Path of Tainted Blood
By John Sitton (jms10@ra.msstate.edu
Author's Notes
This path requires at least 4th level blood thaumaturgy to learn.
Description
This path was written by a Tremere who was studying varying types of blood, the effects of mixing them, separating a mixture, and concentrating blood. It is based largely on the two path of blood rituals: Taste of vVtae and Potency of Blood.
* Harden Blood
The magus may raise (or lower) the apparent generation of a point of blood, (real for lower, false for higher), by spending a mental trait.
** Mask the Vessel's Blood
The magus may change the details of a vessel's blood in respect to taste of vitae and blood walk: anything from falsifying a blood bond (or hiding one), to changing a sire or even the apparent clan of a vampire. Note that this may be the same for both or either with the magus deciding. This requires the vessel to be bloodless, torpered, and takes one hour per detail. (requires a blood trait from the target's sire to falsify the sire, a trait from the target master to falsify a blood bond or a trait from the target clan to falsify the clan...).
*** Mix the Sires
This changes a blood point in any way listed in the above two levels but not for the purpose of siring. It also allows the raising of a blood point for siring to be actual if a point of the target generation or higher blood is used in the ritual.
**** Blood Vicissitude
This allows mixing the sires of an unliving vampire (may add but not remove a clan disadvantage). The changes are nonpermanent but actual for the period of time during which the effect exists (flaws taken as a result last until the effect is canceled). It costs one mental trait per detail modified and lasts one week per blood point spent to harden the total ritual. It requires a torpered victim or contact (victim will experience extreme pain). Note: it may not lower gen, but may raise it. It may also be used to sire a ghoul with the blood she has in her pool (one blood point used) or hide ghouldom.
***** Sire the Fourteenth Generation Vampire
With this level, the magus can turn a mortal into a ghoul that is the equivalent of a 14'th gen vampire. He would be a standard ghoul but "in-clan" disciplines are those of his sire' (physicals are no longer even out of clans) and may learn basic proteans and thaumaturgy). This must must be recast weekly and costs one point of blood and a point of Willpower.
Rituals
BasicHarden Thyself: This ritual increase the magus's blood pool the equivalent of lowering 1 generation per success out of three tests (div 10+previous successes). Note: this will not fill the new pool, and will not lower below 3rd. Taste is of pool size and lasts until sunset.
IntermediateLies in the Blood: This ritual creates an apparent sire, clan, or master via blood bond for the purpose of the above rotes.
AdvancedMix the Clans: Sire a vampire with the in-clans of the three blood points used in this ritual (sire's choice). Taste of blood/blood walk will come up caitiff. In truth this only creates 3 blood points that will do these things, and other effects may be used on this blood. This requires the magus to expend 3 blood points.