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.
The Frozen Heart
Once a Koldun has mastered the Way of Ice, he or she has found a way to benefit from their Cold Heart. While casting the ritual, the Koldun meditates on his or her Cold Heart as he or she holds and observes dry ice. This ritual allows the Koldun to blend the benefits of their Cold Heart with another form of the Koldun's choosing.
System: This ritual allows the user to use Way of Ice 5 Cold Heart with any other form power the Koldun possesses, even if using two form changing powers at a time is typically not allowed. Each time the Koldun enters into a 2nd form, via this ritual, he or she gaines the Negative trait Cold for the remainer of this night. This may be called in any category against the koldun, and multiple applications stack with eachother.
This ritual lasts for the remainder of the night.
The Hard Journey (Basic - 2)
The group gathers and a Lilin prepares by stripping nude, she is lashed by whips, burned by brands and made to walk over stones and glass. When she falls the first time someone, usually in a cat mask comes forward and lays an offering of food at her feet (usually a dead animal, on rare occasions cooked meat). She rises up again and walks more, sometimes through the woods. When she falls again someone in a snake mask comes and gives her a drink, sometimes cold water, sometimes wine, but often blood. The third time she falls someone in an owl mask wraps her in a warm cloak and then the participants create a garden around her with plants shelter and food. She rises and feeds herself as the participants sing and chant. She is ministered to and at the end of the ritual a tree is planted in that place. It is regularly watered with the cults blood and regular gatherings held around that place. The ground under its branches is always considered consecrated space for Ba’ham.
Battle scars one were viewed as a badge of honor, but now they are seen as a mark of the Low Clans. Stares from the Camarilla and whispers behind the Anarch's backs have stirred their beast into frenzy one too many times. WIth the scratch of a cheek or the swipe across the forehead, the Anarch can now curse his enemy with horrible disfigurement. This disfigurement ca range from a gaping facial mark to a deep tissue bruise that will outshine the brightest moon. Placed in the open, this disfigurement will be seen by all. Now the Anarch can whisper and stare as The Mark That Stays turns his enemy into the joke of Elysium.
System: The Anarch must lock eye contact with the target and motion the area of skin that will be affected. He will then spend one temporary Willpower trait and engage in a static mental challenge (retest occult) with the target. If successful, the target gains the Disfigurement Flaw for one month and one day.
The Master's Return
Advanced Thaumaturgical Ritual
Approved October, 2011
This ritual requires the caster to possess at least the second
Intermediate of The Hearth Path, Temportal.
The caster must first establish a Haven, warded with Temportal, within
no more than a single night's travel on foot from the intended
location for use of The Master's Return (a trip the caster must walk
during the night of the ritual's casting). The Haven can be any sort
of structure, so long as it is warded by the caster's Hearth Path.
Once a Haven has been established, the caster must locate a door
within the structure of her Haven as well as a door within the
location she wishes to cast The Master's Return. It doesn't matter
what doors are chosen, so long as they are the same type of door;
interior, vs. exterior as well as being located in reasonably similar
places within the structure's architecture.
The caster must etch arcane symbols along the doorjamb of both doors
from floor all the way around to floor again, on both sides of the
wall. While the symbols are small and can be carved anywhere on the
doorjamb, an observer can possibly locate them if they inspect the
door closely. After inscribing the symbols, she must run her finger
across them, painting a thin coat of blood into each symbol, which
also may be noticed by an observer looking closely. Painting both
doors requires a total of two blood traits.
Finally the caster must whisper a command word or phrase into the
locking mechanism of both doors, where she invests a portion of her
power into the door, costing her one permanent Mental trait. This
investment causes a small glyph to mystically appear upon the lock of
the door, which may be noted by an observer inspecting the door
closely.
So long as the etchings remain intact, the glyphs remain unscathed,
the blood remains untouched and the doors remain in one piece, the
caster may speak the command word or phrase and pass through one of
the doors to the other... once, taking with her all her belongings,
but no other beings. Once the caster has made use of either of the
doors to pass through to the other, the etchings and glyph fade to
nothing, taking the caster's blood with them as they go.
The caster may have in existence as many passages via The Master's
Return as one-quarter her total permanent Mental traits.
The Mind Unchained: Advanced Ritual - not created by our player, but is known by our PC.
[Redacted] created this ritual after serving under the Nosferatu Justicar, as well as being around as many Gangrel over the years, seeing how quickly targets of Nosferatu and Gangrel, fell after being pacified with a glance.
Explanation: There are a variety of powers or situations out there that will deny a kindred access to his/her own Willpower. This ritual will allow the castor create a token, that is usable only by the creator. A person can only have one of these items in existence at any given time. If for any reason the creator is denied the ability to use Willpower, this token can be used to fuel one Willpower requirement for any use. The creator should think carefully as this may be his/her only chance at a continued existence.
Process: This ritual takes one hour to complete and must be cast on the night of a new moon. After the hour is complete the castor must win a mental challenge against eighteen traits and costs the castor one permanent Willpower trait.
Description
This ritual opens a metaphysical channel and issues a formal Hermetic call across supernatural boundaries. It does not bind, compel, negotiate with, or protect the caster. The working establishes contact through presence alone, forcing reality to answer the call without guaranteeing the quality, temperament, or usefulness of the response.
When this ritual is completed, something will answer.
Requirements
At least one Thaumaturgy Path at Advanced (Level Five)
Lore 3 in the creature type being summoned
A prepared ritual space marked with appropriate symbolic correspondences
One invocation method: a general categorical call, a True Name, or a strong sympathetic link
Casting Time
Thirty minutes of uninterrupted, non-combat casting.
System
Ritual Resolution
Resolve a Static Mental Challenge vs. 8 Traits. Success completes the summoning. Failure still produces an answer, but under adverse or uncontrolled conditions.
Targeted Summoning Caveat
If the ritual is used to summon a specific entity via a True Name or strong sympathetic link, resolve a Static Social Challenge instead. The caster uses Social Traits plus their Path of Binding rating; the target resists with Willpower +3. On success, the intended entity answers the call. On failure, a proxy, fragment, subordinate, or thematically related entity answers instead, and the intended target becomes aware of the attempt.
On Success — Always Something
A supernatural entity manifests within the ritual space. The entity will be of the declared creature type or a closely related metaphysical category. It arrives aware, autonomous, and entirely unbound, and may immediately speak, deceive, depart, threaten, or attack as it chooses.
Manifestation State
Absent other effects, manifestation is uncontrolled. Incorporeal entities may appear partially, indirectly, or through possession or environmental influence. Physical entities may arrive unstable, incomplete, or immediately mobile.
On Failure — Still Something
Failure does not negate the summoning. An entity still manifests, but under adverse or uncontrolled conditions, such as hostile arrival, corrupted manifestation, metaphysical backlash, or the wrong entity answering the call. Failure is never silent, and always at ST Discretion.
Limits
This ritual does not bind, restrain, compel, or protect. It does not prevent immediate departure, guarantee stability, or enforce compliance. All precision, containment, leverage, and obligation must be established through additional rituals, Path powers, or explicit negotiation.
By repeatedly using the same piece of Obsidian in ritual sacrifices to the Divine, the blade over time gains strength and potency. Eventually the Obsidian takes on the appearance of whirling smoke within it. By carving out the heart of three human victims, and soaking the blade in a mixture of their blood and your own over a lunar cycle, the blade is transmogrified.
system: This ritual creates an item known as an Idol. This has two effects. One, the blade becomes as hard as tempered steel, losing the fragile trait. Secondly this blade grants 3 bonus traits in Aztec blood magic practices and sacrifices. This item is considered a custom background known as Idol: Obsidian Blade
The Profane's Passing
Custom Ritual
Mechanics
Range: 100 yards/meter radius per point of temporary Willpower spent during casting.
Casting Time: Variable -- The ritual is arduous, and requires six hours of casting under the light of a full moon, and will last for a full week. However, if the ashipu casts this on a holy day (as fitting the caster's faith, examples include the first day of Ramadan, Easter Sunday, the Last day of Chinese New Year), the ritual will last for a lunar month beginning on that date (29 days).
Effects: Once successfully cast, the ritual will cloak an area with an effect that subtly targets infernalists, demons, or anyone/thing carrying demonic corruption or curses that passes through the effected area. The area will trigger the 3pt Flaw: Echoes (book/page reference, and/or description) affecting the area enhanced by the ritual for 12 hours after the infernalist, demons, or corrupted individual or items pass through the enchanted area. This ritual does not bypass investments that conceal the infernals true nature.
A Roman emperor named Constantine once during a military dispute with his rival Magentius, also emperor of Rome, was struck by a vision. This vision would be a cross over the heads of your enemies, where it said IN RHOC SIGNO VINCES (At the first sign you will attack). The next morning, Emperor Constantine ordered him to paint a cross on his army's shields, and imbued with conviction he won the battle.
Seeking to replicate Constantine's example, the magicians who created this ritual aim to locate the enemies they have to march on. In this sense, we can use the components that contain the symbolism of that occasion. The wine would be the symbol of faith (not religious), the earth would be the symbol of victory for intelligence (the construction) and the vitae as a magical operator in the connection of the ritual.
By making this preparation and applying it in such a way as to use a glyph under his eyes, the magus' vision will notice a white cross on top of the tarnished target or object.
NOTE: To make the preparation, a container that reflects the magus (silver bowl), wine and vitae of the operator is needed.
System - In addition to the normal Challenge to activate the ritual, the caster must spend 1 willpower and 1 blood point to prepare the material. The ritual execution time is 5 minutes, instead of the normal casting time for a basic ritual. Once the Ritual has been performed, for the next Scene or Hour, the caster may ask a Storyteller to secretly throw a Mental Challenge (retest Occult) against any infernalist who comes within the caster's line of sight. If the caster wins, the they detect the infernalist for what they are. Note that Investments such as Masque of Innocence will prevent this ritual from detecting the Infernalist.
The Seeds of the Mother (Basic - 1)
The Bahari is well known for creating their gardens. They collect seeds from all over the world, and wish to add the very essence of the new seedlings to their gardens. As such, the Heirophants of the Cult of Lilith have developed a ritual to help move the growth of their garden from centuries into mere moments of time.
Mechanic: With this ritual, the Bahari can cause plants to sprout or bloom in minutes. The Bahari must first infuse the seed with their blood, by expending 1 blood trait. Once the seed is planted, the plant will grow in minutes. By expending a willpower at the time of its planting, it will instantly grow to adulthood.
The Seeing Eyes
Basic Ritual
System: The sorcerer must spend at least 1 hour chanting while they mix their blood in with the ashes from a burned trap door spider. After the hour is complete, the blood and ash mixture form a dense paste that will last for one lunar cycle or until used. To activate the benefit of this, the caster must spread the paste across their eye lids, absorbing it into their skin.
With a successful chop to activate (similar to peek past the shroud paste), for the remainder of the evening the caster now has an advantage when looking for hidden things. Mechanically, this grants the user of the paste (not necessarily the caster) a +2 bonus trait when attempted to break obfuscate for hidden individuals or items. It does not function to break mask of 1k and is ineffective vs obfuscate greater than advanced.
