Tremere Rituals
The Tremere already have so many options available to them many would accuse that they have an edge on all the other clans, well this is not true. the only extra's offered for Clan Tremere are 5 new Rituals. Tremere do not get any special Secondary Abilities of Merits and Flaws.

Level One

SCENT OF THE GAROU'S PASSING
By sniffing a strange herbal mixture containing milkweed, wolvesbane and some other more noisome materials, a Kindred can detect the presence of a Garou by smell on a Perception + Alertness roll (difficulty of the werewolfs Willpower). The thaumaturgist must actually be able to smell the werewolf in question, and three successes are required to identify a particular Garou. This ritual lasts for one scene.

Level Two

THE OPEN PASSAGE
By spending a point of blood and taking an hour to trace an intricate pattern, the vampire can catlse a barrier to become insubstantial. This will allow anyone to pass through it during the next turn without affecting the individual or tile barrier. For instance, if a character cast Open Passage on a cell wall, she (and anyone else) would be able to walk through the wall for the next turn, but the wall would still retain its ability to hold up the ceiling, as well as any posters taped to it, and it would continue to look like a normal wall.

Level Three

RUTOR'S HANDS
An ancient Tremere ritual, Rutor's Hands, requires that a vampire cut off one of his own hands and pluck out one of his eyes. This causes five levels of aggravated damage, though these can be healed normally. He then works the ritual, which will animate the hand, allowing it to move about and serve its owner. The eye rests on the back of the hand, and provides both sight and hearing. The hand makes a useful spy or messenger, and a magus can create as many of these as he likes (as long as he regenerates his hands and eyes). Each one must absorb a point of blood each week, although it does not matter where this blood comes from.

Level Four

SOUL OF THE HOMUNCULI
Magi find that there are few they can trust, and their honmnculi often make up the heart of this group. A homunculus is more than just an animation doing the vampire's bidding. It is an extension of the vampire, much like his arms and legs. It bears her physical features and does her bidding as though she herself were inhabiting the tiny form. A homunculus takes weeks, if not months, to create, and requires an Intelligence + Occult roll (difficulty of at least 8 ). There are many different kinds of homunculi, and Storytellers can require characters learn a separate ritual for each version. Homunculi are further described earlier in this chapter.

Level Five

UMBRAL WALK
There arc innumerable planes of existence. The astral plane, where creatures with astral projection walk, is known to many Kindred. Tremere have also learned to enter a land of eternal mght, known as the Umbra, although this is hardly a safe place tor them. Entering the Umbra requires the sacrifice of an intelligent being. The success of the vampire's ritual also depends on the magnitude of the being's supernatural power. The vampire can also bring others into the Umbra, though each person brought along requires a separate sacrifice. The Tremere appears in the Umbra naked, though any magical items she may have come along. For more information on the Umbra, see Werewolf: The Apocalypse.