

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.