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.
Another ritual designed to enchant a stake, Splinter Fiend is a progressive development of Shaft of Belated Quiescence, and Splinter Servant, and the two rituals are mutually exclusive (They cannot be placed on the same stake). The stake itself becomes a minion bent on staking anyone not connected to the target[s] it’s bound too. Splinter Servant must be known to the caster before Splinter Fiend can be learned.
System: The stake must be made from a tree that has been nourished by the dead (a tree from a graveyard would be a good choice), a bird’s heart, and wrapped in a sheath made of nightshade twine and wax paper with the map of the for floor plans and a marking of the path/patrol it will be taking during its time. As with a ward style ritual the Splinter Fiend needs a drop of blood from each person it will NOT attack during its patrols and wondering around the given location. When the binding is torn off, the splinter Fiend springs to life, ripping little legs out of itself. The splinter Fiend has a number of Physical Traits equal to half the Mental Traits of the caster, a number of melee equal to the caster’s occult rating, and is immune to mental and social challenges. It also will stay active for a number of nights equal to the half the Physical traits of the caster, before it falls apart or is used up in staking a target. It has three health levels, and ignores wound penalties. It can move up to 30’ (9 paces) per turn. It will remain active and attacking until it stakes its victim, it is destroyed by damage. It loses traits normally, and must succeed in the normal staking challenges. It is up three traits to avoid attacks due to small size. Any damage increasing effects (Scorpion’s Touch, Wards, etc.) will ruin the ritual.
Usage of this ritual requires a written blue print of the building that the Splinter Fiend will be patrolling. The patrol route must be outlined on the blue print and the blue print must be burned during the creation of the stake during the ritual. The user is limited to a number of Splinter Fiends equal to either their Occult or Theology rating (whichever is higher. May not exceed 5).
Spring Sanctification (Basic - 1)
During the time of rebirth and an renewal the Baharists call upon the mystical connection between Owls and the Dark Mother. Owls have always been a symbol of Lilith and her connection wisdom and the wild. The Baharist begins their prayers to the dark mother summons forth an owl to them. Once the ritual is complete, the vampire may gain normal substance from Owls as if they possessed human blood for the remainder of the night. This ritual takes 10 minutes to perform and cost one 1 blood.
Stasis Chamber/ Deny the Sands of Cronus
In these trying and increasingly treacherous nights, House and Clan Tremere's numbers must be kept at a reasonable level to continue their prolonged existence. Made mostly out of necessity, this ritual enchants a room to be pushed along quicker in the stream of time. A thaumaturge often does not have enough hours in the day to perform certain task, cast their rituals, or just study a very interesting variety of tomes and while time is quite relative to the undead, some interesting out of the box thinkers figured out a way to speed up time within this room while the world outside around them continued at its normal rate.
Disclaimer:
This ritual has been developed in part to compliment the Advanced ritual Sculpting the Perfect Servant, as it slows down time immensely in a given space and therefore permits the 'Perfect Servants' to age and be tutored normally but at an immensely lowered rate of game time. Additionally, it will help with at least reducing the spawn time of Apprentices being allowed to exit the chantry to vampire society
The caster must find a room (Large or small) with four walls, a ceiling, a floor and absolutely no openings to view the outside world. If they exist, all windows or openings must be blacked out and all doors must be sealed except for one for entering and exiting. The size of the room does not matter until it gets wide enough the caster's max blood traits does not equal the required blood to draw the incantations, which will be a significant amount for an expansive room.
The thaumaturge takes a minimum of one trait of blood minimum per wall face (six faces) and draws in blood a concentric circle. After which point, she draws the hands of a clock: Hours, Minutes, & Seconds. By setting the hands of the clock, the thaumaturge indicates the allotted time the outside world must pass to make 24 hours pass within the room. Once the hands are drawn the thaumaturge sits in the middle of the room and places an hour glass directly in the center of the circle of the clock drawn in blood on the floor. The hour glass must contain within its sand a traits of casters blood and finely ground wheat, which means it does not have to be functional technically. The caster cuts their hand in a sickle like shape and draws blood and then smashes the hour glass to activate the ritual and throws the ritual challenge with a base difficulty of 6 plus additional traits for the of the room’s differential time span between itself and the outside world (See table below)
Add to Difficulty - Time difference (Outside ‘×’ time to 24 Hours inside room)
1 - 12 hours outside to 24 hours inside
2 - 6 hours outside to 24 hours inside
3 - 1 hour outside to 24 hours inside
4 - 30 minutes outside to 24 hours inside
5 - 15 minutes outside to 24 hours inside
6+ - ≤10 minutes outside to 24 hours inside
Upon the completion of this ritual the vitae clocks become permanently fused to the walls and move mysteriously on their own and even have been known to glow an eerie bluish light. From then on
the room is increasing along on the stream of time faster than world outside, or perhaps for other unforeseen reasons. The ritual may be dispelled only by the caster if he smashes another hour glass with his blood in the sand in the middle of the clock on the floor and throw a chop at the same difficulty he bid against to create the room. Any other form of dispelling or destroying the room almost certainly will cause erratic supernatural phenomena.
While in the Stasis Chamber, powers such as Presence level four of Summon may not work as well or not at all and others attempting to magically locate kindred within the room with rituals such as Scry will be haphazard and faulty. Technology and other devices will function in the room but making phone calls is impossible with the increased time constant but texting and such is fair game. Torpor rules no matter what still will run off the outside world's time frame even while within the Stasis Chamber since the cycles of the sun dictate torpid slumber, not merely time.
Advanced
Created by Akmonhotep, aka Julio, citizen.
This ritual allows the priest to recover the lost body parts of a faithful victim, and consequently in some cases breaking rituals that employ these parts of the body.
Performing this ritual takes several hours and should be performed on the new moon.
The ritual master should make, of wheat and clay paste, fourteen sculptures of each dismembered piece of Osiris, which represents part of the victim body, linked to other rituals.
Each sculpture will help the priest to recover a body part of the faithful victim, and in some cases, break the ritual with this body part as component.
The fourteen sculptures represent one of the following body parts: Head, feet, arm, heart, breast, thigh, eye, hand, finger, phallus, vertebrae, ear, neck, and shin bones.
The priest should place each sculpture over the lying victim body and bathe the sculptures with the faithful victim blood from the very body part.
Blood points, hairs, eyes, skin, flesh, or any body part lost can be recovered by this ritual. The sculpture will mystically appear in the place where the original one was trapped before, and the victim will be able to heal lost or removed limbs as though it were aggravated damage.
This ritual only may break rituals or disciplines powers up to Intermediate, Advanced rituals or Disciplines powers are not affected by it.
System:
The ritual must be performed on the new moon, expend Temporary Willpower trait and heal aggravated damage according to how the limbs were removed:
- One level of aggravated damage and one Temporary Willpower trait for lost limbs or used in Basic Rituals / disciplines.
- Two levels of aggravated damage and two Temporary Willpower traits for lost limbs used in Intermediate Rituals / disciplines.
The Willpower traits needed, and aggravated damage taken are cumulative if the victim wants to recover body parts from different levels.
Example: It is necessary three Temporary Willpower traits and three aggravated damage to recover lost limbs from Basic and Intermediate Rituals.
This ritual does not work to recover body parts consumed in rituals / disciplines, such blood point expended, and does not break rituals where the True Name is used.
Only rituals / disciplines that used body parts can be broken this way.
Any body part recovered will be regenerate on the faithful victim once it heals the aggravated damage taken.
The priest can recover the limbs removed and preserved in any matter this way, which includes used in rituais up to Intermediate, Vicissitude, and so on. The ritual does not have effect in Advanced rituals, disciplines powers or higher.
Approved by Scooter, Setite Coordinator, on June 24, 2020.
While neonates of the Tower fear and respect the Tremere for their command of the paths of Thaumaturgy, those in the know are aware that ritual magic is where the strength of the Pyramid shines, and no ritual magic is more feared than those that use or manipulate sympathetic links and objects. By using this ritual, a thaumaturge can strengthen a sympathetic link for a short period of time (a year and a day), rendering objects casually handled by others dangerous in the prepared thaumaturgist's hands.
System: This ritual takes a weaker sympathetic link and turns it into a stronger sympathetic link for a limited use.
Specific effects are up to ST discretion but should be primarily story/plot driven. For example, a stone pulled out from tires of a vehicle being investigated may have a link strengthened to the point where it will function for a Scrying attempt of the locale the stone came from. Any link strengthened in this matter will function as a sympathetic link a maximum number of times equal to the temporary Willpower spent at the time of the casting, to a maximum of three. Past that, the ritual effect destroys any sympathetic links attached to the object at the time of the casting of this ritual, though new sympathetic links can be formed as normal.
Should the thaumaturge spend the requisite 3 Willpower, the sympathetic object maybe be substituted for a trait of blood requirement in an appropriate ritual that does not require the blood to be drunk. This irrevocably destroys the object in question after a single use.
When this ritual is cast, an item card should be created, noting the item, the person or place the sympathetic link is relevant to, and a creation date, as the ritual will maintain the link for a year and a day.
Cost:
Each night when casting the ritual over the weapon for 15 minutes a blood trait is spent. When the ritual is used on a successful strike 1 willpower is spent.
Mechanics:
By soaking a weapon in three pints of blood of a terminally ill cancer patient for at least three nights a weapon can bypass Supernatural Powers that negate damage or nullify it. Whether this is the blood of one patient or several doesn't matter. Latin is used with verses to curse the weapon upon those it strike. Fifteen minutes per night of the soaking with the ritual starting at midnight while wearing dark robes with a specific patterns that are those of misfortune and destruction in several cultures. Whether that is a bladed or blunt one matter not. The target may not use Supernatural Powers to negate the damage of the power. .
After the ritual is completed on the blade it is good for one strike up to a month after the ritual. The strike causes the base damage of the weapon in lethal damage. No add on damage can be added for this strike. Furthermore, The caster can only have one active casting of this ritual at a time. They cannot "stack" castings, cast this on multiple weapons, etc.
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:
Cost:
Each night when casting the ritual over the weapon for 15 minutes a blood trait is spent. When the ritual is used on a successful strike 1 willpower is spent.
Mechanics:
By soaking a weapon in three pints of blood of a terminally ill cancer patient for at least three nights a weapon can bypass the advantages conferred by the Visceratika Discipline. Whether this is the blood of one patient or several doesn't matter. Latin is used with verses to curse the weapon upon those it strike. Fifteen minutes per night of the soaking with the ritual starting at midnight while wearing dark robes with a specific patterns that are those of misfortune and destruction in several cultures. Whether that is a bladed or blunt weapon it matters not. The target may not use Visceratika to negate the damage of the power. .