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: Sadhana
XP Cost: 2XP
MET Mechanics:

Chakra Opening
Retest acupuncture

Chakra Opening rituals are based in the Ayurvedic Acupuncture practices, blending of Chinese and Indian principles. The Sadhu anoints the chakra points with ritual oils and places the needles. The Sadhu meditates and draws open the latent energy in the targets body, whether that is the sadhu himself or others, lightly tapping the needles to open the chakra gate or gates. All chakra points opening may be done at once the difficulty is set base 9 plus 3 for each other chakra ritual, so 27 as a set.

Whether or not they are successful these rituals may only be only attempted once per night per person. The time needed to cast is 5 minutes per or 30 as a set, this time cannot be reduced further in any fashion.

Root Chakra (basic)
The Root or Muladhara chakra is the first chakra of the body and is located in the base of the spine. Its role is to connect your mind, body and soul with the Earth.

When opened this point grants 2 survival. That are available to you all night but are gone when used.

Date of Archival: 31-Jan-2021
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Sadhana
XP Cost: 2XP
MET Mechanics:

Chakra Opening
Retest acupuncture

Chakra Opening rituals are based in the Ayurvedic Acupuncture practices, blending of Chinese and Indian principles. The Sadhu anoints the chakra points with ritual oils and places the needles. The Sadhu meditates and draws open the latent energy in the targets body, whether that is the sadhu himself or others, lightly tapping the needles to open the chakra gate or gates. All chakra points opening may be done at once the difficulty is set base 9 plus 3 for each other chakra ritual, so 27 as a set.

Whether or not they are successful these rituals may only be only attempted once per night per person. The time needed to cast is 5 minutes per or 30 as a set, this time cannot be reduced further in any fashion.

 

Sacral Chakra (basic)
The 2nd chakra is the Sacral or Svadhisthana chakra which translates to “the place of the self", and is located below the navel. This chakra is all about your identity as a human and what you do with it. Of all 7 chakras, this chakra is responsible for bringing you creative energy to help enrich your life.

When opened this chakra gives a single determined retest from self assurance a night. This retest may be used on any challenge.

Date of Archival: 31-Jan-2021
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Sadhana
XP Cost: 2XP
MET Mechanics:

Chakra Opening
Retest acupuncture

Chakra Opening rituals are based in the Ayurvedic Acupuncture practices, blending of Chinese and Indian principles. The Sadhu anoints the chakra points with ritual oils and places the needles. The Sadhu meditates and draws open the latent energy in the targets body, whether that is the sadhu himself or others, lightly tapping the needles to open the chakra gate or gates. All chakra points opening may be done at once the difficulty is set base 9 plus 3 for each other chakra ritual, so 27 as a set.

Whether or not they are successful these rituals may only be only attempted once per night per person. The time needed to cast is 5 minutes per or 30 as a set, this time cannot be reduced further in any fashion.

Solar Plexus Chakra (basic)
The 3rd chakra is Solar Plexus or Manipura which translates to, “city of jewels" and is located in the upper belly at the diaphragm, it acts as the center of personal power.

When open your system can hold half your meditation, rounded up, in extra blood for the rest of the night.

Date of Archival: 31-Jan-2021
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Sadhana
XP Cost: 4XP
MET Mechanics:

Chakra Opening
Retest acupuncture

Chakra Opening rituals are based in the Ayurvedic Acupuncture practices, blending of Chinese and Indian principles. The Sadhu anoints the chakra points with ritual oils and places the needles. The Sadhu meditates and draws open the latent energy in the targets body, whether that is the sadhu himself or others, lightly tapping the needles to open the chakra gate or gates. All chakra points opening may be done at once the difficulty is set base 9 plus 3 for each other chakra ritual, so 27 as a set.

Whether or not they are successful these rituals may only be only attempted once per night per person. The time needed to cast is 5 minutes per or 30 as a set, this time cannot be reduced further in any fashion.

Third Eye Chakra(intermediate)
The 6th chakra is the Third eye or Ajna, which translates to “command”/“perceiving" and is located in the forehead between the eyebrows. This chakra governs perception of self and of the materialistic world and beyond.

When opened you gain 2 alert mentals and 2 perception related abilities of users choice that are approved by the storyteller, this is active all night.

Date of Archival: 31-Jan-2021
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Sadhana
XP Cost: 4XP
MET Mechanics:

Chakra Opening
Retest acupuncture

Chakra Opening rituals are based in the Ayurvedic Acupuncture practices, blending of Chinese and Indian principles. The Sadhu anoints the chakra points with ritual oils and places the needles. The Sadhu meditates and draws open the latent energy in the targets body, whether that is the sadhu himself or others, lightly tapping the needles to open the chakra gate or gates. All chakra points opening may be done at once the difficulty is set base 9 plus 3 for each other chakra ritual, so 27 as a set.

Whether or not they are successful these rituals may only be only attempted once per night per person. The time needed to cast is 5 minutes per or 30 as a set, this time cannot be reduced further in any fashion.

Throat Chakra (intermediate)
The 5th chakra is the Throat or Vishuddha chakra which translates to "pure/purification" and it is located in the front of the neck. It governs communication and expression and is the seat of your spiritual self. It is the bridge between the spiritual and physical chakras.

When opened once a night you may spend a blood to see into shadowlands or umbra, decided when cast, and is active for a scene.

Date of Archival: 31-Jan-2021
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Sielanic
XP Cost: 2XP
MET Mechanics:

Basic Sielanic Thaumaturgical ritual
- Requires Path of the World's Blood and Become one with the Land

The natural world has fonts of magical power, ley lines and nodes that are there for those who are in tune with the natural world. Channel the Earth allows a caster to channel it and replenish their energies with their ties to the land to fuel their magic.

System:
Allows the expenditure of Hearth Wisdom as an equivalent level of Herd.  This may generally be done once per game or downtime action, and must be done in a natural setting or a font of spiritual or magical power, such as a node.  Places of particular power may have additional or unforeseen effects.
It can also be used where a Shepherd has attuned herself to the land with the Sielanic ritual Become One with the Land.

Date of Archival: 10-Apr-2024
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

       This ritual allows the caster to create an item that, while powered
by wielders blood, will temporarily strengthen the barriers between
the physical plane and all other planes of existence.   The
Thaumaturge must create a mixture with seven traits of his blood (and
one trait of blood of anyone else he wants to use the item) and
powdered angelite.  He must then soak a one inch diameter sphere of
jade in the mixture in a iron bowl over a period of seven days
chanting over it at least one hour a night in moonlight reflected from
a circular mirror.  The stone will absorb the mixture by midnight of
the seventh night and turn a sickening black color that seems to swirl
with life.  Record the casters mental traits at this time.  The stone
will remain enchanted until destroyed.
       To activate the ritual the caster (or anyone who donated blood to the
casting) spends a blood while holding the stone to his left eye,
placing his right hand on the ground and humming.  Effects last one
hour and are in effect within one hundred feet of the point of
activation.  All creatures not native to the physical plane must make
a static test of their Willpower vs. casters mental traits when the
stone was completed (which should be recorded on the item card); WP is
their only retest and overbid may be called for the ritual.  If they
lose this test they are forced to return to their native plane.  Any
being not on the physical plane must win this same static WP test for
any action in which they wish to interact with or observe the physical plane.
Furthermore, natives of the physical plane may not travel to any other
plane while this power is active; any power used to do so automatically fails.

Date of Archival: 01-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Akhu
XP Cost: 6XP
MET Mechanics:

The priest first fashions a pair of clay chests (or boxes), each no less than one cubic foot and no more than five cubic feet in capacity, engraved with hieroglyphics, working a trait of vitae per cubic foot of the chests’ capacity into the clay for each chest. Then the chests are enchanted during the three days of a new moon using a ritual that takes four hours to complete.

Completing the ritual permanently links the chests’ interiors so that the castor, or anyone attuned to the chest at the time of its creation, may place items inside one of the chests and speak a command word to activate the magic.  Once activated, the next time either chest’s door or lid is opened, the items appear inside that chest, even if it is the chest in which they were originally placed.  If a chest is ever destroyed while the magic is active, the magic breaks and any items “in transit” are treated as if located in the destroyed chest.

Transportation via the chests is also subject to other limitations: 

1)      Nothing living, sentient, or animate may ever be transported with the chests. 

2)      Both chests in a pair must be on the same plane to function, however if they are separated they will function once more when brought back “into alignment.” 

3)      One chest (the anchor) of the pair must always remain in the location at which the ritual was originally cast or the ritual breaks.  The second chest may be moved freely but must attune to any location for 24 hours before the magic will work properly.

Date of Archival: 20-Jun-2019
Followers of Set
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 6XP
MET Mechanics:

Circle of Balance
Advanced Ritual- (Available to Geomancy, Mortis, Abyssal Mysticism, Sadhanna, Bacaban, Wanga, Koldunism, Dur An ki, and Rom Sorcery.)

Flavor- When faced with an impossible problem, nine paradigms of magic were levied by nine different magicians to make the impossible possible. This ritual is nothing short of a grandstand, as the casters themselves place themselves between what is and what should be and attempt to make reality blink. It is a dangerous undertaking, made easier by each magician who shares in the circle and the strain. Ultimately the ritual only needs two people identified as the Lead and the Anchor, one to begin and one to hold it down. If the ritual is completed in its entirety with at least the Lead and the Anchor remaining, it is possible for them to close gateways, portals, rifts, tears, and holes on the prime/material plane that otherwise could not be closed. This requires that each magician maintain in their mind for the duration of the cast a single desire to seal the object in question, and any deviation to that end could have unforeseen and wild consequences.

Mechanics-
Preparation: Each caster participating in the ritual will draw a ritual circle, similar to warding circle rituals, unique to their type of magic. This becomes their place of power and the caster should feel free to include trappings of their magic in the work. Only one caster per paradigm of magic can take part. The total space taken up most form a full circle around the target of the ritual to be affected. This translates to 1 Blood per foot measured as a diameter within the area that ritual will need to be cast in. While not required, materials and items produced or built with the concept of making the cooperative nature of the ritual more successful may impart bonuses to the casting. Everything from reduction in cost on the Backlash Events, to retests, and even lowered difficulty. This is done at ST discretion and up to player ingenuity.

Casing: This ritual takes one hour to complete, and is done in 6 waves each lasting ten minutes where challenges are made at the end of each 10 minute interval resulting in a total of 6 challenges over the course of the ritual. At each challenge there will be a Backlash and or a Breech event (described below) up to ST discretion, sometimes both depending on the complexity of the rift. Each challenge is a mental test done at a difficulty of 14 traits, increasing in difficulty by +1 per challenge. Only one challenge is thrown at each interval with the Lead starting the ritual and the Anchor ending it, however either one can choose to throw the 4 inbetween. If a challenge is failed 10 more minutes is added to the timer of the ritual and the difficulty continues to increase. This will continue until the Lead or the Anchor falls, or the ritual achieves 6 successes.

Backlash Event: Manifest's as taxation on the casters and damage to the casters. Each backlash event will cause the following- 15 Blood, 15 Named Mentals, 5 WP, 5 Agg bypassing all armor and abilities to negate or soak, or add Health levels. (IE: Extra health levels gained from other powers or added to the caster, do not count towards this damage, only the base health levels on the character sheet from character creation) This is a lump sum that is split evenly and applied to the Lead and the Anchor, who can then choose to divide it among the other casters of the group in whatever value they desire. (The Lead and Anchor would both take half of the totals, someone having to take the odd number, and could then divide that further out among the other casters) The Lead and the Anchor choose who takes what, if they pass a value onto a caster who is reduced to 0 in that category they fail their part of the cast and are no longer participants, suffering whatever consequences they would normally suffer for running out of that trait/resource.

Breech Event: Manifest's as the rift/tear/target of the ritual itself rebelling against the spell. Different from Backlash which is the result of the target being forced to bend back into place and the taxation of magic, this is a concerted effort by whatever is being cast upon to remain open. What this means is up to ST interpretation, as a rift to the Umbra is quite different from a Rift to the Abyss or Shadowlands. However such tears in reality, of subsequent power to require this ritual, usually have little desire to be closed. This could manifest as physical combat with creatures from the other side, spirits or nearby entities being corrupted and controlled, or any number of other more physical manifestations playing out in the area and world around the target of the ritual.

Final Step: Once the sixth chop is completed all remaining casters must commit to the end result of the portal being closed. If any of the casters deviates from this plan they must inform the ST as it may impact the end result of the ritual itself. Once this ritual is used at a site, it can not be used there again, as reality itself grows wise to what was done, and forever blocks the use of such magic from that site. Indeed so great is the end result that any gauntlet/shroud/barriers within one mile of the cast are permanently forced 2 higher, and magic cast in the area is at a +2 difficulty, assuming of course the spell is met with success.

Date of Archival: 14-Oct-2020
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Bacaban
XP Cost: 6XP
MET Mechanics:

Circle of Balance
Advanced Ritual- (Available to Geomancy, Mortis, Abyssal Mysticism, Sadhanna, Bacaban, Wanga, Koldunism, Dur An ki, and Rom Sorcery.)

Flavor- When faced with an impossible problem, nine paradigms of magic were levied by nine different magicians to make the impossible possible. This ritual is nothing short of a grandstand, as the casters themselves place themselves between what is and what should be and attempt to make reality blink. It is a dangerous undertaking, made easier by each magician who shares in the circle and the strain. Ultimately the ritual only needs two people identified as the Lead and the Anchor, one to begin and one to hold it down. If the ritual is completed in its entirety with at least the Lead and the Anchor remaining, it is possible for them to close gateways, portals, rifts, tears, and holes on the prime/material plane that otherwise could not be closed. This requires that each magician maintain in their mind for the duration of the cast a single desire to seal the object in question, and any deviation to that end could have unforeseen and wild consequences.

Mechanics-
Preparation: Each caster participating in the ritual will draw a ritual circle, similar to warding circle rituals, unique to their type of magic. This becomes their place of power and the caster should feel free to include trappings of their magic in the work. Only one caster per paradigm of magic can take part. The total space taken up most form a full circle around the target of the ritual to be affected. This translates to 1 Blood per foot measured as a diameter within the area that ritual will need to be cast in. While not required, materials and items produced or built with the concept of making the cooperative nature of the ritual more successful may impart bonuses to the casting. Everything from reduction in cost on the Backlash Events, to retests, and even lowered difficulty. This is done at ST discretion and up to player ingenuity.

Casing: This ritual takes one hour to complete, and is done in 6 waves each lasting ten minutes where challenges are made at the end of each 10 minute interval resulting in a total of 6 challenges over the course of the ritual. At each challenge there will be a Backlash and or a Breech event (described below) up to ST discretion, sometimes both depending on the complexity of the rift. Each challenge is a mental test done at a difficulty of 14 traits, increasing in difficulty by +1 per challenge. Only one challenge is thrown at each interval with the Lead starting the ritual and the Anchor ending it, however either one can choose to throw the 4 inbetween. If a challenge is failed 10 more minutes is added to the timer of the ritual and the difficulty continues to increase. This will continue until the Lead or the Anchor falls, or the ritual achieves 6 successes.

Backlash Event: Manifest's as taxation on the casters and damage to the casters. Each backlash event will cause the following- 15 Blood, 15 Named Mentals, 5 WP, 5 Agg bypassing all armor and abilities to negate or soak, or add Health levels. (IE: Extra health levels gained from other powers or added to the caster, do not count towards this damage, only the base health levels on the character sheet from character creation) This is a lump sum that is split evenly and applied to the Lead and the Anchor, who can then choose to divide it among the other casters of the group in whatever value they desire. (The Lead and Anchor would both take half of the totals, someone having to take the odd number, and could then divide that further out among the other casters) The Lead and the Anchor choose who takes what, if they pass a value onto a caster who is reduced to 0 in that category they fail their part of the cast and are no longer participants, suffering whatever consequences they would normally suffer for running out of that trait/resource.

Breech Event: Manifest's as the rift/tear/target of the ritual itself rebelling against the spell. Different from Backlash which is the result of the target being forced to bend back into place and the taxation of magic, this is a concerted effort by whatever is being cast upon to remain open. What this means is up to ST interpretation, as a rift to the Umbra is quite different from a Rift to the Abyss or Shadowlands. However such tears in reality, of subsequent power to require this ritual, usually have little desire to be closed. This could manifest as physical combat with creatures from the other side, spirits or nearby entities being corrupted and controlled, or any number of other more physical manifestations playing out in the area and world around the target of the ritual.

Final Step: Once the sixth chop is completed all remaining casters must commit to the end result of the portal being closed. If any of the casters deviates from this plan they must inform the ST as it may impact the end result of the ritual itself. Once this ritual is used at a site, it can not be used there again, as reality itself grows wise to what was done, and forever blocks the use of such magic from that site. Indeed so great is the end result that any gauntlet/shroud/barriers within one mile of the cast are permanently forced 2 higher, and magic cast in the area is at a +2 difficulty, assuming of course the spell is met with success.

Date of Archival: 15-Sep-2021
Sabbat

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