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Dark Thaumaturgy

Dark Thaumaturgy is simply Thaumaturgical knowledge gathered from demons, rather than a separate discipline. Learning a path or ritual from a text or another vampire does not leave the taint of the Infernal on a vampire. Trucking with demons, however, stains the soul in a serious way.

Dark Thaumaturgy has levels and paths, just like Thaumaturgy. However, Dark Thaumaturgy comes with a price. Traffic with the Devil's minions permanently scars the soul, and the taint of infernalism manifests in the Dark Thaumaturge's aura. Before long, the unmistakable marks of the Devil's favor may even appear physically, as a wart on the nose, a "witch's claw" behind the ear or even (among the most Damned of the Damned) withered limbs, freakish scars, horns or cloven hoofs.

Dark Thaum rituals

Bind the Interloper (Variable Levels)(GS)
Will bind a demon summoned by someone else into service, letting the Thaumaturge command the demon as if he summoned it. Requires 10 minutes per level to perform. The thamaturge must know the demon's name.

Call forth the Host (variable levels) (GS)
Will call a demon or spirit to the Thaumaturge for servitude, the number of hours will be 10 minus the level of the ritual. Remember most demons will resent being summoned and ordered around and possibly return to torment the Thaumaturge. The Thaumaturge must know the name of the demon. Requires one hour per level to perform.
*Imp
***Shade
*****Pit Lord
*******Lesser Noble Demon
*********Great Demon (Very crazy to do)

Level 1
Aport Object (SH)
Enchants an object that will appear whenever the Thaumaturge speaks a magic word.

Curse of Oedipus (GS)
Blinds a victim completely. Requires a lit stick of heavy incense. The victim need not be seen, but her name must be known or what she looks like. Lasts for several hours.

Spectral Mask (SH)
A mist covering the Thaumaturge's face will take on the aspect of a hideous demon making all those who see it run in fear.

Level Two
Haunting Memories (SH)
The caster creats then transmits any painful images to next person touched. The victim will suffer for weeks from images and will feel sad and guilty but not know why.

Sign of the Moon (SH)
The Thaumaturge will not take damage from werewolves for one night but will take aggravated damage from silver.

Summon Grantel (SH)
The Thaumaturge can summon Grantel the Mandragora. There are no dismissal or binding rituals for him.

Video Nefas (GS)
Calls upon demons to answer questions of the Thaumaturge. Only one question may be asked and the caster must break a dried bone in two. Answers may vary from simple yes/no to entire catalogue of history.

Level 3
Felis Negrum(GS)
The thaumaturge can change either himself of another into a black cat. The whisker of a black cat or the skin of a white cat must be burned. Then the subject's name written on a piece of glass in her own blood. If used on self, he can change at will. If used on ghoul, lasts 24 hours, another vampire will last 12 hours.

Sign of the Wraith (SH)
Grants the Thaumaturge immunity from Wraith attacts for 13 minutes. If the caster stays immobile the time can be increased to 39 minutes. Any move after 13 minutes breaks the ritual.

Summon Tivilio (SH)
Summons Tivilio, the Injurer of Cats. A cat must be sacrified.

Turn to Toad (SH)
The Thaumaturge can turn himself or someone else into a toad. The caster can change back at anytime. The victim remains a toad for 12 days.

Level 4
Bind Tivilio (SH)
This will force Tivilio to obey Thaumaturge's commands. Once the service to the Thaumaturge is completed, it may do as it pleases.

Plague's Secret Domain (GS)
The Thaumaturge can make a victim lose interest in everything. The victim will fall into torpor or suicide. This ritual must be performed in front of a smoking censer which is put out with fresh blood from another at the end of the ritual.

Summon Lucricia (SH)
This will summon Lucricia to serve for the Thaumaturge.

Level 4
Close the Ways (GS)
This curse will call down terrible misfortune to a victim. Not necessarily killing but will bring untold bad luck. The caster must sacrifice 2 permanent bloodpoints to enact by extinguishing 14 candle flames with his bare fingers and intoning his victim's name each time. To break this curse, the Thaumaturge must cut off their own left hand and spend 2 more permanent bloodpoints. Lasts from 1 night to 10 years.

Dismiss Tivilio (SH)
This ritual returns Tivilio to Hell. This will anger him and possibly lead to retribution should he return.

The Inner Furnace (SH)
This will cause one mortal victim to subtaneously combust and burn to death. The victim must be in eyesight.

Into the Abyss (GS)
The caster can enter Hell by painting the blood of children on a entire wall. The wall then becomes a portal. Requires 24 hours to cast during which time the caster must stay awake. The portal will stay open for several hours. The inhabitants of Hell cannot escape through this portal. But they can try to deny exit to anyone who enters.

Soul Leech (SH)
The Thaumaturge can call souls out from the newly dead, gain 5 bloodpoints and heal one wound. This wil destroy the soul and give the Thaumaturge a rush stronger than feeding. Souls will be in agony and appear like swirling mist around the Thaumaturge making horrible sounds of pain. The faces of the dead will also appear in the mist.

Level Six
Summon Barliagus (SH)
This will summon Barliagus the Cataboligne who is not fond of appearing in person. Thus will be angry unless offered a good bribe.

Transfer Essence (SH)
This ritual is used to give the Thaumaturge a new body. The body must be a recently killed Kine under 10 hours dead. The body of the Thaumaturge will turn to dust. All disciplines, vampiric abilities, etc will transfer to the new body.

GS-Guide to the Sabbat
SH-StoryTellers Guide to the Sabbat

(Level One)
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.

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)
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.

(Level Three)
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. 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.

The Leaden 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 10-minute Ritual, the victim finds himself unable to flee the area. 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)
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)
The Hand of Glory
This Ritual allows 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 infemalist 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 Demon
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).
(VDA Companion 108-109)