Level Three Rituals
The point will reach the heart in about one to ten 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. Needles to say, this weapon is a death sentence for a mortal, and may well destroy a Kindred, because who knows where the vampire might be when she is immobilized...
It is important to keep in mind that the spirit does not intend to harm the victim--it just wants to annoy the hell out of him. The effect of this spirit is left to the Storyteller. The length of time the spirit stays is based on the number of successes the vampire rolls using Charisma + Spirit Lore (difficulty 7).
Example: James plans to break into the prince’s favorite jewelry store, but knows that it has been declared off limits to all Kindred. So, he decides to "frame" another for his action -- Gregor, a Malkavian. Earlier, James stole a jacket usually worn by Gregor, just in case he wanted to cast this ritual. He uses it now to focus the ritual on Gregor. He rolls his Appearance + Subterfuge and gets three successes. Now, anyone who sees and hears him will think that he is Gregor.