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:
Requirements: must have at least 3 levels of crafts and basic Green Path
 
The caster enters a trance for one hour, expending three blood and one willpower. When she emerges she has created an item from the parts around her workroom that combines her craft and a living plant, making an exceptional new creation. The caster has no knowledge or control over what item will be created (other than to restrict the kind of parts available in the workroom) and this is kept at the discretion of the ST. This ritual was created by a crafter of clocks, whose Invention most often created a clock whose inner workings were kept at perfect timing by the regular growth of the plan within. The item may also be more resistant to alteration or destruction; if enough remains of the plant and component parts, it may attempt to reassemble itself. The plant is also likely to make a good spy for a clever Green Path thaumaturge. Any item created with this ritual must be exposed to sunlight for at least one hour every month or it ceases to be magical and falls apart.
Date of Archival: 10-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Akhu
XP Cost: 6XP
MET Mechanics:

Description: Sometimes the chains of the Aeons reach so deep that they are almost insurmountable, shackling even the mystic essences of the soul such as the akh and sekhem. This long and horrific sorcerous surgery, relying on the principles learned by Heart of Darkness and fundamental principles of other rituals, particularly Emancipation of the Ka, inverts malignant energies influencing a vampire—and only a vampire can survive this process—to undermine and erode even terribly potent shackles on the subject’s will. It is even possible to completely remove the lingering remnants of certain powerful chains if they have been sufficiently weakened. The lector-priest must have the subject somewhere they can perform the ritual securely, as it requires six uninterrupted hours of thanatological surgery.
The lector-priest must have specially-prepared canopic jars, with the four Sons of Horus inscribed on the jars in the opposite directions (Amset on the north jar, Khebsemuf on the east, and so on). The inscriptions are necessary as the lector-priest engages in a further blasphemous subversion and creates lids for each jar with the head of the sha, or Set-animal, instead of the four Sons of Horus. A mixture of tainted perfumes and the target’s vitae is poured into each jar so the organs may be submerged.
The lector-priest opens the body cavity of the subject and isolates the major arteries and veins of the stomach, intestines, lungs, liver, and gall bladder with delicate clamps made of gemstones for the arteries (turquoise, lapis lazuli, carnelian, obsidian) and metals for the veins (silver, tin, iron, bronze – never gold, for gold is the flesh of Ra). After each organ has been isolated from the circulatory system with these clamps, they are surgically removed and placed into the appropriate (by direction, not deity) canopic jars. Over the course of the ritual, they mix with the brews in their jars and dissolve into a kind of sludge. This sludge is poured back into the body cavity and it is sealed. The sludge then diffuses through the body, crawling its way towards the heart (or chest cavity) and brain, where it will dissolve into the flesh of the subject and disrupt the energies of other supernatural influences.
This entire process is deeply agonizing and can potentially kill a subject if they were already seriously injured, but if they have the strength of mind and will to endure it, even monumentally powerful tools used by the Aeons and their agents can be weakened or overthrown.
System: This ritual causes four unsoakable Aggravated wounds and the subject’s subconscious (i.e. the player’s choice) must be willing to receive the benefits of this ritual or it will not work. This is represented by the subject spending a permanent Willpower. This ritual can alleviate madness, subvert oaths, and even more break potent supernatural influences on the subject, including reducing a blood bond by one step or a Vinculum rating by three, potentially removing these bonds entirely if they were low enough. This ritual can even free the subject from the influence of Elder powers (Chain the Psyche, Obedience, etc.).

Date of Archival: 28-Jun-2022
Followers of Set
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:
With this Ritual a Master of the Path of Weather may utilize a Bolt of Lightning for later use.
 
System: An appropriate item must be pre-prepared to accept the bolt. A Staff or Sword is appropriate (though if a sword the Lightning Bolt cannot be released as part of a strike of the Weapon). This takes a week, with a series of challenges (one static mental challenge each night difficulty of 10). If any fail the item is destroyed and the process must start over again. On the last night a Permanent Mental Trait must be spent to attune the item to the castor. Only the castor may release her own Lightning. Once the item is created it may hold One (1) Lightning Strike, for each of the Permanent Willpower that the castor has. Following the rules of Lightning Strike (Advanced Weather) the castor must summon Lightning to the Rod. She or she will take 3 Lethal Wounds doing so, but the Lightning is also stored. If the Rod is broken the Lightning will harm anyone holding it. To release the Lightning Strike the castor must again follow all rules of Lightning Strike, save the weather requirement, since the lightning already exists.
Date of Archival: 28-Dec-2016
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - African
XP Cost: 2XP
MET Mechanics:

The animal fathers of Africa honor the king of cats and mankind too heeds their presence. The caster makes an offering to the ghost of the lions and then braids into his or her own hair a lock of a lion's mane that they have removed themselves for this ritual. Displaying it openly, the caster is granted the lion’s favor of the noble beast’s commanding presence.

This intermediate ritual allows you an extra social trait for the remainder of the evening.

The components are the hair from a lion's mane that you harvested and your own hair braided together. This could be a braid in your hair or hung around your neck, but this must be visible for the favor of the spirits to be granted. The ritual requires a trait of blood to be sacrificed in respect of the spirits; the blood need not be kindred, indeed wildebeest is preferred. Also note that the lion providing the hair need not be alive at the time of casting, but the beast must be respected and as such not kept in storage or as a captive. The trait granted is Commanding, and it remains the discretion of the storytellers if the favor of the Lion's Pride is granted. The Lion’s Favor can be judged with a static social test, difficulty 8 or ST discretion.

Date of Archival: 02-Jan-2018
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:
Intermediate Ritual:  Casting this ritual will allow the caster to restore up to a single room back to its previous state. The state chosen cannot be more than number of hours in the past equal to the current mental traits of the caster, with a maximum of 12 traits/hours.
 
The items that are "restored" are such things as broken or damaged walls, windows, and furniture. All electronic items and complex mechanical items appear normal but no longer work. Magic items repaired do not retain their magical properties.
Date of Archival: 04-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

System: Adding a drop of the caster's blood and a single drop of black ink to a crucible containing burning heliotrope incense, the caster gains additional ability to obscure her influence manipulations.  The thaumaturge generates one additional free Stealth influence action when this ritual is cast.

Date of Archival: 19-Jul-2022
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

Advanced

 

The power of thaumaturgical rituals is tempered by the fixed nature of their effects.  This ritual allows a determined adept to make a slight change in a ritual’s effect in exchange for a drastic increase in the effort required.

 

System:  Allows the thaumaturge to change a single word in a ritual write up.  Affected rituals are cast as though advanced and the normal expenditures are doubled.  

 

Note:  The Storyteller is the final arbiter of what effects will and will not be permitted in their game.  Additionally, Storytellers should are encouraged to adjust the expenditures as they deem appropriate.

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

Malicious Viscous (Advanced - 5)

 

This ritual uses the Bahari’s natural affinity to their Garden.  The user of this ritual uses sap from the trees from their garden as a component.  When the user wishes to release the sap, all they need to do is throw the sap, requiring a Physical challenge (retested with Athletics), upon contact it releases the ritual upon the target.  The victim becomes enveloped by sap wrapping around them, forcing them to become immobilized.  The victim may try to move, but the sap is too strong to break unless the victim can make a physical challenge (retest: brawl) against the Lilin’s mental traits (retest: occult).  On success, the victim can pry their arms and legs free, and on a fail they continue to remain enveloped.  This ritual lasts for a scene/hour before dissipating.

 
Date of Archival: 02-Mar-2015
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Dark Thaumaturgy
XP Cost: 6XP
MET Mechanics:

All other clans fear the Baali. Out of ignorance, envy of Baali power or simple irrational fear, the result is the same: First Tribe children must learn from an early age to be discreet and walk in the shadows without attracting attention. Therefore, knowing how to go unnoticed or, mainly, make the other clans think that the Baali is like one of them, becomes a fundamental task for the safety and survival of the First Tribe's children.

Thus, with this ritual developed for that purpose, a Baali is able to go far beyond a simple illusion, or a lie. The Baali is able to absorb a vampire's essence, virtually becoming the clan to which the vampire belonged. No detection power, ability, Merit, or the like, of a level lower than 6, is capable of detecting the Baali blood in the vampire using the ritual, or determining its origin.

The ritual involves the sacrifice of a vampire of any clan (the clan that the Baali wishes to disguise himself as). The victim must be taken to the Baali's Well of Sacrifice, where he will have his heart ritualistically removed, and then his blood will be drained and placed in a container with unholy inscriptions, mixed with the Baali's blood. While performing a dark prayer, the Baali will first drink the blood from the heart (equivalent to 1 Blood Point) and then bathe with the blood from the container. Finally, while being blessed by the darkness, the Baali will cut off the vampire's head and rub it against his body.

The ritual also requires, in addition to spending at least 2 blood points (which will be in the container), and at least 1 Willpower Point. Each point of Willpower spent by Baali will increase the duration time by 1 month (or the time between 2 game sessions).

When the Baali has finished performing the ritual, he begins to undergo some transformations that help him to impersonate a member of the clan of the victim who was sacrificed. Between these transformations, the Baali gains the victim's clan weakness (the exception is the Malkavian weakness. If the Baali already has a derangement, he will not gain another one, but he cannot eliminate his derangement with XP points while impersonating a Malkavian).

Date of Archival: 27-Nov-2021
Demon
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Voudoun Wanga - Serpents of the Light
XP Cost: 6XP
MET Mechanics:
 
Casting time: 1 hour
Difficulty: 9 Traits
With this Ritual, two willing individuals may swap souls for a previously agreed upon length of time. Participants must naturally have souls (no putting a willing soul into a construct, then conducting this ritual). A containment circle is drawn, and both individuals offer one internal statement of love, one of truth, and one of justice to call the Marassa Jumeaux. If any coercion was used (mundane or supernatural), the summoning of the Loa will not work, and the ritual will automatically fail. Once the chwal (possession) is successful, a Marassa will enter each body, taking the soul with them as they enter the other participant. Once switched, the Marassa Jumeaux will simultaneously light both ends of a tapered candle, then leave the bodies of the participants. The wangatuer will have prepared the candle such that the length of time the ritual lasts is as long as the candle burns, at most this Ritual will last until the sunset following the casting. When the candle extinguishes itself, the two souls return to their original bodies, no matter the state of the body. Once lit, the candle cannot be extinguished by mundane means.
Date of Archival: 01-Sep-2015
Followers of Set

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