Custom Blood Magic: Ritual

Some chronicles allow for their players to develop customized powers for their characters. The following is a compilation of player created custom content in OWBN. At this time, custom content that is created and/or used by vampire PC's is required to be listed.

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Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 6XP
MET Mechanics:

With the understanding of the spirits Warp was able to figure out a way to take over the mind and body of a spirit to allow the koldunic sorcerer to manipulate its body as he saw fit.  By studying the spirits he’s able to understand possess the spirit enabling Warp to control its powers and body as he needed.  Warp was able to make a deal a summoned spirits, and learn how to control the body of the trialed spirits. 

System:  By summoning a spirit and making a pact with it [see Chart Below] the koldunic sorcerer is able to possess the spirit they summon fully and use its powers as to a limited degree.  The pact is given in gnosis [blood] to help give the power needed to use the spirits powers.  By spraying the koldunic’s blood on the spirit it summons to take over [See Chart Below].  Once the spirit is summoned and the pact is started the Koldunic sorcerer does a social test against the spirit to try and possess said spirit.

By taking over the spirit’s form you are stuck on the material plane when doing so.  You cannot retreat to the umbra while in this form at all for if you do somehow get into the umbra then your soul is lost in there till it finds a way out.  This is mostly meant for elemental spirits, in which if the elemental can heal, if they possessing koldun stops what it’s doing to heal as long as they are in the respective elements.  Basically air elementals in the air will be able to heal 1 lvl of ANY damage per full round, etc.

If the pact is not passed then the spirit will full out attack the caster of the ritual with all its might and send a type of message to all spirits about the insult on them giving the caster spirit notoriety of +1 for each attempt to do this ritual and failing.  [Work with the ST to figure out how to drop this down.]

The Spirit in question will be determined/designed by the ST [Below is a chart for guide lines] with 7 health lvls.

Gaffling

- Gnosis = 1 Socials & Mentals

- Willpower = 1 Physicals

- Essence = Gnosis + Rage + Willpower

Jagglings

- Gnosis = 1.5 [Round up] Socials & Mentals

- Willpower = 1.5 [Round up] Physicals

- Essence = Gnosis + Rage + Willpower x2

Incarnae

- Gnosis = 2 Socials & Mentals

- Willpower = 2 Physicals

- Essence = Gnosis + Rage + Willpower x4

Celestines

- Gnosis = 4 Socials & Mentals

- Willpower = 4 Physicals

- Essence = Gnosis + Rage + Willpower x10

 

Pact Chart

Gafflings – 6

Jagglings – 10

Incarnae – 20

Celestines – 40 [Stupid to try but still]

Blood/Gnosis Energy Chart

1 blood = 2 essence

1 Willpower = 3 essence

Date of Archival: 28-Apr-2016
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

An exercise in magical theory, Shepherd's Sigil is a refinement and augmentation of the basic ritual: Incantation of the Shepherd.

A magus concentrates their attention on their Herd, tracking their individual movements over time with nightly castings of Incantation of the Shepherd over the course of 1 week. This information is used to calculate a hyper-sigil that the magus holds in their mind while creating a clay amulet with a 2-dimensional representation of the sigil.

While they wear an intact amulet, the casting magus is even more keenly aware of their Herd, able to anticipate its movements as a whole. No insight on an individual is granted; the magus knows where *someone* in their Herd is, but not which person.This does not grant precise knowledge of an individual location, it gives the magus a strong sense of distance and direction.

While the ritual is active, time spent out of play for Herd is halved. Shepherd's Sigil requires Incantation of the Shepherd and 1 week to cast. It is active for 1 lunar cycle.

Date of Archival: 19-Mar-2024
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 8XP
MET Mechanics:
Name: Shield of Elements
Magick School: Koldounism
Prereqs: Way of Fire, Earth, Air and Water x 5. Way of Spirit > 1
Level: Elder (NPC Only)
 
An Elder Koldoun having faced off against the Davea has learned to harness the elements themselves shield from and destroy them. His blood smeared on all 4 sides of an Obelisk summons the elements. By summoning the powers of earth, air, fire and water the caster creates a sphere centered at an obelisk of pure Obsidian (Crafts x5 required) it's radius is equal to the distance the Caster can see using way of Spirit.  The sheer force of their will while paying tribute to the elements empowers the shield to destroy any Daeva within its radius and prevent them from entering the area
 
System: By spending four blood(1 for each element) and a permanent will the caster creates a sphere centered at an obelisk of pure Obsidian (Crafts x5 required) it's radius is equal to the distance the Caster can see using way of Spirit (Spirit x 1 = 1 mile x6 10 Miles etc.). This shield is invisible in the prime plane however in the umbra it appears as a faintly glowing sphere of light. Any Daeva caught in the sphere when its created is immediately destroyed and approaching the sphere will react to it like a ward and know not to cross it. 
Date of Archival: 19-Aug-2018
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 4XP
MET Mechanics:

Those chosen by the Lords of Shadow are gifted true insight and mastery into the Abyss. No other vampire can hope to claim such mastery or protection from the realm they feel more at home within. The Abyss Mystics sacrifices his blood in complete darkness as he whispers forgotten prayers in an alien tongue to the Lords of Shadow. If they find his sacrifice worthy; the Lords of Shadow reward the mystic with a powerful defense against those that would seek them harm from the abyss.
System: Once cast the character gains a number of bonus traits equal to their obtenebration rating on all challenges to defend against uses of Obtenebration or Abyss Mysticism against thtem. This ritual lasts for one night.

Date of Archival: 17-Apr-2020
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

Basic

 

In the same fashion as the ritual Shift the Winds guards a building against wind, this ritual protects against water damage. During the 4-hour casting time the Tremere places a willow wood carving of an eagle grasping a salmon-specifically designed for this ritual-somewhere on the building to be protected, as well as anoints the outside of the building with special oils and incense. After that is done the Tremere spends one willpower per Mental Challenge (difficulty 10 traits, retest occult ) they wish to make. Each win will negate One Level of Damage to the building caused by natural flood damage. Once a level of damage is prevented per win or a year has passed the ritual will end.

Date of Archival: 16-Feb-2017
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

Basic

 

Winds are unpredictable at the best of times and this ritual takes advantage of that fact.  During the 4-hour casting time the Tremere places a copper weather vane on top of the building to be protected, as well as anoints the outside of the building with special oils and incense. After that is done the Tremere spends one willpower per Mental Challenge (difficulty 10 traits, retest occult) they wish to make. Each win or tie will negate One Level of Damage to the building caused by natural severe weather. Once a level of damage is prevented per win or tie or a year has passed the ritual will end.

Date of Archival: 16-Feb-2017
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

Basic

In the same fashion as the ritual Shift the Winds guards a building against wind, this ritual protects against seismic activity. During the 4-hour casting time the Tremere places a carving of a turtle at each corner of the building to be protected. Each Carving must be of a local (within 10 miles) stone of at least 25 kg. Furthermore, the caster must anoint the outside of the building with special oils and incense. After that is done the Tremere spends one willpower per Mental Challenge (difficulty 10 traits, retest occult ) they wish to make. Each win will negate One Level of Damage to the building caused by natural seismic activity or avalanche. Once a level of damage is prevented per win or a year has passed the ritual will end.

Date of Archival: 16-Feb-2017
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Sadhana
XP Cost: 6XP
MET Mechanics:

System: *Sit in meditation for an hour chanting this ritual. Expend a willpower and upon success of the ritual teleport to the Shrine of Shiva in Mumbai. This ritual cannot be hung for use later by any means and must be used at the time of casting. (No Lesser or Greater Trigger, time sphere, time realm, anything that lets it be hung for a moment's use.)

When you wish to return to where you started from you must meditate for an hour chanting again and spend another Willpower. 

There are only ever 2 locations that you can teleport too. Mumbai Shrine of Shiva and wherever you started from when casting the start of this ritual.

Date of Archival: 16-Jan-2017
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

Basic Thaumaturgy Ritual

Duration: One Night
Availability: Elite Only

After successfully casting this ritual, the thaumaturge will be able to create a mystical brand on her right palm that can only be seen by other Tremere who have the Sigil of the Elect ritual active.  The sigil identifies the thaumaturge as a member of the Elite and cannot be hidden by a glove nor with Mask of 1000 Faces or any similar power. It costs a temporary mental trait to deactivate the ritual before dawn. It is offered after the candidate is successful in being included in the Elite. This ritual is usually taught shortly after initiation in the society, so the new member will be able to meet with each member on a personal level, without elaborate security measures.
When scrutinized by Thaumaturgical Sight, the thaumaturge casting this ritual will appear to have “Deflection of the Wooden Doom” active. If “Deflection of the Wooden Doom” is already active, the ritual will not read double, it will appear normal.
If for some reason, the possessor of this ritual is removed from the Society of the Elite, but not killed, this ritual will not function.

Date of Archival: 13-Dec-2022
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:
Basic Ritual
Time Required: Ten Minutes. 
Duration: One Night
Components: None.
Availability: Quaesitori Only
Quaesitori Rarity: Common
Prerequisites: 
Thaumaturgy: Path of Blood: Taste for Blood
Ability: Occult - 1
 
After enacting this ritual, the caster will be able to create a mystical brand on her left palm that can only be seen by other Tremere who have the Sign of Trust ritual active.  The sigil identifies the caster as a member of the Quaesitori and cannot be hidden by a glove nor with Mask of 1000 Faces or any similar power. It costs a temporary mental trait to deactivate the ritual before dawn. Only a Master can teach the Sign of Trust Ritual.  It is offered after the candidate is successful in being included in the Quaesitori. The teaching is an opportunity for the Master to award the candidate with membership in the society and be able to meet with each member on an intimate level.

When scrutinized by Thaumaturgical Sight, the thaumaturge casting this ritual will appear to have “Impressive Visage” active. If “Impressive Visage” is already active, the ritual will not read double, it will appear normal.

Date of Archival: 25-Feb-2015
Tremere

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