Thaumaturgy
Rituals
Rituals--Rituals
are meticulously prepared, but powerful, magickal spells
which must be performed under highly specific circumstances
and according to exacting procedures. All Kindred who know
Thaumaturgy also have the ability to cast rituals. By learning
the basic concepts of blood magick, an apprentice acquires
a familiarity with the magickal formulas required to cast
rituals.
Each ritual
in Vampire is rated in power from one to five (or higher).
A character must have a Thaumaturgy rating at least equal
to the power level of the ritual in order to perform it
successfully. Rituals take at least five minutes per level
to cast. Sometimes material components are required, as
stipulated by the ritual itself. These could include such
things as feathers, wood splinters, mud, herbs, bones, eye
of newt, and frogs' toes. Blood is used in many rituals.
At the
first level of Thaumaturgy, the vampire automatically gains
a single Level One ritual. In order to learn further rituals,
a character must find a teacher (or scroll) to instruct
him in the proper procedures and incantations. Learning
how to perform a ritual properly can take anywhere from
only a few days (Level One ritual) to many years (Level
Five ritual).
Level
One Rituals
Defense
of the Sacred Haven
This one-hour
ritual ensures that no sunlight may pass through any window
within 20 feet of where the ritual is performed. Sunlight
is simply reflected by the windows. This ritual functions
only as long as the Kindred who performs it stays within
the area of effect. A drop of blood--the caster's own--must
be placed on each window in the ritual's area of effect.
At least one Blood Point will thus be used.
Wake with
Morning's (Evening's) Freshness
This half-hour
ritual must be performed immediately before a vampire prepares
to sleep through the coming day. A period of complete meditation
is required. Any interruption or performance of other activities
after the ritual, but before sleep, will render the magick
ineffective. The ritual allows the protected Kindred to
immediately awaken at any sign of danger during the next
day. The rule regarding how Humanity restricts the number
of dice usable during the day is waived for the first two
turns of action. Thereafter, it is once again effective,
but no matter what the character's Humanity or condition,
he will awaken in time to (hopefully) alleviate the danger.
Feathers are required to perform this ritual, and they must
be burned and the ashes spread over the sleeping area.
Communicate
with Kindred Sire This very practical ritual takes only
five minutes. Upon completion, the ritual allows a vampire
to speak telepathically at any distance with his sire. The
ritual has been modified throughout the years to also allow
the vampire to speak with any Kindred who has been Blood
Bound to the caster, or even anyone who has partaken of
the caster's blood since the most recent sunset. The communication
is two-way, but unlike the Auspex power Telepathy, the vampire
may not probe the target's mind. The caster needs to possess
an item which once belonged to her sire.
Deflection
of Wooden Doom
The caster
of this hour-long ritual must be completely surrounded by
a circle of wood. Anything wooden, even furniture or wood
shavings, will work, but the circle must be unbroken. Thereafter,
the caster need not fear being staked until the sun next
sets. Though only the first attempt is deflected, any wooden
stake that is about to plunge the vampire's heart will instead
instantly disintegrate. In order to activate the power of
the ritual, the stake must have actually been ready to penetrate
the vampire. A stake merely held near the Kindred's heart
will not be affected. A wooden splinter must be placed in
the caster's mouth at the end of the ritual (if the splinter
is taken out, the ritual is nullified).
Devil's
Touch
This ritual
curses a mortal, causing all those around who do not have
a close emotional time with the subject to feel a distinct
dislike for him. They will hate the mortal and will do all
they can to make the mortal's life miserable. This effect
lasts for one night, only disappearing with the first light
of day. The mortal needs to be present for the ritual to
be effective, and a penny (or any coin owned by the caster)
must be placed somewhere upon the mortal's person (such
as in a pocket).
Purity
of Flesh
This ritual
allows the caster to cleanse his body of all foreign matter.
The caster must sit on the ground in lotus position, surrounded
by a circle of 13 sharp edged stones, and concentrate for
10 minutes. The ritual requires the expenditure of one Blood
Point, after which the caster's body and blood are completely
purged of impurities such as dirt, poison, alcohol and drugs
(making this ritual a good way to keep clean). It is important
for the Kindred to be completely naked--wearing no jewelry,
makeup or clothes--because the spell dissolves all foreign
substances, leaving a nondescript ring of gray film around
the place where he sat. If analyzed with the right equipment,
the residue will show traces of the ejected material, and
of the caster's blood. This ritual clears the body of everything
from wooden slivers and bullets to prosthetic limbs and
silicon implants, but is useless against diseases of the
blood and any sort of mind control.
The Rite
of Introduction
This is
a method by which a Tremere announces her presence to the
others of her clan in a city. When the caster recites a
30-minutes incantation and speaks into a cloud of water
vapor (such as steam or fog), a telepathic message is received,
first by the Regent of the city's chantry and then by the
others of the city's hierarchy in descending order. This
ritual allows for a very short dialogue between the caster
and each individual subject, but only the Regent of the
chantry is traditionally bound to answer. Thus, although
the other Tremere will know of the caster's presence, the
caster will only know of those others at their discretion.
This is a very old and formal ritual, and no longer as common
as it once was; many younger Tremere aren't even aware of
its existence. However, some Regents are very insistent
that it be used when any Tremere enters "their"
city, and tolerate no excuses if it is not done. This ritual
can also be used as a distress call.
Engaging
the Vessel of Transference
This ritual
empowers a container to draw a Blood Point's worth of blood
from someone who touches it, replacing that blood with the
vitae previously contained in it (generally that of the
caster). Three hours and the initial Blood Point are required
to complete the enchantment. The container (which must be
between the size of a cup and a gallon jug) must be sealed
after the caster's blood is deposited. An arcane symbol
must be engraved on the outside of the vessel; this rune
can be understood to mean "change blood" with
an Intelligence+Occult roll (difficulty 8), but it can be
concealed under another surface. When someone touches the
object, he simply feels a strange shivering sensation, and
that is all. The object will continue to transfer blood
each time a new creature holds it, until it is broken open.
To keep a particular measure of blood inside it, it must
be held with another object--gloves don't count. This ritual
can be used to obtain a sample of blood from another for
use in a ritual, or as an especially devious way of Blood
Bonding someone.
Rebirth
of Mortal Vanity
This ritual
grants the caster the ability to grow her hair once again.
This ritual requires an hour of complex gesturing in front
of a mirror, and a strand of hair from a different mortal
child for each inch of hair that the caster wishes to grow.
The caster can use this ritual on others, but both must
stand in front of the mirror while the ritual gestures are
made. The vampire's hair follicles again die after the ritual
is finished, but the hair will remain at the new length
until it is cut. If the vampire's hair is ever shorter than
it's length at the time of the Embrace, it will return to
it's normal length after a day's sleep. Those who were bald
in their breathing days must remain so in undeath.
Incantation
of the Shepherd
This ritual
takes a mere 15 minutes to perform. The caster needs to
spin slowly in a circle while holding some sort of glass
object over each of his eyes. He can thereby locate his
entire Herd, starting with the closest member and ending
with the most distant. The Kindred must have tasted the
blood of each vessel on at least three different occasions.
Preserve
Corpse
This ritual
enables the user to create a special elixir that keeps dead
things from rotting and deteriorating. The ritual requires
the caster to use her hand, coating the material to be preserved
with a special liquid composed of decaying organic materials
and rare herbs. Once the liquid dries into the surface,
the material is protected indefinitely. The ritual produces
enough of the liquid to cover one large adult corpse. The
elixir will lose potency unless applied within a week of
its manufac' sure. This is a widely known ritual among the
Nagaraja.
Level
Two Rituals
Blood
Walk
This ritual
allows the caster to trace the lineage of another Kindred.
Successful casting requires a full three hours and a Blood
Point from teh subject to be traced. While the caster is
in a deep trance, the blood must be tasted. This gives the
caster knowledge not only of the vampire's immediate sire,
but of successively older generations as well. A Perception+Empathy
roll (difficluty 6) is required; each success discovers
a lower generation. Also, the caster automatically becomes
aware of any Blood Bonds the subject has, either as Regant
or Thrall. Specific knowledge of each vampires is obtained,
including the vampire's true name, persoanlity and relation
to the subject.
Ward versus
Ghouls
This ritual
creates a mystic symbol upon an object. The symbol protects
the object from ghouls, and transforms it into a potent
weapon taht can be used against them. The caster must us
a Blood Point of mortal blood. This blood is poured onto
the object to be empowered--usually a small piece of treated
parchment, a coin, or some other small object. In 10 hours,
the ritual is complete and the strange symbol appears, emblazoned
on the object. Any ghoul who touches the warded object immediately
suffers a burning jolt (causing three dice of damage, acting
against the difficulty of the ghoul's Stamina+Fortitude).
As long
as the ward touches the ghoul, he repeatedly suffers this
damage, and once a ghoul has touched the ward, he must spend
a Willpower point to touch it again willingly. The warded
object can be placed on an unbroken circle of any consistency;
if this is done, no ghoul will be able to cross into (or
out of) the circle.
One of
the restrictions of the ritual is that the mystic symbol
only wards *one* object. An example of this is when a Warlock
places a ward on the side of a car; the ward would affect
taht panel of the door or fender, not the whole car. A final
note: wards can be placed on bullets, but this should be
done only with small-caliber weapons (about .22 is a safe
bet) in order to increase the chance of the bullet staying
in the body (remaining in is the only way the bullet will
do extra damage). Even then, the ward symbol will probably
be destroyed when the bullet is fired, because firing usually
distorts the shape of the slug. In effect, a character must
score at least five successes on her Firearms roll for the
ward to survive and be of use.
Donning
the Mask of Shadows
This ritual
enables the user to move about in a semivisible shadow state
that is perfect for night stalking. Casting requires a 20-minute
chant, after which the caster can only be seen with an Intelligence+Alertness
rol (difficulty of the caster's Wits+Stealth). Auspex reduces
the difficulty of a person's chance to see teh shady Warlock
by three, and animals can automatically sense the caster.
The effects of this ritual last for a number of hours equal
to the number of successes on a Willpower roll (difficulty
of 6).
Principle
Focus of Vitae Infusion
This causes
an object of the caster's choosing to alter corporeally,
becomming infused with a Blood Point of her vitae. The object
must be of a size that the vampire can easily hold in both
hands; it can be as small as a pea. One of the caster's
own Blood Points must be used, and the proper incantations
require four hours to complete. Afterward, the object takes
on a slightly more ruddy hue and is oddly slick to the touch.
By touching the object, the original caster may release
it from its enchantment, causing it to disintegrate. In
moments, the object completely breaks down into a puddle
of blood (one Blood Point's worth), which can then be used
in many ways. The best use of such a focus is to swallow
it before allowing it to decompose. Such an "infused
focus" can be made for another Kindred, though the
other vampire must be present at the initial ritual (the
Blood Point must still be the caster's). Many Tremere wear
several pieces of infused jewlery as a safety measure.
Mourning
Life Curse
This is
a way to coax vitae from a vessel without having to injure
it in any way. The one-hour ritual is performed ahead of
time (it involves ingesting a samll amount of crocodile
blood), but is not completed. The spell is activated when
the caster whispers the final power word in a hapless mortal's
ear (the mortal needn't be predetermined). This causes the
mortal to being crying tears of blood. The vicitim has no
defense against the curse--he continues to cry/bleed until
the caster loses sight of or removes her gaze from the subject.
The effect is not very painfull but is often quite traumatic,
though sleeping vessels will not necessarily awaken because
of it. The bleeding is slow; it takes about five minutes
to collect one Blood Point by this method. The only aftereffect
is a slight swelling of the capillaries around the subject's
eyes, along with the normal efects of blood loss.
Black
Water
The Thaumaturgist
can pour a special pitch-black oil into a pool of water,
thus turning the water solid black. The black water cannot
be seen through from the surface, but it has no other effect.
The surface of the water will remain black until the effect
is dispelled, the water evaporates or the black water is
diluted with a large enough amount of normal water. Ancient
Thaumaturgists used this ritual to blacken the water of
their moats or pools so their underwater guardians could
not be seen.
One pint
of oil covers a small swimming pool-size area. The oil will
last for a week, but a large amount can be prepared at one
time.
Level
Three Rituals
Ward versus
Lupines THis ritual works in a manner similar to Ward versus
Ghouls (Level Two ritual, above), but it affects werewolves.
The only component needed is silver dust. In general, a
ward can be destroyed by most normal means, but not by beings
against which it is dedicated; indeed, such beings can hardly
force themselves to approach it. There is no ward versus
mortals.
Pavis
of Foul Presence
Tremere
sometimes refer to this ritual as "our ritual for the
Ventrue." It is a tightly controlled secret--so much
so that it is supposedly unknown outside the Tremere clan.
This most specialized ritual was created (some say by Tremere
himself) to combat the power of the Ventrue in the Camarilla.
Any Presence Discipline used against the caster is instead
reversed to be felt by the offender. Thus, if the crafty
Warlock is willied to panic and run, the Kindred who exercised
his power must instead roll the Discipline's effect against
himself, more than likely turning the tables on the poor
Lick. Preparation takes a mere hour, and the ritual remains
in effect until sunrise. A blue silken cord must be tied
around the neck of the caster for the spell to work and
last.
Shaft
of Belated Quiescence
This particularly
vicious ritual is cast on a stake tha is menat for the heart
of a vampire. During a five-hour ritual, the caster must
carve an ornate series of symbols onto a shapened shaft
of rowan wood, coat the stake with her blood, and then blacken
it in an oak-wood fire. The darkened shard then becomes
one of the most feared Kindred-slaying weapons known. A
simple hit with the stake, even in the leg or arm, causes
the tip to break off inside the victim and begin burrowing
into the vicitim's body. The point then slowly works its
way to the heart. The victim of this attack may not even
know what is occuring until it is too late. The point will
reach the heart in about one to 10 days (roll a die). During
the time of the stake's journey, the sufferer will occasionally
feel sharp pains. These pains grow closer together and more
unbearable as the tip nears its unmissable target. Damage
caused by the thing's journey isn't enough to remove Health
Levels from a vampire, but will harm a mortal or ghoul.
One of the only ways to be rid of the thing is to dig for
it--a very grisly process that won't necessarily work. The
vile thing may actually try to elude the operator, automatically
burrowing away from the open wound. The "surgeon"
does more and more damage as he digs deeper after it. Needless
to say, this weapon is a death sentence for a mortal, and
may as well destroy a Kindred, because who knows where the
vampire might be when she is immobilized...
Flesh
of Fiery Touch
This ritual
turns the caster's own skin into a protective trap. After
the ritual is completed, any Kindred who touches the bespeled
Warlock's flesh will receive a single point of aggravated
damge in the form of a searing burn. The damage can be resisted
with Fortitude, but if the vampire continues to hold the
caster, he will continue to take the damage. However, the
caster cannot inflict this damage by touching someone; he
must himself be touched. Although this effect lasts until
dusk of the next day, it is not without its price; during
the two- or three-hour ritual, the casting vampire must
consume a small burning coal, causing an aggravated wound
(again, resist with Fortitude) and costing a Willpower point
(to bring himself to do it). While the enchantment is in
effect, the Kindred's skin takes on a subtle bronce tint.
This hue can be noticed with a straight Perception roll
(difficulty 8) by a character who intensely inspects the
Warlock. The caster is also unnaturally hot to the touch.
Moonlight
Dancers
This ritual
was created by a lonely and insane Kindred to create the
illusion of ghostly apparitions and music. The apparitions
resemble five or more dance couples from some time in history
chosen by the Thaumaturgist. The apparitions are not spirits,
and they are not sentient - they are merely figments which
dance to the music. The effects last until sunrise, though
the Thaumaturgist can dispel them at any time. Some Toreador
cast this ritual at their socials.
Level
Four Rituals
Ward versus
Kindred
This ritual
works in a manner similar to Ward versus Ghouls (Level Two
ritual), but affects vampires. The component needed is a
Blood Point of Kindred blood.
Binding
the Beast
This powerful
ritual will pull a fellow Kindred out of frenzy and even
separate the vampire from his Beast for a time. The ritual
takes only 10 minutes to perform, and the caster does not
have to see the subject, but he must imbibe a full Blood
Point of the frenzied character's blood (it can have been
drawn earlier) and push an iron spike through his own hand
(causing two Health Levels of damage that can't be soaked).
Upon completion of these acts, the subject suddenly emerges
from frenzy, and often becomes uncharac passive.
In truth,
his bestial side has been separated from his psyche for
a number of nights equal to the number of successes the
caster scores on a Manipulation + Empathy roll (difficulty
of 10 minus the subject's Humanity). During this time, the
subject cannot frenzy, cannot regain Willpower, can only
use one Blood Point per turn regardless of generation, and
cannot even feed without making a Courage roll. In addition,
the vampire must make a Willpower roll (difficulty 7) to
use any Discipline. Legend states that some Kindred have
starved into torpor after having been
Ritual
of Holding
This is
simply a way of extending the effect of another ritual.
Use of this ritual adds six hours to another ritual in order
to extend its duration or enhance its effect. Of course,
this spell's results differ for every ritual to which it
is added. Examples: It will lengthen the reach of Blood
Walk to include the subject's progeny, and perhaps those
whose blood he has tasted as well. It will cause the container
of Engaging the Vessel of Transference to exchange only
one Blood Point for two Points that it takes. It may render
a ward virtually indestructible. It may make it impossible
for Clean of the Flesh to eliminate the Shaft of Belated
Quiescence. It may keep a spirit trapped by Raise the Dead
indefinitely immured in the corpse. The caster can make
suggestions as to how it should work, but the Storyteller
is the final arbiter of the extent of the "holding."
Utter
Destruction of Bonds
This is
an incredibly powerful ritual, although many do not realize
the extent of its potential, and it must be used with discretion.
This simple incantation takes a mere 10 minutes to recite,
but requires that the caster's tongue be removed, crushed
and smeared on the object to be affected. The tongue is
removed at the very end of the ritual, so there is no point
in cutting out and saving one's tongues in one's free time.
This action subjects the Thaumaturgist to three aggravated
Health Levels that cannot be soaked, and he will be unable
to speak for at least three days (or however long it takes
to regrow the tongue). It also costs the character a point
of Willpower to bring himself to do it. However, this ritual
opens any designated object, and that object will never
again be able to be closed. This includes manacles, handcuffs,
chests, boxes, windows, doors, safes, zippers, wounds, walls,
books, eyes, mouths, throttles, holes in the earth, and
the mouths of volcanoes. It also opens dimensional boundaries
that are tied to physical objects, and permanently destroys
wards. Not included are Blood Bonds, mental control or slavery.
Storytellers must arbitrate in all cases.
Heart
of Stone
This interesting
ritual transforms the Thaumaturgist's heart to solid stone
- completely stakeproof. The caster must mold a three-inch-high,
two-meter-wide earthen circle on a stone surface (solid
stone is preferred, flagstone is okay, concrete is unacceptable)
and must then lie naked on her back in the center. A bare
candle is placed directly above her heart and allowed to
burn until the wick is gone and the flame is smothered by
the candle's own wax. The wax melts all over the Warlock's
chest, causing one aggravated wound, which can be soaked
with Fortitude. The ritual takes a full seven to nine hours
to complete, but lasts as long as the caster wishes. The
effect has the following drawbacks and limitations: the
caster cannot use Willpower, and if forced to spend a Willpower
point, the spell is immediately canceled; the caster's Conscience
drops to one (or zero if the Trait was already one); and
the caster loses half her Dice Pool on all Empathy rolls,
most Social rolls, and nearly any roll when she is trying
to be compassionate or friendly.
Splinter
Servant
This is
one of the more horrific and bizarre of the rituals practiced
by Thaumaturgists. This ritual creates an antiKindred weapon.
It involves carving a stake from the wood of a graveyard
tree, or at least a tree that has nourished itself on the
dead. After a two-night period of incantation and preparation,
the shaft is endowed with a form of limited, if dormant,
sentience. To finish the ritual, nightshade twine must be
wrapped around the stake and sealed with wax to form a brittle
sheath. If the sheath is subsequently torn off, the enchantment
is activated and the one who released the Servant must command
it within one turn to attack someone, or it will attack
its wielder. The stake then leaps into action, splitting
apart and splintering to form makeshift limbs, which it
uses to propel itself toward its target. The little terror
is relentless and will stop at nothing to impale its target's
heart. It will continue trying until it has either succeeded
or torn itself to small pieces (which are inanimate Äthis
will occur after three to five minutes). The fragmentary
nature of the thing sometimes causes other side effects:
often, if it does impale its victim, it will continue splintering
inside the heart, making it difficult to pull out, or maybe
even leaving parts of itself behind (and still leaving the
target immobilized). The Splinter Servant cannot be commanded
to do anything other than attack, and it always goes for
the heart. It will always find its target unless it is stopped.
Bone of
Lies
This ritual
requires a mortal bone - usually a skull, but even a string
of teeth will do. The mortal must have been dead for at
least 200 years. The ritual can be performed in a I single
night, during which the bone must absorb 10 Blood Points
of Kindred vitae. This process darkens the bone to a dull
red color. Now the bone can be used to make whoever holds
it tell the truth. Each time the holder tries to lie she
tells the truth, like it or not. This expends one Blood
Point. The bone absorbs each of the holder's lies, causing
it to become blacker and blacker until all 10 Blood Points
are used and it is black as sin.
The ritual
binds the spirit of the mortal to whom the bone belonged
in life, and it is this spirit that forces the holder to
tell the truth. Needless to say, this is a very degrading
and cruel way to spend eternity. Although this fact is generally
unknown, it is the reason that an anonymous bone is usually
used; if the spirit of the bone is called forth it will
be a most malevolent and devious spirit, corrupted by the
vile sins that have been forced upon it. This is also why
the blackened bone is traditionally buried after use. The
bone can never be reused for this ritual.
Shadowgate
This ritual
allows the Thaumaturgist to enter or leave the Shadowlands
by painting an X over each eye and then stepping into an
extremely dark shadow. The shadow will open up into the
corresponding Shadowland, and the character can bring anything
that he can carry. The X must be marked on with a powder
made of coal and human ashes.
Level
Five Rituals
Escape
to a True Friend
This ritual
must be prepared ahead of time, but it can be of great use
in a tight situation. A one-meter circle must be burned
into the ground, and many arcane symbols must be precisely
placed about it. The entire process takes about three or
four days and costs five of the caster's own Blood Points.
Once this is accomplished, the caster (and only the caster)
may at any time step into the circle while repeating a friend's
true name and be mystically transported to that friend.
The Warlock will not suddenly appear before his friend,
but will materialize someplace nearby and out of sight (usually
within earshot of the friend's location). The enchantment
may be reused until the circle is broken or the symbols
are marred.
Ward versus
Spirits
This ritual
works in a manner similar to Ward versus Ghouls (Level Two
ritual), but of course it affects ghosts and spirits. The
component needed is pure sea salt. This is a basic ward
and affects all spirits equally.
Blood
Contract
This ritual
creates an unbreakable bond between the two parties of a
contract. The contract must be written in the caster's blood
and takes about three days to complete. The ritual is finished
when both parties sign the agreement in their own blood,
after which they are compelled to abide by the terms as
stated. The only way out is to complete one's part of the
bargain or burn the contract.
Stone
Slumber
This ritual
creates a nearly impregnable protection for a sleeping vampire.
The caster must begin the ritual two hours before dawn.
At sunrise, once the ritual is finished, the caster becomes
solid stone. dust like a stone statue, the Kindred can be
transported from place to place, even in direct sunlight,
and will remain suspended in that state until the following
sunset. Awakening from this form requires the expenditure
of three Blood Points instead of one. The Warlock is completely
protected from stakes and most types of flame and heat,
but pieces can be broken off. Most kinds of communication
and telepathy are impossible, as the Thaumaturgist's mind
is dormant.
One Mind
of the Covens
This is
a very exclusive ritual used lay the Regent of a given chantry
during a simultaneous communication with his equivalents
across the world. He must engage in an hour' long chant
and stare into a silver mirror to cast this ritual successfully.
This ritual is one of the main reasons that the Tremere
clan is so controlled and organized - it allows the elders
to demand current information concerning the progress of
all its members' schemes
Haunting
Breeze
The Thaumaturgist
can summon a light, supernatural wind which serves more
to frighten than to harm. It is chilling, and those who
listen can hear the warnings, curses, screams and laughter
of the dead carried on it. Those who look closely can see
the shapes of people swirling about in the wind. The wind
can even be summoned inside an enclosed area.
The wind
increases the difficulty of Perception rolls by 2 and all
other rolls by 1. In addition, all mortals subjected to
the wind, which covers the entire area within the Thaumaturgist's
sight, must make a Courage roll (difficulty 5 ) or else
they will run away in fear.
Shadowland
Passage
The vampire
can physically pass into any location of the Shadowlands,
provided that she has been in that location before. This
requires that the vampire symbolically "kill"
herself by plunging a specially prepared dagger into her
heart (doing at least 2 wound levels) and falling into a
body of water deep enough to cover her. The dagger must
be made from the purest silver, and the hilt must have at
least one vampire fang worked into its construction. When
she returns from the Shadowlands, she will reappear in the
water. Members of the Black Hand use this ritual to get
to Enoch.