So, I greatly liked the Blood Sorcery rules from B&S -- They've gone a long way towards making Blood Sorcery unique from regular Disciplines, yet also balanced. That said, there weren't very many rituals, so I went and made a lot of my own. These are about evenly rituals derived from pre-B&S books, some other fan-stuff (notably the Unofficial Rituals compiled by Wordweaver ages ago), and stuff I made up out of whole cloth -- note that even for names that have primarily stayed the same, some things have changed. First though, some theoretical conceits guiding how I made and moved around rituals, followed by a few basic spell mechanisms, and then finally, the Rituals Themselves!
Core Concepts
Crúac is the magic of the Beast. This means, first, that Crúac is Wild as opposed to Civilized. It deals with the natural world, with plants and animals and weather. Crúac is a thing of deep forests and forgotten grottos, a thing of wolves baying beyond the edge of the fire. Secondly, Crúac is Internal, as opposed to External. It deals with the fundamentals of the Kindred Curse so as to strengthen and transmit them, to infect others with with the Beast or to enhance the vampire's own power. Crúacrevels in its inhumanity. Finally, Crúac is Animistic, as opposed to Monotheistic. The blood witch deals with spirits and petty gods as an equal, or at the very least as a client. Crúac is about making deals and pacts with things of this world and the next, taking their favors in exchange for offerings of blood and death.
Theban Sorcery is the magic of Damnation. This means, first, that Theban Sorcery is Civilized as opposed to Wild. It deals with the works of man, with all that sets humanity apart from the beasts of the field, with tools and language and cities. Theban Sorcery is a thing of temples and catacombs, a thing of voices raised high in prayer. Secondly, Theban Sorcery is External as opposed to Internal. Every miracle requires a physical sacrament, and the power of Theban Sorcery comes from an outside force, greater than the ritualist can ever grasp. Theban Sorcery deals with the same power that imposed the Curse upon the Kindred in the first place, unlimited in its power and stern in its nature. Finally, Theban Sorcery is Monotheistic as opposed to Animistic. The Theban Sorcerer submits himself to God, supplicating himself in hopes that he be blessed, or that his Curse is briefly lightened, or that the enemies of God are struck down for their own sins.
Spell Mechanisms
Blood Sorcery, Range Limitations, and 'Holding' Spells
Certain Rites and Miracles have a range greater than that of line of sight -- usually one mile. A character who finds out he is being targeted by blood-magic may, quite rationally, try to run away, either by putting some distance between himself and the ritualist, or shifting to a different plane of existence.
If the ritualist accumulates enough successes to activate the spell, but the target is out of range or in a different dimension, the curse does not activate. At this point, the ritualist can either let the curse dissipate harmlessly, or else 'hold' it, continuing to go through the motions of the ritual (this does not add further successes or have any further costs other than the ritualist's time and effort). A ritualist may 'hold' a spell until the next sunrise or sunset, provided he is willing to continue the ritual that long, and if the target comes back within range during that time, the spell activates instantly.
A target who is out of range of the spell no longer knows if they are being targeted by Blood Sorcery (in other words, they don't know if the ritualist gave up or is holding the spell), and no longer has the same sympathetic connection to their ritualist -- though they can certainly remember which way the sympathetic connection pointed while they were linked.
Hanging Spells
Certain Rites and Miracles, once cast, do not immediately activate. Rather, they lie dormant on the ritualist, their effect 'hanging' until activated by some specific action (most attack spells are of this sort). All unused Hanging Spells go away at sunrise, unless the ritualist pays a lesser sacrifice to keep them going. A user of Theban Sorcery may spend 1WP to extend all of his Hanging Spells for a further 24 hours, while a Crúac ritualist must spend 1V per Hanging Spell.
Core Concepts
Crúac is the magic of the Beast. This means, first, that Crúac is Wild as opposed to Civilized. It deals with the natural world, with plants and animals and weather. Crúac is a thing of deep forests and forgotten grottos, a thing of wolves baying beyond the edge of the fire. Secondly, Crúac is Internal, as opposed to External. It deals with the fundamentals of the Kindred Curse so as to strengthen and transmit them, to infect others with with the Beast or to enhance the vampire's own power. Crúacrevels in its inhumanity. Finally, Crúac is Animistic, as opposed to Monotheistic. The blood witch deals with spirits and petty gods as an equal, or at the very least as a client. Crúac is about making deals and pacts with things of this world and the next, taking their favors in exchange for offerings of blood and death.
Theban Sorcery is the magic of Damnation. This means, first, that Theban Sorcery is Civilized as opposed to Wild. It deals with the works of man, with all that sets humanity apart from the beasts of the field, with tools and language and cities. Theban Sorcery is a thing of temples and catacombs, a thing of voices raised high in prayer. Secondly, Theban Sorcery is External as opposed to Internal. Every miracle requires a physical sacrament, and the power of Theban Sorcery comes from an outside force, greater than the ritualist can ever grasp. Theban Sorcery deals with the same power that imposed the Curse upon the Kindred in the first place, unlimited in its power and stern in its nature. Finally, Theban Sorcery is Monotheistic as opposed to Animistic. The Theban Sorcerer submits himself to God, supplicating himself in hopes that he be blessed, or that his Curse is briefly lightened, or that the enemies of God are struck down for their own sins.
Spell Mechanisms
Blood Sorcery, Range Limitations, and 'Holding' Spells
Certain Rites and Miracles have a range greater than that of line of sight -- usually one mile. A character who finds out he is being targeted by blood-magic may, quite rationally, try to run away, either by putting some distance between himself and the ritualist, or shifting to a different plane of existence.
If the ritualist accumulates enough successes to activate the spell, but the target is out of range or in a different dimension, the curse does not activate. At this point, the ritualist can either let the curse dissipate harmlessly, or else 'hold' it, continuing to go through the motions of the ritual (this does not add further successes or have any further costs other than the ritualist's time and effort). A ritualist may 'hold' a spell until the next sunrise or sunset, provided he is willing to continue the ritual that long, and if the target comes back within range during that time, the spell activates instantly.
A target who is out of range of the spell no longer knows if they are being targeted by Blood Sorcery (in other words, they don't know if the ritualist gave up or is holding the spell), and no longer has the same sympathetic connection to their ritualist -- though they can certainly remember which way the sympathetic connection pointed while they were linked.
Hanging Spells
Certain Rites and Miracles, once cast, do not immediately activate. Rather, they lie dormant on the ritualist, their effect 'hanging' until activated by some specific action (most attack spells are of this sort). All unused Hanging Spells go away at sunrise, unless the ritualist pays a lesser sacrifice to keep them going. A user of Theban Sorcery may spend 1WP to extend all of his Hanging Spells for a further 24 hours, while a Crúac ritualist must spend 1V per Hanging Spell.
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