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: 2XP
MET Mechanics:

This ritual creates a magical ball made of gutta-percha sap and finger-bone dust. A ball created with this ritual is a 1-use magical item that follows all local standards of Stone of the True Form (such as requiring skin to skin contact or being only usable by the caster). When this item touches a person (requiring a Physical Challenge unless the target is willing), the ball temporarily adds strength to the target's finger bones for 1 scene or hour. When the one use is expended, the ball is completely mundane. This ritual does not prevent damage from being taken to the fingers nor does it provide a health level, it simply makes them magically elastic and rubbery when stressed beyond their normal range of motion, thus unable to be broken by any means for the length of the effect. A necromancer affected by this power may be unable to break his fingerbone for activation of the custom Leap Into The Shadowlands ritual.

Date of Archival: 10-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Advanced

This ritual has a component:  A hemp rope that has been steeped in Kleren (a strong rum that has had hot peppers steeped in it) and then left on an altar dedicated to the Guede for a week (Saturday to Saturday).  After being prepared, the rope can be re-used until destroyed.
 
This ritual takes 30 minutes to cast.  During the casting, you draw a circle using the veves for Papa Legba and the Baron LaCroix on a concrete floor using charcoal.  You then place a chair draped in purple into the middle of the circle, underneath the prepared rope.  Tie the rope into a hangmans knot and place it around your neck while standing on the chair.  Ask Papa Legba to open the gate, ask the Baron LaCroix to watch over you, take a drink of Kleren, spit it out in a mist, tell a dirty joke, and then leap with a grin.  If you succeed in pleasing the Loa, you will enter the Shadowlands.
 
System:  The ritual takes 30 minutes to cast.  As you hang yourself, cast the ritual.  If successful, the caster will enter the Shadowlands and may spend a willpower to return at any time.  Failure will result in a broken neck and will send the caster into torpor.  Also, regardless of success, throw two simple challenges.  If the caster looses both, the rope snaps and is rendered inert.

Date of Archival: 16-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 4XP
MET Mechanics:

Haqims Blessing: Intermediate

We have for to long sent our own blood into situations that have caused them death. This hasnt always been needed. What if we have allies that we can lean on to do the work of Haqim? In the recent days I have found just that in several individuals. They can be trusted to do what needs to be done and can even at times be called Our friend. With this let us utilize them to their fullest.

System: Just like Touch the Earth this power in the sense that it lasts for the night. The casting is the same as well except for the exception that you can cast on someone equal generation or higher then yourself but never lower then you. As far as the rest of the effects it mimics that of Pebble of the Mountain. When casting said ritual both the caster and the receiver needs to add a point of blood on a object symbol of some form of religion. The object must remain sitting between the two of them until the ritual is finished. At the end of the ritual the blood soaks into the object establishing the link. The receiver of the magic must have this object on their person in order to receive any magic or communication. If the object is broken it shatters the link ending any and all magic cast through said link. The Caster must possess both Touch the Earth and Pebble of the Mountain in order to understand and utilize this ritual. While this ritual is active the individual receiving the benefit of this ritual is down 2 permanent blood traits.

Date of Archival: 09-Dec-2019
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Harkness’ Orb of Ocular Enhancement : Advanced Ritual

The Thaumaturge prepares a stone or crystal orb which may then be used to increase the effectiveness of the Scry Ritual.  In the Day and the Hour of Mercury, KVKB, the Thaumaturge invokes the Angels Michael and Raphael within the Fourth Pentacle of Mercury, drawn in powdered Amethyst.  The Angels are then urged to empower the orb, which is bathed in blood drawn from the Thaumaturge's own wrist with a white hilted Knife, previously prepared as specified in the Clavicula Salomonis.  The Orb remains thus prepared until destroyed or un-enchanted in some way. A prepared Orb may be used in place of a pool of water, by the Thaumaturge who prepared the Orb alone, for the Scry Ritual.  Furthermore, the Thaumaturge receives the following additional benefits:

1. They may whisper to the Orb, and be heard by a chosen target within the Scry Ritual.

2. They may use the Auspex powers of Heightened Senses, Aura Perception, and Telepathy through the Scry as if they were physically present.

Date of Archival: 21-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

In a handmade jar (glass, clay, something natural and not metallic), while performing this ritual, you etch the required runes for the respective ward cast upon it into the jar, painting the sigils carved in your own vitae
Upon the completion, the car is to be filled with the vitae of a willing subject after being stewed with a concoction of Thyme, Lemongrass, and Marigolds, to be immediately sealed shut with a cork stopper and made air tight with a seal of beeswax and rendered animal tallow.
The sealed wards only last as long as the tallow has not gone rancid, if let spoil, the blood purifies into a useless black ichor that is foul to the olfactories of those with even the most hardened stomach.

The quick ward may be applied to rigid objects (One round to apply) by smearing the tincture upon it or creating a temporary warding circle, both operate as expected; the application cannot be stacked with permanent wards of the same type.

The wards last at maximum an hour or scene before degrading into a foul black ichor with no value but making those reel in disgust.

Date of Archival: 28-Sep-2021
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:


The caster can pull one piece of information from a computer per challenge won even if they haven't broken that systems firewall. Once cast, the caster may continue to pull as much information as they wish until they decide to stop or they lose a single challenge. If the caster looses a challenge, the system they are pulling the information from has the chance to notice the caster was there. Challenges are mental challenges base upon storyteller discretion.

Date of Archival: 16-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Geomancy
XP Cost: 2XP
MET Mechanics:

Through using the emotional energy and the Feng Shui of an area the caster of this ritual can reach out to others. Similar to the Tremere's Rite of Introduction, this allows a Geomancer to contact other Geomancers. However, there is no communication between the caster and the receivers. Instead if the caster is successful anyone who has the Geomancy paradigm (Ravnos coord controlled Thaumaturgy) feels a ripple of energy come from the place the caster casts this ritual at. The receivers will know what direction to go but not know where they are going until they arrive. The ripple feeling will remain as long as the caster does not leave the scene or an hour has passed, whichever happens first. Also, the receiver can choose not to go, there is no forced compulsion in the feeling to follow the ripple. Examples of emotional energy places are monuments, the center of a city, a building that gets a very high amount of foot traffic or whatever the storyteller feels is acceptable.

Date of Archival: 04-Jan-2021
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 2XP
MET Mechanics:

By use of astronomical symbols and the casters blood, they can mark a person's spirit, allowing the caster to see where his subject is at anytime, even after they have died.The Ashipu must create a idol of the person with their known name carved into it, the idol must be a foot tall, made from living wood, and must be their true face, false faces created by any means will not work. The Idol takes a month to create and must be minimum Crafts x3, Higher crafts will prevent the heavens from mistaking faces. The caster must burn the idol, using the ashes and his or her own blood for a period of no less than one full lunar cycle, then uses the blood ash to paint the name of the target on a stone tablet carved with astronomical symbols. If the ritual is successful, he can afterwards learn the target's whereabouts by meditating while holding the stone in a trance like state, till the heavens whisper the desired information into his ear. This tablet will only work if the user is under the open night sky. The stone loses its power during summer solstice and winter solstice as well the spring and autumnal equinox. (Ritual failure requires a new idol and the Ashipu must restart from scratch.)

Date of Archival: 23-Jul-2020
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Akhu
XP Cost: 6XP
MET Mechanics:

Advanced Seidr Ritual

Heimdall's vision nothing can hide from, for he is the Guardian, Sentry and Watchman of the Bifrost and is the God who brought the ability to read the runes to Humanity. His abilities foresaw the coming of Ragnarok in myth.

1) The Caster tells the tale and marks those who participate in the ritual with a paste of ash and silver with the Futhark rune for sight and protection on the body declaring to the participants who the target or targets are

2) Caster makes a static ritual challenge retest rituals at a difficulty 10

3) 3) Participants receive the benefits of the merit: Clear Sighted till sunrise. ( Illusions do not fool you. This vision may be a supernatural gift, an inborn insight or practiced skill. Vampiric Obfuscation, Chimerstry and other Disciplines or gifts that deceive most observers won't work as well as they should with you. You have an additional three traits when trying to pierce through any Chimerical Illusions or Obfuscation and receive a free retest on such attempts. Any other powers are at the discretion of a Storyteller.)  

4) Duration- lasts till dawn

Date of Archival: 03-Nov-2021
Followers of Set
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 2XP
MET Mechanics:

Hermoorbjarg 

A hero and reputedly a god himself, Hermoor was commanded by Odin to carry a message to Hel that Baldur was to be released. Enduring all else, Hermoor delivered his message, no matter how many he had to slay. He is a patron of both heroes and messengers. 

System: The Koldun takes a rock --approximately the size of a softball-- and carves runes asking Hermoor to carry his message and message of one other, in a perfect line around the rock. The Koldun then, at a difficulty of 6 traits, twists each half of the rock and it comes apart perfectly smoothly. Each end that is held may be spoken into and listened to and each bearer may speak to each other, no matter the language or distance. Each language is understood in the native language of the bearing listener, though those nearby hear nothing. The ritual lasts for one night and the two halves may be rejoined for use in casting later. If not rejoined, they crumble to ice at dawn, as Hel bars Hermoor his message. 

 

 

Date of Archival: 02-Mar-2015
Tzimisce

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