Custom Blood Magic: Ritual

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Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Advanced Ritual
Time Required: One Hour
Duration: One Night
Components: Glove or other vessel
Prerequisites:
Thaumaturgy: Path of Blood - Cauldron
Disciplines: Auspex: Telepathy
Ability: Occult – 5; Investigation – 2

When young Tremere are found suspect of waning in the wishes of their Elders, sometimes a little more than a pep talk is required to solidify their commitment – made so many years past.  The ritual was developed as a preemptive maneuver against potential rogue activity or to more easily convince rogue Tremere to correct their mistakes and return fully to the clan.

The ritual requires the caster to use the blood of another who is bound to the Inner Council.  It cannot be the caster’s blood that is used.  The participant must bleed into a stone bowl from her eye socket after the caster has removed her eye and ground it into the blood mixture.  A glove or similar vessel is then dipped in the mixture and then kept in a prepared bag for later use.  After the caster completes the preparation of the ritual, she must drink the remaining blood and spend a Willpower to seal its effects.  The injured participant may heal the wound as soon as the ritual has been completed.  For the remainder of the night, the ritual must be refueled with a temporary mental trait every hour.  The results of the ritual act in two fold.  

While under the effect of the ritual, the caster will see a light purple haze around any targets that are bound to the Inner Council of the Tremere.  This haze settles around the form of the target usually within an inch of their body or clothing.  The mark is thin enough that it is easily seen through, though present enough that it is easily seen.  The haze has a mystical glow that will even appear in complete darkness, though it is hidden under the normal limitations of Obfuscate or Obtenebration.  Targets who are more than one point bound to the Inner Council have been reported to have additional vapor trails of the same nature that fall behind them as they walk, though these claims have not always been consistent with intelligence used to determine the level of the bond being observed.

The second power of the ritual has far more reaching effects.  The caster may cause the target to experience a false level of the bond, if she is able to spread a portion of the blood on the target’s skin.  Often the caster will retrieve the glove from the bag and wear it just prior to making contact with the target.  The same principle applies to other vessels: such as a towel, scarf, dagger, or drinking glass.  After the target has come in skin contact with the blood, the caster must succeed in a metal challenge against the target to ensure success.  If the caster wins the challenge, the target begins to feel a false level of the bond increasing over a period of ten minutes per level, up to the three-point bond.  This three-point bond will haunt the target for one week or until one of the Inner Council members is destroyed, whichever comes first.  Any attempt to perform the ritual against the target again before the duration has past will be an automatic failure.

This ritual cannot be cast on anyone who is not already at least one-point bound to the Inner Council.  Er go, you cannot make the Gangrel Anarch suddenly love the Tremere.
 

Date of Archival: 18-Mar-2016
Tremere