- 1 Blood Sorcery
- 1.1 The Rules
- 1.1.1 The Discipline
- 1.1.2 Rituals
- 1.1.3 Rolls
- 1.1.4 The RP
- 1.1.5 On the Sacrifice
- 1.1.6 Motifs
- 1.1.7 Blood Sorcery Affects the Physical World
- 1.1.8 Blood Sympathy and Other Factors
- 1.1.9 Learning Multiple Blood Sorceries
- 1.1.10 Clarifications
- 1.2 Types of Blood Sorcery
- 1.3 Converted Rituals
- 1.4 Limited Rituals
- 1.1 The Rules
- 2 House Rituals
Fallcoast has decided to implement a system of blood sorcery that uses a single discipline for each type of blood sorcery and ranges from 1-5 to indicate your skill with blood sorcery rituals. However, we recognize that this makes it more of a discipline and less of the artistic expression of power from self sacrifice it should be. To that end, we are also going to use the themes from the blood sorcery book. A combination of Old and New that is both easy to work with and gives clear expectations to staff and players of what power they can draw upon.
Your level of Blood Sorcery mastery is always indicated by the rank of your specific type of blood sorcery rating from 1, the lowest, to 5, the highest. Buying any level in a discipline gives you the equivalent level of every theme. That is, having Theban 2 also translates to you having Creation 2, Destruction 2, Divination 2, Protection 2, and Transmutation 2. Themes are no longer bought individually and do not contribute to rolls. Instead, they act as a guideline for what power a Rank 2 Theban Sorcerer could draw upon.
Consequently, this means we have a system that can support both Improvised rituals and learned rituals. Players are free to cast improvised rituals as they want as long as they fit within the themes for their level.
In our system, rituals always roll Attribute + Skill + Specialties or Attribute + Blood Sorcery Discipline. You'll notice I don't list which Attribute and Skill. Each ritual is a personal connection the player makes with their world. Therefore, we leave it up to the player to pitch an Attribute and Skill that matches the ritual they want to cast. Even with pre-existing rituals, you could ask to swap up the Attribute and Skill if they fit the method of your ritualistic casting. Staff will always reserve the right to approve the Attribute and Skill combo.
What Exactly Is The Base Dice Pool
- Attribute + Skill + Specialties for Learned Rituals
- Attribute + Blood Sorcery Discipline for Improvised Rituals
- See HRs for info on how disciplines can affect your Attributes
Ok, but how do we know what Attribute and Skill fits your ritual? That's because you tell us how you're casting the ritual on job submission. Blood Sorcery is meant to require a specific sacrifice and a unique ritual. Two Blood Sorcerers casting the same ritual will do so in completely different ways. We're going to reinforce that. When you submit a job, make sure you list your intent, your dice pool, and how the ritual is done. For example, you might describe sacrificing an animal to your god if you're using Cruac or flagellation and intense prayer if you're using Theban.
On the Sacrifice
More of a note, but on the subject of the Sacrifice required for Blood Sorcery all Blood Sorcery falls under two categories: Vitae and Willpower. Either your sorcery requires you to spend vitae or it requires you to spend willpower. In the case of Theban and Cruac, Cruac is Vitae while Theban is Willpower. The difference is in how the blood sorceries exist. Cruac is pagan magic using the power of blood to push against the world. Theban is the result of supernatural devotion to a deity that graces you with some small sliver of power.
While not largely used, please keep your motifs in mind. They'll be listed below along with being in your blood sorcery overview. They act as keywords that describe how rituals using these types of blood sorcery are taught and typically cast. You also have your own personal motifs that dominate your casting. Staff typically won't deny a ritual for a bad description, but if you try to cast Theban as Cruac it's not going to work.
Blood Sorcery Affects the Physical World
Unless otherwise noted, blood sorcery rituals can only change the physical world. They can't effect things that aren't of the physical world. More specifically, they change the world that vampires know.
Blood Sympathy and Other Factors
Unless otherwise noted, we only use the Ritual Factors noted below and only in the way they're listed below. Ritual Factors no longer adjust the number of successes needed to make a ritual successful. Instead, we use a flat Target Number based on Rank or Potency as described below. The ritual factors we still use now act as flat adjustments to your dice pool.
On Blood Sympathy
- Ranges from -3 to +3. Bonuses can stack up to +3. Knowing a target's name and having seen them before is +2. These bonuses never exceed +/-3 no matter how many you qualify for.
- Some example reasons to give a bonus: Player has been in the same room as the target (+1), Player has a 1 step blood bond to the target (+1), Player has a piece of the target's clothing (+2), Player has a piece of the target's hair (+3), Player knows the target's name (+1)
- Some example reasons to give a detriment: Player has a 3 step blood bond to the target (-3), Player doesn't know the target (-1), Player has never seen the target (-1), Player has a 2 step blood bond to the target (-2)
We have a map. We'll use it as our basis for Range.
- Target is in the same square you are: -0
- Target is in a square that directly touches your square: -1
- Target is two squares away: -2
- Anything else: -3
Additionally, any ritual that does aggravated damage directly has a range of in sight. 'In sight' is a special designator that just means 'can see,' but scrying counts as 'can see.'
Occultation is always a flat penalty to blood sorcery because it acts as a veil that makes it harder to gain a connection to the target. For example, if your target has Occultation 1, you have -1 on the roll.
Rituals take a default time of 30 minutes per roll. A learned ritual takes 15 minutes. A learned ritual that you are one rank above takes Rank x 2 rounds - That means if you cast a Rank 2 Ritual with Cruac 3 it takes 4 rounds. Yes, that means Rank 5 rituals can never be cast in round time.
You can choose to take extra time for additional dice on the roll. You can choose to do this up to 5 times, each time adding additional time to the roll equal to your default time. For example, if you cast a learned ritual and choose to take an extra 30 minutes, you take 45 minutes total and get +2 on the roll.
Potency is capped by the base dice pool (Remember this includes specialties). With improvised casting, Potency is set in stone based on your intent once you start rolling. With a learned ritual, you can alter the potency during the ritual.
If your ritual confers protection, effects attributes, or does direct damage then the potency is capped at your rank in the specific blood sorcery discipline.
On Target Number
For that matter, what is the Target Number for rituals? We're going to go with Rank x 2 or Potency, whichever is higher. That means a Rank 2 ritual that needs 3 potency for its effects would require 4 successes to happen. A rank 4 ritual with effects that require 10 potency would require 10 successes.
We use themes as a general power guideline now. They aren't used in rituals anymore. Instead, we use them so that players and staff can take a look at them, go 'What can I do with Rank 2 Sorcery?', and have an immediate answer available. I'm not saying that the descriptions are always going to be helpful. They're certainly not the only things you can do at each level, but as far as guidelines go they're not the worst things we can use.
Learning Multiple Blood Sorceries
We still do this, but differently. In the Blood Sorcery book, you would inherit all your existing themes. We don't use those directly anymore. Instead, you buy up the second form of Blood Sorcery at the cost of New Dots x 8. Each one has their own theme levels based on their rank. So Cruac 5 and Kindred Vodoun 2 don't both have themes at level 5, instead Cruac has themes at level 5 while Kindred Vodoun has themes at level 2.
- Expiration of Spells: All spells will be noted with an expiration date. Using the spell or adjusted stats after that date, is right out!
- Month Duration Maximum: We have HR's that all spells, Improvised or Ritual have a month duration max.
- Stacking: No, you can't stack multiple versions of the same spell. The most recent one will take effect. But since Blood Sorcery can not be cancelled after it is cast the pervious spell will continue to take up a "spell slot" until it's duration is reached, effectively wasting a "slot".
- All dice pool bonuses or penalties from Blood Sorcery spells will be capped at +5/-5 which is entirely in keeping with the GMC rules.
- Reminder that Specialties count as the base dice pool for Blood Sorcery (Specifically). That means the specialty counts towards your total roll count and your base dice pool.
- Reminder that the max specialty bonus is +3 from stacking. See Stacking Specialties.
- Note that you aren't going to have a Blood Sorcery specialty. Rather, you'd have a 'rituals' specialty or maybe a 'chanting' specialty.
Types of Blood Sorcery
One of the most practiced forms of Blood Sorcery alongside Cruac, Theban Sorcery is the result of a supernatural devotion to your deity and the outpouring of a small sliver of love upon your damned corpse. Theban largely mirrors cloistered religious rituals such as those seen used in Monasteries or Churces. Their rituals typically involve chanting, praying, and occasionally self harm to prove their supernatural devotion.
- Type: Willpower
- Motifs: Deliberate, Judgment, Holiness
- Availability: Anyone with 1 dot of Status in the Lancea et Sanctum
The other most practiced form of Blood Sorcery, Cruac is the result of pagan blood sacrifices to a deity and using the power of blood to push against the world. Cruac can largely mirror any religious ritual system that matches the themes of the Blood Sorcery.
- Type: Vitae
- Motifs: Corruption, Pagan, Wildness
- Availability: Anyone with 1 dot of Status in the Circle of the Crone
Kindred Vodoun (Rapport)
Kindred Vodoun is a type of blood sorcery related to the Spirit Court called the Loa. Vampires establish a connection with a deity of the Loa, represented by Rapport, which allows them to act as a conduit for the Loa into this world.
- Type: Vitae
- Motifs: Passionate, Posessessed, Spiritual
- Availability: Anyone
- Extras: This Blood Sorcery can interact with spirits. The reason being that when you cast a Vodoun ritual, you are literally allowing a spirit to ride you in exchange for power.
Cattiveria is the Sangiovanni discipline of raising the dead. It's a form of blood sorcery that can only affect the dead. This allows the Sangiovanni a narrow sphere of focus that far outranks any other blood sorcerers abilities when it comes to Necromancy.
- Type: Vitae
- Motifs: Death, Gothic, Deliberate
- Availability: Sangiovanni (Technically anyone if taught, though these secrets are harshly protected by the Sangiovanni)
Lithopedia is a type of blood sorcery that the Csalad use to control their territories using the unique power inherent in blood sympathies. This magic is unique because it only affects territory that the Csalad claims, but is able to treat that territory as an extension of the Csalad's physical body. These rituals can only be performed in the Csalad's territory or haven.
- Type: Vitae, but see below.
- Motifs: Inherited, Territorial, Intimate
- Availability: Csalad (Technically only those who have a blood tie to the founder)
- Extras: Any time a Lithopedia ritual targets something other than the Csalad or their territory, spend a WP in addition to the Vitae. Also, the amount of area a Csalad can claim as territory is limited by their BP. See chart below.
|4||A Grid Square|
|6||A Grid Square + One immediately adjacent|
|8||A Grid Square and all squares touching it.|
Gilded Cage is the blood sorcery of the Architects of the Monolith that is used to control aspects of the urban world. Gilded Cage focuses on city streets and buildings, allowing the Architect to supernaturally protect and merge with their chosen city.
- Type: Willpower
- Motifs: Urban, Focused, Deliberate
- Availability: Architect of the Monolith
- Extras: Level in Gilded Cage is capped at the player's current praxis status. Additionally, all Gilded Cage rituals require Means (physical objects) or Ways (physical places) to be a part of the ritual in order to focus the power towards its intended goal. They only require one of the two, but at least one of Means or Ways must be present in each ritual.
Merges Sorcery is the sorcery of the Iltani used to create poisons using the hate stored within the player. The rituals in Merges Sorcery are the act of focusing that hatred on a target and willing an effect to come to fruition out of pure, unadulterated hate.
- Type: Willpower
- Motifs: Corrupting, Vengeful, Immediate
- Availability: Iltani
- Extras: Level in Merges caps Humanity. IE: Merges 3 means a max humanity of 7. This acts as the rule for Cruac does. Additionally, Merges can only be administered through touch range. It requires you to focus, direct, and inject that hate into the other person.
While the themes here aren't important, note that the ritual is the same rank as its highest theme. Thus Spear of Faith requires Theban 4 and Wrathful Judgement requires Theban 5. We still use the changed rules present here. IE: Wrathful Judgement still doesn't create fire.
- Crown of Thorns If the caster succeeds bony spurs erupt from the victim's head in a ring, causing minor damage but immense social penalties that equal the casters Potency and last one night.
- Damned Radiance For one scene, the caster is physically transformed in such a way that they may add their Potency score to all Presence rolls, though they suffer their Potency score to doing anything subtle or covert.
- Hauberk of Blood Imbues the casters Vitae with the ability to protect from other Blood Sorceries, subtracting Potency from the ritual roll targeting them.
- Legionnaire's Blessing Imbues a single melee or thrown weapon with the ability to grant an equipment bonus equal to the casters Potency, which lasts for duration successes or the end of the night.
- Sanguine Exaltation A small object with a pearl on it is imbued so that, when activated by a Sanctified ritualist, the object is destroyed and the ritualist may add 9-again to one roll.
- Sinners Song If the caster succeeds at the resisted activation roll, the subject reveals to them their most recent sin worthy of a degeneration roll.
- Spear of Faith If the caster succeeds a number of victims take Lethal damage equal to the rituals potency.
- Wrathful Judgement No longer uses Willpower or creates fire. But the damage is still aggravated and limited to your rank in Theban Sorcery, and the range is in sight as with any agg ritual.
The following rituals can only be used by Blood Sorcerers who can affect spirits or ghosts
- Blade of Tu'At (Cruac) Blood Sorcery can not affect spirits, or Ghosts.
- Eternal Guardian of the Dark Moon (Cruac) Blood Sorcery can not affect spirits.
- Hand of Seth (The) (Cruac) Blood Sorcery can not affect spirits.
- Imperious Call (Cruac) Blood Sorcery can not affect spirits.
- Servant from the Hiodden Realms (Cruac) Blood Sorcery can not affect spirits.
- Veiled Curse (Cruac) Blood Sorcery can not affect spirits. Summon or otherwise.
The following Rituals are Home-brewed and have been designed by players in game. They are available for purchase per the normal costs: