Dark
Thaumaturgy Rituals
Dark Thaumaturgy
Rituals, Wards and Pacts
The following
are just a few of the possible Dark Thaumaturgic rituals.
Those skilled in this Discipline may create rituals, but
most rituals are ancient secrets, passed from one Infernalist
to another. Statistics for the demons listed in the rituals
below are included in the Bestiary section of this sourcebook.
Level
One
Aport
Object This ritual allows the practitioner to magically
enchant an object. The next time the Infernalist desires
the object in her hand, all she has to do is speak a magic
word and the object appears.
Spectral
Mask This ritual covers the caster's face with a magical
mist. The mist takes the image of some horribly demonic
creature, causing all those seeing it to make a Courage
(or Morale) roll (difficulty 6) to resist running in fear.
If using Werewolf: The Apocalypse, the Storyteller can use
the Delirium chart to determine how the mask affects viewers.
The Knotted
Cord
This Ritual
has saved many an infernalist from trial and execution,
by silencing accusers.
System:
The infernalist must knot a length of rope while reciting
the name of whomever she wishes to silence. Unless the target
beats the infernalist in an opposed Willpower roll, he is
unable to denounce her.
Bind the
Familiar
This Ritual
calls and binds a familiar to the infernalist.
System:
This hour long ritual calls up a minor imp that possesses
an animal's body and serves the infernalist faithfully.
Level
Two
Haunting
Memories
Through
this ritual, the practitio ner creates painful images and
transfers them to the next person touched. The victim will
be haunted by these reoccurs ring, demoralizing images for
weeks. During this time, the victim will feel somewhat guilty
and saddened, but never know exactly why.
Sign of
the Moon
This ritual
makes the claw and fang attacks of lupines less effective.
For one night, the Infernalist will not take aggravated
wounds from lupine attacks but will take aggravated wounds
from silver.
Summon
Grantel
This ritual
allows the vampire to summon Grantel, the Mandragora. There
is no binding or dismissal rituals for this creature, because
the creature is the servant of a much greater demon. While
there are binding and dismissal rituals inscribed in many
tomes, all are fake. For this reason, once Grantel is summoned,
it is hard to get rid of him.
Bring
Forth the Hell Beast
Through
the use of this Ritual, an infernalist may infuse an animal
with corruption and rage. The beast becomes twisted and
evil, seeking to wreak the Devil's own havoc on humanity.
System:
An infernalist who knows this ritual merely needs to lay
his hands on any beast and thereby infuse it with a little
of his blood ( one Blood Point). The animal flies into a
rage and attempts to kill anyone and anything it encounters,
until slain. This trace of infernal taint provides increased
strength (Potence 1), and the animal becomes so frenzied
that it feels no pain (is not affected by wound penalties).
Warding
Circle
This Ritual
prepares an area for infernal magics by creating a protective
circle to defend the infernalist from a demon's anger.
System:
The warding circle is a complicated diagram of astrological
symbols that has to be drawn with special chalks while an
incantation is intoned. The infernalist can either create
a temporary warding circle, which takes 30 minutes to complete,
or makes a permanent circle, which takes several nights.
Once the circle is completed, the infernalist must stand
inside it and activate the ritual magic with a prepared
phrase or prayer. So long as the infernalist remains within
the enchanted space, she is protected from any attack by
an infernal creature unless the creature can beat her in
a resisted Willpower test.
Botching
the roll to enact this Ritual can be fatal and damning.
A botched Warding Circle offers no protection at all, though
the infernalist will believe that her ward is sound.
Level
Three
Sign of
the Wraith This ritual makes the Infernalist immune to the
attacks of all spirits for a period of 13 minutes, though
she cannot effect them for the same period. By remaining
absolutely motionless, the Infernalist may extend its duration
threefold. Movement after the first 13 minutes automatically
dissolves the protection.
Summon
Tivilio
This ritual
summons Tivilio, the Injurer of Cats. Of course, a cat must
be given in sacrifice. Like most demons, Tivilio is evil
and tricky; despite its limited power, it is vile and cunning.
Turn to
Toad This ritual turns the practitioner or another individual
into a toad. If the Infernalist uses the ritual on herself,
she may change back at any time. If used on someone else,
the spell will wear off in 12 days, minus one day per Willpower
point the victim possessed at the time of the transformation.
Blood
Imp
This strange
Ritual allows the infernalist to distill an obedient homunculus
from his own blood. The homunculus assumes the form of a
small animal, often a j ackdaw or monkey, and can be used
as a spy or thief.
System:
The Blood Imp is created from vitae and shaped by the magic
of the ritual. It has a Strength Attribute (for carrying
things only) equal to the Blood Points spent on its creation,
and Health Levels equal to the number of successes gained
on the die roll. It has no combat abilities ( though it
may serve as a distraction) and lasts for one night. Its
method of locomotion is based on its animal form (jackdaws
can fly, monkeys climb, etc.).
Bloody
Bones
This Ritual
is cast over an area. The infernalist must bury a specially
prepared bag of bones in the area of casting. Once this
is done, the place is cursed plants wither and die, stillbirths
are common, and tempers flare easily. The cause of the curse
is a spirit that is bound into the bones.
System:
The spirit bound into the bloody bones has influence over
an area as large as a village. The area is cursed so long
as the bones remain buried. Vampires can easily find the
bag of bones with Heightened Senses; scattering the bones
frees the spirit. While the curse is in effect all frenzy
rolls are at + 1 difficulty, in addition to the effects
imposed upon mortal life.
The Leadened
Heart
An infernalist
uses this Ritual to bind a target to the spot so that he
cannot flee the fate in store for him.
System:
The infernalist must not only know the name of the target
but must use some personal token (a piece of clothing, a
lock of hair) to work the magic. After a 1 0 minute Ritual,
the victim finds himself unable to flee the area, unless
he can beat the infernalist's successes in a Willpower roll.
Should the victim botch this roll, he grows paralyzed with
fear and cannot act in any way until the magic expires.
The Ritual's power ends either at cockcrow or if the victim's
name is called out by a true love. This Ritual is not limited
by any distance; as long as the infernalist has a personal
token she may affect her subject. Luckily for that subject,
the token is consumed each time this Ritual is enacted.
Level
Four
Bind Tivilio
This ritual
forces Tivilio to perform one task after it has been summoned.
Once it completes the assigned duty, it is free to do as
it pleases even remaining on Earth.
Summon
Lucricia
This ritual
summons Lucricia the Succubus. Lucricia will be more than
willing to please the caster because she corrupts in this
manner.
Vile Swarm
Infernalist
Nosferatu have learned many secrets in their deep catacombs.
This Ritual allows entire swarms of vermin to be commanded
and used on missions of destruction.
System:
The infernalist performs the Ritual to summon a horde of
creatures (insects, bats or rats), and then feeds them her
blood. These bound creatures swarm at the infernalist's
command, overwhelming foes and destroying crops and property.
As long as the infernalist concentrates, the swarm is disguised
as if by Cloak the Gathering (such intense concentration
requires the player to spend one Willpower point each hour).
Hundreds, even thousands of creatures compose the swarm,
and only fire or some other massive form of destruction
can halt its rampage.
Lethean
Chains
The infernalist
may erase memories from his target by using a special potion,
thereby concealing his evil actions.
System:
This Ritual allows the infernalist to distill a potion that
causes the imbiber to forget all that happens for the space
of one night in her amnesiac state the victim is easily
led astray and can even be blamed for the crimes of the
infernalist. The Ritual itself is simple, taking only a
few minutes of preparation time; however, the potion's ingredients
include the tears of a demon or water from an Underworld
river, so are hard to obtain. Each preparation of the potion
contains a number of doses equal to the infernalist's successes.
Level
Five
Dismiss
Tivilio
This ritual
removes Tivilio from this world. The use of this ritual
angers Tivilio, and it may seek retribution should it ever
return.
The Inner
Furnace
This extremely
potent ritual may only be used against humans. The ritual
causes a single victim to self combust and bum to death
in his own flames. The Infernalist must be able to see the
victim and succeed in a Manipulation + Demon Lore roll (difficulty
victim's Willpower). Every success causes a level of damage
that may not be soaked.
Soul Leech
The Infernalist
with this power can draw souls out of the recently deceased
with a successful Wits + Intimidation roll (difficulty of
the soul's Willpower). The Infernalist cannot retain the
souls, and drawing them out with this ritual destroys them
while replenishing the Infernalist. Each soul thus absorbed
gives the Infernalist five Blood Points and heals one wound.
The Infernalist also receives a rush, stronger than any
blood drinking could give. Souls go through complete agony
during these few moments. They appear as vaporish clouds
of swirling light wisping around the Infernalist, making
terrible moaning sounds for the entire duration. The faces
of the dead can be seen in the vapor.
The Hand
Glory
This Ritual
allow& the infernalist to put all the inhabitants of
a building into a deep slumber.
System
The infernalist must ritually prepare a hand cut from the
corpse of a hanged man. By lighting the fingers of the hand
and using it as a torch, the infernalist causes all the
inhabitants of any place he enters to fall asleep ( if the
infernalist enters a massive building such as a castle,
only those in his immediate vicinity will sleep; those in
distant parts of the structure are unaffected and are likely
to notice the disturbance). Once those within slumber, the
infernalist can move about freely.
Ward Versus
Demons
This Ritual
works in a manner similar to Ward Versus Ghouls (Level Two
Ritual), but affects demons and other infernal creatures.
System:
The requirements of this Ritual are the same as those of
Ward Versus Ghouls, except the required component is the
blood of an innocent (non infernalists learn a variant of
this Ritual that requires holy water).