Mytherceria Rituals (Homebrew)

Mytherceria rituals, like those of the Abyss Mystics, are rare and jealously guarded. Creating a ritual is a long and difficult process. And teachers are demanding; apprentices wishing to learn should expect to pay dearly for the privilege. No cases are known of non-Kiasyd learning these magics.

Some Mytherceric Rituals are prone to spectacular failure. They tap into reservoirs of power largely mysterious to the casters. These awkward side-effects are often called Wyld Magic, as it is thought by Darkling researchers that the source of their power is The Wyld, the mysterious force that permeates The Dreaming. Reactions from releasing the Wyld Magic are left up to the Storyteller’s discretion but could include a summoning a swarm of death’s head moths, making a cloud of noxious smoke fume out of the caster mouth, a minor light show, or even (in the event of a catastrophic botch) opening a portal into The Dreaming, the Deep Umbra, or the Abyss.

## Level 1 Mytherceria Rituals

### Faerie Fire [From the Book - Adapted from Kiasyd Thaumaturgy]

This minor trick creates a minor source of artificial light, usually of a purple, green, or blue tint, useful for reading and similar conveniences. The light is unnatural and does not affect vampires any more than a fluorescent light.

System: Users of this commonly known ritual must recite a 5-word chant twice and make a Charisma + Occult roll while holding a polished copper disc, where the difficulty is determined desired brightness.

Difficulty 4 1 foot-candle

Difficulty 5 Equivalent to a desk lamp

Difficulty 6 Equivalent to track lighting

Difficulty 7 Equivalent to a floodlight

If the roll is successful, the copper disc begins to emanate the desired intensity of light. It can be affixed to a hook and be made into area lighting but produces no heat. The light lasts for an hour for each success the player rolls. The caster may willingly choose to dim or even extinguish her ritual at any time. The light cannot inflict damage on undead and does not provoke Rötschreck. This ritual can be accomplished quickly, such as in times of pursuit or combat, but at a +2 difficulty.

1. Will-O'The-Wisp

One of the most repeated stories in the old tales about the Good Neighbors is that when humans bumble into their territory the hapless fool often finds themselves lost for a night, roaming about, claiming to have been following “fairie lights’ in the distance. These Will-O’The-Wisps lead the poor victim on a sad and tiring journey. Not as powerful as the Chanjelin Ward, the Wisps made by this ritual are temporary midges that can only be put on a location and dissipate with the sun’s rising light.

System: A Cha + Occult roll at difficulty 8 will produce a single Wisp per success, these midges glow softly like fireflies and whisper faintly, just on the edge of hearing. Once released into an area they will harangue and disorient any interloper within 30 yards of their point of release, including the caster who created them. Any disoriented person may spend a Willpower point to shrug off the effects of the Wisps power and continue as normal.

### Glamorous Confection

The caster goes through the normal process of making food adding 3 points of their vitae to the process and doing an incantation, doing so removes the bonding properties of the blood and allows the food to retain whatever flavor it would have had and allows whatever food to be edible by kindred.

System: The foods made will be edible by kindred, and retain the taste of whatever kind of foods are made in the ritual. The caster need only succeed on the intelligence + occult diff 4.

### Silence of the Siren’s Shell

The Fae can be capricious and cruel at a whim and have been known to strike a poor soul who has unwittingly annoyed or insulted them. Kiasyds learned this ritual from a family of Changeling Mermaids who would steal the voices of humans who dared to fish in their waters and then would lure the human’s families to their demise by calling out to ships passing by in the victim’s voice. The ships would crash upon the rocks and the victims would be pulled under the surface of the water by these sirens to drown or be eaten. This ritual makes it so the Darkling can steal the voice of another into a seashell [conch, or cone usually]. This ritual is similar to Bind the Accusing Tongue of the Tremere and some say that the Warlock’s version may have been born as an imitation of this one. Kiasyds have been known to use this ritual on their retainers to prevent them from speaking important secrets, or even on a town gossip or the random rude person on the street. Once, it is rumored, Marconius himself used it in Symposium to silence a very boring presenter, to applause from the audience.

System: The caster must have an image or effigy of the ritual’s target, though direct line of sight works best, if an image is used the caster must possess a lock of the target‘s hair or other small personal item, and a seashell that has some sort of inner spiral such as a conch or cone [clamshells do not work]. The caster places the hair or item into the shell while looking at the picture and blows into the shell, if looking at the target in person nothing needs to be stuffed into the shell but the person must be within line of sight; the caster then rolls Perception + Occult difficulty of 8. Once the ritual is complete, the target loses the ability to speak or make any verbal sound; indeed if they are examined there will be nothing wrong with their vocal cords, although their open mouth makes a very faint sound that is reminiscent of wind over the sea [imagine holding a shell up to your ear]. This effect lasts for 1 night per success scored on the ritual.

1. Knock Knock

The Kiasyd with this ritual carries a silver skeleton key on their person and knows most traditional locks will not bar their way.

System: The key is prepared during a full moon, when the light shines brightest and the key must be bathed both in a point of the caster’s blood and the moonlight for one night. The caster chants for 10 minutes and then rolls a Dex + Occult roll difficulty of 7. The key-holder only need to knock on a locked door and the key will unlock it, it doesn’t even have to be inserted. The key can open a number of locks per success scored on its creation but it can only open locks that have a key-hole; it cannot open non-keyhole based locks such as deadbolts, flip locks, digital locks, key card locks, or combination locks. The key also does not do anything to alarm systems. It is only a key, after all.

### Object of Concordio’s Chaos

This ritual is actually a bastardized version of the Tremere’s Engaging the Vessel of Transference. It was developed by a very mischievous Kiasyd who loved playing tricks on people and leaving chaos in his wake. This ritual enchants a container to fill itself with blood from any living or nonliving [but still corporeal] being who holds it, replacing the volume of blood taken with an equal amount previously held inside the container. When the ritual is enacted, the vessel (which must be between the size of a small cup and a one-gallon/four-liter jug) is sealed full of the caster’s blood and inscribed with a Glamoured sigil which empowers the ritual. Whenever an individual touches the container with his bare skin, he feels a gentle warm sensation against his flesh, as if he had picked up an item left out near a heat lamp or held by a mortal, but feels no discomfort. The container continues to exchange the blood it contains until it is opened. The two most common uses of this ritual are to covertly create a blood bond and to obtain a sample of a subject’s blood for ritual or experimental purposes but the Kiasyd have been known to pull elaborate pranks on groups of kine and kindred, such as enchanting a volleyball or baseball with it and having impromptu games.

System: This ritual takes three hours to enact, reduced by 15 minutes for each success on the casting roll of Stamina + Occult, and requires one blood point (although not necessarily the caster’s blood), which is sealed inside the container. The ritual only switches blood between itself and a subject if it is touched with bare skin — even thin cotton gloves keep it from activating. Individuals with at least two dots in Auspex can roll a Perception + Alertness roll at difficulty 6 to spot the Glamoured sigil; if they have knowledge of the ritual they can identify it with an Intelligence + Occult roll difficulty 9, difficulty of 8 if they are Mytherceria users.

### Elf-Shot

Mytherceria casters use this ritual to place curses upon mortals who earn their ire. Using this ritual marks an individual invisibly, causing all those who come in contact with him to receive him poorly. The mortal is treated as the most loathsome individual conceivable, and all who deal with him do everything in their power to make him miserable. Even bums spit at an afflicted individual, and children taunt him and barrage him with vulgarities.

System: The effects of this ritual last one night, disappearing as the sun rises. The mortal (it doesn’t work on vampires) must be present when the ritual is invoked, and a briar must be placed somewhere on his person (stuck to clothing, in a pocket, shoe, etc.).

### Glamourskin

Among all the clans of Kindred the Kiasyd stand out as being among the notably inhuman with their pure black eyes, long ears, glowing skin, and stretched out height. With this ritual the Darkling is able to pass themselves off as a little more like a human. For one night the Kiasyd can hide one inhuman attribute they possess per success scored on this ritual, more successes than they have of inhuman attributes add one human-like feature per success as per Dominoe of Life. In this way the Darkling can eat, breathe, maintain a normal body temperature, assume a human flesh tone, or display some other single trait of humankind she desires depending on how well they are able to cast the ritual.

System: Using this ritual temporarily negates only normal Kiasyd physical attributes such as long fingers, blueish skin, glowing skin, black eyes, eldritch ears, and inhuman height; it does not hide things like Eerie Presence, Touch of Frost, or clan weaknesses such animalistic features as by the Gangrel frenzy. A Manipulation + Occult roll of difficulty 4 is rolled while the vampire has a vial of fresh human blood on his person, which they must carry with them to maintain the ritual.

### Unseelie Fog [From the Book]

Whether for safety or for offense, fog has long been a tool for both warriors and the stealthy. It works as well to hide a siege party as it does to conceal a Haven. This fog is not of this world, as it is summoned directed from the Dark Kingdom of Zeernebooch, from where the powers of Mytherceria are drawn. Any creature who can sense the presence of the Wyrm, will know something is amiss with this thick mist.

System: To activate Unseelie Fog, the caster mixes 1 Blood point with fresh water and pours it on the ground, which must be exposed earth or stone. The user makes a Charisma + Occult roll, with the difficulty determined by the climate:

Difficulty 5 Coastal/Ocean

Difficulty 6 Swamp /Marsh

Difficulty 7 Jungle

Difficulty 8 Forest, Grassland, Mountains

Difficulty 9 Desert

Difficulty 10 Alpine deserts

If successful, the mixture turns into mist when it touches the ground. The area covered by the fog depends on the number of successes rolled:

1 success 10’x10’, or 100 square feet (a room)

2 successes 50’x50’, or 2500 square feet (a medium-sized house)

3 successes 100’x100’, or 10,000 square feet (quarter acre, a large city lot)

4 successes 200’x200’, or ~1 acre

5 successes+ 2 acres + 1 acre per additional success

## Level 2 Mytherceria Rituals

### Detection of Mystic Energies [From the Book - Adapted from Kiasyd Thaumaturgy]

The ritual caster licks her finger and wipes a small amount of blood on an object. If the object is supernatural in any capacity, and does not have its powers hidden magically, the Kiasyd sees that the specimen is not wholly natural. The user might observe the object glowing faintly for a short time, or see it suddenly animate, or feel a warm tingle like that of low voltage electricity, or any number of unique sensations. But the fact remains: she knows the object is magical. She may engage in further study to determine exactly what type of magic affects the object.

System: The user spends one Blood point and rolls Intelligence + Occult (difficulty 7). Each success provides one fact about the magical nature of the object in question. Any sign that the object is magical is apparent only to the caster and dissipates within a few seconds.

### Gremlin in the Gears

When a Kiasyd wants to hinder a machine from working properly they rely on this ritual. By calling on small invisible gremlins they send their minions to wreak havoc on mechanical systems. To prepare this ritual the Kiasyd must have a bit of thread tied into a knot, soaked in human saliva on their person. When they want to enact the ritual they must untie the knot and roll Cha + Occult difficulty 5; only 1 success is needed. It takes effect instantly and lasts as long as the vampire concentrates on it. This ritual may be used to kill car engines, erase flash drives, drain the battery of a cellphone, stop life-support machines, et cetera. This power essentially stops any machine more complex than a rope-and-pulley.

System: The gremlins summoned by this ritual only stop machines; they do not grant any control over them. The effects of this ritual are invisible and appear to be coincidental.

### Blood Alchemy - Kiasyd Beverages

The Kiasyd are perhaps most notoriously known for their habit of making and imbibing strange concoctions of blood and alcohol, working to find the best and rarest flavors for the most refined of paletes. Building upon the knowledge of alchemy and vitae, the Kiasyd has learned to craft truly impressive beverages, both alcoholic and nonalcoholic alike. These beverages can sustain ghouls as if they were true vampiric vitae and vampires can drink it too, but otherwise Kiasyd Beverages have no other properties and cannot be used to embrace a mortal, blood bond the imbiber, or be used to track qualities of the blood in the beverage such as with Blood Walk or Taste of Blood. The process of alchemical brewing renders the blood inert in these mystical ways, save for flavor.

System: Brewing a Kiasyd beverage takes a full month, beginning and ending at the dark of the moon. For every gallon brewed, the alchemist includes at least one blood point's worth of his own vitae as well as any other ingredients of the brew, which he is showcasing. The brewing process multiplies the vitae, so that a ghoul can gain one blood point per quart of the magic beverage. Vampires, however, gain only one blood point per gallon consumed -- the same rate as in brewing the beer. For vampires, the beer's magic is limited to the fact that they can drink it at all without heaving it up seconds later. They can even get the effects of caffeine should the beverage contain it.

### Ethereal Jaunt

Walls, locked doors, and even sealed vaults cannot stop a kindred with the Ethereal Jaunt ritual. System: The caster uses a concoction of snail oil and cat hair which they use to make a glyph on the surface they wish to pass through while chanting; a Stamina + Occult roll of difficulty 7 is made, and the vampire is able to pass through 6” of substance per success scored. For all sakes and purposes the caster is ethereal, though not invisible. A failure prevents passage outright but a botch allows partial passage, only to be stuck midway through. This can cause severe damage to the vampire, at Storyteller discretion.

### Philtre of Vitae Mastery

A Kiasyd with this ritual is able to focus the power of vitae into sympathetic forms in order to empower rituals and disciplines.

System: The caster must have a sample of the target’s blood, even if it is a few drops. They must mix a point of their blood with this sample and then slowly boil the vitae over an open flame [rolling for Rotschreck as normal]. The caster then speaks phrases of symmetry as they roll Intelligence + Occult verses a difficulty of the target’s Willpower rating. The result is a single Philtre, which retains its power for 1 night per success scored on the creation roll. A vampire must consume the foul draught but once she has done so she gains a -2 to all rolls to affect the target. The effects of the Philtre, once drunk, are limited and last only 1 round per success scored.

### The Holly Blade

Developed during the years the Kiasyd waged war against the Baali at the turn of the century, the Holly Blade was named for the Tremere ritual Burning Blade and the Fae ability Holly-Strike, which this ritual blends together, allowing the caster to temporarily enchant a melee weapon to inflict unhealable wounds on supernatural creatures. While this ritual is in effect, the weapon flickers with a sickly greenish-pink glow.

System: This ritual can only be cast on melee weapons. The caster must cut the palm of her weapon hand during the ritual with a sharp sliver of holly. This inflicts a single health level of lethal damage, which cannot be soaked but may be healed normally. They then coat the weapon they are enchanting with their blood; three blood points are spent, which are absorbed by the weapon. Once the ritual is cast, the weapon inflicts aggravated damage on all supernatural creatures for the next few successful attacks, one per success rolled. Multiple castings of Holly Blade cannot be “stacked” for longer durations. Furthermore, the wielder of the weapon cannot choose to do normal damage and “save up” aggravated strikes — each successful attack uses one aggravated strike until there are none left, at which point the weapon reverts to inflicting normal damage.

### Seal Egress

Similar to the Thaumatugry ritual of the same name the Kiasyd have developed this power to jealously guard their research by barring trespassers from their libraries and workshops. Seal Egress allows the caster to mystically seal a room closed to prevent unwanted trespassers from entering or leaving it until the proper passcode chosen by the caster is spoken aloud near the entrance. Kiasyd usually choose a small poem or riddle to suit this purpose

System: To cast Seal Egress, the caster must spread a point of her blood upon the four walls of the room she wishes to seal and then chant the proper incantation and roll Perception + Occult difficulty 5. This ritual is a lengthy process requiring an hour to cast. Each success achieved on the activation roll extends the duration of the ritual by a decade. Seal Egress mystically seals every entrance to the room. Materials from the surrounding walls physically close over any openings into or out of the room, creating a perfect air-tight seal. Trespassers with mystical rituals such as Incorporeal Passage, Ethereal Jaunt, or Disciplines such as Spectral Body find that this room is mystically protected against their abilities. However, this ritual does not strengthen or protect the walls of said room, and thus it is possible for someone of sufficient strength to simply break through the walls of the room. Ghosts, spirits, and other creatures naturally immaterial may enter the room at will.

## Level 3 Mytherceria Rituals

### Inscribed Ink of Vitae [From the Book - Adapted from Kiasyd Thaumaturgy]

With this ritual, a Kiasyd can decipher any coherent, full language, regardless if she or any living creature can read it. This power does not extend to dead and forgotten languages, such as Linear B or the primal tongue spoken by Eve and her children, but it will work as long as the language has at least one person with knowledge of its alphabet, syllabary, or pictographic system. The character can even read constructed languages, such as Klingon or Dothraki, if those languages have a large enough vocabulary (the Darklings struggle with Quenya). First, the user copies the script onto a blank sheet of paper, using her own blood as ink. After the transcription, she is able to go back and read the manuscript, comprehending its meaning.

System: The caster must spend one Blood point to create enough blood ink to write one page, or about 250 words. The transcription takes a normal amount of time and cannot be assisted with Celerity or any other pace-increasing power, assume 5 minutes per page. The blood writing lasts for one night, then turns to ashes and falls off the paper. A roll of Intelligence + Performance is required to succeed, and the difficulty is related to the language:

Difficulty 7: Extant language spoken by millions

Difficulty 8: Extant language spoken by only a few thousand

Difficulty 9: Extant language spoken by only a few hundred people

Difficulty 10: Extant language spoken by as little one person

The number of successes determines the accuracy of the translation:

1 success: A general idea of what the piece is about, such as genre or main characters.

2 successes: Specific details of the manuscript, such as themes or plot.

3 successes: Complete translation, with heavy interpolation of some passages.

4 successes: Complete translation, with very little interpolation.

5 successes +: An accurate and comprehensive translation, complete with an understanding of alternate meanings (if appropriate).

### The Puca’s Blackberries

It is said that it is very bad luck to eat blackberries picked after September 29th, not because some angel named Michael did something or other, but because the Puca Fae goes out and pisses on the berries, making them inedible because they are very very unlucky. Some claim that they can cause madness, disorientation, even death. With this ritual the Kiasyd shares some of this bad luck with anyone who is touched with an item prepared with it.

System: The Kiasyd has to actually go out and pick blackberries after September 29th and take care not to touch the berries with their bare skin. Although the blackberries can be used immediately they can be preserved for using this ritual around the year, after all - they’ve already been coated in… whatever makes them special. When ready the caster takes a berry and carefully grinds it up and prepares a special powder while rolling a Dexterity + Occult check at difficulty 6 to avoid getting any of the berry on themselves. After this they prepare the item to be enchanted, be it food, in a bottle of wine, on the pages of a book, or even on a weapon, all the while chanting and roll an Intelligence + Occult roll difficulty 8. Anyone coming into contact with this substance becomes as if Intoxicated and suffers Dexterity penalties as if they had consumed a number of drinks equal to the successes scored on the preparation roll.

### Poisoned Apple

This terrible ritual hearkens back to the deep-seated fear mortals had about accepting gifts or food from the Fair Folk. Condensing spite, ire, hate, into a deadly infusion of Glamour directed at something within arm’s reach, the changeling poisons her subject.

System: The Kiasyd prepares an object or food to release a vile poison when used in the appropriate fashion (an apple when eaten, a book when read, etc) with a Dexterity + Crafts roll at difficulty 6. They then chant over the item and pour all their vile emotions into the effort, infusing their very words with poison and roll Manipulation + Occult difficulty 7. The item or food then inflicts damage lethal equal to the successes rolled, and is resisted as normal for a poison. While mortal humans suffer the greatest when coming in contact with these items, supernatural beings including kindred are often caught by surprise by the ire-filled ... pranks.

### Dragonscale Stone

There are times when a changeling would surprise an attacker when a knife scrapes off their skin which is suddenly hard as stone. Close study of their kin has the Kiasyd to develop this Mytherceria ritual which is to very briefly infuse their bodies with the toughness of dragon hide. Those capable of seeing the unseen such as with Auspex will see the subject shimmer faintly as if with a heat haze even with clothes on, and their skin gleams faintly in direct light. All else will notice nothing amiss until something slams into the kindred’s body … which may be messy if a human sees bullets bounce off someone.

System: The caster needs a piece of hard stone, usually marble or granite, and spends a blood point and rolls Stamina + Occult difficulty of 7. They then carry the stone on their person. The kindred can activate the stone with a Willpower roll of difficulty 6, and all damage difficulties against them increase by +2 for one round per success scored during its creation. It is ineffective against attacks made with cold iron, fire, or sunlight. The stone can be used only once and then disintegrates into useless sand once depleted.

### The Faltering Effigy

Manipulation of chimerical energies complex enough to copy something takes time and patience to perfect, but once mastered, can create replicas good enough to fool an observer, at least for a while. Effigies of anything sentient, like people or animals, can only perform a single, repetitive action. Objects appear exactly as the original, meaning that a book open to a particular page would be open to that same page as an effigy, but the remaining pages would be blank. The copy otherwise has the same properties as the original and exists in the physical world with the same capabilities. A character can interact with an effigy only so long as they realize it isn’t fake, and it doesn’t take long usually: an effigy will only have a single sensory element per success scored to create itl. Therefore you might see and smell delicious effigy food, but be unable to touch or taste it, depending on how well it was made. Even if it was made by a master of the craft, it still would not nourish you. As soon as the character interacts with the effigy they can make a Perception + Alertness roll difficulty 4 [+1 for each success scored on its creation roll] to realize it is an illusion. But if they don’t interact with it the effigy will last until someone disproves its existence. There are some effigy brick walls that have hidden the door of their maker’s secret haven simply because no one thought to lean on them. Casual environmental interaction won’t break the illusion.

System: The character must be able to see what she wishes to copy, either in person or in some visual format, such as a photograph, and have a physical item in hand that they will form the effigy around. Handfuls of leaves can become a chest of gold coins, a sheet of paper can become a wall … briefly. The caster can create the effigy anywhere within her line of sight. The Kiasyd spends a blood point and rolls Manipulation + Occult difficulty 7 for objects and difficulty 8 for facsimiles of living beings. The number of successes determines the duration the effigy remains intact:

1 success - 1 Hour

2 successes - 1 Scene

3 successes - 1 Night

4 successes - 1 Week

5 successes - 1 Month

The caster may choose to make the effigy last for a year and a day if they spend a permanent Willpower point. If the effigy is destroyed prior to the duration ending it simply melts or fades away as the chimerical substance can no longer can hold the form.

### Mnemosyne Bauble

Careful lies and half-truths are amongst the most common and potent weapons a vampire has in her arsenal in the arena of politics. The right secret whispered at the wrong moment can shatter a sterling reputation and topple plans crafted over centuries. In the Regency era a Tremere chantry developed a way to lock away such secrets in a magical locket called the Amulet of Mnemosyne. The caster would prepare this amulet so that they, or another, could  whisper a secret into it and transfer the energy of the truth into the mystical shell. The truth is the ritual idea came from a Symposium guest who had learned of a similar Kiasyd Mytherceria ritual, which does much the same as the Amulet if a little different in method.

System: The Kiasyd takes a small item, anything from a ring to a small gemstone, a bauble that is easily played with in the fingers. It must remind them of the passing of time and memory, other than that anything will do. They will then take the object and bathe it in a point of their blood as they chant over it and roll Intelligence + Occult difficulty 6. The person who will be placing their memory into the bauble will be pricked on the lip with the thorn of a hawthorn bush, with their blood on their lips they will whisper their secret to the bauble and then kiss it, sealing the secret within and activating the Once activated, this secret is completely removed from the mind of the subject until she reverses the ritual by again kissing the bauble. Memories are completely rewritten to account for the missing information. These new memories are generated by the power of the magic; neither the caster nor the subject has any control over the specific details. Should the amulet be destroyed, the secret will return to the mind of the owner; many kiasyd prefer to choose small diamonds for this ritual for this very purpose. If a rival caster discovers the bauble and knows this ritual, he may attempt to learn the secret it contains by holding it to his ear and rolling a contested Willpower roll with the caster; on success the secret is snatched from the bauble and implanted in his mind. The person whose memory has been taken this way will feel uneasy but will not know the root cause as she has forgotten the secret. The downside of this ritual is that the subject has no idea that the secret exists or that she has hidden it within the amulet. She will act as per her typical personality would suggest, which could cause a number of complications. Ironically, by hiding the secret, the subject leaves herself vulnerable.

### Hel Storm  [From the Book]

This spell summons elemental forces from realms beyond the Skinlands. When this ritual is cast, cold wind, ice, and terrible rains from Zeernebooch’s Kingdom of Hel fall from the skies. This power can only be used during the winter season.

System: The caster throws a naturally tumbled river rock into the air (any mineral or mineral composition will do, as long as it is can be found in the wild, but, substances such brick or asphalt will not work) and rolls Manipulation + Occult, where the difficulty is determined by the type of storm:

Difficulty 6 Wind

Difficulty 7 Rain

Difficulty 8 Snow

Difficulty 9 Hail

Success means the rock turns into a Hel Storm. The number of successes determines the duration the storm lasts:

1 success 1 minute

2 successes 3 minutes

3 successes 15 minutes

4 successes 1 hour

5 successes+ 12 hours

Hail storms causes 1 level of bashing damage per hour of exposure, which damages any exposed cars, windows, or poorly constructed buildings.

Note: the ritual can be cast multiple times for a cumulative effect, such as casting both wind and snow to create a blizzard.

### Commune [From the Book]

Vampires know from studying Auspex that whenever someone handles an object, she leaves a psychic imprint on the item. The same can be true when one is merely walking about. With this Mytherceric ritual, a vampire can “see” what an object or a plant, has seen. This ability only recovers line-of-sight impressions and does not capture sound. Insight comes in the form of hallucinogenic visions, lasting as long as the character maintains contact with the object.

System: After mediating on the object for 3 hours, the user spends a Willpower point to activate Commune, and then makes a Perception + Awareness check (difficulty 7). The difficulty increases by one for every week she wishes to look back. The user experiences time up to ten times as fast in her vision but must view every moment in order. For example, if a character wishes to see what happened ten days ago, she must view everything happening in between her current time and the time she wishes to know about.

## Level 4 Mytherceria Rituals

### Summon Imps of Lost Items [From the Book - Adapted from Kiasyd Thaumaturgy]

With this, a character summons a group of familiars that aid the caster in locating lost objects or people. The task imps lead the user to an object, by pointing and talking and going there themselves, but it won’t stay if it proves dangerous or engage in battle. If they must give directions to stay safe, they will.

System: In order to use this ritual, the caster needs a piece of the object the imps will be looking for. It can find books in a library if you have a fragment of a page, or a bottle of the same ink that was used to write it, or vellum from the same hide, and so on. Hair or fingernails from someone can also be used to find that person. Only objects in the Skinlands can be located by the imps; they will run circles if the object in question is no longer in the Material Realm. To cast this spell, the ritualist makes a Charisma + Occult check to summon the imps, where the difficulty is determined by the location the ritual is cast:

Difficulty 5: Mountains

Difficulty 6: Forest, Grassland, Mountains

Difficulty 7: Swamp/marsh

Difficulty 8: Jungle

Difficulty 9: Cities

Once the imps have been summoned, another roll is required for the imp to be able to find the Kiasyd’s target, based on the description given by the caster. The difficulty of the second roll is based on the obscurity of the object:

Difficulty 5: On prominent display at a museum in the caster’s hometown with 24-hour commercials about it running on local TV stations.

Difficulty 6: Easily found in a public space, populated by humans who see it plainly as they

walk past.

Difficulty 7: In private possession.

Difficulty 8:Left in a hidden location.

Difficulty 9: Buried underground in an undisclosed location.

Difficulty 10 : Lost to humanity.

The number of successes determines how many miles the task imp can search before leading the caster to her target:

1 success 100 yards

2 successes 1 miles

3 successes 2 miles

4 successes 3 miles

5 successes + 4 miles + 1 extra mile per success above 5 Success indicates the imp returns the next night with knowledge of the target and leads the caster towards the object or person. If the object is not within the area, the imp will tell the caster so before leaving. The imp only remains in the Material Realm for one night, at the most. Once the target is located, the familiar disappears in a puff of smoke. Failure means the imp never comes back. If the imp is killed or injured, its family may come looking for revenge. The results of a botch are up to the Storyteller, but an angry imp is never a bad idea.

### Summon Bygone Beast - Lesser

A Lesser Bygone Beast is drawn through a portal from the Dreaming and assigned a short-lived task, then sent back from whence it came. These Beasts are unlike Goblins or Wyrm Elementals; they are at once greater in mystic frame and are unable to stay in the material realm as long. They are unable to perform long or onerous tasks and are often summoned only in dire circumstances, such as impending battles, and their summoning is considered to be a dire risk - the Beasts can easily breach the Masquerade on a moderate scale and they are not as easily tractable as their lesser cousins.

The caster cuts off a finger, taking 1 Lethal unsoakable damage, and then meditatie for three hours in a fairly natural environment such as a field, park, or even a cemetery, pool, or cavern. Every hour, she must spend 1 blood point and make a Manipulation + Occult check (difficulty 8). All Beasts summoned this way stay in the material realm for a duration of 1 scene. The number of successes determines the strength of the Lesser Beast summoned:

1 success - Sphinx/Dragon Cat

2 successes - Harpy

3 successes - Cockatrice

4 successes  - Lindworm

5 successes - Wyvern

#### [Alternate Type - Water-Based: Hippocampus / Kelpie, Sea-Bishop]  BEASTIES STATS

Failure means the ritual does not work, but a botch means the creature arrives and immediately attacks the character and anyone else present. When the Lesser Beast loses all health levels, the creature disintegrates back into the Dreaming from which it was formed. The Lesser Beast will fight until incapacitated against enemies of the caster, though they are known to hit allies of the caster if the battle is confusing. No more than one Lesser Beast should be summoned at any one time by the caster, although it is possible to do so - the Lesser Beasts will often join together and flee the caster’s control, seeking out mischief in the world at large until their time in the material realm runs out.

For stats on Lesser Beasts see Bygone Bestiary.

Side Effect: Botching releases Wyld magic effects in addition to other effects described above.

### Declaring the Fiefdom

The Kiasyd who casts this ritual sets a tangible boundary around an area of land that they are claiming for their own and declaring that they are the lord of all that lay within it, much as feudal lords in ages past. Visiting Changelings or chimerical beings can feel this boundary when they approach it like a tingling on the skin and it serves as a road sign that says loudly: all those who enter within place themselves under my authority. While other supernatural beings sense a faint tension in the air, they are unable to pinpoint exactly what it is that has them on edge. Any Fae or denizen of the Dreaming will be at +4 difficulty to any actions taken against the Lord or Lady of the Fiefdom declared this way. Spirits of the Umbra suffer at a +3; ghosts at a +2; and Kindred at a +1. Mortals remain unaffected as do Demons.

System: The Kiasyd who is declaring fiefdom begins the ritual at the dark of the moon and starts to walk the outer border of their territory, drawing a line with their vitae behind them and chanting; they expend 1 Blood point for 5’ of boundary they walk. Each night they do this and roll Manipulation + Leadership difficulty 8: every success empowers one 10’ section of boundary. This is an extended ritual that can last no longer than one month, dark of the moon to dark of the moon. They must accrue enough successes to enclose the area before the time is up or their ritual fails and they must start over again. Note: This ritual is temporary; it will last for a number of months equal to the caster’s Mytherceria rating.

### Blood Artificer [From the Book]

This ritual allows the user to make magic items from Disciplines.

System: Rolls Intelligence + Occult (difficulty 10). Failure means nothing happens. Botch indicates the object breaks. Difficulty can be reduced, at the Storyteller’s discretion, if the item is special, such as a vellum shirt, or a knife made from a meteorite. Can only be used once, then the object crumbles to dust within one round. Number of successes determines the duration:

1 success 1 night

2 successes 1 week

3 successes 1 month

4 successes 1 year

5 successes + Until used

Note: This is for one use items, such as Werewolf Talens

### Percussive Umbral Affectation [From the Book - Adapted from Kiasyd Thaumaturgy]

This devastating ritual creates an explosion in the Umbra, similar, albeit much smaller, than the Spirit Nukes detonated by the Technocracy during the Week of Nightmares. Although the ritual was tested by the Kiasyd before it was reported on at the Symposium, it is unknown if it has ever been used in war. One ought to be careful using it, as the local Garou might be extremely displeased by this ritual, and who know who (or what) will come jaunting over when the explosion rocks the Shadowlands…

System: The material component for this ritual is a compressed pellet of ash made from a human corpse. The caster encircles the pellet with a specific geometric shade and chants the power word seven times while applying fire. A success on a Wits + Occult roll (difficulty 7) means the pellet burns into white smoke and explodes on the other side of the Veil. This spirit bomb delivers an amount of aggravated damage equal to the number of successes, in a one-yard radius for every success (two successes is a two-yard radius, three successes is a three-yard radius, etc.). Although the explosion only occurs in the Umbra, it slowly takes effect on mirrored objects in the Material Realm in the form of a slow rot (trees wither and die, rivers dry up, mountainsides slowly disintegrate, etc.). Failure means the pellet disappears into a puff of smoke, but nothing occurs on the other side of the Veil. Botch means the pellet explodes in the Material Realm and deals 1 level of aggravated damage in a 5-foot radius.

### The Kaleidoscopic Mind of Ajamantu Nikol

A very strong-minded yet eccentric Kiasyd known as Ajamantu developed this ritual when infiltrating different secret kindred cults after the Kiasyd-Baali war at the turn of the century, trying to hunt the elusive Diabolists. While he was very paranoid about being discovered that paranoia paled in comparison to the deep-seated fear he held at having the secrets he knew plundered. This ritual was made to prevent mind-reading and unwanted telepathic intrusions.

System: The Kiasyd rolls Perception + Occult difficulty 7; a single success is all that is required for the kindred to become immune to the effects of mind-reading and telepathy for one night. This does not include mind-powers from the Dominate Discipline. Additionally any kindred attempting to read their mind or connect with them telepathically against their will are struck with chimerical visions for a time based on the number of successes scored on the activation roll:

1 success - 1 hour

2 success - 1 scene

3 success - 1 night

4 success - 1 week

5 success - 1 month

6+ successes - 3 Months

### Summon Goblin Warrior [From the Book]

With this ritual, a player can summons a goblin to aid her in combat. The fae creature is essentially dominated, charmed by the spell to wage war on the side of their Kiasyd allies. Like the level two ritual, Mechanical Gremlins, this ritual was learned from gremlins during the Victorian Era. It is well known that Bartholomew, an elder Kiasyd, brokered his alliance with neighboring Garou via his Gremlin contracts. In combination with the Goblin Path’s martial aspects, this ritual was a decisive tool used to win the war against the Ventrue’s hordes during the Battle for Strasbourg.

System: The character draws a circle on the floor in blood and charcoal, then rolls Charisma + Occult, where the difficulty is determined by the ecosystem:

Difficulty 5 Mountains

Difficulty 6 Forest, Grassland, Mountains

Difficulty 7 Swamp / marsh

Difficulty 8 Jungle

Difficulty 9 Cities

The goblins stay for a period of time determined by the number of success:

1 success 1 hour

2 successes 1 night

3 successes 1 week

4 successes 2 weeks

5 successes+ 1 month

Goblins arrive prepared for combat, and immediately set to the task of defending the Kiasyd or attacking any enemies she points out. The Goblins are ruthless, but of weak morale. If they sustain more than 3 health levels of damage, they flee back into the Dreaming.

#### For stats, use the following:

Attributes: Strength 3, Dexterity 2, Stamina 3, Charisma 1, Manipulation 1, Appearance 0, Perception 3, Intelligence 1, Wits 3. Abilities: Alertness 3, Athletics 2, Brawl 3, Dodge 2, Intimidation 3, Melee 2, Streetwise 1, Security 1, Stealth 2. Equivalent Disciplines: Fortitude 1, Obfuscate 3, Potence 1. Blood Pool: 10, Willpower 4, Glamour 5 (spent like Blood Points, at a max of 1 per turn).

### Summon Wyrm Elemental [From the Book]

When this spell is cast, the player calls forth an elemental Wyrmling. Unlike Goblins, these elementals generally go unnoticed by human eyes unless they move or assume an anthropomorphic shape. Anyone capable of sensing the supernatural (Auspex, etc.) can detect Wyrmlings. These creatures exist for a full scene, and then disarticulate back into the material from which they were animated. They are, however, not nearly as dependable as Goblins…

System: A minor elemental Wyrmling, usually of the rank Gaffling is drawn through a portal and assigned a task, then sent back from whence it came. The caster must cover a 1 cubic foot area with the element of the desired Gaffling (Balefire, Poison, Sludge, or Smog.), and meditate for one hour within 5 feet of the element. Every hour, she must spend a Blood point and make a Manipulation + Occult check (difficulty 8). If she succeeds, at the end of the third hour, the Gaffling animates the mass of arranged base element. The number of successes determines the duration the Wyrmling will stay on in Material Realm:

1 success 1 hour

2 successes 2 hours

3 successes 1 night

4 successes 2 nights

5 successes+ 1 week

Failure means the ritual does not work, but a botch means the creature arrives and immediately attacks the character and anyone else present. When the Wyrmling loses all health levels, the creature disintegrates back into the base element from which it was formed. The Wyrmling will fight until incapacitated against its natural enemies, such as creatures from the Skinlands, Wyldlings, and Weaverlings, but will not fight other Wyrm spirits. Two Wyrmlings usually join forces and attack the caster. Many accomplished ritualists know this last fact, but they don’t necessarily teach it to others.

For stats on Wyrmlings, see Book of the Wyrm, 2nd Edition page 124.

### Mirror of Aesobol D’Amonthine

This ritual is one that Marconius and his eldest childe The Arcadian developed in the middle of the twelfth century to combat the strong effects of behavior-altering Disciplines when they were planning on taking Strasbourg from the Ventrue and Toreador. They were inspired by a Sidhe noblewoman they had met some years previously in Arcadia, known for pushing the glamour of others back into their faces with a hand mirror; her name was Aesobol D’Amonthine. Where that indomitable Fae woman was able to do such a feat at a moment’s notice, Marconius and The Arcadian had to devise something a bit more … prepared and preventative.

System: The Kiasyd rolls an Intelligence + Occult roll difficulty of 8, while chanting over a looking glass, and then spends both a Willpower point and sheds 5 blood points on the mirror. The caster is then able to reflexively reflect the abilities of a single behavior-altering discipline per success scored on the activation roll - the exact disciplines must be named at the time of the ritual, and cannot be selected retroactively. An ability sent back this way solely targets the vampire producing the effect, much like Pavis of Foul Presence.

### Bedlam’s Song [From the Book]

The Bedlam Song is a poem. Anyone who hears a Weirdling recite this rhyme, from beginning to end, becomes catatonically insane, repeating limericks and couplets over and over until she collapses. Perfected during the medieval times, this power mimics the sort of conditions peasants’ thought were indicative of possession. More than just crowd control, the afflicted will forego sustenance, and may perish from thirst or starvation.

System: The Kiasyd whispers a rhyme into her victim’s ear and spends four Blood points. A Manipulation + Occult check is required, where the difficulty is equal to the permanent Willpower rating of the target. The effects last for a period equal to the number of successes: victims babble and repeat the rhyme continuously, exhausting themselves. People in this condition need to be cared for, as they will not eat or drink water, or even vitae. A Kindred affected by Bedlam Song will eventually enter torpor if she is not fed necessary amounts of blood. The affected can make a Willpower check (difficulty 8) once per hour to attempt to temporarily lessen the effects enough to eat or feed.

### The Unknown Face Known

This level six ritual is designed to render the kiasyd with another identity completely of their choosing. The identity is as detailed as the kiasyd wants it to be, centering on their blood memory, expanding out through what bonds their possess, to their aura, expanding out like the ripples of a pond to the outlying aspects of their sect identity and kine persona should they have one. Certificates and licenses appear to support what the kiasyd has chosen, legitimate and foolproof to investigations, as if they had been attained through all the correct channels. Internet and informational databases change to reflect what the kiasyd wants to be portrayed as.

System: The kiasyd spends 5 points of blood and two willpower points and rolls Perception + Occult difficulty 9. Each success makes a period of time that this new identity lasts for, as in depth as the kiasyd desires. These changes must be stated at the time of the ritual and discussed with the ST at the time it is enacted.

1 ss 1 Month

2 ss 2 Months

3 ss 3 Months

4 ss 4 Months

5+ ss Until the Kiasyd decides to end the effects

## Level 7 Mytherceria Ritual

### Summon Bygone Beast - Greater

A Greater Bygone Beast is drawn through a portal from the Dreaming and assigned a short-lived task, then sent back from whence it came. These Beasts are unlike Goblins or Wyrm Elementals; they are at once greater in mystic frame and are unable to stay in the material realm as long. They are unable to perform long or onerous tasks and are often summoned only in dire circumstances, such as impending battles, and their summoning is considered to be a dire risk - the Beasts can easily breach the Masquerade on a large scale and they are not as easily tractable as their lesser cousins.

The caster must spend a Willpower Point then cut off their hand, taking 2 Aggravated unsoakable damage, and then meditatie for three hours in a fairly natural environment such as a field, park, or even a cemetery, pool, or cavern. Every hour, she must spend two blood points and make a Manipulation + Occult check (difficulty 9). All Beasts summoned this way stay in the material realm for a duration of 1 scene. The number of successes determines the strength of the Greater Beast summoned:

1 success - A Hippogryph

2 successes - A Gryphon

3 successes  - Manticore

4 successes - A Wyrm

5 successes - A Drake

6 successes + - A Roc

#### [Alternate Type - Water-Based: Sea-Serpent]  BEASTIES STATS

Failure means the ritual does not work, but a botch means the creature arrives and immediately attacks the character and anyone else present. When the Greater Beast loses all health levels, the creature disintegrates back into the Dreaming from which it was formed. The Greater Beast will fight until incapacitated against enemies of the caster, though they are known to hit allies of the caster if the battle is confusing. No more than one Greater Beast may be summoned at any one time by the caster and if two casters summon a Greater Beast at the same time the Beasts will engage one another in mortal combat until one or the other is dead.

For stats on Greater Beasts see Bygone Bestiary.

### Dance of Pan [From the Book]

In order to learn this ritual, casters must also know Bedlam Song. The Kiasyd begins the ritual by herself dancing and chanting the Dance of Pan. Weak-willed witnesses give into the dancing fit upon sight. They dance until the spell wears off, or they pass out from exhaustion. When they wake, if still under the effects of Dance of Pan, they immediately begin gyrating and dancing again until either the effects wear off or they collapse dead. The dance is highly contagious, and sometimes if you see the people dancing, you too could become its victim. Entire villages have been affected by this Darkling ability. It is rumored that the most famous outbreak of St. Vitus’ Fire, in 1585 in Strasbourg, was started by Marconius.

System: The caster rolls Manipulation + Performance (difficulty 8). Anyone who sees or hears the ritual being performed must make a Willpower check (difficulty 8) or become enchanted with the dance. Those affected dance ecstatically, mumbling the words to the chant (an extended version of Bedlam Song). Those who witness victims of Dance of Pan may also be affected and must make a Willpower check (difficulty 6) or become compelled to dance themselves. The number of successes rolled determines the duration of the affliction:

1 success 1 hour

2 successes 2 hours

3 successes 1 night

4 successes 2 nights

5 successes+ 1 week

Every hour a victim dances, she must make a Stamina check (difficulty 4). A botch indicates she takes a level of Lethal damage. Enough botches can prove deadly to mortals.

Side Effect: Botching releases Wyld magic effects.