmuring a Sacrament: A tongue cut from a living being
soft word, the sorcerer can leave a mark — be it words The victim’s name is carved onto the sacrament,
or a symbol — in virtually any surface. The mark can be which is then ritually destroyed along with a
as subtle or obvious as the sorcerer wishes: a worn patch sympathetic connection to the target (such as hair,
of stone in the shape of a skull, a rough rust stain blood, or someone with twice-removed blood
sympathy) as part of the Miracle’s casting. If successful,

38 Desecrated Rites
the victim is rendered unable to speak or write for the Guns and other projectile weapons cannot be
rest of the Night. imbued with the Legionnaire’s Blessing, though
thrown weapons can be.
Damned Radiance (••) Advanced (••••): A given attack can be made to
deal aggravated damage instead of increasing the
Target Number of Successes: 5 effective weapon rating.
Sacrament: An ornate mask
This Miracle is performed with a blessing of the
sacrament, which is adorned by the ritualist and held
Sanctity (••)
there until the holy energy within is allowed to build Target Number of Successes: 10
up and cause it to crumble to dust around them. If Sacrament: A decorative object or one symbolizing
successful, it allows the sorcerer to impress, shock, or the skill, of Availability ••+
frighten onlookers with the glorious majesty of a This ritual fills a space with holy or unholy
walking saint or the terrible stature of a furious resonance, tangibly altering its atmosphere and
monster. They take on an exaggerated, unearthly appearance. The space — no larger than a 16 yard
appearance, whether darkened by an intangible malice, radius, needing to be hidden from sight during the
smoking with hellish heat, or shining with an angelic casting of this Miracle — is thereby “aligned” to grant
light. the 9-again bonus to all actions involving a certain Skill,
The effects of this Miracle are never subtle. For the no matter who performs them, when those actions are
rest of the night, the character’s appearance provides undertaken within the affected area, for the following
them a dice bonus equal to Potency on rolls that would month.
benefit from the features gained (intimidation if A single Skill must be chosen for the space at the
looking hellish, or persuasion when looking saintly, for time the ritual is performed, but only a few Skills fall
instance), but at the same time, any rolls involving within the purview of this power: Academics, Empathy,
subtlety or that the appearance is not suitable for suffers Intimidation, Occult and Persuasion. The room takes
a penalty equal to the same. on qualities favorable to the performance of the Skill,
Thankfully, the Lost Visage does apply to the becoming quiet and serene for Academics use, growing
vampire still, and so attempts to record their strange dark and unsettling for Intimidation purposes, or
nature will make the effect look like odd camera flares taking on dramatic acoustics for Persuasion, for
or like the image was blatantly altered, in addition to example. Whatever the exact effect, the power of the
obscuring the Sanctified’s features. room is clearly unearthly — frightening rooms may
creak or groan or be populated by shifting shadows,
Legionnaire’s Blessing (••) while serene rooms may hum with sourceless chords or
be lit by unmelting candles. Sanctified sorcerers must
Target Number of Successes: 5 be careful how they use this ritual, for such
Sacrament: The weapon blessed, which crumbles supernaturally attuned spaces can lead to careless
after the ritual ends breaches of the Masquerade if happened upon by
This ritual, or something like it, was used by St. accident.
Daniel to bless the weapons of the Theban Legion. The The resonance of the space also changes for any
sorcerer focuses this ritual on a weapon by speaking a effects predicated upon that, such as the condition for
prayer, anointing it, and then finalizing the Miracle by spirits, or the effects of a Dragon’s Wyrm’s Nest.
kissing its blade or other deadly surface. Advanced (•••): Instead of 9-again, the Miracle
The damage rating of the blessed weapon is can grant a bonus equal to Potency to affected rolls.
increased by the Miracle’s Potency, to a maximum of 5,
for the rest of the night. These blessed attacks can be
made at any time over the course of the duration when
Thief’s Mark (••)
the weapon’s wielder sees fit. Such empowered attacks Target Number of Successes: 8
must be invoked with a prayer of the attacker’s Contested by: Stamina + Blood Potency
choosing, spoken by the wielder when the attack is Sacrament: A hollow glass object representing what
made. was stolen, filled with black ink.

Desecrated Rites 39
Churches are understandable targets for theft by the them and all the suspects deny responsibility, the
desperate, mortal and Kindred alike seeing places of Sanctified have ways of determining the truth.
worship as storehouses of treasures that are easily This miracle allows a Sanctified ritualist to see a
fenced for funds. The Lancea Sanctum must defend its brief vision of a vampire’s Embrace, allowing them to
relics and ritual objects, and Theban Sorcery provides identify the sire, by taking the sacrament and destroying
means beyond physical security. it over a more modern representation of the target (or
After a theft has occurred, a Sanctified ritualist the target themself). If the sire was obscured or hidden
prepares the miracle. Using the sacrifice of a hollow at the time of embrace, this ritual will instead reveal
glass imitation of the stolen object filled with black ink, their true form, although this requires a Clash of Wills
the ritualist calls for the thief to be identified. If the against more supernatural forms of disguise.
miracle is successful, the ritualist learns where the
stolen item is now located; supernatural means of
occluding this location or the object cause a Clash of
Bird of Sin (•••)
Wills as normal. Target Number of Successes: 9
If the thief is touching the target object at the time Resisted by: Integrity (see below)
of casting, and fails to contest the ritual, it leaves a Sacrament: A feather of an endangered avian
horrific and obvious red mark on their face, making raptor, at least four inches long.
them easily identifiable for the scene after the casting. 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
Aversion (•••) Egypt. With this ritual, the character summons forth
Target Number of Successes: 13 the guilt and immorality of a subject he can see directly
Contested by: Resolve + Blood Potency into the form of a shimmering phantasmal bird — often
Sacrament: A lock of the target’s hair and some lye an owl, but raptors of all sorts have been cited. Some
flakes incarnations shed feathers like a fire sheds cinders,
There is more than one way to train an animal. This others have been said to be cold, hard, and sharp like
Miracle allows a Sanctified ritualist to forbid a target ice; each bird reflects the sinner.
from acting in a certain way, and backs up that Upon a successful casting, the ritual is hung on the
prohibition with pain if the subject fails to heed the Sorcerer for up to the rest of the night. When another
advice. The ritual is performed by crushing the character within the caster’s line of sight suffers a
sacrament and mixing it together, which they then breaking point, fulfills a Vice or equivalent trait, or
burn as they explain the taboo the target is now under breaks a vow of some kind in front of the caster, the
(the target needn’t be present to hear it). ritual triggers (although the Sorcerer may choose to
If the miracle succeeds and the target then breaks prevent it). The Bird of Sin immediately attacks the
the conditions specified at any time within the next subject, using the sorcerer’s initiative. The bird has a
month, she suffers wracking pain as though seriously dice pool equal to the caster’s Theban Sorcery rating +
injured, suffering a wound penalty equal to the Potency for attacks, minus the subject’s Integrity,
Miracle’s Potency, up to a maximum of -5. The pain Humanity, or equivalent trait; it ignores the subject’s
ends as soon as the action ceases, but restarts if she Defense and Armor. Its spectral talons and beak deal
transgresses again. lethal damage, but can hurt only the subject of the
ritual. The bird is completely intangible to all other
Bastard’s Line (•••) creatures.
The subject can spend their action each turn to try
Target Number of Successes: 7 to will the bird out of existence with an extended
Contested by: Composure + Blood Potency Resolve + Supernatural Tolerance roll, requiring
Sacrament: A personal item the target owned in life successes equal to the Miracle’s Potency. If this fails, the
Certain cities take a hard line on the Tradition of bird lasts until the subject ends up comatose or in
Progeny, and as the guardians of vampires’ souls, the torpor, or for the remainder of the scene.
Lancea Sanctum takes transgressions seriously. When
new Kindred appear claiming not to know who sired

40 Desecrated Rites
Perfect Offering (•••) Sacrament: Any holy symbol that fits the
Sanctified’s beliefs, of Availability 3+
Target Number of Successes: 7 Said to have been found in the broken remains of
Sacrament: A carving of the entity to be bargained the Black Abbey just one night after the destruction of
with, made of marble the Monachus, this ritual enables a practitioner of
With a given entity or perhaps type of entity in Theban Sorcery to better combat the other
mind, often an angelic or virtuous being for those using supernatural powers of the Damned. By speaking a
this Miracle “properly,” the caster carves their name long, complicated prayer of protection against other
into the Sacrament and then tosses it into a flame. The Damned, the Sorcerer grants a single target a better
sacrament begins to glow and light shines outward, ability to resist the effects of Disciplines aimed against
displaying to the caster what the target entity wants them. For the rest of the night, the subject gains the
most out of an agreement, contract, or bargain made. Miracle’s Potency as a bonus to any roll to contest a
The caster gains the Miracle’s Potency as a dice bonus Discipline or other vampiric power (including the tricks
to all social rolls involved, treats the entity’s Impression of the Half Damned), and adds their Theban Sorcery
as a step higher for Maneuvering, and is inherently rating to any resistances against the same.
aware of something that can act as soft leverage for
them.
Using this Miracle for the sake of seeking some form
Torment (•••)
of servitude to another being is forbidden among the Target Number of Successes: 9
Sanctified, not the least reason of which is that the Resisted by: Affected attribute (or higher of the two)
carving made effectively becomes an idol of worship if Sacrament: An expensive (•••+) physical
made for that purpose. representation of the target
The miracles of Theban Sorcery are a gift from God,
Resistance of Discipline (•••) granted by His agent to the Lancea Sanctum to do His
work. Sanctified ritualists do not take failure to
Target Number of Successes: 6 perform a miracle well, especially if it only failed

Desecrated Rites 41
through the resistance of the subject. The failure can’t Advanced (••••): The vision is more intense and
reflect on God, so it must be their fault. After suffering realistic, causing a mundane, non-persistent emotional
such humiliation and shame too many times, a Priest condition on the viewer(s) of the caster’s choice. As
might begin looking for ways to tilt the odds in his well, it grants the 9-again benefit to following
favor. instructions imparted in the vision, and removes 10-
This miracle throws all the power the ritualist can again from actions going against it. These effects last for
muster into breaking the target’s defenses. Once this the remainder of the month.
miracle has found purchase, subsequent rituals will
have a much easier time, as torment devastates the
defenses it overcomes.
Wolf in Child’s Clothing (•••)
The sacrament is combined with a sympathetic Target Number of Successes: 11
connection to the target (such as blood or hair), and is Contested by: Composure + Blood Potency
slowly and methodically destroyed over the course of Sacrament: A portion of the body of one of the
the ritual, such as a crystal model crushed steadily targets’ relatives
underfoot. If the Miracle succeeds, the target loses dots This miracle allows a Sanctified ritualist an edge in
of Resolve or Composure (or any combination thereof) using other miracles targeted on a vampire in whom the
equal to Potency, to a minimum of one. Any remaining covenant has taken an “interest”, by appropriating the
Potency then removes temporary Willpower points. blood sympathy of one of the subject-to-be’s vampiric
Attribute dots return at the end of the night, but relatives.
Willpower doesn’t. By ingesting the sacrament after a minor ritual, the
Sanctified calls on the angels to disguise themself as the
target vampire for purposes of magic. If the miracle is
Vision of the Will (•••) successful, the ritualist and the target are unchanged to
Target Number of Successes: 9 the naked eye, but their blood sympathy and similar
Contested by: Composure + Blood Potency forms of magical connection have been exchanged for
Sacrament: An object of availability •••+ to be the remainder of the month.
infused, which crumbles after the ritual ends. Note that any sympathetic tie of the subject rolling
The sorcerer infuses a touched object with an blood sympathy to sense the emotional state of them,
intense psychic vision of his own creation. Whoever or send out a message, will read the ritualist (or other
next touches the object within the next month receives subject) instead and realize, on a successful Wits +
this vision as a rush of sounds and images in their mind Occult roll, that her family has been infiltrated.
if they fail to contest the ritual (roll against Potency Advanced (••••): The signs of diablerie and
instead of the extended action). Anything the sorcerer possession are reversed as well; reading one subject with
can imagine can be instilled in the vision, but they must Auspex or other abilities and attempting to discern
fully play it out in their own head as part of the Miracle. possession of any sort, diablerie, or the tainted
The vision is undeniably intense, and can be used to condition will read the result from the other individual
persuade, enlighten, frighten, or intimidate the viewer. unless they beat the ritualist at a Clash of Wills.
The sorcerer can devise a vision that simply imparts
facts or instructions (by depicting a journey across a Binding Circle (••••)
foreign land, for example, or conjuring a vision of a
wise man) or it can be used to attempt a Social action Target Number of Successes: 10
on the viewer “belatedly,” rolling the activator’s normal Sacrament: A pint of Holy water that’s been kept
dice pool for the attempt before instilling the vision in pure for over a decade.
the object. Such uses are contested normally. By creating a circle with the holy water, the Kindred
While the vision is being experienced, the viewer is creates an area (up to about 2 yards in radius) that can
unaware of her body or the outside world, but no act as a warding or binding circle (see Chronicles of
matter how long the vision seems to take to play out, in Darkness pg. 140), without requiring an Abjuration or
reality it lasts no longer than a turn in real time; still, any specific entity’s Bane. When cast, it’s “dormant”
this does cause them to lose their Defense for that turn, and undetectable but can be activated at any time over
if in combat or similar situations. the course of the night, at which point its power
remains for the rest of that period.

42 Desecrated Rites
If an ephemeral entity of any kind is trapped inside incapable of performing the action (a vampire without
this special circle, the Sanctified becomes inherently a tongue cannot recite a prayer, for example), this ritual
aware of the truth of its words (supernatural means of is wasted. Nearly ruined vampire bodies have proven to
lying cause a Clash of Wills), and gains the ritual’s be capable of frightening feats, however, including
Potency in bonus dice to any attempt to negotiate or walking on ashen legs and speaking with mummified
intimidate it, as well as acting as Hard Leverage, tongues. Though the subject may request an action to
removing one Door (without Detachment) when be mandated by the ritual, only the sorcerer has the
making a roll to Force Doors against them. power to commit the undead body to that act.

Break the Chain (••••) Lord’s Chalice (••••)


Target Number of Successes: 12 Target Number of Successes: 7
Resisted by: Stamina Sacrament: A silver chalice and one Vitae worth of
Sacrament: A pure gold chain blood.
This miracle allows a Sanctified ritualist to take away The potency of advanced age brings danger and
the tools of his enemies, burning the Vitae out of paranoia, as elders are forced to feed from other
ghouls so that they no longer pose a threat unless their vampires, risking Vinculum. The chance is only slight
master wastes resources to resupply them with blood. if they keep to weak-blooded vessels, but there are times
The sacrament is broken with the links scattered in the duties of a Sanctified Bishop or Priest when an
over a photo or other recent image of the subject’s elder must drink blood of which he is not entirely sure
master. If the miracle is successful, Vitae equal to — co-mingled Vitae in group rituals, for example. A
Potency in the ghoul’s system is destroyed, and their slight chance of Vinculum is too great a chance; a Priest
Vinculum to their master is suppressed for the should submit only to God.
following month, even if more Vitae is consumed. This Miracle was developed to defend against the
possibility of potent Vitae being introduced into a
Lash Beyond Death (••••) ritualist’s blood supply. The ritualist vomits blood into
a silver chalice over the course of performing the ritual,
Target Number of Successes: 9 then pours it out in a line. If the Miracle is successful,
Sacrament: Flesh from a willing target (representing the sacrament becomes a protective intermediary for
at least 2 lethal damage) the rest of the night, before dissipating. Anyone
This ritual trains a vampire’s will to endure past the drinking Vitae that has been collected in it does not
moment of its own defeat — or destruction. The subject form a stage of Vinculum, nor do they risk Vitae
of this ritual (often the sorcerer himself), who must be addiction.
touched during casting, may take a single action per dot
the caster has in Theban Sorcery immediately after
entering torpor or being delivered unto Final Death
Mark of the Damned (••••)
within the same night. The action(s) to be performed is Target Number of Successes: 16
decided when the ritual is activated and cannot be Sacrament: At least 5 points of Vitae
changed; to perform the Miracle, a pronouncement of With stripes of the Sacrament over the affected area
that action is made and the sacrament that’s been taken (no larger than a 32 yard radius) and an occult prayer,
is burnt and then swallowed by the Sanctified. This the Sorcerer can ward a haven against those who would
ritual only affects vampires and similar forms of trespass in the lair and do harm to sleeping vampires.
undead. The painted marks from the Sacrament must be plainly
The prescribed actions can be anything the subject visible to visitors and intruders, and last for a month.
can perform in the provided turns, generally meaning Any creature who enters the area intending to harm any
one or more instant actions, as the ritual cannot vampire sleeping within is subject to lethal damage
animate the subject beyond death for long. equal to Potency, inflicted immediately; by default,
Whatever the case, as soon as the Vampire enters there’s no resistance, as entering the area makes the
torpor or would meet final death, the action is subject “willing.” This damage is completely
immediately performed by them, at their normal dice supernatural in origin — gashes spontaneously appear
pool. If the vampire’s body would be physically on the flesh, stomachs give up throatfuls of blood,

Desecrated Rites 43
bones suddenly snap — and so is not downgraded by The caster must undertake a laborious process of
vampires, nor can it be dodged or stopped with most melting down a small fragment of the gold at a time,
armor (Resilience works normally, however). Any given cooking it in a blessed vessel that has been kept in the
character may only be harmed once by the ritual per sun for at least 72 hours in the past month. Small
casting. pebbles or flakes of the gold are painstakingly placed at
A trespasser who knows how the ritual works (or specific points along the edge of the vessel, wherein the
suspects similar magics) can attempt to hide his Miracle’s magic starts to melt it down into little beads
intentions even within his own heart, fooling the that slowly run down the edges, shrinking down and
scrutiny of the ritual’s magic and avoiding damage; “purifying” into a more perfect substance as parts of it
contest their Composure + Subterfuge against a evaporate away in the form of phantasmal vapors, while
reflexive roll of Wits + Occult from the caster, ignoring the sanctified recites seemingly blasphemous prayers
the damage for the scene if they win. Note that visitors seeking out the angels’ assistance in stealing the power
and intruders who do not intend harm as they enter are of the sun from God to imbue into the metal. While it
unaffected by the ritual, but are not prevented from might sound strange to novices or outsiders, ultimately
developing violent intentions once they’re inside; the they’re fulfilling their role that He cursed them with.
wounds may then suddenly apply. If the Miracle is successful, the purified gold, or
Advanced (•••••): The damage is aggravated Stolen Sunlight, settles into a pool and cools into a
solid form (if it fails, the gold all boils away, instead).
Seek the Sleeping Lord (••••) Stolen Sunlight (labeled as Orichalcum by certain
witches) has an unnatural reddish hue and carries a
Target Number of Successes: 16 number of strange properties: it provides the 9-again
Sacrament: A fang of a vampire that’s at least 100 bonus to Blood Sorcery when used to replace normal
years old gold in a Sacrament (or other material component),
This ritual is used by the Lancea Sanctum to and in fact can be used in raw form in place of any
uncover the resting places of torpid vampires that have conditional requirement or shape a ritual might require
been lost to all other means of inquiry. The most of normal gold. For instance, if a Miracle required gold
experienced diviners in the covenant are required, but blessed by a priest shaped into a statue, an
the effort is worth it; the ritualist doesn’t need to be unshaped/unblessed mass of the same amount of
looking for a specific subject, or even know if there are Stolen Sun will suffice instead. If used to create an
any to be found. Enchanted Object through any sort of Blood Sorcery
Burning the sacrament along with some purified targeting it, the casting gains a +2 dice bonus.
wood, the ritualist draws a large map of the area to be Mundanely, it has Durability 2 higher than normal,
searched (which can be any area up to 5 miles away which can’t be reduced by non-magical means, and yet
from themself) on the floor with the charcoal that is as easy to shape as normal gold.
forms, a process requiring a Dexterity + Crafts or
Expression roll and an hour’s time after the Miracle’s
completion. If the map is successfully drafted, drops of
Suffer not a Witch (••••)
the caster’s blood bead from their skin as they pace Target Number of Successes: 9
methodically over the map, falling in the locations of Sacrament: A burning crucifix of availability
any Kindred in torpor. ••••+
Advanced (•••••): The character may ask a No man’s faith is weaker than those who take on the
number of questions about the torpid vampires (in role of a god, using blasphemous magic to bring down
total) equal to Potency, which can have about a unholy changes to the world. This powerful ritual
sentence of information in response. works to bring down the caster’s wrath on anyone with
the hubris to use witchcraft against them.
Steal the Sun (••••) The target (who can be the caster) is touched by the
Sorcerer, and the burning sacrament is placed against
Target Number of Successes: 10 the caster’s own skin, allowed to just barely burn them,
Sacrament: Four times the amount of gold to be as a humbling reminder of their own place in the world;
transmuted

44 Desecrated Rites
this does typically require that frenzy be resisted, and Advanced (•••••): For 2 total extra successes and
failure to do so causes the Miracle to fail. an aggravated damage caused by a longer period of
If successful, however, for one night per dot of contact from the sacrament, spellcasters must also
Theban Sorcery the caster has, any spellcaster who defeat the Sanctified in a Clash of Wills for their ritual
starts to cast a spell on the target feels an eerie, or spell to take effect. As well, the damage is aggravated.
foreboding sensation that makes them want to cease
what they’re doing immediately; said spellcasters can be Fires of Vengeance (•••••)
non-Sanctified Blood Sorcerers, mages, Thaumaturges,
or any other sort of ritualist. Should they ignore this, Target Number of Successes: 32
and finish their spell anyway, the offending witch Contested by: Stamina + Blood Potency
immediately takes lethal damage equal to the ritual’s Sacrament: A dot of the caster’s Humanity
Potency (there’s no resistance, as continuing to cast Is this the terrible power wielded by St. Daniel
their spell effectively makes them “willing”). against the Romans? Sanctified scholars cannot say for
This damage manifests as a white flame that certain, though this ritual was known to sorcerers at the
painfully engulfs them, although it does no damage to time of his Requiem. It was one of the original powers
anything or anyone besides the witch. Not being true given to the Monachus by Amoniel.
“fire,” magic or other protections that ward against The Sorcerer turns their victims’ sins into white-hot
flames and other typical forms of energy are useless flame (though some witnesses describe the dark power
against it, but it also doesn’t act as a bane to Kindred. as something more akin to electricity). They proclaim
This can only happen one time per caster per use of the the sinners who are to be punished (“Murderers!”), and
Miracle. upon completion of the Miracle, any sentient being
Mortal witnesses of the effect suffer from an effect within a five mile radius of the caster who has
similar to the Quiescence of Mages, oddly enough, committed such a sin is tormented by the Fires of
rationalizing what happened in their mind, and so it’s Vengeance from within their own blood. The contested
rarely a risk of the Masquerade. roll is made separately for all sinners, and the Miracle
can take effect on some while failing to affect others.

Desecrated Rites 45
Those that fail take a point of aggravated damage is uttered perfectly to the statue in a strange, angelic
per turn until they die or the caster’s concentration is tongue, and if successful, cracks glowing with light
interrupted (they must remain in a meditative state for begin to form along the statue until it finally bursts into
as long as they wish the damage to occur). Mundane dust, an angel formed of pure, holy light left in its wake.
armor is useless against this, and supernatural This “angel” is built mechanically like a Strix, but is
protections only work if they entirely ignore damage or formed of holy light instead of otherworldly shadow,
fully protect the caster’s body from the inside out. The and so differs in the following ways:
process looks “natural” to onlookers, like a particularly • Many of their traits and abilities differ by name,
horrific heart attack or stroke, but an autopsy reveals if not mechanics: “Shadow Potency” is “Celestial
the victim’s insides as having become charred to ash. Potency,” “Vitae” is “Essence,” “Owl Eyes” is “Sacred
The Fires of Vengeance are a spiritual force not to Sight,” and “Doom Sense” is “Fate Sense.”
be confused with earthly fire. They do not act as that • Its traits cannot be raised without ending the
Bane does to Kindred, nor to other magics that affect ritual and “re-creating” the angel.
mundane flames. • Angels will not diablerize or feed on each other;
instead, they can regain Essence through time spent in
Place in Time (•••••) Holy Ground, regaining 1 per success on a Power +
Finesse roll, once per day. This is in addition to normal
Target Number of Successes: 10 breath drinking methods.
Sacrament: A small clockwork watch of the highest • Angels start with two dots in Academics instead
craftsmanship and best materials (Availability •••••) of Occult.
Using an ornate, consecrated blade, the caster carves • Angels have a Virtue instead of a Vice. These
the current date into the sacrament, and then slowly “Virtues,” however, are angelic virtues, often
takes it apart, forming the shape of an IX monogram something like “Vengeful” or “Unforgiving,” but acting
and then speaking a prayer for clarity and consistency mechanically like Virtues normally do. They also gain
to the angels. The subject to be protected must be Willpower by seeing dawn, instead of dusk.
present for the casting (and can be the ritualist), and • Angels lack the banes of fire and sunlight, instead
meditate either before or during the activation. suffering when all light is snuffed out around them in
For the rest of the chapter after the casting, for any the same way Strix fear sunlight, and have an inherent
power that would alter the subject’s sense of time, place inability to lie (they needn’t speak whole truths, but can
in time, speed of passage through time, personal never speak something patently false). They take on
history, fate, destiny, or potential futures, this Miracle other banes with increased Celestial Potency.
provides a level of protection. Upon failing to resist the • Angels have no predatory aura, but do have a
power naturally (or have no way to), a Clash of Wills is disturbing aura that Kindred can sense, nonetheless.
made by the ritualist. If they win, the power has no Angels resolve Wanton by punishing someone for
effect on the subject, who also becomes immune to giving into temptation.
further uses of it for the rest of the scene. Less direct • Shadow Form is replaced with “Luminous Form,”
changes in the past might still be successful overall, but giving them the appearance of glowing light in various
will not affect the target’s memory. In either case, the shapes; they still gain the stealth bonus when in any
caster becomes aware of the attempt, as well as what area with enough light for mortals to see by. Their eyes
changes would have been made, although not take on a bright blue hue, instead of yellow. Similarly,
necessarily who the offender was. “Shadow Jump” becomes “Celestial Transport,” and
applies to visible beams of light, and “Dark Places”
Servant of God (•••••) instead forms a gateway to their own world, requiring
Target Number of Successes: 12 + Potency an area of intense brightness. The exact effects of this
Sacrament: A solid gold statue representing one of locale are up to the Storyteller, if it can even be reached
the archangels, and a dot of the caster’s Humanity by other beings.
While none of the Sanctified would ever claim to be They otherwise gain embodiments normally, except
able to “create” an angel, this Miracle nonetheless reverse the Celestial Potency requirements between
allows the ritualist to beseech their God for a servant to “Possess Corpse,” “Possess Revenant,” “Possess
assist them with their duties within the world. A prayer Kindred,” and “Possess Living,” tending to prefer living

46 Desecrated Rites
hosts. “Synthesis” creates strange “holy” beings instead
of vampires, reversing the order of the successes needed
to do so; the exact effect of this varies, and is up to the
Storyteller.
Potency is determined ahead of time by the caster,
split between granting the angel its starting Celestial
Potency (capped at the caster’s Blood Potency) — which
defines its attributes, based on the minimum for their
Celestial Potency level — and granting it dots of the
caster’s Disciplines, which are used instead of Dread
Powers, capped at the usual number for its Celestial
Potency; this can include Theban Sorcery itself, or two
additional Miracles for each Potency. When cast with
an Altar, any participant’s Disciplines can be provided.
Note that this angel is not under the caster’s control,
and indeed, Theban Sorcery is unable to command
such a being. It will have its own goals, usually
somewhat related to the purpose they were “created”
for, but sometimes differing in specific details.
If the angel's destroyed, the caster’s lost Humanity
returns.

The Blackened Hand (•••••)


Target Number of Successes: 8
Sacrament: The left hand of the target
This Miracle protects a vampire from the dangers of
fire through sympathetic magic of a brutal sort,
allowing an advanced ritualist to escape destruction.
The sacrament is separated if needed, wrapped in linen
and placed in a sawdust-stuffed box. The injury may not
be healed until the Miracle’s duration ends, but the
pain and loss is an equitable price for the ritual’s potent
protection.
If the Miracle succeeds, the hand becomes a conduit
for flames for the rest of the night. Any damage suffered
by the subject due to fire is instead done to the hand,
providing effective Armor equal to the caster’s Theban
Sorcery dots against fire alone, but will never reduce the
damage below one per turn/attack. The hand gets
blacker and more cracked the more damage it takes
through this sympathetic connection, but doesn’t
crumble or fully burn until the duration ends.
Advanced (Elder): An elder character can learn a
more advanced version of the ritual (see the systems in
Thousand Years of Night), which provides Armor
equal to Potency, if higher, and requires no minimum
damage per turn/attack. However, the sacrament is both
of the target’s hands, or alternatively one hand and one
eye.

Desecrated Rites 47
48 Desecrated Rites
“We hunger in earnest for that which we cannot consume.”
— Nenia Campbell, Black Beast

As much as the Circle, Lance, and other covenants And all too often, a Kindred in a bad position within
in the world would like to project the idea that in order vampiric society will take the bait, becoming Infernal
to learn Blood Sorcery, you need to go through them, Sorcerers (or “Diabolists”).
that’s far from the truth. Mystery Cults can grant such Obviously, Diabolists are rarely well received by
magic to their members, unique bloodlines have their other Kindred, but only two Covenants have any
own brands of witchcraft, Necromancy is more widely specific predilection towards harming them. The Ordo
available to Kindred than most are aware, and other, Dracul forbids it only specifically of their own
stranger sources of power can provide such members, and indeed, a Dragon enthralling themself to
manipulations of the Blood as well. another entity, even temporarily, is punishable by
This chapter contains several examples of these sanctioned Diablerie (so their tainted soul doesn’t pass
strange magics, including Infernal Sorcery, Fae Sorcery, on). The Lancea et Sanctum take a harder stance, and
and Technomancy. Each has its own unique when in charge (or acting as the power behind the
requirements to learn, and they’re all far rarer than the Invictus throne, more likely), tend towards calling
magic provided by the major vampiric covenants, but a blood hunts on known Infernal Sorcerers. Still, the risk
dedicated aspiring sorcerer can almost always find a is often seen as worth it to those that lack any real
path towards uncovering them. power of their own, especially in areas where neither

Infernal Sorcery Covenant is particularly prominent.

Learning and Using Infernal Sorcery


“You’re Damned already, aren’t you?”
Sometimes, the power of Blood Sorcery doesn’t Infernal Sorcery is learned through a deal made with
come entirely from the Blood. It’s not passed down a demon, although the term is used loosely; this might
through the teachings of the Covenants, hoarded by be a spiritual creature that preys on sin, a corrupting
hidden cults, or intuitively called upon by the entity that wants to draw one away from humanity and
Bloodlines. Sometimes, the capability is sparked by into an endless void, or a mental projection of one’s
something external, something dark, which offers it to buried guilty secrets. All that matters is that the being
the Kindred in exchange for seemingly minor favors, to is ephemeral and, in some way, can use the Kindred’s
most vampires. Feed a bit too much and speak a name corruption to help fuel their magic.
the next time you hunt, carve a symbol into the next The deal itself can vary; the simplest way to learn
human you were going to kill anyway, or treat your Infernal Sorcery is to offer one’s service to a sufficiently
ghoul just a little bit more like an object than a person. powerful demon (at least Rank 3, using Ephemeral
In exchange, a power that they claim surpasses even the Being rules), acting as a Vassal; the character must do
most potent rites of the Circle or Spear will be granted. whatever’s asked of them, but they can then learn

Desecrated Rites 49
of some kind, so it cannot be taught directly to others,
or learned further if the entity doesn’t wish to make
further deals. The rituals themselves, however (called
“Investments”) can be passed on to others that learned
their Sorcery from the same demon.
Dice Pool: Wits + Politics or Occult + Infernal
Sorcery; choose the Skill when gaining your first dot.
On a dramatic failure, they gain the Wanton
condition, in addition to the usual effect (even if
they’ve suffered it that month). On an exceptional
success, they have the option of gaining the Raptured
condition, but representing the attunement with their
inner desires the Infernal allows for, rather than
communion with any distant god.
Cost: 1 Willpower per level of the ritual being cast;
Infernal Sorcery is an incredible drain on one’s mental
energy. Alternatively, a caster may risk a bit of themself,
and suffer Detachment at the lower of their current
Humanity or Humanity (6 - ritual level); a bane may
never be taken to stave this off.

Infernal Investments
Infernal rituals often perform feats that normal
Sorcery can never accomplish, due to the external
nature of the power behind it. If it makes sense for the
entity empowering the Sorcery, you can typically ignore
“rules” for Sorcery’s limits that might be found in
Vampire: the Requiem supplements; for instance, on
page 203 it says that Blood Sorcery can’t summon
ephemeral beings that aren’t already present, but if
empowered by a vice-ridden spirit, Infernal Sorcery
Infernal Sorcery as an Out of Clan Discipline for the might allow for rituals doing exactly that.
normal costs, and buy Rituals similarly.
Alternatively, they might just give a bit up at a time; Call on Weakness (•)
either a single dot of the base Discipline or two rituals
Target Number of Successes: 5
can be granted (with no Experience cost) by offering up
Through simple conversation, an Infernalist can
a sufficiently sinful act for the rating being offered; at
read the depths of one’s soul, and find weakness that
the first level, this might mean overfeeding enough to
can be predicated on. Upon casting the Investment,
put a mortal in the hospital, but at the fifth level it
which involves speaking to the ritualist’s reflection and
might require convincing a human to willingly sacrifice
admitting to their own weakness, the caster gains a sort
their own child in the name of the demon in question.
of unnatural insight into that of others. With just a
A sufficiently depraved Kindred might combine the
short conversation (a sentence or two in both
two methods, learning the lowest levels with more
directions) at any point over the course of the night, the
minor offerings and then offering their thralldom to
caster can learn the Vice (or equivalent) of a character,
the entity so they can delve deeper later on. Either way,
with each additional Potency beyond 1 revealing a
learning a dot of Infernal Sorcery is a breaking point in
Persistent condition or, if all of those are revealed, a
the same vein as learning Crúac, in addition to any
normal condition, in that order. This can reveal the
detachment caused by the sacrifice offered. It’s utterly
secrets of up to a number of characters equal to the
impossible to learn Infernal Sorcery without a patron
caster’s Infernal Sorcery rating for a given casting.

50 Desecrated Rites
Induced Fear (•)
Target Number of Successes: 7
Contested by: Composure + Blood Potency
This subtle effect causes a target’s fears to have a
heightened effect on them. The ritualist calls upon the
symbology of infernal manifestations of fear and
weakness, and inflicts them verbally upon their target
at some time over the course of the night; the caster
rolls Manipulation + Intimidation + Infernal Sorcery
against the contested pool as an instant action at that
point. If successful, for the remainder of the night,
whenever the target character’s in a situation where
they’d feel even a minor level of fear, they take the
Shaken or Spooked condition, as appropriate.
Advanced (••): In addition to the above, if the
target would take Shaken or Spooked normally, it
instead upgrades to the Frightened condition.

Know Sin (•)


Target Number of Successes: 9
Contested by: Composure + Blood Potency
Some visual sympathetic connection of the target
(like a recent photo) is scrawled over or altered to show
the potential target engaging in a given type of sin or
debauchery, and the caster focuses on every detail of it
over the course of the ritual. If successful, for the next
month, anytime the target participates in that sin to the
level of receiving or causing a breaking point, the
ritualist gains a brief vision of it, just long enough to
provide the context of what’s going on.
Advanced (••): The caster gets a vision of any sin
or depraved action performed by the target, under the
caster’s personal criteria for what they consider to be
“sinful,” whether a breaking point is involved or not.
where this appearance might hinder them for the rest
Leper’s Curse (•) of the night.
Target Number of Successes: 7
Contested by: Stamina + Blood Potency Numbing (•)
The caster bleeds themself in a way akin to the Target Number of Successes: 4
bloodletting “treatments” of medieval times, and lets Slicking old, dried up blood across their fingers and
that “tainted” blood run over a direct sympathetic running it in streaks over a target, the caster focuses
connection to the target (such as their hair, blood, or a their will towards numbing an individual’s pain; often,
Twice-removed blood sympathy connection). If the this is done to make it all the more tempting to partake
ritual is successful, the target then takes on the in dangerous activities without the distraction of pain
appearance of someone diseased, stricken with some to remind one of the benefits of prudence. However,
terminal, contagious-looking illness as pustules form on the caster themself must already be suffering from a
their skin and strange rashes appear along their face.
They suffer a penalty equal to Potency on social rolls

Desecrated Rites 51
wound penalty, whether from damage or another Resisted by: Stamina
source, or the Investment fails. Digging their nails into their own forearm until they
If successful, all wound penalties suffered by the cause themselves an immense degree of pain, the caster
character are reduced by Potency for the rest of the is able to worsen the injuries of another individual they
night; If there’s sufficient Potency to raise a penalty to have a minor sympathetic connection to, such as a
a bonus, any wound penalty suffered instead becomes recent photo, prized possession, or thrice-removed
a pleasant, invigorating feeling that encourages the blood sympathy. The target of the ritual must have an
target to continue onward, providing additional dice. injury that’s still present (that is, they have damage in
The maximum bonus provided is equal to the penalty their health boxes) for the ritual to be successful. The
that would be suffered. wound reopens and worsens, causing the target to take
additional damage of the same kind equal to Potency,
Intrusion of Pleasure (••) appearing as if the injury was that much worse to begin
with. A given wound can only be exacerbated this way
Target Number of Successes: 8 one time.
Resisted by: Composure
By taking part in a ritual that triggers the pleasure
centers of the caster’s brain, they can tie their target’s
Vector for Infection (••)
pleasure to their own will; they must have a sympathetic Target Number of Successes: 10
connection to the target, such as blood, hair, twice- The Diabolist inscribes their skin with a story of the
removed blood sympathy, or something similar. worst plagues they know of, and the effect they have on
For the rest of the chapter, if successful, the the populace. At the ritual’s completion, the target —
Diabolist can reflexively inflict a bit of distracting who the caster must have a minor sympathetic
pleasure on the target for the turn up to a number of connection to, such as a recent photo, prized
times equal to Potency. This can cause them to lose the possession, or thrice-removed blood sympathy — is
10-again benefit on a roll, or might instead grant inflicted with a disease of Toxicity equal to or less than
someone else the 9-again benefit on a social roll against the Investment’s Potency. They gain an immediate
them, through means of positive association or a resistance roll without any “incubation,” lacking a
loosening of inhibitions. typical contested roll, and rolling successes equal to
Toxicity will “cure” it instantly, before it starts, but
Name the Sin (••) causing no damage on a failure; thereafter, the disease
progresses and is resisted normally for its kind. If the
Target Number of Successes: 7 disease doesn’t kill the target or end up cured within a
Contested by: Composure + Blood Potency month’s time, it fades away on its own.
By committing the same sin themself as part of the
casting (potentially causing Detachment), the Diabolist
enforces an infernal sort of temptation on a target
Anguish (•••)
within a mile of them. For the rest of the month, the Target Number of Successes: 9
target gains a dice bonus equal to Potency on mundane Resisted by: Special
rolls aimed directly towards committing the named sin, After casting the ritual, at some point within the
and they suffer a penalty to rolls that directly oppose it next month, they may curse a target they can see and
(resisting the advances of a seductress when guided call upon their patron to wrack the victim with horrific
towards Lust, for instance). agony for the remainder of the month. The target
Advanced (•••): The bonus and penalty also apply suffers a wound penalty equal to Potency, capped at the
to supernatural actions, such as power activations, if normal -3, but stacking with existing wound penalties;
directly related. This will not affect a Clash of Wills, remove half their Stamina (rounded up) from the
however. As well, the caster may simply describe the Potency, rather than resisting the roll directly. Iron
desired temptation, rather than mirroring it directly. Stamina does not reduce this penalty, but supernatural
powers can do so with a Clash of Wills against the
Strike the Broken Limb (••) Sorcerer.
The caster must also inform the victim of a “way
Target Number of Successes: 6 out” of the curse, often a sin to perform or a task done

52 Desecrated Rites
for the ritualist, that could reasonably be performed in themself), the caster poisons their soul, leaving it open
the time frame. If that task or action is done, the effect to degradation and corruption. They suffer a penalty
ends early. equal to the lower of the Investment’s Potency and the
caster’s Infernal Sorcery rating on detachment and
Fragments of the Forgotten (•••) breaking point rolls (on stranger equivalents of
Integrity, it might have other effects, like adding to
Target Number of Successes: 4 Clarity “attacks” against a changeling, or draining a
Creating a vial of ink out of blood and soot, the Begotten’s Satiety).
caster spills it over a book or other written source of
information that’s become faded, had pages removed,
or is otherwise missing information it once contained,
Taking of the Spirit (•••)
even if downright destroyed, so long as they can touch Target Number of Successes: 11
at least some component of it (like a pile of ash). Resisted by: Composure
Beckoning their unholy patron to retrieve the lost A carefully made inscription of the target’s name is
information from the abyss in which it was cast, the ink made into a minor sympathetic connection to them
fills in the blanks and dries with an unnatural burn, (such as a recent photo, important possession, or
filling in the gaps and remaining legible for so long as someone with a thrice-removed blood tie), and then
the caster is focused on reading or utilizing it; as soon carved beyond recognizability with a knife or other
as their attention turns elsewhere, though, the sharp implement as they’re cursed by the caster from
Investment ends. afar.
If successful, the target loses points of Willpower
Poisoned Soul (•••) equal to the Potency of the ritual, and the caster gains
that much. The caster can store stolen Willpower above
Target Number of Successes: 10 their limits, but any remaining above the maximum are
Resisted by: Composure lost at the night’s end, if not spent. However, this
Smearing a bit of brimstone over the chest of a sudden influx of mental energy takes on the taint of
visual representation of the target (or the target hell, calling on their Beast to sin; the Diabolist takes

Desecrated Rites 53
the Tempted condition at -2, or increases the penalty
by 2 if already suffering from it. BURNING
Den of Sin (••••) Personal
Target Number of Successes: 12
Contested by: Composure + Blood Potency (special;
see below)
The caster adorns an area (of up to about a 16-yard
radius) with symbols representing a sort of sin or
pleasure to be offered within its bounds, and calls upon
infernal energy to taint the manifestation of it. Anyone
within the area with a Composure + Blood Potency
that’s not greater than the Potency takes on a Vice of
the caster’s choice; this is in addition to any Vice or
other equivalent trait they already have, and doesn’t
need to be a typical sort (“obey the caster” is entirely
valid). As well, any time someone fulfills that specified
Vice within the area to the point of causing a breaking
point (whether to themself or another), the caster
regains that Willpower too. The effects last for a
month.

Fires of the Inferno (••••)


Target Number of Successes: 12 INFERNO
This ritual speaks in their infernal tongue and calls
upon unnatural, hellish green “flames” to empower Environmental
them. At any point within the night, they may use an
instant action to trigger the ritual, causing the Inferno
Tilt on an area of about an 8 yard radius that the caster
can see; alternatively, it can target a number of
individuals within line of sight up to the caster’s
Infernal Sorcery rating, inflicting Burning instead on
those targets alone. Should it matter, the intensity of
the hellfire is defined by the Potency.
These unnatural flames aren’t true fire, but Banes of
any kind treat them as if they are, allowing them to deal
aggravated damage to Kindred and bypass certain
protections as normal. If the Tilts haven’t been ended
through normal means by the end of the night, it fades
away unnaturally in a paul of orange smoke.
Advanced (•••••): The flames are under the
caster’s direct control and will move in whatever way
the caster wishes with a reflexive action, but they take
the Distracted condition on any turn that they’re
manipulating the fire. The hellfire has a speed equal to
Potency.

54 Desecrated Rites
With this foul ritual, the caster goes into a trance and
contacts the depths of hell (or a similar realm) in search
of information that can be found nowhere else. If
successful, they can ask a number of questions equal to
the Investment’s Potency about a given target, object,
or area, relating to a specific topic, which are answered
with fairly intricate detail. However, the depths of the
abyss won’t speak its secrets without an offering of
some kind; the caster must sacrifice something
important to them, whether they’re killing or freeing a
beloved pet, destroying a favored weapon, or burning
down an old home that acted as their Touchstone.

End of All Things (•••••)


Target Number of Successes: 8
Anything can be cast into the fires of hell, including
such intangible things as magic itself. The caster burns
their hand with a low flame, causing a point of
aggravated damage to themself (and an appropriate risk
Hellspawn (••••) of frenzy), and then places that burn over the target
(whether an area, object, or person). Up to one
Target Number of Successes: 10 supernatural effect per Potency that’s affecting the
By invoking the power of hell, the caster calls forth a target is then disrupted; roll a Clash of Wills against
demonic creature in a gout of fire and smoke, bound them (roll one time for the Diabolist and compare it to
to serve the ritualist for the next month; this each effect separately), and if the caster wins, that effect
appearance does force the caster to resist frenzy as ends immediately. If the sorcerer is aware of specific
normal. If purchased as a Retainer with Experiences, effects on the target, they can determine which ones
however, it’s permanently in the Diabolist’s service. specifically are affected or ignored. If not, the most
This creature can take on nearly any appropriate recent magic is targeted first.
form up to twice the caster’s size, though always looks
the part for what it is. It has an effective Retainer rating Forsaken (•••••)
equal to the Potency of the spell (capped normally), and
dots of Physical Disciplines equal to half that rating, Target Number of Successes: 15
rounded up, which manifest in unnatural, hellish ways Contested by: Composure + Blood Potency
instead of as they typically might for Kindred; using The caster chants the target’s name in reverse,
Vigor to enhance an attack might leave a smoldering destroys a sympathetic connection to them (such as a
wound instead of inflicting more force, for instance. recent photo or important personal possession), and so
No matter what form the creature takes, its attacks wills them from existence in the collective unconscious
always deal lethal damage, even to Kindred. of the world. If successful, the target finds it nearly
Advanced (•••••): The Retainer rating can be as impossible to impose themself on the world. Any
high as 5 + the caster’s Infernal Sorcery rating, can be mundane rolls for others to notice them, for social rolls
granted any Discipline the caster has in addition to made by them, or for them to try and draw attention
physical ones, and the caster never needs to pay more suffer a penalty equal to Potency. Supernatural powers
than 5 dots for the merit if keeping the creature doing the same instead must contend with the caster in
permanently. a Clash of Wills to succeed.
In addition to the more immediate effects, long term
Whispers of the Unborn (••••) ties suffer too; any social merits representing external
connections, like Status or Allies, are blocked and
Target Number of Successes: 9

Desecrated Rites 55
unusable for the duration if their rating is equal to or
lower than the Diabolist’s level of Infernal Sorcery.
The effect is permanent, but there’s always one way
to break the effect on the victim; they must shatter a bit
of their soul, causing the world to take notice of the
disturbance again; it ends once the character loses
Integrity or a similar trait due to some sort of sin or
selfish action committed, or in the process of doing
something the Diabolist commands. More “fleeting”
versions of Integrity might require greater sacrifices;
changelings must take severe Clarity damage to the
point of causing a Clarity condition, and Begotten must
take on the Ravenous condition as part of the action,
for example.

Fae Sorcery
“Sell a man a fish, and you’re owed a single debt. Rent a
man a fishing rod, and he’s indebted for a lifetime.”
There’s nothing wrong with a deal with the Fae, is
there? Yes, make a deal with a Demon and your magic
becomes tainted, leading you down a slow descent into
the depths of your Beast’s depravity, but the Fae? What
do they really want from you? Little more than a favor
here or there. Nothing too complicated, nothing too
dangerous, just tiny tasks in exchange for Sorcery
unheard of by most of Kindred society. Why delve into
the depths of the infernal when the friendly shop-keep
at the goblin market is willing to offer you the same
thing for a minor memory or a promise to keep iron
away from your haven.
That’s the way it seems, at least. That debt can add
up quickly, though, for a Kindred that doesn’t pay
attention. Every time they call upon the magic of the sales-goblins, Fae Sorcery, simply enough, is Blood
Wyrd, it takes note, and another “little favor” is owed Sorcery that’s empowered by the Wyrd via a deal made
to that same Goblin that offered you that magic in the with a Hobgoblin or other denizen of the Hedge (or
first place. Most Kindred that attune themselves in this perhaps even a True Fae). Relying as much on Glamour
way can learn ways in which they can shed this debt, as the power of the blood, it draws less on the Kindred’s
but even so, using it one too many times can find them own reserves of power, and more on the working of the
drawn inexorably towards the Hedge, where it can Wyrd, building up debt — Goblin Debt, specifically (see
claim its new debtor as one of its own. Changeling: the Lost pg. 162 and 256).
Note: The Changeling: the Lost second edition core The initial purchase of Fae Sorcery typically involves
rulebook is typically needed to make use of this form of a trip to the Goblin Market, or some other chance
Blood Sorcery. References to systems in there will be encounter with a Hobgoblin or other Fae creature, and
provided alongside appropriate page numbers. so few Kindred end up learning of this strange Sorcery.
Still, there are a few rare bloodlines that have an affinity
Learning and Using Fae Sorcery for the Hedge or for Fae, there’s Kindred with
changeling allies, there’s unfortunate Hedge Denizens,
Also called “Glamour,” “Pact Magic,” “Goblin and there’s always the random whims of the Wyrd
Mysticism,” and a host of other one-off terms by its allowing for such a meeting to take place.

56 Desecrated Rites
To gain the first dot of Fae Sorcery, the Kindred must
typically give up a memory, experience, or some aspect
of themself, and an owed favor, which is represented by
the accrual of a point of Goblin Debt (which must be
paid off like a mortal does), and the expenditure of 4
Experiences (like with most forms of Blood Sorcery),
which will grant a ritual (or “Charm”) for free, as
normal. Further dots can be learned normally for
Experience, but can often be gained more quickly by
making further deals with the Fae.
Once learned, a Kindred’s Humanity has no effect on
how much further Sorcery can be learned, but it they
ever gain the equivalent of Oathbreaker or a similar
supernatural condition implying a lack of
trustworthiness in supernatural bargains, their Sorcery
ceases working until they resolve that condition.
Similarly, if they ever break a Bargain with a Hobgoblin
or True Fae, they also lose access until they make
amends.
Dice Pool: Manipulation + Politics + Fae Sorcery. On
a dramatic failure, gain the Guilty condition. On an
exceptional success, they have the option of gaining the
Ensorcelled condition, which lets them see through the
Mask for the rest of the night, or until they come into
contact with iron (which resolves the condition).
Cost: 1 point of Goblin Debt per ritual (see
Changeling: the Lost, pg. 162); some may also have
specific components or circumstances required of
them. Goblin Debt gained from using Fae Sorcery can
be shed by the Storyteller in the same way it can for
changelings utilizing Goblin Contracts, but only for
Debt accrued with Charms (not including the Debt to
learn Fae Sorcery in the first place). Further rituals
cannot be used if the caster cannot gain more Debt.
However, if they have 9 Debt, they may choose to cast
a ritual and end up with the Hedge Denizen condition
(see Changeling: the Lost, pg. 340) if they don’t already
have it.

Charms something is, but it’s incredibly good at pulling that


nature in another direction, or combining it with
Fae Sorcery is the magic of tricksters, a comparatively aspects of something else entirely.
subtle form of Blood Sorcery that can allow one to skirt Charms often involve subtle little promises being
the rules, veil their actions, and forge miniature made, along with strange, but meaningful actions that
“bargains” with aspects of reality itself. It calls upon the align with the Wyrd’s concept of the effect being drawn
Wyrd, offering up a bit of one’s own Fate, or a out. There’s no visceral sacrifices, or blatant pleas to
promised favor to be returned, in exchange for a more holy avatars, just a tugging on the catches already built
immediate change to the nature of the world around into every aspect of reality. Often times, the ritual
the Sorcerer. Like all Blood Sorcery, it never behind the casting is little more than setting up the
profoundly changes the innate nature of what right circumstances or criteria for a period of time; this

Desecrated Rites 57
might mean closing one’s eyes and wearing all black
when striking someone blind from afar, for instance, or Bloodroot (•)
borrowing the healing power of a goblin fruit (or stolen
blood) with a simple request to mend a coterie-mate’s Target Number of Successes: 7
wounds. This requires a Manipulation of the By painting a goblin fruit or similar hedge flora (or a
underlying nature of the world, and an understanding representation thereof) with a bit of Vitae, the target
of how these woven contracts and oaths between plant can be made to absorb it, taking on a bit of the
aspects of reality really work. nature of Vitae for the duration. This doesn’t create a
Mandragora at this level, but it does let the fruit store
the point of Vitae inside it, which can be offered to fae
Blessing of Basic Competence (•) creatures to attempt to bond them, or alternatively can
Target Number of Successes: 5 then be consumed by Kindred, allowing them to gain
With a hastily scribbled drawing or other the benefits of the fruit even if they normally couldn’t;
representation of the task the subject’s meant to be if it only provides Glamour, the vampire gains an
undertaking, the Sorcerer blesses them with a basic additional Vitae.
level of bare minimum competence in that task; the If left alone in the ground, the plant is capable of
target must be present for the casting. For the rest of some minor level of movement akin to what
the night, any situational penalties, or penalties from Mandragora manage, shifting positions and appearing
lacking training in a skill, are reduced for the named someplace more open and tantalizing to passersby,
task by up to the ritual’s Potency, for a number of rolls when not observed. These changes last for as long as
over the duration up to that same Potency. the plant does.

58 Desecrated Rites
Advanced (••••): The plant becomes a full Creating a fairy ring, the caster reaches into the earth
Mandragora, gaining the usual benefits, and developing it surrounds, and pulls out an object. This object has
up to 1 discipline dot per level of Potency, appropriate an effective Availability equal to or less than the
to a “Goblin Mandragora.” At Storyteller discretion, it Charm’s Potency, and will always be something helpful
may also develop Dread Powers and Contracts on its to the current situation or the caster’s plans, but the
own, becoming a Hobgoblin, but they’re not directly specifics of what exactly they retrieve is not up to them,
granted by this Charm, nor chosen by the caster. (see it’s up to the Wyrd (and thus the Storyteller). The
Half-Damned, pg. 115 for Mandragora rules, and object can’t be anything that would require fuel (like
Changeling: the Lost pg. 252 for Hobgoblins). gas) or electricity, but can otherwise be anything.

Faerie Food (•) Locksmith (••)


Target Number of Successes: 4 Target Number of Successes: 4
Forming appropriate shapes and representations out By enacting a specific Key the Kindred is aware of for
of dust or sand, the Kindred is able to conjure any sort of Gateway or Iris of any kind (chosen when
foodstuffs that can heal the bruises of the Undead, and they purchase the Charm), they’re able to use this ritual
can similarly be tasted and digested by them in the first to open up a Hedge Gate (or Hedge Gates,
place. 1 Vitae must be provided per 4 points of bashing theoretically) within their presence, so long as that
damage that the food is capable of healing in total; once Hedge Gate has a Key of its own. For instance, the
consumed, the substance vanishes in the gut of the ritual might only work when cast at midnight on a full
undead that consume it, and heals the appropriate moon, or might only work when a certain song is sung
amount of bashing damage (up to Potency, so long as by a child nearby, if they’ve run across gateways with
enough Vitae is provided). similar Keys. It remains open for turns equal to the
Alternatively, if the blood provided isn’t Vitae, but Kindred’s Fae Sorcery rating.
was taken from a mortal or animal instead (equivalent Advanced (••••): The Kindred needn’t choose a
to the Vitae a vampire would get from it), the food single Key when they learn the Charm. Instead, they
created can heal the wounds of the living and sustain can use any Key they’re aware of with each casting.
them just like normal food, although it always feels
oddly unsatisfying as it hits their stomach. To Market (••)
Any created food vanishes at the end of the night if
not consumed. Target Number of Successes: 6
Advanced (••• or •••••): The wounds healed With this ritual, which involves a study of any
can be lethal or aggravated, respectively, requiring Vitae “oddities” that have recently occurred within the area
or blood equal to half of what would be needed for a in the past few weeks, the Kindred is able to discern the
vampire to heal the wound normally. location of the nearest Goblin Market (if in the Hedge)
or the nearest Gateway to it (if not), so long as it’s
within three miles of their current location.
Fetch’s Trick (•)
Target Number of Successes: 7 Positive Reinforcement (••)
Leaves or similar detritus are gathered and cast across
Target Number of Successes: 7
a corpse or other dead matter, causing the veiled
substance to transform into crumbled leaves or other Writing down the gist of what the Kindred wants the
bits of dead dust. A light breeze then picks up in the target (who must be within a mile of them) to focus
area and scatters the remains. The ritual does not work their words on, they’re able to reinforce a target’s desire
if any part of the corpse is visible to anyone else during to stick to a certain subject when speaking. A pool of
the casting; it must be completely covered beforehand. Willpower points equal to the Potency of this ritual is
“set aside” at its casting, and whenever the target speaks
of a certain topic in a way that the Kindred finds
Gift From the Fae (••) desirable over the course of the night, they gain a point
Target Number of Successes: 8 of that Willpower, along with a feeling of

Desecrated Rites 59
accomplishment and satisfaction that they’re doing
what they should be. The granted Willpower can be Hedgespinning (•••)
stored above the target’s maximum for the duration,
but any excess disappears at the night’s end. Target Number of Successes: 6
By performing ritualistic actions appropriate to the
Hedgespinning they see themselves wishing to attempt,
Chanjelin Ward (•••) the Kindred can, with a successful casting, make Subtle
Target Number of Successes: 12 Shifts (see Changeling: the Lost pg. 204) in the same
Contested by: Composure + Blood Potency way the fae can, by designating an action as meant for
By carving or painting a symbol that seems unnatural hedgespinning, and spending up to a maximum
and confused on an area the Kindred wishes to ward number of successes on a given shift equal to the ritual’s
(no larger than a 32 yard radius), they can confuse and Potency, at the cost of 1 Vitae instead of Glamour.
befuddle those that would enter their protected spaces. However, the Wyrd is fickle, and the Hedge will always
Anyone that enters the area and meets criteria specified spin itself in response to changes made by the Sorcerer.
by the Sorcerer at the ritual’s casting is struck by the Advanced (••••): Paradigm Shifts (Changeling:
curse if they don’t contest it (roll once against the the Lost pg. 206) can be enacted instead.
caster’s final roll). For so long as they remain in the
area, they suffer the Confused condition and cannot The Warrior’s Epic (•••)
resolve it while there; they do not get a new contested
roll if they leave and come back, either. The ward lasts Target Number of Successes: 9
for a month, or ends early if the symbol is destroyed. After spinning a tale of a great battle as part of the
Charm’s casting, the Kindred gains an unnatural level
of finality given to their shots, a weight of destiny
making any attack an epic moment of destruction and

60 Desecrated Rites
triumph. Up to a the Wyrd’s whims, but it
number of times equal should generally defend the
to Potency, they can caster in any situation where
“upgrade” one attack they’re not trying to slip the
they make, causing it to bonds of their own promises
deal an appropriate Tilt and debts.
to the body location Advanced (•••••): Any
struck even if it wouldn’t supernatural effect that the
normally be doing target fails to resist normally,
enough damage; if the that would alter their “fate,”
attack isn’t targeted, it “luck,” “destiny,” bind them
causes the moderate Sick unwillingly into an oath,
Tilt as the target’s organs change the reaction of the
are disrupted and wider world to them (such as
shoved about. For with Guidance rituals), forces
instance, targeting an the Kindred to do something
arm and dealing only a they don’t want to do, or that
single point of damage would cause the Kindred to
will still inflict Arm break or work against a
Wrack. The ritual lasts supernatural oath or promise
until the Potency is all they’ve sworn, is contested
expended, but cannot be with a Clash of Wills, up to a
recast until all of it is number of times equal to the
used up. Charm’s Potency.

Wyrd-Wrapped (•••) Hedge Golem (••••)


Target Number of Target Number of
Successes: 9 Successes: 9
Wrapping fulfilled By mixing Glamour and
contracts or written Vitae, and casting it around a
down promises around well tamed area of the Hedge
their ankles and wrists, (comparatively speaking), the
the Kindred or another Kindred is able to shape the
touched subject gains a thorns and foliage of the
level of protection over Hedge into a deadly servant
their fate and destiny. for themself. The Potency of
Up to a number of times this Charm defines the
equal to the Charm’s Retainer rating of the creation
Potency, the Wyrd may decide to intervene when the (to a maximum of 5), and the number of Disciplines
caster is targeted by an effect that causes them bad luck, the Kindred can grant to it, that they themself are
alters their fate or destiny or place in the world, or that capable of (this can include Fae Sorcery itself). This
would cause the Kindred to unwillingly break a pledge, hedge creation has Armor equal to the Durability of the
oath, vow, or similar supernatural agreement, if they hedge-stuff used to forge it, and may Hedgespin via
fail to resist it normally. A Clash of Wills is made subtle shifts. The creation is well disposed to the
against the offending effect, and it’s deflected from the Kindred, but is not under the Kindred’s direct control;
Kindred if the Sorcerer wins (the Charm is effectively Social Maneuvering or similar methods must be used
permanent, so grants a +4 bonus), granting them to get it to do what the Kindred wants. It fades back
immunity against further attempts of the same power into hedge-stuff after a month.
for the scene. The Storyteller is the ultimate arbiter of

Desecrated Rites 61
Advanced (•••••): The maximum Retainer rating casting, their corpse or remains vanishing from
is 5 + the Kindred’s Fae Sorcery rating, and can be wherever it was. If they were stolen by the Fae, or
purchased as a Retainer to make it permanent, and put otherwise kidnapped, they’ll find their way out with an
the creature more directly under their control appropriate twist of fate.
(although when not focused on, it can still do as it But such a thing always comes with a price. An
pleases). individual of less importance to the caster than the
target will suffer the same fate the target had undone;
Letter of the Law (••••) who exactly this is is up to the Wyrd, but will usually be
as close to the caster as is possible with the
Target Number of Successes: 8 aforementioned criteria. They’ll die, be captured, or
Studying obscure magical laws, whether their own otherwise lost, and any magic attempting to undo this
Kindred Praxis’ rules or the oaths of ancient fairy tales, must defeat the caster in a Clash of Wills (they can’t
the Kindred gains a sense for unnatural deals. This willingly fail it).
provides them with magical insight into any sort of
bargain or agreement, giving them additional dots of
Politics or Occult equal to their Fae Sorcery rating,
Transferred Debt (•••••)
which can go above their normal maximum and be split Target Number of Successes: 12
however they wish, along with an inherent specialty in All debts must be paid, but there’s no reason that the
“Oaths.” In addition, they become inherently aware if Kindred has to pay off the debt themself. By making an
a statement they’re about to make would be bound in agreement with a mortal (or other non-fae individual),
a supernatural oath, pledge, or similar effect. This lasts and offering some level of temporal power in exchange
for the rest of the night. for a “favor” or “helping with an old debt” or some
similar wording, Goblin Debt can be transferred over
Reaping (••••) to them. They cannot be made aware that there’s a
supernatural nature behind this agreement, but despite
Target Number of Successes: 13 that, there’s no contested roll, as they’re inherently
Resisted by: Stamina “willing” participants in the ritual. This does mean the
Calling the Beast to the surface, but not letting it take ritual itself is not clearly magical or even ritualistic in
control, the Kindred unleashes a bit of their Aura on its performance.
someone, but rather than using it to stir an emotional If successful, the subject (or subjects) gains a number
state, it’s used to steal an emotional state, and sate the of dots of mundane, external social merits like Allies,
Beast with that loss. The targeted character, who the Contacts, Resources, or Status, equal to the Charm’s
caster must have a sympathetic connection to (like Potency (up to normal maximums), which lasts for the
blood, hair, or someone with a twice-removed blood duration. However, an equal number of points of
tie), loses Willpower equal to the Charm’s Potency, and Goblin Debt are transferred to the target for that same
takes the Ravaged condition (Changeling: the Lost pg. duration, and will “expend” itself like it would for a
334). The resultant Glamour is then converted into changeling; the exact rate of this is up to the Storyteller,
equivalent Vitae and absorbed by the Kindred. but should be spent about as often as they would be for
the Kindred or a changeling.
Life for a Life (•••••)
Target Number of Successes: 16
The caster can use this powerful, costly ritual to bring
back a loved one. They must have a minor sympathetic
connection to the target, such as a recent photo (or one
taken near when they died or went missing), important
possession, or someone with a thrice-removed blood tie
to them. However the target disappeared, they will
make their way back to the caster. If they died, they’ll
come back to life in a location defined during the

62 Desecrated Rites
.

Desecrated Rites 63
64 Desecrated Rites
Technomancy
When you feed Vitae to an object, it seems as if
nothing happens. No amount of will can “ghoul” your
favorite vehicle, Animalism won’t allow it to be raised
as a form of primitive “undead,” and it doesn’t even
seem to absorb it like the early stages of Mandragora
manage. But something does happen. Mostly, it
changes what it touches. Like oxygen rusting iron, it
alters the makeup of it, allowing it to react to things a
little differently than science would otherwise dictate.
It allows someone who knows of these complex
arcanochemical properties to cause it to do strange
things using further Vitae or other aspects of
technology, merging them, controlling them, changing
them, enhancing them, or even creating something new
using it as a template of sorts. It enables a new form of
Sorcery.
This form of magic, Technomancy, relies less on
typical arcane practices, and more on a “lost” form of
science that dictates how Vitae reacts with the physical,
particularly inanimate objects and substances. Every
once in a while, though, someone rediscovers these
subtle properties, and Technomancy springs forth
again.

Learning and Using Technomancy


It’s not as simple as just buying a dot of Sorcery and
finding yourself able to animate and manipulate
technology. Technomancy is not taught by most
Covenants (at least none of the commonly known
ones), so most Kindred need to make a “breakthrough”
of sorts to make use of the strange properties of Vitae
that allows it to interact with the inorganic; this is
colloquially known among neonate Sorcerers as “The
Discovery.”
This is done through one of two ways: a mentor or
experimentation. With a mentor who’s already capable
of at least the second level of Technomancy rituals (or
“routines”), a single Intelligence + Science roll can be
made after about a chapter’s tutelage to see if the
student grasps it. If successful, they do; if not, they can
try again after another chapter’s work.
Lacking a mentor, experimentation is the only
option. It involves an in depth process wherein the
Technomancer-to-be uses the scientific process to
discover certain subtle physical and chemical properties
unique to fresh Vitae. This involves an extended
Intelligence + Science or Crafts roll, requiring 15 total

Desecrated Rites 65
ritual level or higher. Usually, these are lost in the
casting or “dedicated” to the ritual, but if it can be used
again, raise the Availability needed by one.

Routines
Technomancy is a fairly direct, repeatable sort of
sorcery. Its routines do what they’re supposed to do the
same way every time so long as they’re cast the same way
every time, and there’s little natural variation; where
Crúac might involve the magic pulsing and corrupting
itself, twisting a creature or visible effect in strange
ways, Technomancy produces exactly what the ritualist
had in mind, for better or worse. It’s not the sort of
magic that works off intentions, it works off specific
details, and it gets them right every time, so long as the
caster themself doesn’t mess up.
successes. What exactly spurs this can vary; sometimes, The routines themselves lend, unsurprisingly,
just looking at Vitae under a microscope with Acute towards the physical. You rarely affect a living creature
Senses will be the spark needed to get the process directly so much as you create an object or piece of
going. technology in another form that can do what you want
Alternatively, if using the altered “Blood Beats” for you. This might be a computer program that
twist (see page 10), you can put aside a special set of performs the mental skills you wanted enhanced, to a
blood beats relating to technology; an exceptional strange attachment that will knit the flesh of the
success using Auspex on a computer could apply its undead back together so long as it’s fueled with blood.
beat to that pool, for instance. These Experiences, once Some sample routines follow; example materials are
you have enough to purchase the Discipline, can provided with each one, but unlike Theban Sorcery’s
similarly allow for The Discovery. core rules, you can use anything of appropriate
Unsurprisingly, while not commonly taught in the Availability that makes sense for a ritual, at Storyteller
Ordo Dracul, Ordo members have been known to be discretion. Advanced routines of course require more
one of the more “common” Covenants out of the major expensive components than the Example.
five to discover Technomancy in a given area.
Once The Discovery has been made, one way or Analysis (•)
another, Technomancy and its rituals may be
purchased by the Kindred for the usual costs for an out Target Number of Successes: 2
of clan Discipline. However, continued use of Example Materials: An Oscilloscope worth
Technomancy relies on a Humanity equal to the level Availability ••
of Sorcery being used, like with Theban Sorcery; the The required Vitae is fed into a piece of equipment
principles of science don’t come easily to one too far or technology that the character wishes to study, and
lost to their Beast’s instincts. the results are measured with specialized tools that have
Dice Pool: Intelligence + Crafts or Science + been attuned to the odd frequency that Technomancy
Technomancy (choose a skill when you first learn relies on. This effectively will provide the following
Technomancy). On a dramatic failure, they gain the information about the equipment, one piece per
Confused condition, in addition to the usual effect. On Potency, of the caster’s choice: The technology’s age
an exceptional success, gain Informed related to the (time since crafted into its current form), what it does
ritual target, or whatever else makes sense for the (if unclear), who built it, who last used it, what it was
casting. last used to do, who used it before them, what they used
Cost: 1 point of Vitae, which must always be it to do (and so on with further previous users). The
physically spilled as part of the routine, and materials information is fairly vague, as appropriate to the tools
appropriate to the ritual worth an Availability of the being used; it won’t reveal a detailed scene, just a basic
descriptor (“the gun was used to shoot someone”).

66 Desecrated Rites
Holographic System (•) Generally, over time, equipment and technology
tends to become fickle, malfunctioning or freezing or
Target Number of Successes: 6 otherwise doing its job less reliably the older it gets.
Example Materials: A gemstone worth Availability This basic routine, which involves “over fixing” the
•• target equipment (and feeding it Vitae in the process),
A small device is put together, requiring a typical helps to prevent that from happening. For the next
“Build Equipment” action before activating this month, any penalties (up to the routine’s Potency) from
routine. This creates a pocket sized holographic the equipment being damaged or otherwise not in top
projector that churns unsettlingly, which allows for condition are ignored by its user, and it won’t physically
imagery and sound to be emitted from it that fills up degrade from “natural” sources, like rusting or heat
space no larger than 10 cubic yards, with higher damage. This doesn’t prevent purposely done harm.
Potency allowing it to be more complex; any Wits +
Composure roll to discern it’s not real takes Potency as
a penalty. Touching it, of course, reveals there’s
Venomous Cocktail (•)
nothing actually there. The projector lasts for a month Target Number of Successes: 7
before degrading beyond usability, unless purchased as Example Materials: A drop of a substance that’s
an Enchanted Object. toxicity 3+ to humans.
Vitae and the required materials are mixed into a
Overclock (•) small flask (or multiple, with higher Scale). This creates
a light red colored “explosive” with +0 damage, -2
Target Number of Successes: 5 Initiative, a blast area of 3, and a force of 0. This causes
Example Materials: Additional electronic parts damage only to someone directly hit, but anyone
worth Availability •+ (including them) in the blast area takes the Poisoned
This is probably one of the most well-known and Tilt (moderate at Potency 5 or less, grave at 6+). Out of
simple routines available to Technomancers. Special combat, it’s instead one dose of a poison per dot of
devices, fueled and cooled by Vitae, are connected to Technomancy, with toxicity equal to Potency.
an existing electronic device (usually a computer), However, this substance is incredibly volatile and
allowing the system to overclock to a degree that would difficult to aim; any failure throwing it or otherwise
normally be damaging to the processor. Over the course utilizing it is treated as a dramatic failure, often causing
of the next month, a number of rolls aided by that an ally or the caster themself to be poisoned. The
equipment equal to Potency gain the 9-again benefit. substance degrades after a month if not used.
The component so added is very distinct and kept Advanced (••): The substance is less volatile, and
mostly on the outside of the device; it can be easily the downgrading of a failure no longer happens.
targeted and damaged, and if either it or the computer
itself takes structure damage (the add-on has no
durability), the routine ends early.
Armor Piercing Field (••)
Advanced(••): The benefit is 8-again instead. Target Number of Successes: 5
Advanced(•••): The benefit is Advanced Action. Example Materials: A copy of the weapon to be
Advanced(••••): The benefit is a dice bonus altered
equal to Potency, but it affects an unlimited number of This routine involves creating a “shell” of sorts that’s
rolls during the month; this is not an equipment bonus, wrapped around the portion of a weapon where a clip
and so stacks with it. Such an object can be bought as or ammunition is kept, if based on ammo, or else is
an Enchanted Object to have the routine last wrapped around the “business end” of another
permanently. weapon. This creates a small field that allows for the
weapon to have an effective Piercing rating equal to
Upkeep (•) Potency for the rest of the night, as it disrupts inorganic
material in its path. As well, it does lethal damage even
Target Number of Successes: 5 to vampires.
Example Materials: Repair kit worth Availability However, the field is inherently unstable; that same
•• Piercing rating is granted to any attack targeting the
weapon’s wielder.

Desecrated Rites 67
Field-Examining Neural Network (••)
Big Brother (••) Target Number of Successes: 8
Target Number of Successes: 12 Example Materials: A computer worth Availability
Example Materials: A camera worth Availability •• •••• to host the Network
that’s taken apart in the casting. This advanced routine allows for a Technomancer
By fashioning a camera and some additional to create a neural network of sorts that’s capable of
materials into a small “listening device” of sorts that reaching into the world wide web, and perhaps even the
gets attached to a screen or implanted onto their head, darker corners of it, to find information that it strictly
the Technomancer is capable of tapping into all video shouldn’t really be able to get at. Mechanically, this
and audio devices within an area no larger than a 32 provides a number of dots of effective Contacts equal
yard radius they’re within for the casting. At any time to the lower of the caster’s Technomancy and the
for the following month, they can see the camera feeds routine’s Potency. These Contacts can be queried a
or hear what the microphones are picking up by number of times equal to their Technomancy rating
reflexively focusing on them. By default, the before the network breaks down and becomes
Technomancer has no actual control of the circuitry; unreliable; this doesn’t require a roll.
it’s effectively read-only access. The ritual ends if the machine hosting the network
Advanced (••••): The Technomancer can control is shut down or disconnected from the net.
the camera and microphone systems, redirecting them,
turning them off, raising or lowering volume, or
whatever else they need to do to get the best
Vitae-Circulation Implants (••)
appearance/sound out of it (or to just make themselves Target Number of Successes: 6
less visible). This requires an instant action of Example Materials: Availability •• worth of
concentration, but one action can control all within the circuitry and metal
affected area at one time. Small circulatory-regulating devices are crafted and
implanted over the top of a subject’s skin in key places
on the arms, legs, and chest, which cannot be fully

68 Desecrated Rites
covered by the epidermis; some part of them will always
be visible. However, for the next month, the subject can
Self-Actuating Computer (•••)
store additional Vitae equal to Potency above their Target Number of Successes: 10
normal limitation (even if that’s 0), as the devices help Example Materials: The broken down components
regulate and direct its storage and usage. As well, by of a high end computer
suffering a point of unavoidable lethal damage, they A high end personal computer is broken down and
can raise their effective Blood Potency by 1 for the sake reconstructed into a handheld, wrist-worn, head-
of their Vitae-per-turn limits (only) for a scene, as the mounted, or otherwise miniaturized form, a process
implants “overclock” and burn out the Kindred’s requiring an extended Intelligence + Computer roll,
animating force. requiring 10 successes and an hour per roll. This gadget
The procedure can be bought as an Enchanted not only is as potentially powerful as some of the most
Object to allow it to be retained permanently by the high end computers on the market, but it exudes a
target. In either case, if the implants are removed or strange, dark red substance into the skin where it’s
destroyed, the ritual ends early, as it technically targets worn, which enters the bloodstream and stimulates the
the devices themselves. user’s mind, giving them an intuitive understanding of
the device (and similar technology).
If the routine is successful, the device is created, and
Life-Consuming Ordnance Replenisher (•••) Potency is split between the device’s equipment bonus
Target Number of Successes: 7 (to the usual maximum of +5) and additional dots of
Example Materials: A pound of explosive material the Computer skill granted to the wearer, up to their
A single weapon relying on ammunition is altered, usual maximum. By default, the device lasts for a
implanted with rusty-looking needles that collapse into month before breaking down, but it can be kept
the handle or other grip point on the equipment. permanently if bought as an Enchanted Object.
When an attempt is made to fire the weapon without
ammunition, if that grip is held by a creature with
blood or Vitae, the needle stabs into the wielder,
Sleek (•••)
drawing a point of Vitae or the equivalent in lethal Target Number of Successes: 8
damage from them. This “reloads” the weapon fully, Example Materials: Availability ••• of expensive
creating ammunition from the stolen blood, before the inks or paints
needles retreat. This alteration lasts for a month before With this routine, the Kindred is capable of using
it fails, unless purchased permanently as an Enchanted advanced techniques (and some Vitae) to alter the
Object. appearance and texture of inorganic matter to a degree
that ink and paint normally wouldn’t be capable of. A
computer’s case can be changed from metallic to
Resilience Stimulating System (•••) appearing crystalline (but will still have metallic “stats”
Target Number of Successes: 7 like a higher durability), for example, or a small
Example Materials: An expensive self-contained building might appear to glow in the dark. Particularly
power source worth Availability ••••+ strange Sorcerers can even add seemingly biological
A small collar, headband, or wristband is features to a device, like adding pulsing arteries to a
constructed and worn by the routine’s target to raise sidewalk; this does not work in reverse, however.
their Composure, Resolve, or Stamina (respectively) by The changes are physical, but don’t alter the
a number of points equal to Potency, to a maximum of mechanics of the device beyond the senses (it might add
(the user’s normal attribute maximum + the caster’s a higher bonus to impress someone or to conceal it, but
Discipline), using a special, stimulating field of it won’t alter Durability or Structure, or even make a
electrical pulses empowered by Vitae (which sort of knife have a lower weapon bonus). Alterations that
itches). This device is attuned specifically to the user, could be done naturally to the material are permanent,
and if removed or damaged, the ritual ends early; it whereas more unnatural ones, like changing the
otherwise lasts for a month. apparent substance or adding organic features, last for
a month.

Desecrated Rites 69
rating equal to Potency (capped at 5), with a field
appropriate to the human brain (or similar material)
that was used as part of the creation, and the limitations
of the constructed body. Additional Potency can
provide effective equipment bonuses for any “add-ons”
to the robot, such as drills, tools, or weaponry (weapon
bonus equals effective equipment rating). The
construct lasts for a month, unless the Sorcerer
purchases it as a Retainer, which can allow it to last
permanently, instead.
If, instead of a human brain, a vampiric brain is
somehow preserved and implanted, the construct can
have Potency split between its normal factors and being
able to store Vitae equal to the split Potency. This Vitae
can be spent to heal structure damage like a vampire
Adaptive Counterfeiting System (••••) heals bashing damage, or to use Physical Intensity rules.
Target Number of Successes: 8 It can, by default, only spend 1 per turn.
Example Materials: High end counterfeiting Note: The body doesn’t have to be a humanoid
materials robot. This ritual can also be used to animate vehicles
A typical counterfeiting system has its flaws, rarely to be self-driving (a vanpire, if you will), for example.
able to continually adapt to new security measures or The Retainer’s field is altered appropriately to the form
investigative teams. However, using this routine, a taken.
more advanced, vitae-powered system is developed,
capable of altering the normal parameters of Blood-Fueled Generation System (••••)
counterfeiting constantly, keeping up to date to the Target Number of Successes: 10
second as if by some strange turn of luck. The user must Example Materials: Expensive capacitors soaked in
craft the equipment to hold the software themself; this the needed Vitae
takes a day’s time and a successful Wits + Crafts - 3 roll. A small battery is crafted with a roll of Dexterity +
If the crafting and the following ritual are successful, Science, which is filled with four points of Vitae and
the system is improved dramatically. The bills are non- made to “slot into” an electronic device or one relying
sequential and look mildly used, never have their code on combustible fuel, of no larger than size 10. When
match money that’s currently being tracked, any turned on, the device gives off a scent of blood and
holograms and other systems are perfectly intact, and smoke, but doesn’t need to be fed its normal form of
the reproduction is otherwise perfect. fuel or power. This lasts for a full month, or
Effectively, this provides Resources equal to the permanently if purchased as an Enchanted Object.
lower of the user’s Technomancy and the routine’s
Potency, which lasts for a full month. The money
cannot be tracked back to the caster except through Infrastructure Alteration (•••••)
other magics, in which case a Clash of Wills is needed Target Number of Successes: 11
against the Sorcerer. Contested by: Special
Example Materials: The “heart” of an Angel (or
Artificial Lifeform Prototype (••••) Demon)
This incredibly dangerous, risky ritual involves the
Target Number of Successes: 8 application of various supernatural and technological
Example Materials: A human brain materials to Infrastructure (of the God-Machine) to
The organic components are sheathed inside an alter it on a fundamental level. This inherently involves
appropriate artificial body, and an advanced an Intelligence + Occult roll to see if the character even
combination of programming, chemistry, and the knows how to do what they’re attempting; you can’t
properties of Vitae allows for the created construct to just picture the Infrastructure and cast this ritual. The
attain a semblance of life. They act as a Retainer with a

70 Desecrated Rites
Infrastructure “contests” the ritual with a dice pool of routine is enacted. If successful, a “portal” of sorts is
between 5 and 10 depending on its complexity. created between the locations, allowing one character
If successful, however, 1 facet of it can be changed at a time to step through one end to arrive at the other
per Potency, such as the type, security, linchpin, or even instantaneously. This ritual is permanent, unless one of
its basic function (see Demon: the Descent for more the portals is destroyed.
detail). At Storyteller discretion, more than one part Technically speaking, it’s said this routine works not
might need to be altered at once or the effect will fail by “teleporting,” but by destroying and then remaking
simply due to being unable to upkeep itself properly. the character at the other end, using Vitae’s
Any angels tied to the Infrastructure that have a regenerative power to fuel such rapid recreation. Most
Resistance equal to or less than the Potency will refuse try not to think too hard about any ethical implications
to acknowledge anything being different or wrong, behind such magics.
unless something about the new Infrastructure would go
against their ultimate mission from the God-Machine.

Vitae-Powered Duplication Transmitter (•••••)


Target Number of Successes: 16
Example Materials: An expensive diamond split
into two (Availability •••••)
The material is split into two parts (this is
important, as it creates a sympathetic tie), and then a
pair of electronic gateways (about a 2-yard radius each)
are built with said components at the center of each;
this requires a day’s work for each one, and a successful
Wits + Science - 5 roll. They’re both then placed in the
locations to be tied together by the ritual, and the

Desecrated Rites 71
72 Desecrated Rites
Desecrated Rites 73
“Whisper your dream to me, childe, so I may write it across the stars in blood”

Blood Sorcery isn’t like mortal magic. The rituals are more visceral, the
alterations on the world more obvious, and the effect on the caster themself more
dire. It calls upon the power of Vitae in strange ways, far-flung from the more
instinctive Disciplines most Kindred manifest. But that same divergence is what
makes it so appealing.

Desecrated Rites is a resource for players and storytellers alike, enhancing the
capabilities of Sorcerous Disciplines. It contains:
• Optional rules to make Blood Sorcery more powerful or grant it more
utility.
• New rituals for both Acolytes and Sanctified.
• Merits and Devotions for any kind of blood sorcerer.
• Three new forms of Blood Sorcery that can be learned in unique ways for
vampires outside of the major covenants.

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