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: Necromancy - Western
XP Cost: 6XP
MET Mechanics:
The Broken Souls. These tortured souls are the Wraiths that were not even worth creating into anything more than Obili. They have been placed into a ritualy created item for a new propose. 
 
System:
 
The caster must have broken the target Soul's will before casting this ritual. Through torture or other means they must strip the temporary Willpower that the wraith has. Then they bind the soul to a gem set inside a pendent or ring with a monetary value of at least $3000 dollars (Resources 3). You may have up to three of these souls bound at once at all times across all potential items. 
 
When you suffer from an effect that would remove your Soul from your body the item activates and the soul that is removed is one from the pendant. Once all the Souls are removed in this fashion you must recast the ritual from the beginning with a new set of gems as they are destroyed after each use.
 
The item may be given to another person to use for themselves. Whatever the item is for must spend a point of willpower as the time of casting to attune the item to themselves. 
 
The effects of this ritual last for one month or until used. Whichever is a shorter time period.  
Date of Archival: 03-Apr-2019
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

Casting Time: 1 hour
Components: A polished moonstone (kept over the heart), a shard of mirror, and a drop of the caster’s blood

Description:
This ritual enables the caster to transform their superficial physical appearance into a form that most truly reflects their identity. It does not disguise or conceal—instead, it reveals. The ritual touches no illusions; it reshapes the body to match the soul.

Hair may change color or length, features might soften, sharpen, or restructure entirely. The caster may appear older, younger, or present as a different gender or sex, all according to their truest self-perception.

However, no matter how dramatically the caster's form changes, those who know them still recognize them. Something about the way they move, speak, or their energy ensures that their identity is never lost—only made more honest in appearance.

The casters form must remain that of a human-turned-Kindred. This does not allow the caster to change any bestial features, become similar to another supernatural creature, or otherwise become more magical or monstrous. This ritual cannot restore lost limbs or features. It cannot replace the effects of Biothaumaturgy, Viccissitude, or other form powers.

System Mechanics:
The caster completes a static Mental Challenge (difficulty 8).

Upon success, their appearance physically shifts to match their inner truth.

The transformation is physically real and persists until sunrise or until the caster ends it.

Anyone who knows the caster recognizes them immediately, with no test required, no matter how different their appearance becomes.

The caster must keep the moonstone close to their chest throughout the ritual and while the transformation is in effect. If it is removed, the effect fades at the next sunrise. At storyteller discretion, the effect can be permanent.

Storytelling Notes:
This ritual is often used in private by those who seek alignment between their outer form and inner truth. It is sacred to some, liberating to others. Among Kindred, it offers no political power or tactical advantage—but for the right soul, it offers something more important: peace.

Storytellers should not allow characters to take on other supernatural characteristics, look like other characters, or any other goofy goober shenanigans.

Date of Archival: 03-Sep-2025
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

This ritual modifies a specific Gargoyle’s use of Obfuscate so that it functions on technological objects, much as the Nosferatu merit False Reflection. This ritual enchants for a period of one month a prepared necklace to modify a single level of Obfuscate (Cloak of Shadows, Unseen Presence, Mask 1K, or Vanish; but not Cloak the Gathering or anything more powerful) to function against technology. This ritual only works for a specific Gargoyle and may only be enchanted for a single level of Obfuscate that the Gargoyle possesses at the time of enchantment. A Stone Shield may only be attuned once per Gargoyle. A new attunement destroys any other Stone Shields attuned to that Gargoyle.

System: This ritual enchants a prism pendant for a single month, but the enchantment may be maintained by soaking the pendant in the same solution used to enchant it (the gargoyle’s blood and clear oil), exposed to the night air. The prism may only be enchanted for a specific Gargoyle, who must be present at the time of the casting. To enchant the pendant, the prism must be dipped in a mixture of the Gargoyle’s blood, and a clear oil, which is absorbed by the pendant by the time the ritual is done. As the ritual finishes, the Gargoyle names the level of Obfuscate (which he must possess at the time of the casting) that is to be attuned to the pendant. For the next month, when wearing that pendant, that specific named level of Obfuscate will function against technology, as per the Nosferatu merit False Reflection (Nosferatu Clanbook: Revised, p.71). The enchanted pendant will only affect the named level of Obfuscate as generated by the specifically named gargoyle. Both the named gargoyle and the named level of Obfuscate must be written on the item card.

Date of Archival: 17-Mar-2025
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

While neonates of the Tower fear and respect the Tremere for their command of the paths of Thaumaturgy, those in the know are aware that ritual magic is where the strength of the Pyramid shines, and no ritual magic is more feared than those that use or manipulate sympathetic links and objects. By using this ritual, a thaumaturge can strengthen a sympathetic link for a short period of time (a year and a day), rendering objects casually handled by others dangerous in the prepared thaumaturgist's hands.

 

System: This ritual takes a weaker sympathetic link and turns it into a stronger sympathetic link for a limited use.

Specific effects are up to ST discretion but should be primarily story/plot driven. For example, a stone pulled out from tires of a vehicle being investigated may have a link strengthened to the point where it will function for a Scrying attempt of the locale the stone came from. Any link strengthened in this matter will function as a sympathetic link a maximum number of times equal to the temporary Willpower spent at the time of the casting, to a maximum of three. Past that, the ritual effect destroys any sympathetic links attached to the object at the time of the casting of this ritual, though new sympathetic links can be formed as normal.

Should the thaumaturge spend the requisite 3 Willpower, the sympathetic object maybe be substituted for a trait of blood requirement in an appropriate ritual that does not require the blood to be drunk. This irrevocably destroys the object in question after a single use.

When this ritual is cast, an item card should be created, noting the item, the person or place the sympathetic link is relevant to, and a creation date, as the ritual will maintain the link for a year and a day.

Date of Archival: 08-Feb-2022
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Cost:

Each night when casting the ritual over the weapon for 15 minutes a blood trait is spent. When the ritual is used on a successful strike 1 willpower is spent.

Mechanics:

By soaking a weapon in three pints of blood of a terminally ill cancer patient for at least three nights a weapon can bypass Supernatural Powers that negate damage or nullify it. Whether this is the blood of one patient or several doesn't matter. Latin is used with verses to curse the weapon upon those it strike. Fifteen minutes per night of the soaking with the ritual starting at midnight while wearing dark robes with a specific patterns that are those of misfortune and destruction in several cultures. Whether that is a bladed or blunt one matter not. The target may not use Supernatural Powers to negate the damage of the power. .

After the ritual is completed on the blade it is good for one strike up to a month after the ritual. The strike causes the base damage of the weapon in lethal damage. No add on damage can be added for this strike. Furthermore, The caster can only have one active casting of this ritual at a time. They cannot "stack" castings, cast this on multiple weapons, etc.

Date of Archival: 29-Oct-2019
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Custom Content Category: Blood Magic: Ritual

Blood Magic Category: Thaumaturgy - Hermetic

XP Cost: 6XP

MET Mechanics:
Cost:

Each night when casting the ritual over the weapon for 15 minutes a blood trait is spent. When the ritual is used on a successful strike 1 willpower is spent.

Mechanics:

By soaking a weapon in three pints of blood of a terminally ill cancer patient for at least three nights a weapon can bypass the advantages conferred by the Visceratika Discipline. Whether this is the blood of one patient or several doesn't matter. Latin is used with verses to curse the weapon upon those it strike. Fifteen minutes per night of the soaking with the ritual starting at midnight while wearing dark robes with a specific patterns that are those of misfortune and destruction in several cultures. Whether that is a bladed or blunt weapon it matters not. The target may not use Visceratika to negate the damage of the power. .

Date of Archival: 04-Dec-2019
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 4XP
MET Mechanics:

SUMMARY
No one knows exactly how the Shadowlands is shaped, only that it is affected by the intense emotions of the mortal world. Talented necromancers harness this power to shape small pockets of the Shadowlands into Stygian Fortresses. These locations offer heightened privacy and security, even if they come with an added bit of danger.

OWBN MET MECHANICS
While in the Shadowlands, you must combine 1 point of your Blood with the ashes of white heather, gladiola, and churchyard dirt in a copper bowl, and then paint the exterior of a door with the mixture. As you do, the Shadowlands surrounding you ripple and shift, mutating and changing. This continues for 15 minutes at which time she can open a door directly into a Stygian Fortress; a structure that exists in the Shadowlands.

Although each Stygian Fortress differs aesthetically, they are nearly mechanically identical. Each Stygian Fortress Has the Following Backgrounds to it and is up to the Staff how potent each one is. (Lore of the Clans pg 221) Guardians, Library, Research, Sanctity and Stores. You may expand upon a Stygian Fortress through downtime actions for higher rating at ST discretion. It is also suggested that none of these background ratings may be higher than your current Background in Haven.

A necromancer may only have one Stygian Fortress in existence at any given time. The door to the Stygian Fortress can only be opened by the necromancer who cast this ritual, though others may attempt to gain access to the fortress through a difficult series of quests into the Shadowlands but it is advised that these should be regulated to normal Haven raid mechanics. Should anyone exit the fortress, rather than exiting to the Shadowlands, they will return to the last location this ritual was cast. The door and the fortress will retain its potency for 30 days, though the ritual may be refreshed once per month through a downtime action. If the ritual lapses, you may cast it again to gain access to the same fortress with all its previous belongings. Others may attempt to find a lapsed Stygian Fortress as described above.

Stygian Fortress The massive estate juts out of the twisting ephemera of the Shadowlands, offering a safe haven to those who dare enter the land of the dead. Though the aesthetics are always slightly different, the heart of the building is the same — a sprawling villa reminiscent of Ancient Rome. Ivy and turrets might be added by the necromancer, but the building is always recognizable.

Date of Archival: 05-Jun-2024
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

Through the usage of this ritual, the caster has gained mastery over her bearing, manipulating the way she projects herself socially. Low humanity vampires or those on a Path of Enlightenment are viewed as creepy by mortals who are repulsed unconsciously by their inhumanity. This skilled thaumaturge gains +1 Beguiling social trait when acting humanely with mortals or those vampires on Humanity. This off-sets some of the negative social penalty to dealing with mortals while being so removed from them. If she performs an act that is considered inhumane while in the presence of a mortal or one on Humanity, this ritual ends and all benefits are immediately lost. It should be noted that an inhumane act must be an extreme one, not something of which a mortal is capable. When this ritual is active, the caster's appearance is no different than that of a humane vampire or a mortal and they cannot be detected as inhumane by appearance or bearing. They continue to experience trait penalties on socials with mortals as normal. The most common use of this ritual is likely to be in conjunction with the Impressive Visage ritual, allowing the caster to ameliorate all trait penalties from being quite inhumane. This ritual is only useful for Tremere who are low humanity or are on a Path. It has no obvious effect (and does not grant the bonus trait) on those who are Humanity 4 or 5, however if the ritual is active on a vampire who drops to Humanity 3, it will conceal the change (and grant the bonus at that time).

Date of Archival: 10-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 2XP
MET Mechanics:

Succubus’ Tendril (Basic - 1)

 

The Baharist found along time ago, that the ways they follow are a hard path and have caused them to have many enemies.  A lone Baharist developed this ritual to never be without her weapon, she sought answers, and used her Garden for guidance, seeking the wisdom of our Dark Mother.  She found a vine within the center of her Garden that seemed destined to grow.  This vine, she found, was to be a weapon forged by Lilith herself.  The Baharist grabbed ahold of the vine, and it came to life.  It quickly wrapped around her arm and seemed to have burned the marks of a thorny vine into her arm.  When she pulled away, she could feel the vine within her, pulsating with new found power. She extended her arm, and the weapon of the Bahari lashed out.  With this new weapon, she learned the way to teach other Bahari to never be without their weapon.

 

To gain the Succubus’ Tendril, one must enact this ritual and find a vine within the Garden of a Baharist.  Once found, this tendril will wrap around the dominant arm of the user.  If the user is a ambidextrous user, they will be able to have it placed upon both arms.  The result is a tattoo of a spiraled thorn tattoo along the arm(s) of the user.

 

Mechanics: The Baharist spends two blood traits and exudes a razor sharp tendril whip from her wrist. This weapon can not be disarmed. The whip can be from two feet to ten feet and shifts length at the command of the user. This power lasts until the end of the scene or hour.  Stats of the tendril are:

 

Succubus’ Tendril

Bonus Traits: 3

Negative Traits: Clumsy

Concealability: Jacket (wrapped around the forearm)

Damage: Two Lethal

Special Ability: Speed and/or Grappled:The whip has a hold of a limb. The next attack may be used to trip or pull the target three (3) steps towards the attacker. This requires an opposed Melee vs. Brawl test. Should the target win the test, she may escape the Grappled effect, or pull the attacker three(3) steps closer. The attacker may not relent the whip to the target to avoid the loss until her next action.

 
Date of Archival: 02-Mar-2015
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 2XP
MET Mechanics:

Sulieman's Bond
Custom Basic Ritual (Dur An Ki)
Requires: Sulieman's Law: Entrap Ephemera
Creator: Samyra

Mechanics: Upon successful casting of this ritual, the caster is able to choose one fetish created with the power Entrap Ephemera. This ritual will allow the user to "pre-activate" a fetish in this manner. Once this ritual is complete, the user may freely activate the affected item once without the standard activation challenge. This ritual may only be cast on a number of items equal to the caster's occult rating (may not exceed 5) and must be recast for each usage of the item that they wish to affect.

Date of Archival: 22-Mar-2018
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Sadhana
XP Cost: 6XP
MET Mechanics:

The demons called Asuras oppose the gods themselves. Indian blood magicians seldom deal with such powerful spirits. As asuras in flesh themselves, however, they sometimes — in fits of hubris — believe that they possess a right to treat with their powerful cousins. Asuras (Sanskrit: असुर) are a class of divine beings or power-seeking deities related to the more benevolent Devas (also known as Suras) in Hindu mythology.

Asuras are sometimes considered nature spirits. They battle constantly with the devas. Asuras are described in Indian texts as powerful superhuman demigods with good or bad qualities. The good Asuras are called Adityas and are led by Varuna, while the malevolent ones are called Danavas and are led by Vritra. In the earliest layer of Vedic texts Agni, Indra and other gods are also called Asuras, in the sense of them being "lords" of their respective domains, knowledge and abilities. In later Vedic and post-Vedic texts, the benevolent gods are called Devas, while malevolent Asuras compete against these Devas and are considered "enemy of the gods".

A master Sadhu can prepare the proper materials and perform this ritual to summon one of the mighty Asuras to their service for an evening.  The Sadhu gather rituals components dedicated to the particular Asura they are looking to summon and command; he then sacrifices them into a dedicated fire along with some of his blood.  If done correctly the Asura will manifest and offer his service to the Sadhu for one task.

System: This ritual costs one blood trait to enact.  Once summoned the Asura will obey one command given to it by the caster before returning to its native realm.  This task must be able to be accomplished in one night or the Asura will simply vanish.  If they wish for the Asura to attack another creature the caster must also defeat the Asura in a contested Mental challenge retested with occult.  Asura are built using the stats for Pit Lords in Laws of the Night: Sabbat Guide page 108.  Note these creatures are not Demons.  Rather they are Spirit Like entities but also separate from them native to India and other places of Hindi, Buddhist, or Jani faith.

Date of Archival: 21-May-2019
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Akhu
XP Cost: 6XP
MET Mechanics:

System: If the caster succeeds at the challenge, she may command a single task of a Bau (the task must be able to be accomplished in a single night). If the caster fails the challenge, the Bau attacks the caster. To get the Bau to attack a specific target, the caster must have a sympathetic link or the True Name of the victim is REQUIRED. The Bau vanishes at dawn if not somehow banished prior.
          Information on the various classes of spirits, as well as recommended templates for them can be found in Blood Sacrifice: The Thaumaturgy Companion, pages 23.
          Bau are largely undefined creatures and there is very little mention of them in the source material. They are divine-image projections of the gods and are largely composed from existing systems, rather than having the unique powers they have per the flavor text. They are not quite wraiths and not quite spirits. Powers that target wraiths or spirits specifically shouldn’t be 100% effective against Bau. When such a power (wards, necromancy, certain infernal disciplines, etc.) is used against a Bau, it is recommended that a simple test be thrown with the user until there is a clear win or loss (not tie). If the user wins, the power works this time. If the Bau wins, the power has no effect on the Bau. The only thing that should always be effective against Bau is a Warding Cippus, as they are specifically designed for the purpose.
          It is recommended that Bau be created using Oblivion. For those who do not have access to Oblivion or prefer to stick with Vampire templates for their game, you could alternately use the demon creation rules in the MET Sabbat guide. An example of Bau from each system is listed below. Storytellers are encouraged to alter these templates as best fits their chronicle.

Sample Bau using Oblivion traits:
Physical: 16, Mental: 14, Social: 8
Abilities: Brawl x 4, Dodge x 4, Survival x 4, Occult x 3
Angst: 8
Willpower: 8
Health Levels: 10
Arcanoi: Argos: Orienteering, Argos: Tempest Peek, Argos: Tempest Threshold, Argos: Enshroud, Argos: Phantom Wings, Argos: Flicker, Argos: Oubliette, Embody: Maintain the Material Form, Embody: Materialize, Outrage: Stonehand Punch, Pandemonium: Foul Humour, Fatalism: Kismet, Fatalism: Luck, Serpentis: Form of the Cobra

Sample Bau using MET Sabbat traits:
Physical: 16, Mental: 14, Social: 8
Abilities: Brawl x 4, Dodge x 4, Survival x 4, Occult x 3
Blood: 10
Willpower: 8
Health Levels: 10
Disciplines: Serpentis: Form of the Cobra, Potence: Prowess, Potence: Might, Potence: Vigor, Potence: Intensity, Potence: Puissance, Celerity: Swiftness, Celerity: Legerity, Fortitude: Endurance, Fortitude: Mettle, Fortitude: Resistance, Fortitude: Resilience, Fortitude: Aegis, Movement of the Mind: Repulse, Dementation: The Haunting, Necromancy Ritual: Esilo

Date of Archival: 13-May-2024
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