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 - Western
XP Cost: 2XP
MET Mechanics:

    The vampire scrapes mold from a tombstone or grave and boils it in an iron kettle with vitae and raw animal fat. Two cups of mold, one vitae per cup to be prepared, and one pound of fat per cup to be prepared are necessary.  There is an extended Static Social Challenge, versus 6 traits.  For every ritual challenge won or tied, one cup of available mixture turns a sickly gray-green and thickens to a quivering gel. Any leftover ingredients must be strained away before the ritual can continue.  Up to three cups can be prepared in one casting.  Finally, the vampire drips a single drop of his blood into the gel to awaken it. From this point on, the mold becomes a deadly flesh-eating fungus. It greedily devours living and unliving flesh on contact, leaving patches of naked bone where a growing colony abscesses and ravages all soft tissue. Even the caster is not immune, requiring his utmost caution in handling the mold. Typically, grave robbers decant the mold into metal vials or other portable containers for use as weapons. Each batch of mold lasts one full month, after which it loses all magic. Anyone splashed with the mold suffers Aggravated damage equal to the total cups that made contact with the flesh. This damage continues each turn, reduced by one level until the magic is spent. A maximum of three cups can hit a naked target at any given time and skin needs to be exposed for this to work (max can be lowered at ST discretion).  For purposes of resisting damage, treat each level of damage is a separate source.

Date of Archival: 22-Feb-2015
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 4XP
MET Mechanics:

The Hunger of the Faceless One to consume the Light and this world is eternal and endless. With his Abyss Mystic students he shares this Hunger and commands them to consume. The Abyss Mystic whispers to the darkness and offers themselves up to the Faceless One as an instrument of his hunger on earth. If granted, the Mystic thereafter may call upon that hunger and feast upon those who practice Obtenebration.
System: Once cast this ritual is hung until the character spends 1 willpower trait to activate it. Once the character wishes to invoke this ritual they must engage their target in a contested mental challenge retested with occult. If the caster succeeds the target loses a number of blood traits equal to the victim’s obtenebration rating, and also suffers a same number of levels of aggravated damage. These blood traits immediately enter the casters blood pool. Only one casting of the Hunger of the Faceless One may be hung at a time. Once used this ritual must be recast.

Date of Archival: 17-Apr-2020
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:
 Identity Extraction (Basic Hermetic Ritual)
 
 Modern medicine is only beginning to tell humanity what the Tremere have long known: the blood tells all. Through a combination of hermetic principle  and medical science, the Warlock can use the insights provided by a sample of blood to temporary act in place of the subject's True Name. By casting  the ritual for three nights as well as winning an opposed Mental test vs the  target of the spell analyzing and extracting the dna from a sample of vitae,  the Warlock gains insights that may be used in place of the target's True Name. The extraction process denatures the sample, leaving an inert sludge  no longer useful for anything. A new blood trait must be used each time this  ritual is cast, and the insights gained may only be used for one case that would require the subject's True Name, and must be used the same night.
Date of Archival: 12-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

Intermediate

 

Often members of House Amethyst must assume an alternate identity to fulfill their assignments.  This rite allows their form to be cosmetically altered without relying upon rare and forbidden disciplines such as vicissitude.

 

System:  The Amethyst agent makes a salve of the victim’s blood and hair and anoints himself with it.  Upon success, the thaumaturge takes on the appearance of the victim to include the timbre of their voice.  The confusing nature of wearing another’s visage causes the agent to suffer the negative mental trait Unstable x1 while under the effects.  This ritual expires at dawn.

Date of Archival: 23-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

Intermediate

 

Often members of House Amethyst must assume an alternate identity to fulfill their assignments.  This rite allows their form to be cosmetically altered without relying upon rare and forbidden disciplines such as vicissitude.

 

System:  The Amethyst agent makes a salve of the victim’s blood and hair and anoints himself with it.  Upon success, the thaumaturge takes on the appearance of the victim to include the timbre of their voice.  The confusing nature of wearing another’s visage causes the agent to suffer the negative mental trait Unstable x1 while under the effects.  This ritual expires at dawn.

Date of Archival: 23-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:


This ritual allows the practitioner to magically enchant an object. The next time the user desires the object in her hand, all she has to do is speak a magic word and the object appears. Converted from the Basic level Dark Thaumaturgy Ritual: Aport Object.

Date of Archival: 18-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Voudoun Wanga - Serpents of the Light
XP Cost: 4XP
MET Mechanics:

In honor of the glory of the king of Oyo, this ritual was devised to simulate his strength, charisma, and wisdom. While it is not a perfect facsimile, it surely affects the closest approximation a Cainite will ever get.

System: Over the course of 3 nights, the character ritualistically carves a tri-part amulet, similar to those employed by the path Binding Chango, but with a far more benevolent purpose. The process involves purifying the amulet in salt water from the Caribbean sea at regular intervals and steadily investing it with the will and desire to assume Chango's perfection. Over the course of the 3 nights, the character spends up to 2 Willpower Traits, invested into the Amulet. At the end of the third night, the caster cleanses the amulet one final time, then adorns themselves with it. If successful, the Willpower Traits invested into the Amulet become a pool of traits that the caster can divide as they choose among Physical, Mental, and Social Traits. This choice must be made when the caster dons the amulet and cannot be changed after. The effects of this amulet last for one lunar month, or until the amulet is removed or destroyed.

Date of Archival: 23-Aug-2018
Followers of Set
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 4XP
MET Mechanics:

The caster spends 20 minutes praying/meditation/or paying homage to the Aralu of the Tal'Mahe'Ra. At the end, they mix a combination of dirt, water, and human blood into a paste that they use to draw the Mark of the Hand on their chest. At the end of the ritual, all traces of magic in their aura will be hidden from detection. This only hides any magic in the caster's aura that was present before the mark is placed.
System: Once the mark is placed on the caster's chest all magic that is currently active is hidden from their aura. Powers such as Aura Perception, Thaumaturgical sight, and other detection based powers will find no trace of these powers. This only applies to any powers that were active at the casting of this ritual. Any powers activated afterwards are not concealed, and will show per normal.

Date of Archival: 20-Apr-2019
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 2XP
MET Mechanics:
Basic Ritual
 
In the religions of old, the celebration of a great mother goddess as a personification of fertility was common. Associated with such goddess was usually a young god, a consort, that dies and comes back to life, like the vegetation that withers but blooms again. The coupling of the deities marked the blooming of the seasons, ensuring a time of plenty upon the land. 
 
The sacred ritual involved the High Priestess of the cult of the Goddess laying with the lord of the land, ensuring prosperity and validating his rule with the blessing of the Lady of Heaven.
 
For this ritual, the Ashipu needs to partner with someone of meaning to him or her and engage in willing sexual activity. Since this is a spiritual coupling, the caster needs to be in an altered state of mind, be it through meditation, drugs or any other form that releases its grip on reality and pray for the Lady of Heaven, Moon, War and Love, Innanna. As the act proceeds, the Goddess and her consort take charge of the bodies of the two practitioners. At this point, the ritual may only be stopped with a spending of one temporary willpower each, as they release control of themselves to the deities. Since they are so enthralled by the act, the pair also suffers a -2 trait penalty in perception related challenges. Because they are not quite themselves, they will experience all the feelings of real sexual activity as if they were mortals. 
 
After spending at least 30 minutes in the sexual coupling in which a blood offering must be offered and upon reaching climax, the Ashipu may ask a question of the Goddess, as she departs to return to Heaven. The answer might take the form of a vague vision or be direct and specific, based on how deep the connection between the caster and the consort is and how many blood traits were offered between the pair in the act. The vitae offered as the sacrifice to the deities vanishes during the ritual and may not exceed 10 points total. Should the pair also sacrifice one temporary willpower each, a second question related to the first may be asked. 
 
Because of the deep spiritual connection between both practitioners share a bond for an hour or scene similar to the effects of a full blood bond. 
Date of Archival: 07-Jan-2018
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Description: While Demonic Trappings are temporary, these reinforced bindings prevent an infernal entity from breaking out of Demonic Trappings. These permanent imprisonments invoke natural earthly elements of a specific location to subdue infernal powers.

System: In order to lock the prison this ritual must be cast on the Base after the initial Trap has succeeded and there is something in there. The demon within the trap is engaged in a mental challenge, with a -3 penalty to mental traits.  

Effect: Inside the trap, Fallen are incapable of using Evocations and other powers, and include other infernal servants such as imps, hellhounds, and characters with Investments. Additionally, Infernal creatures may not use their investments within the location.

Cost: 1 blood, 1 wp

Date of Archival: 20-Jan-2023
Tremere

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