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.
A twisted echo of ancient rites and corrupted Hermetic formulae, The Serpent’s Communion binds the will of the supplicant to the Eye of the Serpent itself. This ritual was originally a Setite corruption of the Tremere’s Ascension of the Blood, reworked to sever personal dominance in favor of ideological servitude. It creates a partial blood bond—not to a vampire, but to the ideals, symbols, and whispered lies of the Serpent’s Eye.
System: The sorcerer mixes a small amount of their vitae with a cup of consecrated water drawn from a subterranean source (or symbolic equivalent such as black wine steeped in soil from a buried temple). Into this, a sliver of obsidian etched with the Eye’s sigil is submerged. The subject must drink the contents under supervision while the sorcerer chants invocations in an ancient dialect. The drinker must be either willing or rendered docile through other means.
Upon completion, the target is blood bound, two steps, not to the sorcerer, but to the Eye of the Serpent itself—experiencing subtle compulsions to obey, protect, and serve the interests of the cult. They feel euphoria in service, nausea in betrayal, and may experience dream-visions of serpents or temples when they waver in loyalty. This binding does not create slavish obedience, but it gradually erodes resistance to the cult’s cause. One who drinks from the communion will not willingly divulge secrets of the Eye of the Serpent to outsiders.
This ritual is commonly used to induct prospective members or reinforce the loyalty of dubious converts. Some claim the bond persists even after Final Death, dragging souls toward a deeper pit.
As technology advances, so does the ability for mortals to identify what gun was responsible for firing which bullets. As more kindred begin to utilize firearms, this presents a potential breach to the Masquerade. Mortal authorities could, through evidence of bullet 'fingerprints', begin connecting the gun used in multiple shootings, thus making them focus more intently on anyone caught with the gun that matches to those bullets. This ritual offers a means to take advantage of that connection by allowing a gun not involved in a shooting to have the markings its rifling leaves on bullets match those of the gun that fired the bullets. This would allow the new gun to be placed to lead forensic suspicion away from kindred who have been using the same gun too often in their endeavors.
Mechanics:
This ritual requires fifteen minutes to cast, and the caster must have the gun to bear the new rifling, as well as a bullet fired from the gun this ritual seeks to match. The rifling of the gun targeted by this ritual will be changed to match that of the gun that fired the bullet. Any bullets fired from the gun will now match the ballistic 'fingerprint' of the original gun. This does not make the rifling of the gun that fired the original bullet change, it merely makes it so that two guns now leave the same 'fingerprint'.
Level 4 Koldunic Sorcery Ritual.
By repeatedly using the same piece of Flint in ritual sacrifices to Tlaloc, the blade over time gains strength and potency. Eventually the flint takes on a ruddy hue and smells of ozone, rain and blood. 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. A Tecpatl is considered a Knife.
System: This ritual creates an item known as the Tecpatl of Blood. This has two effects. One, the blade becomes as hard as tempered steel, losing any negative traits it may possess and granting it +1 Bonus trait and +1 Damage. Secondly this blade grants 3 traits as bonus traits in Aztec blood magic practices. Anyone killed with this blade is sacrificed to Tlaloc. This item may not benefit from Enchant Talisman and Blood Tempering
More often than not, Anarchs are left to the dribs and drabs of territory to feed in within a domain. This curse was developed to sway particular individuals who may actively try to starve out the Anarchs or push them off to the side. When the Anarch feels enough is enough and a point needs to be made, they must confront their target, spend a blood and engage in a statis Mental CHallenge against the current Mental Traits of the target (retest Occult). Success in this challenge inflicts a magical form of bulimia to the victim, forcing them to involuntarily expend all the blood in their system until they are down to 6 traits of blood. They spend the blood at the same rate that they may spend blood per round, based on generation, until they have spent all the necessary traits to reduce their pool to 6 (note, though spending blood is mandatory, the victim may choose *how*, ic. heal, on disciplines, etc). For the duration of this curse, the victim may never have more than 6 Blood in their system. Any blood consumed in excess provides no sustenance and cannot be used. This curse lasts for one month's time.
More often than not, Anarchs are left to the dribs and drabs of territory to feed in within a domain. This curse was developed to sway particular individuals who may actively try to starve out the Anarchs or push them off to the side. When the Anarch feels enough is enough and a point needs to be made, they must confront their target, spend a Blood {trait}, and engage in a Static Mental challenge against the current Mental traits of the target (retest with Occult). Success in this challenge inflicts a magical form of bulimia upon the victim, forcing them to involuntarily expend all but 6 of the Blood {traits} in their system. They spend the Blood {traits} at the same rate that they may spend Blood {traits} per round based on their Generation, until they have spent all the necessary {Blood} traits to reduce their pool to 6 (note, though spending the blood is mandatory, the victim may choose how; i.e., heal, use disciplines, etc.). For the duration of this curse, the victim may never have more than 6 Blood {traits} in their system. Any blood consumed in excess provides no sustenance and cannot be used. This curse lasts for one month's time.
Milk of set: - Adv
Components: the caster needs both a trait of blood from an individual with the magic's attempting to be disguised as well as a trait of blood from a member of the faith. As well as the milk and seeds of a poppy pod.
specifics of how it is made: The caster then boils the blood and narcotic plant mixture down to a poultice (over the course of an hour) and anoints their chakras with the mixture, symbolically killing their own soul. In doing so allowing the stolen energies of the western land to bleed through their blasphemy shrine and their own soul; causing all magics to appear infused with the stolen energies of the lands of the dead, causing it to register as Ahku to supernatural investigation.
System: Over a 12 hour period the Thaumaturge mixes a trait of his own blood, and a trait of the victim into a crystal container. If the ritual is successful the two traits form into a blood red crystal ball, and if destroyed ends the ritual, shattering into pieces. While the caster holds the ball, note hold not on person (must be physically held in the casters hand), the caster can see through all Thaumaturgical effects of the victim (example: In a Certamen the victim conjures a wall to hinder the casters line of sight, the caster would be able to see through it. The wall would still be there, and any attempts to physically attack through it would be stopped by the wall, but the caster would be able to see through the wall itself.) This ritual lasts until the crystal ball itself is destroyed.
This ritual was created by a member of the Qadi to serve as a solution for when an Agent can no longer be trusted with the secrets of the Tal’Mahe’Ra but is not necessarily believed to be deserving of Final Death. When cast, it scours the very fate of their subject and burns their bonds to the shadowy organization. Their memories, bonds such as the crescent moon on their skin and even supernatural abilities garnered from the Tal’Mahe’Ra are eradicated. Even if the Cainite is sat down and told about the subsect or finds documents that prove their existence, the subject remains blissfully unaware of their existence and ignores all evidence that might suggest otherwise. For those who witness this, it can be quite the frightening experience.
System: To perform the ritual, the caster need only know the code name of the subject who is to be removed and the blessing of one of the Wazirsto be cast. The magic simply doesn’t function without the Wazir’s consent. The caster makes a static Mental Challenge that retests with Occult at a difficulty of 3+ the subject’s Permanent Mental Traits. If successful, all ties that the character has to the TMR that the character has are irrevocably expunged. Their memories and secrets of the organization and their involvement with it are burned from the mind and can no longer be retrieved through any means. Their Crescent Moon fades away as though it never existed. Lores and Powers associated with the Tal’Mahe’Ra are removed from the character’s sheet (points may be refunded at Storyteller discretion). The thread of fate is forever severed and the character may never learn of the organization, ignoring any indication of their existence. This severed thread may never be mended.
(Intermediate Ritual) — Casing a target is one of the first things a professional burglar learns to do, and do well. System: The caster must have a specific object in mind when performing this ritual. They burn a replica of the item, then mix the resulting ashes with their own blood and smear it across their forehead in the representation of a third eye. If successful, the caster sees a vision of the object and its general surroundings and gains an intuitive but general sense of the direction towards and distance to the object, which grows more specific with proximity. This ritual cannot locate objects currently in the physical possession of another (on their person).
Thorn Armor (Intermediate - 3)
The Bahari have found that through pain and suffering they have the ability to awaken an ancient magic within their own bones. The Bahari takes a whip or at of nine tails and starts to flagellant. Through the constant whipping, the skin of the Bahari starts to deform and bone starts to protrude from the skin forming into small spikes, that appear to be thorns, around the body.
Mechanics: By spending a blood trait, and taking a lethal from the whipping, the Bahari develops spiked bone armor (thorns) over portions of his body. This can’t be hidden by any unassuming means. This power last a scene or hour and can only be activated once in a scene. The Armor is worth two Healthy health levels and causes the Bahari to do an extra lethal with his strikes. This counts as armor and is incompatible with other armor. In addition to the lethal strikes, any opponent striking against the Bahari with their fists or weapons that can be damaged will take 1 lethal per strike.
This ritual allows the Hougan to create a sack capable of holding more than its size would suggest, much like that of the legendary Uncle Gunny Sack. Once the bag is created, it becomes capable of holding the same amount of stuff as a standard car trunk, regardless of its actual size and possessed of an unquenchable hunger.
To create the bag the Hougan must take two naughty children between the ages of 6 and 14 and stuff them into a sack. Then they must beat the sack, submerge in in water for two minutes, and then bury it, all while telling the children that Uncle Gunnysack has come to punish them for their misdeeds. The sack remains buried until sunset the next day absorbing the souls of the two dead children and dissolving their bodies entirely.
Once created, any living (or once living in the case of the undead) matter stored in the bag for more than 30 minutes starts to be dissolved, taking 1 level of aggravated damage every minutes or so until it dies. Any dead matter in the bag is dissolved over the course of a day, during which time the bag cannot be opened. The bag will not eat the ashes left behind by a kindred.
In order to retain its magic, the owner of the bag must feed it another naughty child each year. If the bag is ever damaged or destroyed, all the souls of the children used in its creation and maintenance escape and attack the owner of the bag. Any time the bag breaks, the Hougan who creates it gains 1 point in the Enemy flaw to represent the now free angry spirits that wish their destruction.
