Level One Rituals
The vampire prepares the container by burying it in the earth for two nights. The following night the container must be dug back up. The container is opened and the Blood is poured in, with a healthy sprinkling of Burdock added. The caster recites a few incantations over the container before sealing it with wax. The container may be opened at any time, but may not be resealed containing the same blood. The earthenware container itself can be used again, but the entire ritual must be reenacted.
Among the things the ball of light can do are: glow brighter, glow dimmer, divide into many smaller balls, fly about, bathe someone in its magical glow, swirl, remain stationary, or perform whatever maneuver the vampire can imagine. This ritual is useful as a diversion or simply a light source.
This ritual requires a small branch from a willow tree. The Vampire must recite the magical incantations and throw the stick into the air, whereupon it bursts into the ball of light. The light lasts as long as the vampire concentrates upon it.
Then, the Diabolist must take blood from an innocent mortal. The blood must be freely given and not taken through violence, force or coercion. Deception is the usual method. This can be very difficult, for the Diabolist is extremely low on blood at this point and is very likely to go into a frenzy, drinking her fill by force rather than guile.
Once the vampire drinks the blood, the black lines in the Diabolist’s aura are hidden for a number of nights equal to the Blood Points taken from the innocent mortal. If any Blood Points are spent prematurely (to heal or enhance Attributes), reduce the effects duration by the number of Blood Points spent. If the Diabolist drinks from another source, the spell’s effect is diminished. No longer are the black blotches invisible, although the number of Auspex successes required to detect the marks is still raised by one per remaining Blood Point.
Needless to say, if diablerie is committed after the ritual is cast, all benefits are lost and the black lines are more visible than ever. The use of this ritual itself often causes Humanity loss, as the deception and possible death of an innocent are always involved.
True Sight only detects deliberate, willful lies. If the other party believes he is telling the truth, then what he says will appear to be true. The ritual detects the state of nervousness, not whether the truth was spoken.
One success allows a visual message, such as a symbol or icon that floats before the prince’s face. Two successes add a brief auditory message, such as a laugh or statement of the Anarch Manifesto. Three successes allow moving pictures. Four successes allow the creation of multiple images and sounds. Five successes allow the images to be touched, although they can cause no damage. After the message is delivered, all traces of the ritual disappear and no magical methods can be used to track the caster.
Example: Gibson and her gang have just trashed the Empire Theatre for the fun of it. It is the prince’s favorite theatre, and they do not want to leave without dropping a calling card. Gibson decides to leave a ritual message that only the prince’s men will hear. She casts her spell, rolling her Wits + Intimidation against an eight. She scores two successes. When the prince arrives to survey the damage to his precious theatre, he is suddenly surprised by a glowing anarchist’s symbol floating before his face and a laugh he recognizes -- "Gibson...that anarch scum!"