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: 3XP
MET Mechanics:

The thaumaturge must draw a ritual circle (following the same principles as a warding circle) that is to remain undisturbed while the ritual is in effect.

 

At the center of the circle, and for the duration of the casting time, the caster must have a live (caged is acceptable, as is ghouled) animal accepted as a creature with acute senses such as a hawk, falcon, or eagle (ST discretion).

 

When the ritual is successfully cast, the caster gains a sort of second sight superimposed on the thaumaturge's own sight. This second sight allows the Ritualist to see "Ley Lines" or "Lines of Power" for the remainder of the night.

 

This ritual provides no other sensory powers or abilities. The thaumaturge has the negative trait Oblivious the whole time the ritual is in effect, as the extra perceptions make concentrating difficult. This ritual may be canceled at any time.

Date of Archival: 15-May-2019
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 3XP
MET Mechanics:

Visage of the Crone (Basic - 2)

 

Baharists love to curse those who cross the cult.  This powerful ritual causes an immortal to suffer the effects of age.  For creatures who rely upon their immortality, this curse can have great effect at hitting them with their own mortality.  The Baharist must see her target and she must curse him in the language of Lilith.  After which, she must best her target in a contested mental challenge, retested with occult.  Should she win, the Baharist may spend 1 blood for every decade she wishes to physically age the target.  The target suffers no effect other than feeling and appearance of age.  Since this is not a true aging effect, it has no other repercussions and should largely be role-played.  The is ritual lasts one night on a target, costs 1 blood to cast, and takes 10 minutes to perform.

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

Vistas of the Mind

This ritual causes an increase in memory and intelligence, allowing a single retest once in the evening on the use of any primarily Mental Ability.

(Other paradigms of this ritual have also been created)

Date of Archival: 03-Nov-2020
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 2XP
MET Mechanics:

Voice of Darkness (Basic Abyss Mysticism Ritual)
The first lesson a Priestesses of Ereshkighal learns is to conjure forth a minor spirit from the Abyss to deliver a message and communicate with someone regardless of distance.  Within a room of pure darkness the Abyss Mystic speaks a forgotten spell in Sumerian to call forth and whisper their message into a shadow.  After which that message will be carried to whoever the caster desires.

System:  Once cast the small abyss spirit will travel to its target anywhere in the world to deliver the message.  Once delivered the abyss spirit will return to the caster with any return message the person receiving it wished to impart and then return to the abyss.

Side Effect:  The spirit summoned requires one blood trait for their service.

Date of Archival: 18-Dec-2019
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Akhu
XP Cost: 4XP
MET Mechanics:

(Rarity 1 for those whom participated in "So You can go home again" plot, R3 (coord approval) for anyone taught by them.)

Just as Apep waits in the western mountains of Bakhu for Ra to come for their nightly battle. Lichter-priests who are prepared to encounter Ra or his agents may raid the western lands for a portion of Apep's strength in their own battles.

Unlike most raids of the west, drawing on Apep's power specifically marks the Lichter-Priest in a dark and sometimes chaotic way. Through various symbolism, the Lichter-Priest is able to channel Apep through their shrine into them self. Darkening their skin to become the snake of legend.

While so enchanted, some have been known to take on erratic behavior, some becoming aggressive, others loosing their shadow - a rare few have had their shadow take on a life of its own. These effects tend to only last while the Lichter-priest carries Apep's power within them or dawn when the ritual fades. (STs should give an appropriate negative trait or flaw that lasts the duration of the ritual.)

System
This ritual must be performed in a temple with a Blasphemy Shrine rated a minimum of "3"
Spend 2 blood points and make a static willpower challenge against 8.

If the blasphemy shrine is not rated at least level 3 or higher, it is simply too weak to channel the power of Apep.

If the Ritual challenge fails, both blood traits are lost and the casting must be attempted again. If successful, the blood ages within the body darkening the skin. Until the next sunrise Apep walks with them, and they may draw on that power but a single time.

Drawing on Apep's stored power is simple enough, a mere thought is all it takes to release the darkness bound to the Follower's body. When released the follower then halves any and all damage from any source of Sunlight for a single scene. The exception to this is Ra himself. (Actual "daytime" sunlight or any vulgar Sphere effect with would bend "actual"daylight to the location such as with forces or correspondence.) While Apep may protect the Lichter-Priest from sunlight, it does nothing to protect them from their light sensitivity.

Date of Archival: 02-Jun-2017
Followers of Set
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 5XP
MET Mechanics:

Wall O’ Wood (Intermediate - 4)

 

The player spends a Blood point and a number of Social Traits up to his rating in Natib Athirat. A briar patch gathers forming a wall of sorts that the creator can choose the shape of, upon summoning, though its shape cannot be altered afterwards.  Its size is based on the traits present while generating it, in yards.  This wall of wooden thorns is extremely heavy and those wishing to move it must possess a minimum rating of Potence equal to the users rating in Natib Athirat.  Destroying is also difficult, as the wall of wood posses two (2) Health levels for every Social Trait spent while summoning it.  Multiple users of Natib Athirat can combine their walls, causing them to combine the total Health Levels generated, possibly making an impenetrable wall of wood. Any physical actions made against the wall of wood will cause the attacker to take 2 lethal. Fire does 1 extra damage, causing the Wall O’ Wood to ignite, creating a Wall of Fire.

 
Date of Archival: 02-Mar-2015
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 4XP
MET Mechanics:

An abyss mystic creates a powder from gold dust and their own blood. After which they call
upon the powers of the sun and darkness and place the mixture upon an item no smaller then a dagger. There after the items gains strange abyssal markings that glow an eerie black upon
them; forever harming those creatures from the Abyss.
System: This ritual works exactly the same as Ward Versus Spirits, but specifically works only
against spirits from the Abyss.

Date of Archival: 24-Mar-2021
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:
Ward Versus Cathayans (Unique Advanced Ritual)
 
This ritual is similar to Ward Versus Ghouls, and provides the Kindred with some 
 
protection against their rivals. Like the ritual upon which it is based, the ward causes 
 
great pain and injury to any Kuei-jin who comes into contact with the warded object. 
 
The material components required are a trait of freshly drawn, still-warm, human 
 
blood and a trait of cold blood from a human body that has been dead for four hours 
 
or longer. Using blood from a supernatural creature, even a ghoul, causes the ritual to 
 
fail. The caster mixes the blood together with metal shavings and wood shavings before 
 
pouring it over the object in question (see Ward Versus Ghouls for size limits), while 
 
reciting the appropriate incantation.
 
On a final note, this ward is considered unique and different from the Ward 
 
Versus Cathayans published in San Francisco by Night, and is therefore not affected by a 
 
Writ Of Protected Passage.
 
 System: Kuei-jin who touch a warded object suffer one level of Lethal 
 
damage. They must also check for Wave Soul each turn they continue to do so. If they 
 
enter Wave Soul, they must flee from the warded object as quickly as possible.
Date of Archival: 21-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

Intermediate

Any object between the size of a dagger and a door may have one ward against celestials placed upon it.  To create the ward, the ritual phrase must be said for 30min while it is inscribed into the object you are warding.  The night after the ritual is cast, the object may be used for protection from beings such as angels.
 
OOC mechanics: As per other standard wards, Ward vs. Celestials allows for one additional level of lethal damage to be dealt to any celestial being which comes into contact with the warded object.
 

Date of Archival: 24-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Black Hand Aljusuri
XP Cost: 4XP
MET Mechanics:

Intermediate Ritual

This ritual functions exactly like Ward Versus Cainite, except that it only affects those who are not members of the Black Hand and have the crescent moon tattoo on their hand.  Agents whom have, for whatever reason, lost their tattoo are also affected by this ritual.

Date of Archival: 20-Jan-2023
Sabbat

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