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.
SUMMARY
This ritual allows the necromancer to give the living and dead a way to communicate while fitting with the expected themes of a séance. The necromancer prepares a room that would act as a conduit for the dead to communicate with those on the living plane. Allowing anyone in the room, including non-necromancers, to communicate with the dead while the séance is in session. (Spirit board, crystal ball, etc.)
SYSTEM
The caster prepares the room for the séance. Setting the stage, providing the conduit, etc. Once the ritual has been cast the provided spirit tool will work as a conduit to allow the dead to talk to the living for the next scene or hour. I.E. The wraith would then be able to hear the questions of the living and then respond by using the tool or environment to communicate their responses for the scene or hour.
This powerful incantation allows the magus to protect an electronic piece of equipment. This completely hides the system from being viewed from outside sources even if it is on the internet. No attempts at finding it will work from outside the net. If someone is looking for it by use of Remote Access, there is a "Silver cord" that can be seen and bounces around preventing those outside the system from penetrating the system. Challenges are based up storyteller discretion. Duration is a number of weeks equal to the caster's Willpower at the time of casting.
Required to be cast from within the system: Path of Technomancy - Remote Access is required
Seeds of Eden (Basic - 1)
Lilith stole seeds from the Garden of Eden to establish her own garden of pain and enlightenment. To emulate the Dark Mother, Bahari have grown a tradition to steal seeds from another Bahari’s garden. When you steal these seeds and grow them in your garden, it creates an effect be able to sink up with the life-essence of the Baharist who first created the Garden. This allows the Lilin to be able to know the owners state of condition.
Mechanic: The Baharist steals seeds from another Garden. Once the seed is planted and grows to a healthy state, it allows the caster to know the condition of the original owner. When the plant is living, the Baharist is alive. If the plant is staked or torpored, then the plant appears frozen. If the plant has withered and died, then the Baharist has perished.
The caster can determine the year, month, day, and time when a specific event occurs in the given area. This does not allow the caster to view what happened, just know when it happened.
System: The caster must specify the exact circumstances they are looking for. The more detailed, the greater the chance of success. The caster must be in the area they are trying to find the time the event occurred. The ritual can only affect 10 yards times your current level of occult ability in a diameter around the caster.
The first event in the past that meets the criteria is what the casters get. If the criteria are not met in the past in the given area, nothing will be discovered. If the caster successfully finds the event they are looking for, they can cast the ritual again to find the second time the event has taken place. This ritual can be cast to find additional events of the same criteria in the same area up to your level in your occult ability. It is up to the storyteller’s discretion on what the caster learns. Having an item from the event will help in the casting of the ritual. (It works much like Name the Fallen combo discipline in the time frame of things.) The caster will have to pick how far down the chart they wish to go.
Time Since Event
Difficulty: Event
1-7 Days
9
1 Month or Less
10
6 Months or Less
11
1 Year or Less
12
3 Years or Less
14
5 years
15
The first step at understanding the Umbra is to understand how difficult it is in traversing it, and recognizing the areas where it is weakest.
By uttering words of power and smearing a drop of blood onto a mirror, the ritual begins.
Once cast, the ritual covers a single area/room/building the thaumaturge is in at the time of casting, up to a radius in yards equal to their temporary willpower. The magus is able to sense the Gauntlet rating of this area for an hour or scene, whichever is longer. Whenever a shift or disturbance in the gauntlet happens - such as when a Garou steps sideways or uses grasp from beyond - the Magus can sense such. They may also determine if someone is stuck within the Gauntlet within the range of this power.
Note: this power is cast upon a specific area, and does not move with the caster. It may be used in an outdoor space, and is not limited to indoor use only.
On Wednesday (the day of veneration for Papa Loko), the wangateur creates a white candle incorporating brains and bones from a human who died peacefully in their sleep, nine pinches of dirt from around tree roots in the woods or forest, leaves of sage, lavender and other calming herbs.
By burning the candle for 20 minutes each night while concentrating on the target, the caster may influence the target’s Beastial response by giving aid in the ability to resist a frenzy.
System: The Wangateur engages in a static Willpower Challenge difficulty equal to the subject's willpower and spends a vitae while burning a candle for 20 minutes. Defeat means the candle has no effect, though the Wangateur can try again the next night. If the ritual is successful, the subject is granted two additional Self-Control or Instinct traits for the night. The Candle may be burned three times in total, at a rate of once a night. Only one candle may affect a single subject at a time
Advanced Ritual
Cast over a number of skeletons summoned with Shambling Horde equal to the necromancer's occult rating, the necromancer can animate the skeletons into ambulatory servants, capable of carrying out his commands.
Additionally, when standing on raw earth, the caster may spend a blood trait. All of his skeletons within his line of sight will crawl into the ground and disappear. The necromancer can also spend another blood trait (As long as they are standing on raw earth), causing the skeletons to dig themselves out of their own makeshift graves and rejoin his service once again. The skeletons have the same stats as a skeleton summoned by Path of Bone: Shambling Horde.
Intermediate Ritual
Geometry teaches that to define a plane a point beyond the dimension is needed. A line shows one dimension, a triangle two, a cube three and so on. Mathematics is not the forte of House High Saturday, but the magi certainly work with more planes than the standard mathemetician and must understand this basic principle, even if intuitively, to address some of the concerns that they handle on a nightly basis.
By spending three Blood Traits and drawing a complex septogram with human ash using an ash wand steeped in sandlewood oil the thaumaturge is able to define an area (no larger than a house) that is warded by this ritual. The next three times that a being, on any plane of existence, cross the thresshold the caster will be aware that something crossed his barrier. Similarly, if the barrier is destroyed before three individuals have crossed it, the caster is aware of its destruction.
This ritual takes one hour to cast, and allows the caster to end the effects of one "Craft Bloodstone" that has been created. This not only ends the effects of the ritual, but also means that the (now defunct) bloodstone cannot be used as a Personal Item/Focus to target the originator of the Bloodstone ritual.
OOC, the ST staff must email the ST staff of the game in which the bloodstone resides, and let them know it becomes inert and is no longer usable. The ST staff of the game in which the stone resides is responsible for alerting the player who has the Bloodstone.
The ritual is performed with a large brass bowl with ice water. The caster holds a smoky quartz or topaz stone in her palm at the depth of the bowl and meditates for strength and shielding during the incantation. A Successfully imbued stone will lose it's smoky quality and become clear when strength of ritual is exhausted.
Once the ritual is cast the user swallows the stone. The next time there is an attempt to possess them they get an additional retest to resist it.
Inspired by the wraithly power of Argos and the notion that physical distance is an illusion when you begin dealing with parallel planes of existence. By concentrating necromantic energy into a vessel, the Necromancer is able to attune his own body with predetermined location and use that connection to call forth solid objects.
With the proper enchantment, the caster of this ritual is able to create a chest which he will have access to regardless of physical distance. The Necromancer begins by obtaining a high-quality box which must be no larger than 3 x 1 x 1 meters cubed. The caster then covers the box in enchantments, spilling three traits of his own blood to paint runes on it. Once the enchantment is complete, any object placed in the box can be called directly into the casters hands by expending a mental trait. The item appears as it was placed in the box: a gun stays loaded, a book can be left open to a certain page, etc...
By expending a mental trait, the caster of this ritual is also able to return any item he has summoned, so long as that item was summoned the same night he wishes to return it.
Due to the forces involved, anything more complicated than machinery tends to fail if placed within the box. If the caster wishes to transport something like a cell phone or laptop, he must pass a hard test. Failure means the item is damaged as if hit by massive EMP or shorted out. For similar reasons, living or undead creatures (ghouls, werewolves, kindred, zombies, etc...) cannot be transported at all.
It is suggested that the player designate which item he has placed in the box before entering play by writing them on an item card and having the STs sign off on it. Only one item can be in the box at a time.
Shadow Step of the Master Mystic
Advanced Abyss Mystic Ritual
Flavor:
The life of an Abyss Mystic can prove dangerous at many times even from within their own clan. This ritual allows the caster an instantaneous chance to escape incredible danger if needed: but at the cost of willing the Abyss to take a piece of their will. At a flinch, the Mystic will be taken to a designated Abyss Mystic, or predetermined Abyss Mystical Temple/gathering point at the time of casting.
Mechanics:
This is a ritual that is precast, and left dormant until activated.
There is one circle placed in a dark, shadowy place; where the abyss's presence is present.
The other circle is carved onto the caster's body.
The desired site must be declared to the storyteller upon time of casting this ritual.
Once cast, the ritual lasts for that night or until activated. The caster spends a Temporary Willpower upon casting this ritual that cannot be regained until the ritual has ended.
Upon activating the ritual, at the caster's intense will, the temporary willpower used to cast this ritual is permanently lost to the Abyss in order to deliver the caster to the designated location.
The time to cast the ritual is 15 minutes per circle drawn, but is triggered by the caster's will; meaning the ritual activation is instantaneous to expanding the Permanent WIllpower.
The designated site may not be changed for the duration of the ritual.
The caster may choose to change locations by deactivating the ritual, and recasting it. Doing so will cost another Temporary Willpower.
Temporary Willpower will be returned to the caster upon the next sunrise, when this power is automatically deactivated.
Casting Time: 30 minutes
Cost: 1 Temporary Willpower upon cast - non-refundable for the night; 1 Permanent Willpower upon activation.