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: Necromancy - Voudoun
XP Cost: 6XP
MET Mechanics:

Challenge Type: Social

Retest: Occult

Static Difficulty: 9

This ritual cast in a graveyard at midnight, calls the Loa to hear a request of a Hougan. If the Loa make an appearance, the Hougan is then able to make a request either on behalf of themself, or on the behalf of another. If the Loa agree to assist (which they are not obligated too) They will assist the petitioner in some way for their goals; they will do this for a price. Should you not pay, or otherwise break the deal you gain the Loa's ire. Should a Hougan make a request on behalf of another, and the deal be broken, or not paid; both the Hougan and the Petitioner earn the Loa's Ire.

The Benifits and Drawbacks are limited by ST Discretion, as they can fluxuate drastically, depending on the request made. This ritual is usually made easier, and the Loa to some extend more likely to make an appearance and at least listen to the request, should the Shroud be thinned, and maybe even more likely to agree to assist, should gifts be offered. Both of these variable are also at ST discretion, as Characters could have poor etiquette and make more mistakes than good graces.

 
Date of Archival: 12-Feb-2015
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Voudoun
XP Cost: 6XP
MET Mechanics:

Challenge Type: Social

Retest: Occult

Static Difficulty: 9

 

The shaman has learned to syphon the spiritual energies binding a fallen warrior to a Tsantsa.  By uttering arcane blessings to the ancestors the shaman is able to draw forth spiritual energies  of a Tsantsa into himself.  Foolhardy shamans must beware as the energy they take from the spirit becomes a part of themselves.  Tales are told of shamans exercising this ritual only to be destroyed by the spirit bound to the Tsantsa.

 

mechanics - By enacting this ritual the caster prepares a Tsantsa to empower himself.  Once per night with the muttering of blessings to the ancestors the caster may call forth the spiritual essence of a Tsantsa into himself.  For the next scene or hour the caster is up +2 traits in one category of traits (phys, soc, men).  Taking in the energy of a vengeful spirit bound to a Tsantsa is not without its dangers.  For the remainder of the evening the caster is -2 traits on all challenges involving the spirit bound to the Tsantsa.  Due to the nature of taking a spirit's energy into themselves it is not possible for the caster empower themselves from multiple spirits at the same time.

 

optional - For many games Wraiths are non-existent, or the games' staff knows very little of this genre. To deal with Wraith interactions as an option when this ritual is used, Treat the caster as if he has the flaw: Haunted for the evening.

 
Date of Archival: 12-Feb-2015
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

Difficulty: Intermediate
Duration: Ten servings

Make your bitters and steep them in blood aged at least three complete lunar cycles in sterilized mason jars prepared with your favorite bitters mix (pre-made store-bought will not work.) This mix must be left on a window sill for the entire duration of the aging process to steep in the sun and moonlight.

Take anything you want to make drinkable, add bitters, mix, or shake and be able to taste it, but still gotta vomit that shit up in the mixologist rating in hours.
Each drink removes an hour from that time until you hit 5. At that point, it halves the timer remaining.
What you make drinkable does not do anything for you; it doesn't make you charming; there is no magic effect aside from being able to taste your drink, but now with a splash of bitters... Blood imbibed by subterfuge or intentional consumption still attains the expected results, period.
Each batch can be decanted into a vial that is good for at least 10 consumed beverages.
Making a pitcher that translates to ten drinks takes one vial, etc.

Note: Anything hidden in the drink, such as Vitae, Poison, Tracking nanites, etc., is not invalidated or obfuscated; you're just making it so you can drink the alcohol/liquid and taste and hold it down for the aforementioned time.

Example: little billy bully boy Tremere loved him some Goldschläger and beer because he's that guy at parties.
He got his local alchemist to make him some bitters.
Add these bitters, one drink, and he can hold it down for an hour.
Five drinks (Billy's minimum for a good time), and boy, he's headed to the vomitorium pretty quickly! Oh, Billy, when will you learn?!

Date of Archival: 29-Jul-2022
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

This ritual will temporarily mask, but not change or produce false readings, when Path of Blood’s Taste of Vitae is used upon the ensorcelled Thaumaturge or a Trait of Blood that she has likewise enchanted.

System: With the expenditure of a Mental Trait by the Thaumaturge, this ritual will temporarily alter the readings of Taste of Vitae if used on the Thaumaturges blood. The only information that is obtainable is the relative generation of the Kindred, compared to the inquisitor, i.e. higher or lower generation only.

Note: This ritual only effects Taste of Vitae; it will not fool other rituals such as Blood Walk, etc. from discerning information from the Blood. The effects of this ritual, if cast on the Thaumaturge, will last until the following sunrise. The Thaumaturge during this time may only use her blood to heal wounds, as it becomes somewhat alien to her. This ritual may also be used to enchant a Blood Trait in a vessel. This enchantment will have the same effect but will permanently alter the Blood Trait.

Date of Archival: 26-Feb-2021
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:
This ritual exploits hermetic principals allowing the caster to use the sympathetic link formed connecting the caster to those that would attack him.  Once the Tremere is aware of an attack he looks though a seal formed by his his hands and weaves the spell. 
 

Mechanics:
Intermediate Ritual 4xp
Prerequisite: Way of Warding 4

In the same round when the Thaumaturge has been the target of an Attack (see below), the Thaumaturge may reflexively spent 2 WP and a blood and instantly cast this ritual. For the next three rounds, the Thaumaturge may see and affect the Aggressor and their immediate surroundings as if he could see them via Way of Warding: Glyph of Enlightnment. The Thaumaturge may add one round to this duration for every round the Aggressor continues to target him with Attacks. Casting of this ritual does not count as an action as long as any other actions for the round target the Aggressor. 

 
Anything that would violate Majesty is considered an Attack for purposes of defining Attack within the scope of this ritual; always up to ST discretion.
Date of Archival: 06-Feb-2017
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

 

 System: The caster soaks a leather bag in water from a natural spring. Afterwards, a piece of every component from every active ritual is placed within the bag then sealed. As long as the bag remains closed, or until the caster uses Blood Magic, the user’s aura will betray no signs of sorcery in their aura. If the user is target via Thaumaturgy Sight, Mystic Sight, Aura Perception, etc. their aura will betray no signs of active Thaumaturgy. This will only conceal rituals that were used in the original casting, and includes the bag itself. Lasts until the following sunrise.

Date of Archival: 11-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

Amulet of False Aura
This hour longs ritual creates an item that temporarily masks the creature type of the wearer as far as the aura is concerned. It will not hide diablerie veins or emotional state, just creature type.

System: To perform the ritual, the item must be placed in a trait of blood of a specific creature type. During the ritual, the blood is absorbed in the item, and is no longer usable for any types of magic. The item must be worn around the neck. For the next week, anyone aura perceiving the wearer of the item for creature type sees the wearer's aura as being that of the creature type of the blood used during the ritual.

Date of Archival: 26-Feb-2021
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 6XP
MET Mechanics:

Amulet Skrytých Foriem

{Amulet of Hidden Forms}

 

Ritual: This ritual is designed to be a counter to the Combo Discipline, See The Reflected Form.

    The Koldun that wishes to obscure the forms that they have mastered may use this ritual to veil any or all Form Powers that they have. In order to do so the Koldun must create a Triad of quartz crystals that have been soaked in thrice-purified water for a minimum of three days. So long as the Koldun has the appropriate materials they may perform the ritual. The crystals may only be attuned to one individual.

    Attunement of the crystals requires three blood traits, two vampiric and one mortal. If the attunement is for the caster of the ritual, the caster must use two Blood traits; if the crystals are to be attuned to another, then the ritual requires the following: one Blood trait from the Koldun, one Blood trait from the Recipient, and one Blood trait from a mortal.

    Over the course of the ritual the Koldun sprinkles the blood upon the quartz whilst focusing their intent upon the quartz (spend one Willpower and one Mental Trait). At the end of the Ritual the Triad of quartz crystals fuse into a small quartz disc that must be on the user to be utilized. The Amulet of Hidden Forms will last for one month or until all charges have been used, whichever comes first.   

    Once created the Amulet has three (3) charges, this may be increased at the time of creation to six (6) charges for an additional Willpower and Mental Trait at the time of casting. In order to activate the amulet, the user must be attuned to the amulet and must spend a Temporary Willpower to activate a Charge. Each activation will obscure One (1) Form power (ie. Vicissitude, Protean, Obtenebration, Serpentis, or Thanatosis) from being seen with the use of See the Reflected Form, until the next sunrise.

Date of Archival: 22-Dec-2018
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 4XP
MET Mechanics:

Intermediate Ritual

Components: Glass Vial, 1 Blood from Caster and from Warrior, Personal Effects from the source of Temptation

Mechanics: The glass vial is filled with blood from the Caster and Warrior.  The Personal Effects from the source of temptation need to be burned to ashes and mixed with the blood in the glass vial.  The glass vial is then sealed and placed on a leather strap.

As long as the glass vial is worn on the Warrior, the Warrior does not feel any desires/temptations of Diablerie due to their clan flaw.

As long as the Amulet is intact, the Warrior is permanently down one blood.  If the Amulet is broken, the Warrior feels an immediate need to act on their clan flaw, this cannot be suppressed with a Willpower, but the Warrior can be quelled out of it.  

Date of Archival: 16-May-2019
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

This Thaumaturgical Ritual is cast in conjunction with another Ritual, and alters the second Ritual’s cosmetic effects or the appearance of the components, but does not change not any mechanical effects. Arcane Alteration is, therefore, not a replacement for Vires Acquirit Eundo  or similar magics.  The Storyteller has the final say on what is an acceptable alteration.

Examples of appropriate alterations include:

Burning Blade: Changes the color of the flaming blade from green to orange upon casting.

Calling the Restless Spirit: The Thaumaturge can make a telephone call to the corpse’s spirit, rather than summoning it to visibly manifest.

Deflection of Wooden Doom: Rather than a wooden stake disintegrating when it enters the protected character’s heart, the stake will instead change into a swarm of harmless gnats that rapidly age and vanish into nothingness over the course of several seconds.

Engaging the Vessel of Transference: Rather than a cold chill when someone touches the Vessel and it draws in their blood, they feel a mild electric shock.

Flesh of Fiery Touch: The caster’s skin may appear ice-cold and bloodless rather than tanned, and opponents intentionally touching the caster’s skin are burned with frostbite rather than fire/heat.

Learning the Mind Enslumbered: Rather than placing coins upon a torpid Vampire’s eyes, instead the caster can apply a stethoscope (with coins inside it) to the torpid Vampire’s left temple.

Luminous Vitae: Instead of spilled blood glowing to the caster’s sight, it is visible as a red mist that hovers above the blood.

Pavis of the Foul Presence: Instead of a blue silk cord, the caster can wear a fancy red lace choker.

Sanguinous Phial: Allows blood to be stored in wine bottles instead of clay jars.

Scent of Lupine’s Passing: Rather than being able to detect a Lupine by smell if within 5 feet of their path, the caster can feel the Lupine’s body heat and hear its breath while near its path.

Mechanics: Arcane Alteration must be cast as part of casting another Hermetic Thaumaturgical Ritual, effectively adding 15 minutes to the casting time - first Arcane Alteration and then the recipient Ritual. If Arcane Alteration fails and the second Ritual succeeds, the caster fails to change the appearance of the second. If Arcane Alteration succeeds and the second Ritual fails, the entire process fails. Casting Arcane Alteration also doubles the requirement of any components, which may be trivial (splinters of wood for Deflection of Wooden Doom are functionally costless and easy to find) or very expensive (Mirror Walk would require two emerald rings rather than one) or quite difficult or unpleasant to obtain (Bone of Lies could require a skull instead of a fingerbone, which may raise more questions).

Date of Archival: 12-Feb-2021
Tremere

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