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: Abyssal Mysticism
XP Cost: 6XP
MET Mechanics:
sing the very mirror that one has already used Boukephos' Gateway on, the Mystic then begins to ritually scar and mark their face with the sigils of the abyss. The curse of the dark one denies them their own visage as they continue to chant why they do this.  Each sigil they mark upon their own flesh, up to five sigils, gives a chance for the abyss to take less than it once did.
 
Finally, after a  night of ritual incantation, the mystic presses their bleeding face to the mirror, leaving their impression upon the glass; the connection to the abyss forged previously allows the abyss to reach out, entering the mystic's flesh through these wounds.
System:
This ritual may only be cast once by any given mystic, ever, even if it fails. The casting of this ritual must be logged with the Lasombra Coordinator.
The user chooses to take 1-5 lethal damage: one lethal for each sigil they mark upon themselves, as they mark themselves with the Sigils of Ahrimane and Boukephos.
 
For the duration of this ritual, the user loses all appearance based social traits, and garners 1-5 additional negative appearance based social traits, in addition to whatever they may have.
At each equinox and solstice thereafter, the user must then present themselves at midnight to the very same mirror, ripping one of the sigils off of their face and placing it upon the mirror, then chanting and channeling the power of the abyss.  When the chant concludes, the abyss takes back the piece of itself, leaving behind the flesh repaired. The caster must immediately be able to spend the exp to buy off the negative trait(at standard cost, ie 2 xp). Only one sigil may ever be removed at a time.
When all negative traits have been bought off, the user regains all their lost appearance based traits.
When this ritual is completed in its fullness and the last sigil is removed, the user, when activating obtenebration, does not actually spend social traits, if the social traits being spent on that use of obtenebration  are less than the damage they inflicted when initially casting this ritual.
This ritual is not known by any Non-player characters and was PC created.

 

Date of Archival: 17-Mar-2020
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Sadhana
XP Cost: 4XP
MET Mechanics:

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.

Date of Archival: 13-Mar-2024
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Black Hand Aljusuri
XP Cost: 6XP
MET Mechanics:

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.

Date of Archival: 20-Jan-2023
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 2XP
MET Mechanics:
Breve orazione penetra (basic)
 
With a 5 minute incantation, the necromancer can send a short message to someone. The necromancer takes a note they have written and puts it in an envelope along with some grave dirt, and seals the envelope. He then burns it on a candle and allows the ashes to fly away. The recipient will find the note on their person a moment later. If spirit touched or otherwise enchanted - the note appears to have been created in their pocket by the energies of the dead and offers no sympathetic link/etc to the caster. Only words on paper may be conveyed in this way and as such, may provide no mechanical advantage or disadvantage. Magical scrolls and the like are simply burned in the casting of the ritual and the ritual fails. The challenge for this ritual is equal to the dificulty of a basic ritual + the current shroud rating. 
Date of Archival: 17-Jun-2019
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Voudoun
XP Cost: 6XP
MET Mechanics:

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.

Date of Archival: 22-Aug-2019
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 4XP
MET Mechanics:

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. 

Date of Archival: 19-Apr-2020
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 4XP
MET Mechanics:

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.

Date of Archival: 27-Jun-2022
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

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.

Date of Archival: 27-Apr-2021
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Sielanic
XP Cost: 4XP
MET Mechanics:

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).

Date of Archival: 29-Jul-2022
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

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.

Date of Archival: 18-Feb-2015
Tremere

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