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: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Ritual Level: Advanced

Ritual Concept: This Rituals allows commands to be implanted on inanimate objects and later obeyed without having to recast elemental Mastery: Animate the Unmoving at a later date. This ritual only works on items that can be effected by Elemental Mastery: Animate the Unmoving, and lasts for 30 days or until the command is triggered (whichever is shorter). This Ritual Does not allow you to change your command after casting or allow open ended commands to be delayed. For example, a command such as “protect me” would be acceptable, but “do what I say” would not. You are limited to your occult ability in how many commands in total you may have at the ready, regardless of the amount of objects made with this ritual. It is recommended that the caster also have the Craft ability Engraving or similar skill at least two (but not required).

System: The caster spends one Blood and one temporary Willpower while crafting a simple item and chanting. The caster also engraves a sigil onto both the item to be animated and the simple trigger item (it must be the same sigil), then places a shaving from the trigger item into the symbol carved on the object to be animated. It is then sealed shut by applying the caster’s vitae to the sigil. This does not require a full blood trait and cannot be used as a sympathetic link to the caster. During the course of the ritual (not before or after), the caster awakens the object through use of Elemental Mastery: Animate the Unmoving and informs it of their command. After this command is granted the object returns to its normal state awaiting the return of the magic held in the linked trigger item. During the process of sealing the sigil, the trigger object and enchanted object are now permanently linked to one another. The trigger may not be linked to any other object at any time, and each trigger contains one command only.

Note: The caster may use multiple triggers for the same item for other single commands, but a trigger may only activate one direct command. Once the trigger item is broken (regardless of who breaks it), the commanded object awakens and obeys the command for as long as Animate the Unmoving would typically be in effect; typically ten minutes or the length of the scene (whichever is shorter and up to ST discretion).

Date of Archival: 18-Oct-2021
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 6XP
MET Mechanics:

"The ashipu takes a magic object, puts it in a circle surrounded by runes. The user then cuts her palm, doing one lethal damage to his/herself. The ashipu then applies three traits of his/her life's blood to the object until it fully soaks into it. The user chants incantations to activate the magic imbued in the object and his own to create a link between their magic. This ritual takes over 8 hours and when it is finished, the user has a link between his/her magic and the magic used originally on the object.  The user does not know the exact location of the other user, but has a strong sense of direction and distance."

Date of Archival: 13-Jan-2016
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Black Hand Aljusuri
XP Cost: 6XP
MET Mechanics:

Members of the Tal’Mahe’Ra are masters as mystically obfuscating their allegiances and tracks.  As such members of the Brotherhood of Purity have developed this ritual to pierce all forms of concealment a Tal’Mahe’Ra member might use to keep their allegiances secret from others.  The problem with the ritual is it will not identify anyone as Tal’Mahe’Ra; it simply removes their supernatural protections.  The caster still has to guess who might be a member to perform this ritual and then still do the leg work to confirm that suspicion.
System:  Once you cast this ritual make a contested mental challenge against your target whom you have named, retested with Occult.  Should you succeed the victim loses the ability to call upon any form of supernatural protection to conceal their connection to worship of the Antediluvians, regardless what form that protection takes.

Date of Archival: 02-Apr-2021
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 6XP
MET Mechanics:

“Wind, fire, all that kind of thing!”

Earth, Wind, Water, Fire, Spirit

 

Combining items represeting each of the 5 elements in a brazier and using their ancient sorcery, Kolduns have the ability to defend themselves against all magic.

System:

The caster is required to possess a minimum of all basic levels in all Base elemental Ways (Wind, Water, Fire, Earth, Spirit) before being able to purchase this ritual.  As his levels in all ways increases so does the effectiveness of the ritual as outlined in the chart below.  This ritual lasts for 3 evenings at which point all components materials will need to be gathered and the ritual performed again.

Basic Ways +1 additional trait bid for all magic targeting the Koldun

Intermediate Ways +1 additional trait bid for all magic targeting the Koldun

Advanced Ways +1 temper expended for all magic targeting the Koldun

Date of Archival: 12-Sep-2020
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 2XP
MET Mechanics:

Snake Burrow (Basic - 1)

When hiding is more effective than flight (and more necessary) The Ba’ham may writhe on the ground like a snake, chanting a prayer to Lilith, the chant must end with a bite, either of the self or another participant. This helps to hide the Ba’ham or a space from those who are seeking it out. The hiding place or Ba’ham gains one retest to avoid detection.

Date of Archival: 02-Mar-2015
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 2XP
MET Mechanics:

(Basic Ritual, Rarity 5-PC made)

Prerequisite: Armory of the Abyss (Player’s Guide to the High Clans  page 163-164)

System:  This ritual is used to express finesse in the manipulation of shadows and Abyssal Materials.  The caster empowers a single specific shadow creation with just enough Abyssal eternity to maintain its existence in perpetuity.
 
Upon successful casting of this ritual the caster is able to render a shadow manipulated by Shadowplay into a fragile state of permanence.  The result may be static or include a repetitive few seconds of animation. Shadows thus affected will exist until destroyed by fire or direct sunlight (the Merit:Strength of Shadows is applicable).  Objects thus created are quite intangible.  Paradoxically, the object may be picked up or handled by sentient creature using deliberate cautious movements.  Due to the Abyssal mote, the creation will never be a sympathetic link.

Finally, the object conveys a sense of eternal dark unreality.  Anyone directly paying attention to the object gains a briefest sense of the Abyss. 

For those with Obtenebration, the effect is empowering and refreshes a single expended Willpower trait, up to once per night.

The Willpower refresh cannot occur more than once in any given evening regardless of how many of these items are observed. 

For those lacking Obtenebration,  they must win a static mental challenge or gain the active derangement of Nyctophobia (fear of the dark) for a scene.  The difficulty of mental challenge is set by the caster when Delicate Shadow Permanence is applied.  It may be as low as one, or as high as the caster's applicable traits in an Abyssal Mysticism mental challenge plus Shadow Crafting skill.

Side Effects:  Firstly, the caster that they gain the negative social trait Unnerving for the evening upon casting this ritual.  Secondly, anyone, other than the caster, willfully touching the object immediately suffers from the penalties of the Flaw: Nightmares for the rest of the evening as their mind reacts to being noticed by the Abyss.

Date of Archival: 16-Apr-2020
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Eastern
XP Cost: 4XP
MET Mechanics:

Soul Extension (int)

                Many kindred are able to affect others through powerful disciplines which require physical contact.  Few kindred have more options in this field than the Samedi.  Some find the need to lay hands on an opponent to be inconvenient, and it is with that thought in mind that new options were developed to deploy vamperic powers against a foe.  By enchanting an item, a hougan allows that item to use the casters vitae as a conduit to deliver so-called carrier attacks.  The enchantment lasts until the new moon.

                First, the hougan must prepare and cast the ritual, asking the Loa to bless the item he wishes to use.  From that point forward, the kindred may coat the item with a trait of his own vitae, a number of times equal to the traits of the item.  He may then channel any carrier discipline through that item, expending a single blood trait each time it is used.  Only the caster may use the power of this ritual, it cannot be enchanted and given to someone else to use.  Only one attack may be transferred per round.

                Use of this ritual is not without risks.  The vitae is not consumed until used, and if an enemy manages to grab the weapon and flee, they will have access to whatever amount of the casters blood is left on the item.

Date of Archival: 21-Feb-2015
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Created in 2004

SOUL PIN (ADVANCED RITUAL)

This ritual imbues a special shaft with the ability to keep a soul trapped in what ever vessel it might currently be inhabiting. The components are a green jade shaft not less than one foot in length and costing atleast $1000. Each end must be capped (usually pointed at one end) with the wood of a Bodark tree. Once the shaft is prepaired, glyphs of holding and locking are inscribed into the jade. The caster must then insert the shaft through his body (doing 1 lethal) for the entire night and day (starting at exactly midnight). Should the ritual be successful, the shaft takes on a slight glow and has the following properties: +2 traits neg: Brittle When inserted (so stabbing someone/thing and then leaving it in is how it is done) into a being that is currently possessed or otherwise has an additional entitny inhabiting the current form, i.e. possession, subsume the beast, wraithly inhabit...etc, it forces the additional entity to remain in the chosen host. It will keep those wishing to leave a posessed animal or person from doing so, even if their host body is attacked. The simpilest way around the Soul Pin is to simply remove it. However, if the visiting being had stated they were "leaving" at the beginning of the round, they must start again the next round. Should the host be slain while a Soul Pin is in, the effect is the same as if they were slain in the host body normally and were unable to leave in time. Wraiths will go through a Harrowing if trapped inside a body that is slain. Soul Pin will not keep someone's soul or consciousness in their real body, so it cannot be used to counter Soul Stealing or similar powers. The following is a list of disciplines that this ritual will specifically affect: Possession Subsume the Spirit Daemonic Possession Wraiths or spirits using Skin Riding powers

Date of Archival: 21-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:
Requirements: Crafted item created by caster with at least Crafts x3 rating that has been in her haven for at least a month.
 
Casting Time: 10 minutes* (Ritual is pre-cast, activation takes an action.)
 
Spending a willpower and burning sage, the caster imbues the item with magical power to create a link to a location as if it were her own haven for the purposes of the Hearth Path. After the item has been imbued, the caster may take the object into the center of a building and destroy the item to activate the power. The link will last until sunrise or until the caster wills the link to end. During the time the link exists, the caster no longer has attunement to their own haven but it returns when the power ends. Only one active attunement can exist at a time, but multiple items can be imbued and awaiting activation.
Date of Archival: 10-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 6XP
MET Mechanics:
Spirits of Shells (Summon Daeva)
 
 
 
Come, descend, ye spirits of shells,
Ye friends of broken light!
Come and embrace the gift of Caine,
I call for death
I will for death.
Come, descend, fragments of sorrows,
Ye cracked and imperfect bygone masters
Come and embrace the cry of Lilith,
I call for death
I will for death.
For my heart has been torn
And my womb has been torn
And my love has been torn.
I cast aside my cloak of night
And plunge into the seas
Where no light can comfort me
And no words can succor me
And no lies can bend me
And I will dwell at the left hand of death.
For I am the mother whose babies were slain
And I am the lover whose heart was torn
And I am the sister whose body was rent
My heart and my garden are ashes now
Let my howls carry them away.
Come, rise, ye spirits of hunger,
Ye friends of guttered flames!
Come and embrace the winter of love
I call for death
I will for death.
 
 
 
Come draw my cloak across the pregnant moon
And let all wombs be barren this night.
A new garden shall rise across the land,
Ba’hara, the Garden of Sorrows.
Come, rise, ye seeds of despair,
Ye fallow ones left on the stones to rot.
Come and embrace the owl’s cry,
I call for anger
I will for anger.
For I am the storm with ten thousand screams
For I am the storm with ten thousand tears
For I am the fruit that is dried in the hot breath of hate
Till it falls from the vine and withers into dust.
Come, rise, ye spirits of the earth
Ye ravenous spiders with fingers of shadow!
Take me into the caves of rebirth
Where we will dance ‘til the rising tides.
For I become the winepress of sorrows
For I become the stealer of seeds
For I become the breaker of blades
And the clamp upon the fruits of man.
O Ancient One,
Whose eyes declare the day
See my defiance, see me dust your earth
From my feet as I sink away from your light.
I shall be the owl with deadly cries
I become the cat with hungry eyes
I always was the Dragon
And the fruits in my jaws shall be the generations of man.
Come, rise, ye spirits of tempest and lust,
 
 
 
Ye howling voices of long-ago nights!
Take me into the air and the seas
Where we might swell the banks to a flood.
For I am the maiden whose fruits were destroyed
For I am the mother whose garden was salted
For I am the crone whose lips taste the blood.
 
Let these three guises greet me as I descend
Into the nether-sea.
Let their breath burn away the love
That has given well to my tears.
Let our seeds grow into hedgerows
With poisoned thorns and sweetened flowers.
Come feast with me now
And rise from your shells.
Let pleasing forms guide us
Into the heads and hearts of the accursed.
There raise we tempests
To wash away the sand
And leave the seashores bare.
Come, descend, ye children of Caine,
Ye harvesters of eternal waking
Come and embrace the cry of Lilith,
Caper at thy father’s call
And feast upon each other’s hearts.
Come ye all the serpents of hate,
The clouds of deception and
The tides of endless silence.
I call for death
I will for death.
I call for death
So shall it be!
 
Mechanics: Must be performed by a Hierophant and the caster must have Daeva lore to perform. Once casted Daeva appear from the shadows to do as the caster requests. These tasks must be within the capabilities of the Daeva (ST discretion). If not they may ignore the request and return to where they came from.  The demeaner of the Daeva is favorable towards you at the onset of this ritual. But repeated use and insulting requests risks drawing their ire and potential retaliation in the future. You may request of them to defend you and they will do so willingly. But to be used as a weapon against your enemies is considered an insulting request. After the task is performed or a night has passed, whichever is sooner, they may return to where they came from. 
 
This ritual takes 30 minutes to perform. Spend an amount of mental traits (max 3) for power level of the Daeva you are summoning. This expenditure will represent the level of the Daeva you can summon too you and it can't exceed your Lore: Daeva in power. It could potentially pull one powerful Daeva or many who together equal what you seek (ST discretion). When pulling Daeva to you they will be the closest non body riding Daeva in your location that you haven't already summoned. 
Date of Archival: 03-Jun-2018
Sabbat

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