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.
Long ago, upper and lower Egypt lived together in harmony. In a spectacle of wonder, Set called forth his children to witness what would later be known as his final wonderwork and gift to his children. As everything changed with the Silent Striders attacked. Set, in his glory; maintained not only the effort of his work but also defended Egypt from the Silent Strider invasion. Using their deaths and trapping their souls in the Du'at bonding it to Egypt to protect it. Ultimately after many days and nights of battle and thousands dead, Set ended the invasion by the universal destruction of all who threatened Egypt. When the dust settled and Egypt needed him most, Set was gone. In his place, a great mystical Barrier stood preventing the Silent Striders from ever returning. In 2017, the Silent Striders rallied a call for aid to lay Siege to Egypt once more. Other Garou, as well as their mustered allies among Mages and Fae answered their call. Their might eventually called to those long dead Ancestors bound in the Du'at to rise up as well. The living and the dead throwing their lives at this great wonderwork endlessly until it could bear the weight no longer. In the end, the living sacrifice their lives and the dead sacrificed their very souls but the deed was done and the barrier that separated the ancient tribe from their ancestral home was gone.
Through dedicated research and effort a Lichter Priest walks an area meditating and reflecting on this and other ancient stories of Set and their great works, under the lightless night of the New Moon. Marking the area with various Hieroglyphics with classic Egyptian tempera using their own blood as a thinning and bonding agent. The Lichter Priest must spend a minimum of 1 blood point per "block" they enchant. The Blessing lasts until the Lichter Priest is killed, or a Year and a Day; whichever comes first. A "block" is used as it is a measurement that is unique and appropriate to each game the rituals may be used in, in which an ST may then add additional limits as appropriate for their chronicle's geography.
The Ritual "Echos of Du'at '' Calls upon the fragmented souls of the Du'at to call to those who escaped and draw them back to their proper home. Any Silent Strider who sleeps more than 1 Hour inside the blessed area, finds that their mind is under siege by horrible nightmares (2pt Flaw). These nightmares persist for as long as the Silent Strider continues to sleep within the blessed area. As soon as the Silent Strider leaves, and sleeps at least 1 Hour outside the area, the nightmares fade, as does the flaw.
Alternatively, the Ritual "Draught of War" calls upon the seemingly endless wellspring of energy conjured on both sides of these ancient stories. In which the Gnostic Energy of the Silent Striders is siphoned by the Du'at to claim what rightfully belongs to it. Any Silent Strider which enters the protected area finds themselves unable to regenerate their own swells of Gnosis. They may still call upon powers, spirits, and fetishes or talens to regain their Gnosis - they simply can not regain it naturally under their own power. Should a Caern exist inside the protected area, the Caern is unaffected and the Silent Strider may regain gnosis at the Caern as normal.
While performed the same way, and an area may benefit from both rituals. Each must be purchased with experience points separately as advanced Akhu Rituals as well as cast as seperate challenges.
Drawing the Dragon (Int.)
As the Geomancer understanding of the flow of energy around the land and between the realms, they can reach out and feel the presence of the natural or unnatural collections of such energy. They may not understand what the wells of energies mean, but the can feel the flow of the energy as it moves and gathers.
Mechanics: After the initial casting of this ritual, they know the rough locations of significant gatherings of metaphysical energy such as Caerns, Hive, strong nodes, strong freeholds, or other places that pool metaphysical energy within 10 miles of where they cast the ritual. The caster can extend the casting time by 10 minutes for each additional ten miles they wish to map with a max range of 100 miles.
They may not know what type of energy is there or who is there, they just have a partial map of where these pools are within the casting radius. Other supernatural effects may decrease the visibility or lessen the apparent strength of place of power, but not entirely hide them. Depend on the caster Lores or other knowledge they may be able to make some educated guess at what the locations represent.
The caster spends the time necessary to cast this ritual in meditation, thinking upon the symbolic nature of the universe. When finished, the thaumaturge’s increased connection with the Atlas allows the materials present in the Atlas to help the thaumaturge solve symbolic problems.
Mechanics: Once per night, the caster can spend a temporary mental trait and retest one failed mental test involving deciphering, understanding, and solving runes, symbols or symbolic equations (such as various forms of mathematics). This counts as a magical retest, and requires the intermediate ritual, Forging the Atlas, to have been successfully cast.
This special ritual, based upon Drawing upon the Bound, allows a vampire to utilize the powers of any individual who has directly drank their blood. This ritual may only be active on one individual. This ritual does not work for the Vinculum created by the Vaulderie, as the individual must have directly drank the vampire's in an elaborate ritual taking an hour. This ritual is used most often with ghouls, calling upon their Potence or other Disciplines but can only access up to first intermediate powers. The victim can not use the traits while the vampire does. This ritual requires the vampire to carry a small vial containing a drop of the individual's blood and must be recast every 28 days.
Drops of Destiny (Basic - 2)
By spilling her blood into a pool of rain water, the Baharist channels the mystical essence of her vitae into granting her great visions of the future. As each drop of vitae lands upon the surface of the water images begin to appear. What the water shows her is beyond the control of the Baharist. As is the nature with all visions and prophecy of mystical nature it is often hard to determine what the images mean. The storyteller largely decides what appears in the water and the Bahari will receive one snap shot image in time for each level of the Occult ability they have. This rituals requires 10 minutes to cast and costs 1 blood to invoke.
The caster inscribes Ogham runes on an edged object crafted out of natural wood while incanting a celtic prayer for the forest. The edge will become as keen as a metal razor, granting it a trait of Sharp that may be bid until lost. Multiple uses of this ritual do not stack. The effects of this ritual last until sunrise.
Duplication
Intermediate Ritual
The caster must place a blank book of the size that he wants to eventually copy into a tray containing a mixture of one trait of vitae and 20ml of black ink per 100 pages to be copied. The caster then chants the incantation for one hour per hundred pages that he wishes to be able to copy, causing the blood and ink to soak into the pages of the book. Once this is completed the book cover will look as it did prior to the beginning of the ritual, the pages however will be sticky to the touch and have a reddish hue. At any time after the ritual is completed the caster can press the completed ritual book against another book and activate the ritual with a thought, causing the blood and ink bound into the pages to form a perfect copy in the ritual book of the other book pressed against it as long as the ritual book is at least the size of the book to be copied (length, width, page count.) Any text with a magical effect active upon it will fail to be copied.
Ear of Thoth: (Custom Intermediate Ritual)
The priest takes a circular piece of fine leather, no larger than two feet in diameter, stretches it tightly across a hoop, and anoints it with owl’s blood to become a listening device called an Ear of Thoth.
The caster can either concentrate on a known location s/he has visited OR a person; if a person, the caster must possess an object of personal significance to the target or a piece of the target like hair, fingernails, blood, ashes etc. (ear wax works particularly well).
Auspex or other powers may not be used while listening.
Once cast, the priest may not change the target of the Ear.
This ritual effect lasts for ten minutes, but may be extended by expending mental traits for additional ten minute blocks at a ratio of 1:1.
The Ear may be reused but must be re-anointed with owl blood each time it is cast because the casting uses up the blood.
The Koldunic Sorcerers of the oldest philosophies know that the truest powers come not from the living or the dead, but from those that neither lived nor died. This ritual allows the Koldun to bind themselves to the earth to better comprehend these otherworldly entities. By smearing dirt into their eyes and into their ears, the Sorcerer may perceive and comprehend Spirits of many types. The only limit to this comprehension is the knowledge possessed by the Koldun.
System: The casting of this ritual allows the Koldun to see and comprehend any Spirit that they possess at least one dot of Lore for (Abyss, Wild, Weaver, Wyrm, etc). This ritual has no effect on wraiths or the spirits of living or once living creatures. Having had dirt rubbed into their eyes and ears, the caster also suffers from the Negative Trait: Oblivious for the duration of the ritual. This ritual lasts for one scene or an hour. The duration may be extended by one scene or and hour at the expendature of a Willpower.
NOTE: This ritual was introduced as part of a story being told by the Tzimisce Coordinator and therefore cannot be converted to any other paradigm.
The study of thanatology posits that there is usable power left within a creature after its life has left its body. This ritual allows a caster to channel those energies and replenish themselves with their mastery of blood Sorcery by draining the essence from bodily remains.
System:
This ritual allows the user to expend a level of Thanatology to gain blood as per an equivalent background expenditure of Herd. This counts as a standard use of an ability and only refreshes as an ability would normally refresh.
This ritual requires either corpses or a place of the dead, such as a cemetery. The remains are drained and turned to dust and lose all power and sympathy. Places or remains of particular power may have additional or unforeseen effects.
Fetters are immune to this ritual and give the caster an uneasy feeling should it be attempted.
Echoes of Fortune:
Basic Ritual
The caster crushes and pounds a Tourmalinated Quartz Stone into a fine powder then mixes it with their blood to create a thin paste. Each casting of this ritual creates a one use paste. Any one caster may have up to their Occult rating in paste created at a time.
Applying the paste to an object or person requires an action. Once applied, the same person or object cannot be affected again until the next sunset. Once applied, the paste lasts one scene or hour and bestows one lucky retest to the person. If applied to an object the user gains one bonus trait to any task that it is used for. This bonus trait may be sacrificed to gain a single luck-based retest. Using an object to get additional luck retest can only be used by one person once per night.
Long ago, upper and lower Egypt lived together in harmony. In a spectacle of wonder, Set called forth his children to witness what would later be known as his final wonderwork and gift to his children. As everything changed with the Silent Striders attacked. Set, in his glory; maintained not only the effort of his work but also defended Egypt from the Silent Strider invasion. Using their deaths and trapping their souls in the Du'at bonding it to Egypt to protect it. Ultimately after many days and nights of battle and thousands dead, Set ended the invasion by the universal destruction of all who threatened Egypt. When the dust settled and Egypt needed him most, Set was gone. In his place, a great mystical Barrier stood preventing the Silent Striders from ever returning. In 2017, the Silent Striders rallied a call for aid to lay Siege to Egypt once more. Other Garou, as well as their mustered allies among Mages and Fae answered their call. Their might eventually called to those long dead Ancestors bound in the Du'at to rise up as well. The living and the dead throwing their lives at this great wonderwork endlessly until it could bear the weight no longer. In the end, the living sacrifice their lives and the dead sacrificed their very souls but the deed was done and the barrier that separated the ancient tribe from their ancestral home was gone.
Through dedicated research and effort a Lichter Priest walks an area meditating and reflecting on this and other ancient stories of Set and their great works, under the lightness night of the New Moon. Marking the area with various Hieroglyphics with classic Egyptian tempera using their own blood as a thinning and bonding agent. The Lichter Priest must spend a minimum of 1 blood point per "block" they enchant. The Blessing lasts until the Lichter Priest is killed, or a Year and a Day; whichever comes first.
The Ritual "Echos of Du'at '' Calls upon the fragmented souls of the Du'at to call to those who escaped and draw them back to their proper home. Any Silent Strider who sleeps more than 1 Hour inside the blessed area, finds that their mind is under siege by horrible nightmares (2pt Flaw). These nightmares persist for as long as the Silent Strider continues to sleep within the blessed area. As soon as the Silent Strider leaves, and sleeps at least 1 Hour outside the area, the nightmares fade, as does the flaw.
Alternatively, the Ritual "Draught of War" calls upon the seemingly endless wellspring of energy conjured on both sides of these ancient stories. In which the Gnostic Energy of the Silent Striders is siphoned by the Du'at to claim what rightfully belongs to it. Any Silent Strider which enters the protected area finds themselves unable to regenerate their own swells of Gnosis. They may still call upon powers, spirits, and fetishes or talens to regain their Gnosis - they simply can not regain it naturally under their own power. Should a Caern exist inside the protected area, the Caern is unaffected and the Silent Strider may regain gnosis at the Caern as normal.
While performed the same way, and an area may benefit from both rituals. Each must be purchased with experience points separately as advanced Akhu Rituals as well as cast as seperate challenges.