Blood Sorcery Ritual ••
- Prerequisite: Thaumaturgical Forensics
The thaumaturge uses his knowledge of magic and physiology to aid a body in its regenerative capacity. Even the most grievous wounds may heal more quickly if aided by this sorcerer’s art.
- Cost: 1 Rouse Check
- Dice Pool: Intelligence + Blood Sorcery
- System: Thaumaturgical Surgery uses the following system:
- Ingredients: Any straight surface (preferably elevated like a table), bandages, surgery thread and needle.
- Process: The biothaumaturge soaks the bandages, thread and needle in two Rouse Checks worth of her own blood and chants over them. When the blood is fully absorbed, she then proceeds to do the operation without stopping the chant.
- System: Each success allows the thaumaturge to "convert" one health level of damage to a lesser type. Aggravated damage becomes Superficial, and Superficial becomes easily slept -off fatigue (and vanishes completely). The actual recovery times takes two weeks to finish for mortals. Kindred find that they recover from Aggravated Damage twice as fast without the need of a Rouse Check, healing a maximum of 2 points per day limited to the successes of the roll.
- Duration: One Scene.
This power is the second level of Rituals of Biothaumaturgy. Which also includes:
This bizarre path reputedly has its roots in the secret tomes of the inscrutable Black Hand. Over the past few years, its esoteric secrets have spread among certain cabals of Tremere, who regard it as curious mixture of Hermetic science and genetics. Biothaumaturgy concerns itself with the manipulation of life energies. In the laboratories of inspired Biothaumaturgy may be found strange creatures almost out of myth, veritable Frankenstein's monsters and less wholesome creations. Although it is not considered a "taboo" path, Biothaumaturgy is nonetheless strange and unsettling to those who observe its results.
Biothaumaturgy also requires the thaumaturge to have a laboratory where she may conduct her experiments. This need be nothing more complex than a doctor's table and a few sharp knives, but it may be as complex as the "mad scientist" affairs of pulp fiction, with steaming alembics and crackling generators. The Storyteller should feel free to modify a character's Biothaumaturgy difficulties if she has excellent laboratory resources or her facilities are utterly lacking. Working with a crude lab may add two to the difficulty while a high-grade facility may lower his difficulties by two.