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Ars Magica Capadociorum 

Capadocian Thaumaturgy

Greek Magic and the Elements

The Greek understanding of the world breaks the world down into five elements, Earth, Air, Fire, Water and ether. Everything in the universe is made up of these five elements, and each represents an ideal substance. In the real world we will never see pure Water, no matter how perfect a spring we might find. All water is made up of a mix of the five elements, mostly Water of course but mixed with bits of Fire, Earth, Air and Ether.

Capadocian magic manipulates these elements in the real world. This manipulation can effect one of three forms, Living, Unliving and the Mind. So a Fire ritual targeting the Unliving could set a house on fire while a Fire ritual targeting the Living could set a mortal on fire. To the Greek mindset vampires are in the Living category because they are clearly animate. They only lack the proper amount of Ether to allow them to breath and do other normal living things.

Further, because mortals and Kindred alike are made up of the elements their bodies and their minds can be effected in less direct ways than simply destroying them with flames or crushing them with earth. Rituals can effect the balance of humors in the body as each humor corresponds to an element. So a Fire ritual targeting the Mind would effect the sanguine humor and could make the target amorous.

The destruction of a humor does not imply the creation of the opposite humor. When a person's sanguine humors are destroyed they become less cheerful, but they do not become depressed or dull, they are simply less cheerful. In fact, reducing the influence of a humor can be viewed as a good thing to the Roman or Greek mind. Doing so pushes a person closer to balance, the reserved air of dignitas where all decisions are weighed carefully and logically without being swayed by emotions.

Its worth noting that the elemental opposites (Fire (blood) vs. Water (phlegm)) and humor opposites (blood (Fire) vs. black bile (Earth)) don't really make sense. Nobody ever said the Greeks had to be logically consistent.

The Elements and Their Affinities

Ether – Dodecahedron, lightest element, balanced in wetness and temperature. Corresponds to the vital forces: breathing, heartbeat, eating and drinking. Ether is what fills the heavens above us. In its purest form glows with a white light, just as the stars do. Ether is also known as quintessence, the substance with the potential to change into any element. Ether rituals most commonly transform one substance into another. Such an effect on the Unliving might change fire to air. On the Mind such an effect would change an angry person into a happy one. Effects on the Living don't often transform so much as create. An Ether effect targeting the Living might let a vampire breath or eat food temporarily or deny these abilities to a mortal. In a similar vein a corpse could be given the semblances of life using this element.

Fire – Tetrahedron, 2nd lightest element, hot and dry. Corresponds to blood: Active, Happy, Generous, and Amorous. Fire is the opposite of Water and blood is the opposite of black bile. Fire occupies the sky between the air and the moon. The sun is primarily composed of Fire, so its light and in fact all light is under this element's reign. Capadocian mystics have thus far been unable to create true sunlight with this Thaumaturgy, only the appearance of it. Fire rituals that target the Unliving would set things on fire or snuff preexisting fires. Such rituals could also block sunlight from entering a room or create light in a room. Finally, this sort of ritual can selectively destroy the heat or light of a fire, or make the fire form shapes. Rituals effecting the Living would, naturally, set the living on fire or make them resistant to flames. Blood can be effected as well, in just about any way, including learning information from it. Rituals targeting the Mind could create or destroy feelings of love, or twist those feelings to be towards someone else.

Air – Octahedron, 3rd lightest element, hot and wet. Corresponds to yellow bile: Anger, Violent, Nervous, and Unfocused. Air is the opposite of Earth and yellow bile is the opposite of phlegm. Air occupies the area directly above the world. Some believe that air encompasses all of the heavens, but other's believe Fire and Ether play a role as well. In an ancient understanding Air relates more to wind, smoke and weather effects than it does actual gases, whose existence is not really known. Frenzy can be attributed to the excess of yellow bile in a vampire. When targeting the Unliving Air rituals can create or destroy wind and other weather effects. Smoke can be created in a variety of colors, and crude images can even be formed from the air. The air in a room can be made foul, suitable only for the undead. The Living are more difficult to effect with Air, but some effects, such as fouling the air in their lungs, can be done. When used on the Mind these rituals can effect anger and violence, making frenzy more or less likely.

Water – Icosahedron, 2nd heaviest element, cold and wet. Corresponds to phlegm: Sickly, Apathetic, Jaded, and Cowardly. Water is the opposite of Fire and phlegm is the opposite of yellow bile. Water encompasses all non-living liquids, not just water itself. Liquids in the body are covered by their corresponding element. Rotschreck is the result of an excess of phlegm in a vampire's system. Naturally this element can be used in rituals to create or destroy water. Also Unliving things can be made wet or dried. Liquids can be changed into other liquids or they can be made to behave unnaturally. This power has limited use on the Living, but it can effect the phlegm of the eyeballs, a detrimental effect to vampires or mortals alike. When used on the Mind it can eliminate or enhance fear, effecting Rotschreck. It can also make the target more jaded and aloof, but that will never effect conscience rolls related to Humanity loss. Rituals of this type could make the target more likely to behave amorally though.

Earth – Cube, heaviest element, hot and dry. Corresponds to black bile: Slothful, Gluttonous, Gloomy, and Hopeless. Earth is the opposite of Air and black bile is the opposite of blood. Earth dominates the world from the surface we walk on down to the center. Rocks, metals and minerals contain the highest percentage of Earth, but anything that is solid has a large amount of elemental Earth in it, even living beings. Rituals targeting the Unliving can create all sorts of minerals and rocks, though the noble metals (coper, silver, gold) are relatively hard to create. Such rituals can also cause they very ground to shake. Earth rituals can greatly effect the Living as well, as every solid part of a mortal or Kindred falls under the Earth domain. When used to effect the Mind, Earth rituals can make a person depressed and lethargic, or remove such feelings.

Its also important to note what sort of things Capadocian magic can not do, or has a hard time doing. No Capadocian ritual can effect multiple elements at the same time. Escape to a True Friend would be impossible because it effects an entire living body, composed of all four humors as well as the life force of ether. Similarly Purity of Flesh would be impossible because it effects many different types of mater, both Earth and Water based, in the caster's body. Rituals that effect substances largely made up of one element, such as wood (Earth) or acid (Water), are generally more difficult, though they are possible. Shaft of Belated Quiescence would be a level 4 ritual for the Capadocians, one level higher than normal. Ether rituals may also effect multiple elements, but only to transform one element into another without changing the quantities of these elements. So a ritual could transform a bond fire into a mound of dirt, but could never turn a lake into a pebble. Similarly, happy emotions could be transformed into angry emotions of the same intensity, but not of a different intensity. This magic always has concrete effects. Illusions are not possible with this magic though real objects can be shaped into non-natural forms. Nor it telepathic communication possible with this magic, not even to communicate the results of a divination ritual to the caster. Finally no Capadocian ritual can detect general magical activity, only the use of Greek style magic.

Harnessing the Elements

The Capadocians subscribe to the Greek theory of magic that says the elements can be represented and harnessed by mystical geometry. This is a relatively new branch of magic, comprehensive theories involving the elements have only come into currency since 450 BCE. Since the events surrounding 300 BCE the Capadocians almost exclusively practice this elemental magic, but elders may do things in their own strange ways. Elders will likely have a more impressive though less broad understanding of the elements, being able to do great things with Water, for instance, while being unable to effect Fire at all.

Capadocian magic is not Hermetic magic. The laws of Arcane Connection, Sympathy, and Contagion, as well as numerous others, have not yet been discovered by the Capadocians, nor by any mortal mages. Mortal mages will not make such discoveries until the court of Charlemagne (or so the legends say) and immortal mages will not incorporate these ideas into their magic until the coming of the Tremere.

The seeds of these laws can be seen in Capadocian magic though, but not by any contemporary eyes. The Mind, as we currently know, is not actually governed by humors. It is the law of Sympathy that allows Capadocian Mind magic to work. There magic allows a small change in the balance of bodily fluids to effect the target's emotions. Of course they would not see it that way. From a Capadocian point of view their magic changes the balance of humors, any emotional reaction that results is a normal and non-magical change.

Capadocian magic acts by invoking a particular element with a geometric symbol and then directing the magic with pure force of will or additional mystical drawings and patterns. The geometric symbol used depends on the element and is the same as the polyhedron associated with that element. A tetrahedron for fire, a cube for earth, etc. When performing a path effect the mage must simply draw the symbol in the air with his or her hands. When performing a ritual effect the symbol must be physically draw in dirt or on paper or sometimes constructed in three dimensions from wood or metal. Because of this, no Capadocian magic may be performed unless the mage's hands are free.

Rituals require further elements besides the geometric sign. Common ritual actions include drawing other mystically significant shapes. The circle and the regular polygons are commonly used. The mage may also speak, invoking mystical nonsense words that are specific to a given ritual. Examples include "Armioyth", "Geleo", "Amara", "Mator", "Mormaraseio", "Neouthon", "Alao", and "Agelao". Ritual equipment may be used as well, generally substances intended bring the proper balance of elements to the ritual. Rituals that effect the caster frequently require ingesting this material to balance the caster's humors properly.

Capadocian mystical research commonly involves consulting the works of the sages. The works of a great Kindred or mortal may include clues about the nature of Capadocian magic that can lead to the creation of a "new" ritual. In fact the author of the work likely already created the ritual in question and had left these hints for later readers to learn the ritual for themselves. Even seemingly unrelated works such as Plato's Republic may contain one or two such rituals. More relevant works such as Peri Phuseos by Empedocles or just about anything by Democritus may contain hundreds. The trick of course is that one must be a highly skilled mage to find these clues and to deduce what sort of rituals one might learn by following them. Once found the Capadocian will commonly engage in dialog with a trusted friend or servant to complete his understanding of the sage's intent. Geometric forms and patterns will also be drawn and analyzed by the dozen to determine every last detail of the ritual. Finally, assuming the mage has correctly obeyed the wisdom of the sage, he will have learned a new and potent ritual.

Paths of the Elements

The five Capadocian paths each deal with a different element. Transmutation is the path of Ether. Lure of Flames is the path of Fire. Weather Control is the path of Air. Neptune's Might is the path of Water, though the Capadocians refer to it as Poseidon's Might. And Elemental Mastery is the path of Earth. These paths may be learned in any order, but Transmutation is often taught last as it incorporates lessons from every path. A very traditional teacher will teach the paths in the same order the elements were written about by the Greek sages. Thales taught Water, Anaximenes taught Air, Heraclitus taught Fire, and Emepedocles taught Earth. Finally the lessons of Aristotle are taught, providing an overall framework for the other elements and teaching Ether.

Rituals of the Elements

Rituals are much broader in scope than paths, though they take much more time to perform.

This is a not necessarily exhaustive list of Capadocian Rituals. Those rituals drawn from White Wolf's books are generally heavily modified to fit into the flavor and mechanics of Capadocian magic. Other rituals are drawn from secondary non-technical sources about Greek magic. All rituals take the default time to perform as described in the Vampire: the Masquerade core rules and require the Capadocian to draw an appropriate geometrical figure unless otherwise noted. Rituals that require a polyhedron merely require an object of the appropriate shape and substance. The sides may be open or closed and the shape itself may be hollow. The platonic form is what is important.

Finally this list is very comprehensive. Most vampires will not have access to all these rituals when it comes time learning new ones! As a general rule assume that a character must have a Library rating equal to the level of the ritual to have access to it. Of course, other vampires can teach a character rituals and they can find books that would give them access to rituals at higher level than their Library rating. These in-game events form exceptions to the general rule, and the ST should feel free to offer high level rituals as rewards for intelligent in-character behavior. But without special in-game events assume that the character cannot access rituals higher than their Library. A few rituals require a better or worse Library than their level indicates. Such exceptions are noted.

Ether

Level One

Blood into Phlegm
This ritual works as per the ritual Blood into Water in New York by Night. All spilled blood within 10 feet of the caster turns to, well, phlegm. This can be useful after a fight to clean up the evidence of battle. At the very least the mortal authorities are going to be confused about all this snot on the ground. This ritual cannot destroy any mystically active blood, as described in the rule book. A non-vampiric creature must breath on the blood during the course of the ritual.

Breath of the Sea
The subject of this ritual can breath water as if it were air. The subject is bathed in seawater and then surrounded by incense. The subject can then breath water for the next hour. This ritual is obviously of limited utility when used on vampires.

Rebirth of Mortal Vanity
This ritual works as described in Blood Magic. Naturally the form the mage inscribes in the air is the shape of the dodecahedron. This ritual will work on anyone, even if they are bald.

Level Two

Bridge of Clay
Moving fresh water is converted into firm clay by this ritual. The caster of this ritual throws a handful of granite chips into the water to enact this ritual. A thin strip of water, no wider than the caster can stretch their arms, forms from the water. The clay will support the weight of a lightly loaded horse. This bridge will allow a number of creatures to cross it equal to the number of successes gained.

The Flames Delayed
This ritual traps the heat and flames of a fire in a small ruby. The caster must create a moderate size fire burning oak. The ritual transforms the fire into a ruby. They ruby can then be broken or smashed to restore the fire. Once broken fuel must be found for the fire or it will quickly go out. The ruby thus created is highly flawed, its imperfections mimicking the flames it contains.

Short Life of the Stupid Servant
This ritual transfers the life force of an animal into another animal of the same type, commiting the raised animal to a specific task in the process. This ritual does not create ether, merely moves it from one location to another. The mage must have two animals of the same type, one dead and one alive. The mage writes out a single simple instruction for the raised animal to perform and places this instruction in the dead animals mouth at the beginning of the ritual. During the ritual the live animal is ritually killed and the dead animal returns to life. The animal will attempt to mindlessly complete the instruction it has been given before sunrise, when it will crumble to dust. The instruction the animal is given must be very simple with no conditional statements, simply a command.

Level Three

Conjunction of the Simple Harmonies
The mage may, after casting this ritual, cast two Harmony rituals from opposing elements. The qualities of Ether allow the mage to be effected by these two rituals simultaneously, something that is normally forbidden. Standard casting times apply for all three rituals.

Elimination of the Hot Breath
The subject's breath taken from them in this ritual. The mage causes the subject of this ritual to cease breathing until the ritual ends. The power ends when the the mortal sees the sun, and so may be continued for a long time under the right circumstances. The subject feels no ill effects from this ritual, they simply no longer need to breath. Both the caster and the subject must lie under the light of the stars to cast this ritual.

Restoration of the Hot Breath
The breath of life is restored to the caster of this ritual. The mage will breath normally until the ritual ends. If it is a cold night their breath will even steam appropriately. Such a change is not easy for the vampiric body to sustain, even when compelled to by magic, and a blood point must be spent every hour to maintain the effect. The power ends when the vampire chooses to not spend a blood point or when he or she does something unnatural, like holding his or her breath for longer than a mortal could. The caster must lie under the light of the stars to cast this ritual.

Reversal of the Delicate Humors
The target of this ritual has their bodily humors slowly reversed. An excess of melancholic humors will be replaced by sanguine humors and other similar changes. This ritual begins to take effect as soon as the casting is begun, and the reversal is complete when the ritual is completed. Once the ritual is completed the caster may continue to maintain the ritual for as long as he wishes, but he or she must remain in one place chanting the ritual phrases. When the caster stops actively maintaining the ritual the humors slowly return to their normal balance, taking the same amount of time to return to normality as they did to change. While under the effects of this ritual the target reacts in the opposite way he or she might normally to events that occur around them. The caster of the ritual must have at least a pint (about a point of blood) of one of the target's humors to conduct the ritual.

Level Four

Anger to Fear
The caster of this ritual changes a Kindred's frenzy into Rotschreck. Whatever the Kindred was frenzying at becomes the object of their fear. The ritual takes only 5 combat rounds to complete, but requires the caster to spend 1 willpower point and drive a ceremonial dagger through his or her left hand. The dagger must have a dodecahedron as its pommel and must have been forged in the presence of black smoke and seawater.

Fear to Anger
The caster of this ritual changes a Kindred's Rotschreck into frenzy. Whatever the Kindred was fleeing from becomes the object of their anger. The ritual takes only 5 combat rounds to complete, but requires the caster to spend 1 willpower point and drive a ceremonial dagger through his or her left hand. The dagger must have a dodecahedron as its pommel and must have been forged in the presence of black smoke and seawater.

Forging the Weapon of Life
This ritual creates an astoundingly deadly weapon that literally steals the breath from those hit by it. This naturally proves quickly fatal to mortals, and can be quite inconvenient for vampires as it means they cannot speak. The weapon has the potential to cause this effect whenever it hits a target. When it hits, the target must make a Willpower roll with a difficulty of 8. For every extra success the caster gained in the ritual roll when the weapon was made over the target's Willpower roll the target cannot breath for a full day. The weapon does its normal damage as well. This ritual requires a minimum of 10 pounds of meteoric iron, or more if the weapon to be forged is unusually large. The difficulty of obtaining this material should not be underestimated. The weapon forged may be of any type. The ritual takes a month to complete, beginning and ending on the new moon.

Level Five

Conjunction of the Complex Harmonies
The mage may, after casting this ritual, cast four Harmony rituals, one from each element. The qualities of Ether allow the mage to be effected by these four rituals simultaneously, something that is normally forbidden. Standard casting times apply for all five rituals.

Creation of the Life that Is Not
This ritual restores some semblance of life to a corpse. The corpse will have all the appearances of life, it will breath, be warm, eat and drink if ordered to, and its heart will beat. The corpse will continue to decay though, and the ritual ceases when there is insufficient flesh for its bodily functions to continue, generally about a week. The corpse has the same Physical Attributes of its previous owner but its Mental and Social Attributes are zero. It has the same Abilities as its previous owner, but many are useless given its abysmal Mental and Social scores. The corpse will obey its creator's commands untiringly. A pentagon must be tattooed on the corpse's right hand for the ritual to take effect and it must be lain under the light of the stars.

Creation of the Life that Will Be
This ritual ensures that the subject will become with child after their next sexual encounter. Obviously it may be cast only on a mortal woman. The child born of this ritual will be entirely normal except that they will have a pentagon shaped birthmark somewhere on their person. Both the caster and the subject must lie under the light of the stars for this ritual succeed.

Elimination of the Life that Is
All outward signs of the subject's life are taken from them in this ritual. The mage causes the subject of this ritual to cease breathing, to cool to room temperature, and to no longer have a pulse. The power ends when the the mortal sees the sun, and so may be continued for a long time under the right circumstances. The subject feels no ill effects from this ritual. Both the caster and the subject must lie under the light of the stars to cast this ritual.

Restoration of the Life that Was
The caster of this ritual has his or her vital signs restored for the duration of the ritual. The character breathes normally, body temperature is returned, eats and drinks if desired, and the heart beats again. Such a change is not easy for the vampiric body to sustain, even when compelled to by magic, and a blood point must be spent every hour to maintain the effect. The power ends when the vampire chooses to not spend a blood point or when he or she does something unnatural, like holding his or her breath for longer than a mortal could. The caster must lie under the light of the stars to cast this ritual.



Air

Level One

Calming the Choleric Humor
This ritual helps to bring a Kindred's choleric humor into balance. For the rest of the evening after the invocation of this power the Kindred in question will be less likely to be angry or nervous. This muted emotional response means that it is harder to read the Kindred's emotional state. All Empathy rolls made against the caster are at +1 difficulty. The effects of this ritual are cumulative with other Calming rituals. Further the caster is less likely to loose control of his or her anger. All Self-Control rolls are are at -1 difficulty. This ritual ends when the night ends or when the Kindred displays unusual anger or violence. The ritual takes 15 minutes to perform and requires the caster to inhale incense and chant "Achebykrom".

Chamber of Spring Breezes
This ritual prevents the air in a room from becoming stale or smoky. A light breeze will dissipate any foul air or smoke generated while the ritual is in effect. This ritual works even if the room so enchanted is air tight. The mage must burn a small amount of incense and inscribe an octagon over each door and window of the room, if it has any. This ritual lasts for a year and a day.

Level Two

Lingering Smell of Death
This ritual creates a strong smell of rot and decay in a room. This incurs a one die penalty on all actions conducted while in the room. Perhaps more importantly, this smell will frequently discourage mortal pursuit. The mage must scatter small pieces of flesh around the room while conducting the ritual, which lasts for a year and a day.

Projecting the Calm Choleric Humor
This ritual allows the caster to cast Calming the Choleric Humor on another Kindred or mortal as well as on himself. It has the same effect as the other ritual. The person who is being effected by the ritual is the one who must swallow the ritual component. This ritual takes 30 minutes to perform.

Similarity of Air
Democritus writes that "the similarity [of] things contain[s] some kind of forces for collecting things together." This principle can be applied with this ritual, drawing similar types of Air together. The Air used in this ritual is often captured and contained in a glass or pottery container. The vessel then exerts a small amount of force in the direction of an similar kind of Air. Smoke will be drawn to other smoke, incense to incense, and the like. This ritual fails if the Air to be tracked is more than a mile away. The ritual ends if that Air moves more than a mile away from the vessel after the ritual is cast or when the sun rises.

Similarity of Choleric Humor
Democritus writes that "the similarity [of] things contain[s] some kind of forces for collecting things together." This principle can be applied with this ritual, drawing similar types of choleric humors together. A sample of humor must be in the caster's possession, contained in some movable vessel. The humor will be attracted to its original owner. The vessel then exerts a small amount of force in the direction of the person being tracked. This ritual fails if the person to be tracked is more than a mile away. The ritual ends if that person moves more than a mile away from the vessel after the ritual is cast or when the sun rises. Unfortunately, choleric humors are nearly impossible to obtain without killing the subject.

Solidify the Platonic form of Air
This ritual creates a quantity of air of just about any form, including incense, wind, smoke, and fog. The caster of this ritual provides the type of air he or she wishes and the ritual create. To create a wind, for instance, the caster would use a fan or simple Weather Control. To create incense the caster would burn a small amount of the right type of incense. The caster does the ritual within a circle that is not more than 30 feet across and the air form present within the circle will be sustained and multiplied by the ritual. Generally the air created has about ten times the volume or intensity of the catalyst. However, the air will not leave the circle the ritual was cast in. The most common use for this ritual is to create necessary components of other rituals. This ritual lasts until the next new moon.

Level Three

Charm of Choleric Enhancement
The caster of this ritual creates a charm that can induce great anger in a target when thrown at the target. The ritual creates a small octahedron of gray-white smoke that has enough solidness to be held and thrown. The choleric humor of the target will be greatly increased when the octahedron is thrown at the target. The charm does not need to hit the target for the ritual to take effect, but it must pass fairly close to them. The target's Self Control is reduced to 1 for the next scene. The charm is created in a ritual that must be performed on a windy night. The charm's target does not have to be decided until it is thrown. The charm lasts until it is activated or until the next windy night.

Charm of Choleric Reduction
The caster of this ritual creates a charm that can almost eliminate anger in a target when thrown at the target. The ritual creates a small octahedron of blue-white smoke that has enough solidness to be held and thrown. The choleric humor of the target will be greatly decreased when the octahedron is thrown at the target. The charm does not need to hit the target for the ritual to take effect, but it must pass fairly close to them. The target's Self Control is increased to 5 for the next scene. The charm is created in a ritual that must be performed on a still night. The charm's target does not have to be decided until it is thrown. The charm lasts until it is activated or until the next still night.

Chocking Smoke
Causes any preexisting smoke to become poisonous to mortals. If inhaled the smoke does 2 dice of lethal damage a round until the effected mortal leaves the cloud. The caster must point at the source of smoke, generally a fire or burning incense, as he casts the ritual.

Harmony with Air
This ritual allows the caster to see through all weather effects including rain, snow, fog, dust and smoke as if it were a clear night. The ritual requires the caster to hold a small agate crystal up to his or her eye, a mineral closely associated with Air. The ritual lasts until sunrise or until the caster stops looking through the crystal. This ritual uses Pythagoras' principles of Harmony. The mage may only be under the effects of one Harmony ritual at a time, unless he or she has used certain Ether rituals.

Level Four

Fury of the Storm
This ritual causes the almost certain sinking of a ship. There must already be a storm where the ship is, though such a storm can be summoned with Weather Control. The mage then spends a full evening directing the storm against the ship in question, the name of which the caster must know. The ship's captain may make a Wits + Survival roll with a difficulty equal to the number of successes the caster scored on this ritual plus the number of successes scored on the Weather Control roll. If the storm was natural simply add 5 to the number of successes scored on the ritual roll. If the ship's captain succeeds on the roll he may make it to the nearest port. Otherwise the ship and all aboard are lost.

Level Five

Flight of the Gusting Wind
This ritual generates a gust of wind that lifts the caster into the air. The caster is carried at an average of 50 miles per hour in this manner, but the irregular nature of the wind may change this speed drastically over the course of just seconds. The caster directs himself by manipulating two small octahedrons, one silver and one gold. Such manipulations require Wits + Occult rolls. Difficult maneuvers such as flying indoors or hovering in mid-air have a difficulty of 9. Less difficult feats such as flying down a city street are at difficulty 7. The caster must succeed in a roll of difficulty 6 for every 15 minutes of basic flight. Failure at any of these rolls means the ritual immediately ends and the caster suffers 5 dice of bashing damage. Botching these rolls also means the ritual ends, but the caster suffers 15 dice of bashing damage. Storytellers are encouraged to be creative if failure occurs over water or mountains. This is not a subtle power, winds of more than 100 miles per hour surround the caster while he is flying. The mage must burn a large quantity of incense during the ritual.



Fire

Level One

Calming the Sanguine Humor
This ritual helps to bring a Kindred's sanguine humor into balance. For the rest of the evening after the invocation of this power the Kindred in question will be less likely to be happy or generous. This muted emotional response means that it is harder to read the Kindred's emotional state. All Empathy rolls made against the caster are at +1 difficulty. The effects of this ritual are cumulative with other Calming rituals. This ritual ends when the night ends or when the Kindred displays unusual happiness or kindness. The ritual takes 15 minutes to perform and requires the caster to swallow a small lump of charcoal and chant "Achebykrom".

Defense of the Sacred Haven
This ritual is described in the Vampire: the Masquerade core rules. The symbols drawn on doors and windows are the equilateral triangle and the Capadocian clan symbol.

Engaging the Vessel of Transference
This creates a container as described in the Guide to the Camarilla and requiring the same amount of time. A small amount of cyprus wood must be set on fire during the ritual.

Sanguineous Phial
This creates a container as described in Blood Magic. Most mages use amphorae as the container to be enchanted during this ritual. Amphorae are trivially easy to obtain, and are commonly one meter tall with the capacity to hold about 50 points of blood!

Level Two

Blood Walk
This has the same effect as the ritual in the Guide to the Camarilla. The blood used must be poured over a bronze tetrahedron and into a small fire. The information learned appears written in the flames for a brief moment, in Greek.

Concentration of Vitae
The Vampire: the Masquerade core rules describe this ritual as Principal Focus of Vitae Infusion. The blood to be enchanted must be poured on to a small fire of pine logs. When the fire dies down the blood remains, but changed. The blood will have congealed into as many tetrahedrons as there were blood points used, each about half an inch on a side. This ritual takes a full evening to perform, but as much blood as the caster wishes may be so enchanted, so long as the fire is large enough.

Extinguish
Blood Magic details this ritual. The word the caster must speak is "Achebykrom"

Mourning Life's Curse
This ritual is the same as the ritual Mourning Life Curse [sic] in Blood Magic. This ritual is especially useful for Capadocians, as they have problems feeding. The mage must use blood from a happy mortal rather than crocodile blood, to enhance the sanguine humors of the victim.

Projecting the Calm Sanguine Humor
This ritual allows the caster to cast Calming the Sanguine Humor on another Kindred or mortal as well as on himself. It has the same effect as the other ritual. The person who is being effected by the ritual is the one who must swallow the ritual component. This ritual takes 30 minutes to perform.

Similarity of Fire
Democritus writes that "the similarity [of] things contain[s] some kind of forces for collecting things together." This principle can be applied with this ritual, drawing similar types of Fire together. The Fire used in this ritual is often placed in a pottery container. The vessel then exerts a small amount of force in the direction of an similar kind of Fire. The vessel will be drawn to a fire kindled from the same type of wood. If the fire that is part of the ritual burns multiple types of wood then the vessel will be attracted to any fire. This ritual fails if there is no suitable fire to be tracked is more than a mile away. The ritual ends if the fire being tracked moves more than a mile away from the vessel after the ritual is cast or when the sun rises.

Similarity of Sanguine Humor
Democritus writes that "the similarity [of] things contain[s] some kind of forces for collecting things together." This principle can be applied with this ritual, drawing similar types of sanguine humors together. A sample of humor must be in the caster's possession, contained in some movable vessel. The humor will be attracted to its original owner. The vessel then exerts a small amount of force in the direction of the person being tracked. This ritual fails if the person to be tracked is more than a mile away. The ritual ends if that person moves more than a mile away from the vessel after the ritual is cast or when the sun rises.

Solidify the Platonic form of Fire
This ritual creates a quantity of fire. The caster ignites a fire that the ritual will use before it is cast. The caster does the ritual within a circle that is not more than 30 feet across and the fire present within the circle will be sustained and multiplied by the ritual. Generally the fire created has about ten times the volume of the catalyst. This fire will be mystically sustained so that no fuel is needed, however, the fire will not leave the circle the ritual was cast in. The most common use for this ritual is to create necessary components of other rituals. This ritual lasts until the next new moon.

Level Three

Charm of Sanguine Enhancement
The caster of this ritual creates a charm that can induce great happiness in a target when thrown at the target. The ritual creates a small tetrahedron of red and yellow flame with no heat and enough solidness to be held and thrown. The sanguine humor of the target will be greatly increased when the tetrahedron is thrown at the target. The charm does not need to hit the target for the ritual to take effect, but it must pass fairly close to them. The target's Charisma is increased by 2 for the next scene. This ritual is useful for feeding as the target will be fairly pleased with whatever happens to them. The charm is created in a ritual that must be performed within sight of a large fire the caster did not cause, even indirectly. This fire must be at least as large as a house. The charm's target does not have to be decided until it is thrown. The charm lasts until it is activated or until the next such large fire.

Charm of Sanguine Reduction
The caster of this ritual creates a charm that can almost eliminate joy in a target when thrown at the target. The ritual creates a small tetrahedron of blue and red flame that has enough solidness to be held and thrown. The choleric humor of the target will be greatly decreased when the tetrahedron is thrown at the target. The charm does not need to hit the target for the ritual to take effect, but it must pass fairly close to them. The target's Charisma is reduced by 2 for the next scene. The charm is created in a ritual that must be performed where a large fire the caster did not cause can be heard but not seen. The charm's target does not have to be decided until it is thrown. The charm lasts until it is activated or until the next such large fire.

Flame of Vulcan's Forge
This ritual enhances the flames the caster creates using Lure of Flames. These flames become much hotter, making them harder to soak with Fortitude, though they do not do any more damage. The difficulty to soak these modified flames with Fortitude is increased by 2, with a maximum difficulty of 9. To cast this ritual the mage must sever his or her right index finger and place it into burning pitch. The finger will not heal until the beginning of the next evening, which costs a point of blood. The ritual lasts until sunrise.

Flesh of the Fiery Touch
This ritual works as described in the Guide to the Camarilla and requires the same amount of time. However, there is no change to the caster's skin color. Instead the backs of his or her hands are marked with an equilateral triangle as if they have been freshly branded.

Harmony with Flame
This ritual works as per Firewalker in the Guide to the Sabbat. This ritual may not be used on anyone besides the caster. This ritual uses Pythagoras' principles of Harmony to attune the mage to the essences of Fire that would normally be harmful. The mage may only be under the effects of one Harmony ritual at a time, unless he or she has used certain Ether rituals. To cast the ritual the mage must pass his or her hand over an open flame. This causes no damage, but requires a Courage roll with a difficulty of 6.

Pavis of Foul Presence
This ritual is describe in the Vampire: the Masquerade core rules. This ritual shifts the sanguine humors generated in the caster by Presence into the wielder of Presence itself. The caster must carry a flame on his person, most frequently a smoldering ember. Should the flame be quenched the power is ended.

Level Four

Eternal Darkness of the Cold Forge
This ritual creates an area free of all light save starlight. Any light sources brought into the area effected are snuffed out, even mystical ones provided they are less than a level 4 effect. Even the sun or moon's light can not penetrate the area. The acute vision of Kindred will likely be able to see in such an area, though not well (+2 to most difficulties). Mortals will be completely unable to see. This ritual must be cast on an enclosed room with less than 5 windows and doors. Each door or window must have an equilateral triangle inscribed upon it and the remains of a fire that has been quenched by seawater must remain on the floor while the ritual remains in effect. As long as those conditions are met the ritual will continue.

Fiery Cell
This ritual creates a prison made of flames in the shape of a tetrahedron around the subject. The caster must create an appropriately sized tetrahedron of pine branches and place the subject of the ritual in side this prison-to-be. The flames are then ignited and mystically controlled and sustained. If the subject attempts to escape the prison will try to prevent them, doing 10 dice of aggravated damage to the prisoner. Vampires must gain 3 successes on a Courage roll of difficulty 9 to even make the attempt. Mortals need only one success on a Courage roll of difficulty 9. The prison will last until the subject escapes or dies. Long term captivity in such a prison will likely drive a Kindred inhabitant insane.

Ward versus Kindred
This ritual works as does the ritual described in the Guide to the Camarilla. The glyph used is the equilateral triangle, which can be easily incorporated into Capadocian symbology. Many Kindred rightly fear touching that which a Capadocian has marked as their property. Because glyph is mystically more resistant to damage than normal ink, the informal clan symbol is sometimes penned with 6 of these glyphs. Such an arrangement is no more damaging than normal, but it will never be worn away by normal wear and tear. The blood of the caster is mixed with ash from burned hemlock to form the ink for this glyph.

Warding Circle versus Kindred
This ritual is also described in the Guide to the Camarilla under the Warding Circle versus Ghouls heading. The material components are the same as for Ward versus Kindred. The circle is actually formed from the bases of hundreds of equilateral triangles, pointing outward.

Level Five

Blood Fire
This ritual is known as Cobra's Favor in Blood Magic. This ritual combines the two aspects of Fire, flames and blood. The caster creates a mixture of blood and burning embers and drinks it, doing a point of aggravated damage that may not be soaked. Once this ritual is enacted the effects are as described in the book.

Love Spell of Delphi
This ritual causes the subject, who must be a mortal, to fall in love with the caster. To cast this ritual prepare a clay doll in the likeness of the intended target with its hands bound behind its back. Pierce the doll with 13 needles, three in the mouth, two in the eyes, two in the hands, three in the heart and three in the loins. Chant, "Pharnathar Barachel Chtha" while casting the ritual. Every day at sunrise one needle will fall from the doll. When all the needles have fallen the enchantment ends. This ritual may only ever be cast once on a given mortal. The doll must be created near a fire whose flames reach higher than the caster.

Sword of Dardanus
This ritual causes two targets, both of which must be present, to fall hopelessly in love. Both targets must be mortal and can be blood bonded to no one. The ritual takes only seconds to cast. The mage must simply point at the two targets and state "Beriambo Mermergou Arouer Lailam" without stammering or stuttering and loud enough that both may hear. Further the mage must spend two Willpower points. This ritual automatically succeeds, no roll is needed.



Water

Level One

Calming the Phlegmatic Humor
This ritual helps to bring a Kindred's phlegmatic humor into balance. For the rest of the evening after the invocation of this power the Kindred in question will be less likely to be jaded or cowardly. This muted emotional response means that it is harder to read the Kindred's emotional state. All Empathy rolls made against the caster are at +1 difficulty. The effects of this ritual are cumulative with other Calming rituals. Further the caster is less likely to flee when confronted with the ancient enemies of the Kindred. All Courage rolls are are at -1 difficulty. This ritual ends when the night ends or when the Kindred displays unusual fear or disinterest. The ritual takes 15 minutes to perform and requires the caster to swallow a few drops of seawater and chant "Achebykrom".

Level Two

Conjure the Liquid Flame
This ritual fills a small jar with a black and slightly viscous oil. The ritual creates about half a gallon of liquid or less if the jar is not large enough. Only an unglazed earthenware pot will do for this ritual. Fortunately a fair portion of the pottery in the Roman world fits this description. This ritual is commonly used by Capadocians to provide themselves with an emergency weapon, and thus takes only 30 seconds to cast. The oil thus conjured lasts 2 minutes. It does 2 dice of aggravated damage a turn if poured on someone and lit.

Projecting the Calm Phlegmatic Humor
This ritual allows the caster to cast Calming the Phlegmatic Humor on another Kindred or mortal as well as on himself. It has the same effect as the other ritual. The person who is being effected by the ritual is the one who must swallow the ritual component. This ritual takes 30 minutes to perform.

Similarity of Phlegmatic Humor
Democritus writes that "the similarity [of] things contain[s] some kind of forces for collecting things together." This principle can be applied with this ritual, drawing similar types of phlegmatic humors together. A sample of humor must be in the caster's possession, contained in some movable vessel. The humor will be attracted to its original owner. The vessel then exerts a small amount of force in the direction of the person being tracked. This ritual fails if the person to be tracked is more than a mile away. The ritual ends if that person moves more than a mile away from the vessel after the ritual is cast or when the sun rises.

Similarity of Water
Democritus writes that "the similarity [of] things contain[s] some kind of forces for collecting things together." This principle can be applied with this ritual, drawing similar types of Water together. The Water used in this ritual is often placed in a pottery container. The vessel then exerts a small amount of force in the direction of an similar kind of Water. The vessel will be drawn to the stream, aqueduct, or other body of water the sample was originally taken from. If the water that is part of the ritual is a mix of different types then the vessel will be attracted to any water. This ritual fails if there is no suitable water to be tracked is more than a mile away. The ritual ends if the water being tracked moves more than a mile away from the vessel after the ritual is cast or when the sun rises.

Solidify the Platonic form of Water
This ritual creates a quantity of water. The caster collects water of the proper type, fresh or salt, before the ritual is cast. The caster does the ritual within a circle that is not more than 30 feet across and the water present within the circle will be multiplied by the ritual. Generally the water created has about ten times the volume of the catalyst. However, the water will not leave the circle the ritual was cast in. The most common use for this ritual is to create necessary components of other rituals. This ritual lasts until the next new moon.

Level Three

Charm of Phlegmatic Enhancement
The caster of this ritual creates a charm that can induce great fear in a target when thrown at the target. The ritual creates a small icosahedron of deep blue water that has enough solidness to be held and thrown. The phlegmatic humor of the target will be greatly increased when the icosahedron is thrown at the target. The charm does not need to hit the target for the ritual to take effect, but it must pass fairly close to them. The target's Courage is reduced to 1 for the next scene. The charm is created in a ritual that must be performed on a rainy night. The charm's target does not have to be decided until it is thrown. The charm lasts until it is activated or until the next rain.

Charm of Phlegmatic Reduction
The caster of this ritual creates a charm that can almost eliminate fear in a target when thrown at the target. The ritual creates a small icosahedron of light blue water that has enough solidness to be held and thrown. The phlegmatic humor of the target will be greatly decreased when the icosahedron is thrown at the target. The charm does not need to hit the target for the ritual to take effect, but it must pass fairly close to them. The target's courage is increased to 5 for the next scene. This ritual can be very useful for feeding. The charm is created in a ritual that must be performed on the night of a long drought that has lasted at least a month. The charm's target does not have to be decided until it is thrown. The charm lasts until it is activated or until the next such drought.

Demise of the Sailor
This ritual fills a target's lungs with water, which is often fatal for mortals. The caster must have some item of personal significance to the target that causes the target fear. The target must also be in the same city as the caster. The target's lungs fill with water, causing him or her to die unless they make a Stamina roll with a difficulty of 8. If they do not die the target takes 5 dice of bashing damage. Obviously this ritual has no effect, other than purely social, on a vampire. The ritual must be conducted near at lest 100 gallons of sea water.

Harmony with Water
The subject receives the same blessing that Poseidon granted to the dolphins, the ability to swim as fast as a horse can run. The subject gains an effective Athletics skill of 7, usable for swimming only. Further, the subject can see as far underwater as they could in plain air. This does not cut through muddy or murky water however. These abilities last until dawn. The caster must chant "Saph Phaior Baelkota" while the subject drinks seawater from the caster's hands. This ritual uses Pythagoras' principle of harmony. The mage may only be under the effects of one Harmony ritual at a time, unless he or she has used certain Ether rituals.

Robbing the Mortal Sight
This ritual dessicates the eyes of the target, blinding him or her. The ritual requires an eyelash of the target, which is placed in a larger bronze pot. A gallon of water is placed in the pot and the water is boiled while the caster conducts the ritual. As the water evaporates the targets feels pain from his or her eyes, causing a +1 increase in all difficulties. When the water is gone the target is permanently blinded. This ritual can be negated at any time during its casting by spending two blood points, should it be cast on a Kindred or ghoul. This ritual takes and hour to cast.

Level Four

Corruption of the Pure Spring
This ritual fouls the water of any small lake or stream. The water becomes dark and obviously tainted. Any animal or human that drinks from the water will take 2 dice of bashing damage. All plant and animal life that lives in the water will quickly die. This ritual takes a night to cast and lasts until ice forms and melts on the surface of the water, which may be forever in some climates. This ritual will not work on any stream wider than the caster can easily jump nor any lake that they cannot see the opposite side of. The effects extend for one mile downstream if there is a current. Casting this ritual on a particularly large body of water will succeed, but may draw unwanted attention as the herds of multiple Kindred get sick and die.

Swift Voyage to the Distant Shore
The caster may use this ritual to hurry themselves to a destination, provided they are traveling by sea. This ritual must be cast while on a ship on the open sea. The caster must possess a grain of beach sand from the shore he wishes to go to. Once cast a low wave will push the ship towards that shore, reducing travel time by 20%. The ritual will end when the boat lays anchor or moors at a dock or when the caster leaves the boat. The ritual may also be used to delay the progress of a boat the caster is on if the grain of beach sand used is from a shore in the opposite direction the boat is bound.

Watery Guardian
This ritual creates an animate servant of water that will seek out and destroy flames within a residence. This ritual is commonly cast on a haven to protect it, and the caster, from accidental flames or arson. The ritual creates a pool of water about 4 inches deep and 6 feet in diameter that is mystically animated to seek out and smother any fires. The Guardian can flow up walls and even on ceilings, at about half walking speed. It has 6 health levels, which can only be reduced by fire. Extinguishing a fire costs health levels equal to the number of health levels that fire would normally do in damage per round. The Guardian cannot heal this damage on its own. Instead the caster of this ritual must heal the Guardian with seawater in a ritual that takes 10 minutes per health level lost. The Guardian will seek out and destroy any fires in the protected area except those that are designated as permitted by when the ritual is cast. Obviously its wise to correctly designate cooking fires and the like so the Guardian does not put them out. The ritual takes a 6 days to cast and requires 100 gallons of seawater.

Level Five

Thunderous Deluge
The caster causes a stream or river to overflow its banks just above its normal spring flood levels. The caster must perform this ritual directly adjacent to the stream and the effects of the ritual start there and continue for one mile downstream. Fields will be flooded and destroyed, many bridges will wash out, and travelers near the river are in great danger. This ritual lasts for an hour, though the damage caused can last much longer.



Earth

Level One

Blank Tablet
This ritual removes the inscriptions or markings on piece of metal or stone. It can erase any mystical ward or marking made on these surfaces provided the caster's Thaumaturgy score is equal to or higher than the Thaumaturgy score of the Kindred who left the ward. The caster chants "Pothexas Morphys" while touching the markings to effect the ritual.

Calming the Melancholic Humor
This ritual helps to bring a Kindred's melancholic humor into balance. For the rest of the evening after the invocation of this power the Kindred in question will be less likely to be sad or slothful. This muted emotional response means that it is harder to read the Kindred's emotional state. All Empathy rolls made against the caster are at +1 difficulty. The effects of this ritual are cumulative with other Calming rituals. This ritual ends when the night ends or when the Kindred displays unusual sadness or slothfulness. The ritual takes 15 minutes to perform and requires the caster to swallow a small pebble of base rock and chant "Achebykrom".

Deflection of Bronze Doom
This ritual negates damage done by bronze tipped arrows or spears. These weapons are in limited use during this period, but the ritual is still known by older Kindred. The first appropriate object that would pierce the caster's skin instead disintegrates into dust. The ritual must be conducted inside an iron cube as tall as the caster, in which he or she must remain for 5 minutes.

Deflection of Iron Doom
This ritual negates damage done by iron tipped arrows or spears and iron swords. These weapons can do no permanent harm to a Kindred, but enough blows by anything will have a detrimental effect on even the toughest Capadocian. The first appropriate object that would pierce the caster's skin instead disintegrates into dust. The ritual must be conducted inside an iron cube as tall as the caster, in which he or she must remain for 5 minutes.

Deflection of Wooden Doom
This ritual is described in the Vampire: the Masquerade core rules. This ritual does not destroy the wooden stake in question. Instead it returns it to a more elemental form. The instant the stake pierces the caster's heart it is transformed into a shaft of iron. This transformation lasts for 10 rounds, by which time most attackers will have discarded their stake. Of course, this sharp iron shaft is a bit more damaging than a wooden stake and does Str + 1 damage. In addition it has the power to break through metal armor. The ritual must be conducted inside an iron cube as tall as the caster, in which he or she must remain for the requisite amount of time. The caster must lodge an iron splinter over his or her heart while casting the ritual. This does no damage, but if it is removed the ritual's effect ends.

Illuminate the Trail of Prey
This ritual is the same as the one described in the Guide to the Sabbat. The name or image of the target must be drawn or inscribed in the earth or stone where the tracking is going to begin.

Level Two

Pebble of Tracking
This ritual is the same as the ritual Craft Bloodstone from Blood Magic. The stone enchanted by this ritual must be painstakingly sculpted until it is perfectly cubic. The mage need not spend any blood, but the ritual takes the same amount of time to cast.

Perfection of the Platonic Form
The object enchanted by this ritual is made closer to its platonic ideal. Only objects made of a single uniform and solid substance may be enchanted in this manner. Swords must be separated from their hilts, strips of armor must be enchanted separately, pottery must have no glaze, and statues must be unadorned by metal or paint. Objects so enchanted gain a +1 bonus at the discression of the storyteller. A sword might have an extra damage die, a piece of armor might have an extra soak die. A work of art would seem as if its creator had gained an extra success on the relevant roll. The object must be ritually touched with a fist-sized lump of gold during the ritual. This ritual is permanent, but once conducted normal wear and tear will degrade the object and make it loose its bonus in between a month and one hundred years, depending on the material and amount of wear it takes.

Projecting the Calm Melancholic Humor
This ritual allows the caster to cast Calming the Melancholic Humor on another Kindred or mortal as well as on himself. It has the same effect as the other ritual. The person who is being effected by the ritual is the one who must swallow the ritual component. This ritual takes 30 minutes to perform.

Shape the Iron Rod
A piece of iron is made as mailable as if it were greatly heated with this ritual. The iron must be placed in a cold clear stream for at least one minute while the ritual is conducted. For every minute the iron is placed in the stream it will be flexible for ten minutes. The iron will have the same flexibility as if it were heated to just below its melting point. The iron must be inscribed with a square by an iron stylus before the ritual is begun. This ritual will work on any amount of iron so long as a deep enough stream can be found to immerse the metal completely.

Similarity of Earth
Democritus writes that "the similarity [of] things contain[s] some kind of forces for collecting things together." This principle can be applied with this ritual, drawing similar types of Earth together. The Earth used in this ritual is often placed in a pottery container. The vessel then exerts a small amount of force in the direction of an similar kind of Earth. The vessel will be drawn to the original patch of ground or stone the Earth was taken from. If the Earth that is part of this ritual is a mix of the same type from different sources then the vessel will be attracted to any Earth of the same type. If the Earth that is part of the ritual is a mix of different types then the vessel will be attracted to any Earth. This ritual fails if there is no suitable Earth to be tracked is more than a mile away. The ritual ends if the Earth being tracked moves more than a mile away from the vessel after the ritual is cast or when the sun rises.

Similarity of Melancholic Humor
Democritus writes that "the similarity [of] things contain[s] some kind of forces for collecting things together." This principle can be applied with this ritual, drawing similar types of melancholic humors together. A sample of humor must be in the caster's possession, contained in some movable vessel. The humor will be attracted to its original owner. The vessel then exerts a small amount of force in the direction of the person being tracked. This ritual fails if the person to be tracked is more than a mile away. The ritual ends if that person moves more than a mile away from the vessel after the ritual is cast or when the sun rises. Unfortunately, melancholic humors are nearly impossible to obtain without killing the subject.

Solidify the Platonic form of Earth
This ritual creates a quantity of earth. The caster provides earth of the proper type, dirt, stone, or base metal, before the ritual is cast. The caster does the ritual within a circle that is not more than 30 feet across and the earth present within the circle will be multiplied by the ritual. Generally the earth created has about ten times the volume of the catalyst. However, the earth will not leave the circle the ritual was cast in. The most common use for this ritual is to create necessary components of other rituals. This ritual lasts until the next new moon. This ritual will not create minerals or noble metals, nor will the earth created by this ritual be in any special form.

Level Three

Charm of Melancholic Enhancement
The caster of this ritual creates a charm that can induce great lethargy in a target when thrown at the target. The ritual creates a small cube of deep black earth that has enough solidness to be held and thrown. The melancholic humor of the target will be greatly increased when the cube is thrown at the target. The charm does not need to hit the target for the ritual to take effect, but it must pass fairly close to them. The target's Willpower is reduced by 2 for the next scene. This ritual generally reduces the target's reactions to extreme situations, and is sometimes used to aid feeding. The charm is created in a ritual that must be performed on the night after the construction of a stone building. The caster must not have been involved in the building's construction, even indirectly. The charm's target does not have to be decided until it is thrown. The charm lasts until it is activated or until the next building is constructed.

Charm of Melancholic Reduction
The caster of this ritual creates a charm that can almost eliminate lethargy in a target when thrown at the target. The ritual creates a small cube of brown earth that has enough solidness to be held and thrown. The melancholic humor of the target will be greatly decreased when the cube is thrown at the target. The charm does not need to hit the target for the ritual to take effect, but it must pass fairly close to them. The target's Willpower is increased by 2 for the next scene. The charm is created in a ritual that must be performed on the night after the destruction of a stone building. The caster must not have been involved in the building's destruction, even indirectly. The charm's target does not have to be decided until it is thrown. The charm lasts until it is activated or until the next building is destroyed.

Harmony with Earth
This ritual duplicates the effects of Impassable Trail from Blood Magic. The level of this ritual is one higher than the cannon version because it must effect plants and other solid matter that is harder to effect with Earth magic. This ritual uses Pythagoras' principles of Harmony to attune the mage to the essences of Earth. The mage may only be under the effects of one Harmony ritual at a time, unless he or she has used certain Ether rituals. Every fifty paces the mage must drop a water smoothed pebble which instantly melds into the earth.

Scribe Servant
This ritual has the same effect as Sanguine Assistant from the Guide to the Camarilla. However, the caster does not need to spend any blood to power the ritual, and the creature created has only two health levels. The creature takes one hour to summon and a copper cube must be available for incorporation into its structure. The main benefit of this ritual is that the caster's rituals take half their normal time to perform provided the Scribe is actively helping. The Scribe may also perform other minor tasks, most frequently copying books or transcribing its master's dictation. The scribe may not perform any mystical task unaided.

Level Four

Destruction of the Stony Impedance
A barrier of up to 3 feet thick is destroyed by this ritual, leaving a hole about 5 feet in diameter. If the barrier is too thick, and town walls generally will be, the ritual has no effect. This ritual requires the caster to inscribe the barrier to be destroyed with a two dimensional projection of a cube. The center of the inscription is then hit by the caster, and the barrier explodes outwards, doing 6 dice of lethal damage to the caster and any within 20 feet. This spell may be used on any metal or stone barrier, but not on wood.

Heart of Stone
This ritual is similar in effect to the one in the Guide to the Camarilla. The vampire must swallow a smooth piece of granite the size of his or her fist, requiring a Strength roll with a difficulty of 8. This rock replaces the vampire's own heart giving the effects listed. The vampire's sanguine aspects are crippled while under the effects of this power and as such he or she will experience no happiness for as long as the ritual lasts, which effects Conscience and Empathy as described, but has no further social effects. This sanguine deficiency does prevent the caster from using any Fire rituals or paths while under the effect of this power.

Shaft of Belated Quiescence
This ritual works just as the one in the Guide to the Camarilla does. The main difference is that the ritual level is one higher. Wood falls within the domain of Earth, but it is less easily controlled than rock or metal. To anchor the ritual to the domain of earth at least one ton of marble must be present for the casting, a cube three feet on a side. A hole is drilled in the stone and the shaft to be enchanted placed in the hole. The ritual is then conducted on the entire block. Incidentally, a sword may be substituted for the wooden stake during the ritual with the same effect. Of course, this Sword of Belated Quiescence is much less useful against vampires, but may be more useful against mortals.

Level Five

Splinter Servant
This ritual works just like the one in the Guide to the Camarilla. The main difference is that this ritual is one level higher because it effects wood rather than rock or metal. To anchor the ritual to the domain of earth at least one ton of basalt must be present for the casting, a cube three feet on a side. A hole is drilled in the stone and the shaft to be enchanted placed in the hole. The ritual is then conducted on the entire block. Incidentally, a sword may be substituted for the wooden stake during the ritual with the same effect. Of course, this Iron Servant is much less useful against vampires, but may be more useful against mortals.

Stone Slumber
This ritual works as described in Blood Magic, with some modifications. The mage's physical body turns to stone under the conditions described by this ritual. The mage's humors are not effect by this ritual, and will be effected by the sun and fire as normal. Practically this means that the phlegmatic humors of his or her eyes will burn in the sun, causing a point of aggravated damage and blinding the mage until this damage is healed.

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