Homunculi of Mirrors §

This very, very strange ritual was created by a member of Guido Alvarez's coterie, who was fond of devising amusing methods of reeking vengeance on his enemies. The ritual uses a large floor-length mirror, which mirror smashes into a thousand pieces. The victim vanishes, and out of the tiny fragments of mirror step dozens of tiny little homunculi - miniscule versions of the original viewer. The ritual lasts until dawn. (Protean forms are an easy way out of it, but the human form remains as homunculi.)

There are two methods of devising the spell: it either activates automatically whenever someone looks into it, or it activates when someone smashes the mirror. As such, the spell can be a good defence for those vandals who shout out "lets attack the Tremere Chantry!".

System: When the mirror smashes, the viewer makes a willpower roll, diff 6 (Willpower cannot be spent on this, unless the victim definitely know's what is going to happen.) The mirror creates homunculi according to successes, as follows:

  • 1=100; 2=80, 3=50, 4=30, 5=20, 6=10, 7+ and the victim stays in one piece, and wonders what all those dice were for.
  • The victim's physical mass remains the same, but it is divided amongst the creatures so that the more there are, the smaller each homunculus is.
  • eg For 100 homunculi they would be about 1cm (0.5") high, 50 about 1.5", 10 about 20cm (6")! Homunculi get squished very easily, and for every 15% of Homunculi that have been squished, the victim receives one aggravated injury.
  • Physical stats are divided amongst the homunculi, eg for 50 with a group strength of 5, you need 10 working together to get one Die of strength! However, all of them are joined mentally, so they all have the same mental abilities.

The Bright Side: Being tiny and working together they can be useful - a victim of this might be tiny, but they are easily spread them around to do some spying! But be careful of cats, brooms and big feet...

Snare of the Mazed Intruder §

This bizarre ritual creates an illusory labyrinth within the area of the ritual, requiring Int+Subterfuge Diff 8, 3 succ. to produce. Once the threshold of the ritual area is crossed, the victim will walk endlessly through illusory corridors (dungeons, tunnels, walkways etc., depending on what the Intruder expects to see) until she finds the exit again or is released. In practice the victim is snared in a mental trap and will wander back and forth across the ritual space, seemingly in a daze to a outside observer.

The ritual was created by a childe of the Great Grand Master, who later became a member of the Sabbat.

Effect: On entering, the victim must make a Percep+Occult roll, Diff 5 + successes of the Caster in its creation, to see through it. (With 1 success the Viewer senses there is something not right, 3 required to see through it.) The maze must have at least two thresholds, one being the entrance, one the Focus, ie at the "centre" of the maze. The Intruder will only find the entrance again if they consciously decide to turn back and escape.

System: The maze is created by a complex three-night ritual, using a sentient creature (often a mortal) whose mind must be so Conditioned (using Dominate or otherwise) that no Willpower is left. This being becomes the Focus of the maze, the images and confusion being projected from his or her mind. During the ritual the Focus is bound up in a silver-clasped casket which must remain sealed - breaking it releases the Focus, so that the maze disappears.

For this reason Ghouls are often used - mortals require feeding and will starve to death. Having no other means of nutrition, ghouls so used require one BP per day, in addition to their maintenance, which can be dripped through a small hole in the lid. Over time Foci usually become mad, and create increasingly strange and threatening mazes. Kindred also can be used, and it was rumoured that the Grand Master used this ritual as a particularly cruel and unusal punishment. Kindred foci must be conscious when placed in the box, but it does continue if they slip into torpor.

 

Ritual of Joining †

Adds one hour per extra ritual added to the length of the longest ritual. This allows multiple rituals to be performed at once. Combined with Ritual of Holding this can be quite powerful, since the entire group is treated as one ritual.

 

Ritual Trigger †

This adds thirty minutes to any ritual, but it does not take effect immediately. Rather, the caster specifies a set of conditions that must occur, or fail to occur, or a set time limit, that triggers the ritual. As an example, linking this with Fire's Loving Kiss, the caster may specify that it trigger when she is attacked with fire. So, if she is struck with any sort of fire, she becomes fireproof. Alas, the initial attack will still do damage, but the vampire will not burn beyond that.

 

Spoof the Camera †

This will render the caster invisible to mechanical means of detection, such as cameras.

[The effect lasts for Int+Subterfuge Diff 7 hours, and creates some kind of mechanical or electromagnetic fault in all visual recording devices when the subject is present. The effect is physical and permanent - film is overexposed, video tape is demagnetised - but only on the portions where the subject is present.

It can be used very effectively in combination with Obfuscate, Quietus or rituals of invisibility.]

 

Temple of the Dragon God §

The Temple is found in the havens of most Draco hierophants, above or near a node or dragon-site. All Draco-rituals, or rituals using Draconis, are reduced in difficulty by two within the Temple once the Draconi has switched on Eyes of the Dragon (Dracomancy level 1). All others, including use of disciplines, are reduced by 1 for Draco members. The heart of the Temple is an octagon, within which burns a brazier of Dragon Fire (see Summon the Dragon Fire - Drac 2). The fire must be renewed before every dawn, or it dies, and the Temple must be reconsecrated.

System: The night-long ritual requires consecration of the room, inscribing the octagon with complex sigils (Int+Occ diff 5 every hour), culminating in a four-hour period of meditation, using Eyes of the Dragon. The Dragon Fire must then be lit, just before sunrise.

 

Utter Seal †

This Ritual will irrevocably seal anything it is used upon. Doors, windows, books, mouths, eyelids, floppy drives, CD players, etc. The ritual is identical to Utter Destruction of Bonds. Either Ritual will cancel the other, but will not open or close the portal in question. That requires a second Ritual, or the keys. (What's the matter, cat got your tongue?)

[The ritual requires a silver needle, and length of fine thread. If the caster desires, a time limit can be set on the ritual, so that it is not permanent, but dissolves after a certain amount of time. Note that if a vampire's mouth is sealed this way, it cannot be healed, but it will change back at sunrise. This is not so of a human.]

 

Ward of Falsehood §

This uses a circle or disc, acting similarly to Ward vs Kindred. Once the ritual is cast, any kindred within the circle or touching the object receives an unsoakable aggravated wound each time they tell a lie, either by directly lying, misleading or dissembling. Any form of falsehood will trigger the Ward. (Can be resisted by thaumaturges, with a Wits+Acting roll Diff 9 - 1 success required for dissembling, three for a direct lie.)

 

 
§ - Order of Draco Ritual, by (c) Robert D How, 1998
† - by Deird're Brookes
* - by Cameron Blackwood