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: Sadhana
XP Cost: 6XP
MET Mechanics:

Ascension of True Self uses Kundalini meditation techniques to accentuate their heightened state of chakra potency. The Sadhu uses breathing, mudras, mantras, and movement to guide and harmonize their energy for great precision and determination.

This ritual only be cast if you have successfully opened all your Chakra points and is self cast only.The caster may spend willpower, once per challenge, for a retest on offensive mental and social challenges, just as the defender could on defense. You can do this a number of times equal to your path rating.

Date of Archival: 31-Jan-2021
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

This ritual allows the Thaumaturge to repair a broken object by magically breaking down and transferring matter from one object to another. To cast the ritual, the Thaumaturge must hold or touch the broken object with one hand, and the material to be used to repair the object in the other hand. The caster chants for the duration of the ritual, during which matter is magically transferred to the broken object. The object cannot be made to take a shape other then it's original form, though missing pieces of the greater whole will be replaced. The ritual can repair objects with multiple moving parts, but an appropriate knowledge is required in order for those parts to be reassembled correctly. Organic matter may not be repaired with this ritual. An equal amount of matter of roughly the same type(s) missing from the broken object must be supplied in order to successfully cast the ritual, otherwise the ritual fails (metal for metal objects, wood for wooden objects, etc).

System: After casting the ritual, the Thaumaturge makes three simple tests (retesting with the repair ability) with each successful test restoring one health level of damage to the object. Up to three damage/health levels of an object can be repaired with one casting of Associative Recombination. This ritual can only repair/restore objects which are not completely destroyed. An object must have health levels (such as a wall or set of armor) in order for this ritual to be restored in this way. The adjudicating ST has final say on what can and cannot be restored through use of this ritual.

Date of Archival: 26-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

Attention to Detail (Basic Hermetic Ritual)

 

Essential oils have long been used as a part of meditations to clear the mind, allowing greater focus on tasks at hand. This ritual uses these properties to sharpen the senses of the Warlock's senses. By performing this ritual, meditating over the fumes of lemongrass oil, the Warlock gains two Perception-related Mental Traits for an evening. While they may not be bid, they may be counted in ties and overbids even if it goes over the Kindred’s generational maximum. Remember that no character may bid more than twice his generational maximum in any given challenge no matter how many bonuses he may have in effect. This power may not be “stacked” for an evening.

 

Being so focused on details is not always as beneficial as one might think, however. Warlocks under the effects of this ritual have been known to develop a sort of tunnel-vision, being so focused on the fine details that they can often miss the larger picture. The Warlock may focus on the exact license plate of the vehicle he was looking at, but may not be able to tell you if it was a car or a truck he was examining. While under the effects of this ritual, the Warlock gains the negative mental trait Oblivious.

Date of Archival: 18-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

By understanding the essence and spiritual weave that makes up the barrier between the worlds, the Magi takes a length of silver thread and weaves it into a pattern in an area and afterwards can temporarily call upon the static forces of unlife and make it easier or more difficult for Spirits to materialize and interact with the physical realm by causing the Gauntlet to become weaker or stronger within an area.  Attune the Spirit Door lasts for a scene or hour, whichever is shortest.

When the Magi makes the barrier stronger, spirits in the area know when this power is in use as calcifying tendrils of spiritual webbing erupt from the Magi using the power which is visible in the Umbra.  These webs extend no further than a yard per permanent Willpower the Magi has. 

The Magi using Attune the Spirit Door engages in a Willpower Challenge against the Gauntlet Rating (normally 7 page 223 LotWR) and if successful they may spend Willpower.  For each Willpower spent the Gauntlet becomes weaker or stronger by 1 point.  If used to make the barrier stronger, it causes Fetishes to have to test to remain active.  If the Fetish has a Gnosis rating, the user of the Fetish must test against the Gauntlet rating with a Willpower Challenge to remain active.  If the fetish does not, it must win or tie a simple test to remain active.  This test is unnecessary if the Gauntlet is made weaker.

If a Spirit tries to materialize in an area that is made stronger while this ritual is active, they must spend 4 essence or 2 Gnosis to materialize.  If materialized, a Spirit will have to spend a Gnosis (or 2 essence) each round they wish to remain materialized as they fight to remain in the physical realm.  This will prove impossible for lesser Spirits, but more powerful ones won’t be as affected. 

Note: this power is ineffective against Shifters/Garou.

Date of Archival: 18-Sep-2021
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 6XP
MET Mechanics:

Step One: Caster or Person having the Ritual cast on them must commit a brutal murder (Should be a human and not something like a hamster)  This is the most important part of the ritual and should be as graphic as possible.   Should the Caster or Person having the ritual cast upon them follow the Tennants of Humanity - it is a Level 2 Sin.

Step Two: The necromancer has to witness the murder (a Humanity 4 sin).  Right after the killing the caster takes the blood of the victim and bathes in it or has the other person bathe in it.  At that time the caster draws necromantic runes on themselves or the other person using a random bone from the now dead body as the drawing device.

Step Three: The caster at this point says the cryptic casting words and spends a temporary point of willpower.  The person washes off the blood when they next awake and the casting is complete.  The person has to carry a piece of the dead with them to keep the ritual active and "up"

Someone who has the ritual cast on them has a grey aura (if someone checks with Aura perception) there are no varing shades, the grey is all they get, as far as "color" is concerned.  This will cover all aspects of the aura.   Also this ritual protects against telepathy, if someone trys using telepathy on the person one of three thigns will happen.  

If the person using telepathy wins, but the challenge they will get a brief sense of death, nothing to graphic but enough to make them cringe a little bit.  They must then make a Self Control Test (dif 2), Win or Tie they maintain their composure and Telepathy

If the person Ties, the sense of death becomes a little more graphic with some visual images thrust into their mind.  They must make a self control test (dif 3), on a win they maintain their compure and telepathy.

If they loose the sense of death is overwhelming and very graphic images and sounds of a brutal murder thrust into their mind.  They will not be able to see who the dead is or who did the killing.  They must make a self control test (dif 4) on a win they maintain their composure and Telepathy, but on a Tie or loss; telepathy breaks and they should "realistically" excuse themselves from the scene.

 

Date of Archival: 27-May-2016
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 4XP
MET Mechanics:

A Koldun who has mastered restoring Willpower can now store and retrieve excess Willpower later.

 

System:  By casting this ritual the Koldun can store power from Mephistophelean Minx or Beasts that Feads on Dreams for later use.

The Koldun begins by taking a leather pouch and coating the inside with the blood of small predatory animals. Once the ritual is completed the bag will store any additional Willpower restored via Mephistophelian Minx or Beast that Feads on Dreams up to his Koldunic sorcery rating maximum of 5 traits. While the bag is at full the Koldun is considered +2 traits on all Willpower challenges.  To use the bag to restore Willpower the Koldun must open the bag at which time anyone in the immediate area will see a faint blue glow and hear the sounds of children emanating forth. 

Date of Archival: 27-Jul-2022
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 2XP
MET Mechanics:

This art teaches the Ba’Harist the ability to turn her blood into a shield against the harsh world.  As Lilith was cast out, she taught herself how to channel the warmth in her blood to keep her safe from the environment.  After performing a deep meditation and inflicting superficial wounds upon herself, the Ba’harist awakens their vitae into protecting them.  For the remainder the evening the Cainite will suffer no ill effects from extreme cold or other weather conditions.  This ritual takes 10 minutes to cast and costs 1 blood to invoke.

 
Date of Archival: 02-Mar-2015
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Voudoun Wanga - Serpents of the Light
XP Cost: 6XP
MET Mechanics:
Eleggua is the Orisha of the roads and doorways, this includes the doorways to other dimensions and the roads of mystical travel. With this ritual the Wangateur offers up a small piece of himself in return for Eleggua barring either the doorways or roads of another person.
 
System: The caster must first create a small shrine to Eleggua and place a doll that closely resembles the target, bound in twine, in the shrine. The caster spends a temporary willpower trait as an offering  and asks Eleggua to bar either the doorways to other dimensions or the roads of mystical travel. The caster then makes a static social challenge vs the target's physical traits at the time of casting.
 
If the challenge is successful and the caster has asked to bar doorways the target may not use powers to enter fully into other realms such as Auspex: Astral Projection or even partially with powers such as Spirit Manipulation: Duality. Additionally the target may not fall victim to any powers that could force them to travel to other realms such as Necromancy: Path of Bone: Soul Stealing. If the caster asks to bar roads before a successful challenge the target may not travel using mystical means (Teleportation). This does not stop the target from mundane methods of travel or using powers such as Protean: Shape of the Beast or Celerity to simply run or fly off. 
 
This power lasts until sunrise or until the doll is removed from the shrine and may only be cast on a target once per night. If the caster wishes to effect additional targets they must erect an additional shrine to Eleggua for each target and recast the ritual each time. If the caster does not succeed in the static social challenge the twine on the doll will unravel showing the caster that they have failed in the casting.
Date of Archival: 15-Oct-2016
Followers of Set
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Voudoun
XP Cost: 2XP
MET Mechanics:

Challenge Type: Social

Retest: Occult

Static difficulty: Varies

Hougans, as the Priests of their communities are often at its focal point, and extremely well connected.  Often, they help bring out the best; while also help their fellows through the worst.  This ritual is an embodiment of that, mystically - however it should be used with caution as a community could easily become “addicted” to its effects, if used too often.

During any service that which brings the community together, the Hougan (spends a willpower trait) invokes Papa Legba.  Reminding the community that life is merely one cross-road after another.  That the good and the bad will come and go, and that the Loa are always with us, as well as our friends and family.

After invoking the ritual, the community gradually becomes more unified for a time, until its effects gradually fade (couple of days)  Allowing them to work through both the good and the bad as a community.   The Hougan acts as the focal point of the ritual, a flood gate of the community’s out of control emotions if you will.  The Hougan takes the emotional turmoil (both the good and bad) into himself to carry the burden that would otherwise shake their foundation.

In addition to the effect on the community, Papa Legba blesses the Hougan for their devotion to them.   Until the Ritual fades, as the Hougan carries the positive emotions of the community, he may invoke an additional retest to any non-combat challenge.  But as they also carry the negative emotions of the community, the Story Teller may also invoke an additional retest against the Hougan in any non-combat challenge.

 
Date of Archival: 12-Feb-2015
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Voudoun
XP Cost: 2XP
MET Mechanics:

Challenge: Social (Retest Occult)

Cost: 1 Temp Willpower, 1 Temp Psche, 1 Temp Shadow

Duration: Scene/Hour

Prerequisites: The Ability to see into the Shadowlands

Difficulty: Static: twice the Shroud or Maelstrom Rating - whichever is higher.

Notes: This Ritual also works equally with any denizen of either the Shadowlands, or the Tempest.  This ritual may be cast on another person, however both the Blessed and the Hougan must make a level 2 Self Control Check.

Effect: Make a level 2 self control check, regardless of success.  While in effect, the Hougan may not access the Shadowlands with any of their senses, regardless of how the effect is achieved.   Instead, the Hougan may use their senses to access the Tempest, as if they were a Wraith within the Tempest.  Also, while in effect, the Hougan may see through a “Shroud of Night” without any visual penalties.  However the Hougan still suffers all of the other effects and mechanical drawbacks.

Normally a Hougan’s abilities may bridge the Shroud between the Quick and the Restless, This Ritual allows the Hougan to make that bridge instead gap the Tempest.  This ritual is not underwent lightly, and although it is possible to bless another with its sight; few would call it a blessing.   Through careful execution of skill and no small amount of prayer a Hougan may call upon sights that would otherwise be forbidden to them from the Lands of the Living, Papa Legba willing.   The ritual requires help from the Restless in order to be successful, in which their Restless friend must willingly give a temporary point of Psche.  The Restless are typically willing, as the Ritual also consumes a temporary point of their Shadow.

Regardless if the Ritual is successful or not, the Hougan must make an immediate level 2 Self-Control test, merely as their mind brush against the chaos and emotions that represent the Tempest.  If used as a “blessing” both the Hougan and the “blessed” make this check.

If successful, so long as the ritual is in effect, the Hougan when using any ability that allows them to pierce the Shroud and “see” the Shadowlands, will instead “see” the Tempest.  So long as this ritual is in effect, the Hougan loses their sight of the Shadowlands as a result.  The Hougan, or the “blessed” may observe the Tempest as well as any wraith, just as they would normally with the Shadowlands.  

Due to the Cross-Genre relationship between terms used in Vampire the Masquerade, and Wraith: the Oblivion.  Geographics, and description “The Tempest” and “The Abyss” are the same location.  As “The Abyss” From Vampire the Masquerade would be inappropriate for both “The Labyrinth” or “Oblivion” from Wratih: The Oblivion.  As such, a Hougan or the Blessed while utilizing “Charon’s Eyes” may also see through manifestations of the Abyss (Such as Shroud of Night).  as they may see just as easily as any wraith in the Tempest.  Unlike Wraiths however, a Vampire character has sterner “self Control” over their “beast”, than a Wraith who only has their willpower.

 
Date of Archival: 12-Feb-2015
Giovanni

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