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.
This ritual was developed as a method of levying punishment of a non-lethal nature on the Children of Seth. By marking the target of this ritual with a mystical brand, the Sadhu ensures that the world will know them for what they are.
System: The Sadhu creates a mystical ink using a mixture of blood and iron dust. Ten minutes must be spent writing an appropriate word on their target - murderer, abuser, jackass, etc. With a static Mental Challenge, the target of this power is considered -1 Social Trait for a period of three days, and more importantly, people will generally treat them as what they have been branded with. The mystical word is not visible to mortals, but all supernaturals will clearly see it.
Advanced Ritual
This difficult but powerful ritual forges a connection between a large hewn stone and the Weeping Stone of the Lost Tribe.
Over the course of 13 nights the caster must bathe the stone in the blood of 13 cainites, each descended from a dfferent antedeluvian, and each must contribute 13 such traits of vitae and at least one of them must have tasted Zillah's Tears. At the culmination of this ritual the caster must murder someone who loves them and annointed the stone with their life's blood. This sacrifice cannot be a willing participant and their love for the caster must be independent of supernatural influences (Presence, blood bond, etc).
Once completed the stone will "weep" 13 traits of vitae slowly over the course of each month. This vitae cannot be identified through magical means, and serves no purpose other than to sustain a cainite. The vitae will pool around the stone and remains fresh until consumed. Drinking this vitae causes the drinker to gain 1 point of Viniculum to Zillah, any other effects the vitae has are at the discretion of the storyteller but it is important to note that while the intention of this ritual is to create something similar to the Weeping Stone, this is a PC-level ritual and so is considerably less potent than the Lost Tribe's sacred fountain.
Those with supernatural senses may percieve distant sobbing and pleading from the stone, often in the voice of the sacrificed victim.
Drawing upon myth and legend, this ritual allows the Hougan to create some protection against the supernatural with nothing more than a bit of brick dust. By crumbling a bit of brink from a building a spreading the dust across every doorway and window, the Hougan creates a temporary protection from the supernatural. Any spirit, wraith, shifter, or vampire that attempts to enter the home must make a contested mental challenge (retest stealth) vs the caster’s social traits (retest occult). A failed challenge means the Hougan becomes immediately aware of the breach. Note that this warning crosses realms.
Alternately, the Hougan may take dust from the bricks of their own home and use it defensively against any Wraith, Vampire, Spirit, or Shifter. The caster may attempt to throw the dust into the eyes of an enemy supernatural, requiring a physical challenge (retest athletics). On a success, the dust blinds the target for 3 combat rounds, or until they take a full combat round to rub it from their eyes, whichever comes first. While blind the target loses on ties on all challenges that use sight, such as throwing or dodging a punch. Any power that allows for the increase of another sense may instead turn this into a 2 trait penalty at ST discretion.
Bring Forth The Dark Host - Casting time 5 minutes
By drawing shadows around him and consuming a Heart that beats in silence (requiring a similar test to consuming a thing called in darkness), The Mystic becomes a beacon of abyssal might whose presence is awe inspiring. Within a 10 foot radius of him, the concept of possession cannot exist. Not only is he immune to possession (Calling the thing in darkness is not possession, but a consumption and is immune to this effect), but any possessing entities or hosts of possessing entities that enter a ten foot radius of him are immediately expelled from their host, as if their host died. The host falls to their knees and begins to weep tears of blood in awe at his power and must spend a mental trait to stop their revelation. (Attacking them also breaks this). If the expelled entities are able to, (after being expelled) they will immediately attack the Mystic. While this power is active, the Abyss mystic's voice takes on an almost demonic tone, splitting into revereberating downpitched voices speaking in tandem and their eyes glow with dark power. Once the Mystic puts this power up, it lasts for a scene or an hour.
While active, the user also gains the flaw Echoes 2 - Shadows become Animate around them and begin taking horrible chthonic or demonic shapes. The character's personal shadow also gains large black demon wings.
Brute's Wrath(Intermediate Koldunic Ritual)
The Bratovitch, above all, seek power to survive the games and machinations of their family. Drawing upon the wrath of angry spirits, they may kindle their inner fire, increasing their physical capabilities at the cost of their own wellbeing.
System: This ritual requires a Self-Control challenge vs. 3 to activate. Failure means immediate frenzy, and the ritual may not be attempted again the same night. Upon successful activation, for the remainder of the night, the Bratovich may take an unsoakable level of Lethal to gain one of the following benefits: One additional Celerity action for a round, Free ritual retest on Physical challenges for a round, OR the ability to expend 2 more blood for a round. This may be done a number of times per night equal to 1/2 the Bratovich's Permanent Willpower, not to exceed 7.
All benefits last only one round in combat, and only one may be used per round. Outside of combat, this ritual's use is at ST discretion.
Buloke's Varnish
Advanced Ritual
Cost: 6
During the evening of a new moon, the caster crafts an item out of a wood and soaks it in a mixture of Linseed Oil and up to 5 points of his own Vitae, after which he seals it in beeswax. The object gains a rich crimson red color and becomes resistant to incredible amounts of force - gaining resistance to levels of Potence equal to the points of blood used in the Ritual, up to a maximum of Pussiance. The effects of this ritual last for one lunar cycle, after which the ritual must be recast to maintain its effects.
A Shepherd’s duty to protect the land and the dead often calls for aid in their responsibilities. By ritually sacrificing an animal, eating its heart, and burying it within their sacred land, the Shepherd calls forth a Delirium from the depths of the shadowlands to feed on the sacrificed animal and binds the Delirium to the Telyavelic Tremere. The Delirium remains in the shadowlands bound to the Telyav's sacred land and remains loyal to the Telyavelic Tremere so long as it remains fed. A Delirium is a kind of animal wraith; Wraith the Oblivion: Sea of Shadows p. 40
System: after the animal sacrifice, the character gains a Wraith Retainer with the Argos Arcanoi limited to first intermediate common and non guild specific Arcanoi, but uses animal base stats rather than mortal stats as per Wraith the Oblivion: Sea of Shadows p. 40, and may be called forth using Army of Souls (along with appropriate trait expenditures).
Burning the Morning Oil
Created by: Selene Lazarion
Level: Intermediate
Research Pre-requisites: Gift of Morpheus
Effects & Mechanics: A small lamp oil burner is enchanted with this ritual with a flammable infusion of oil and vitae of the caster. When lit, it will aid the thaumaturge instaying awake at full strength further into the morning past sunrise, until the lamp oil is extinguished, not to exceed two hours. As staying awake is a strain on the
thaumaturge's energy, the next evening they will be exhausted from the lack of a full day's sleep. If the thaumaturge remains awake less than an hour past sunrise, the next evening they will be down 1/3 temporary willpower from sundown to sunrise. If the thaumaturge remains awake for more than an hour (but not to exceed two hours) past sunrise, the next evening the they will be down 1/2 temporary willpower from sundown to sunrise. This time may not be used to prepare rituals for the next night and the thaumaturge is still affected by damage from sunlight.