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: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

The caster consumes an industrialized variant of crystal and expends a permanent mental trait. The Atlas is sustained through their blood and enables the Atlas to function. Forging the Atlas is both a burden and a boon. Once per night, the caster may concentrate and draw upon the combined symbols in the Atlas to help them decipher that which is hidden.

 

The caster of this ritual can view, share and edit the Atlas in real-time. The Atlas is the culmination of symbolic, visual and geographic information that has been created by all users of the Atlas. Those of tenured rank (or House leadership positions, such as Head of House) in the chain of command can delete/edit symbols created from those below. The Atlas creates and maintains a symbolic log inside the Atlas itself denoting the user(s) who have modified it. The Atlas is linked through sympathy between the Tremere blood of the caster and those who Forged the Atlas.

 

Mechanics: While there is one active Tremere with this ritual cast, the Atlas is maintained. Out of character there may be a secure wiki to help emulate some of the effects (or possibly represents a teacher (possibly mentor?) for low levels of the abilities preferred by House Trismegistus).. Must be clan Tremere to cast. Information does not travel so cannot be captured en route.

Date of Archival: 09-Jul-2019
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:
Seeking to extend physical protection using similar principles to the varied Ward versus Creature rituals and similarly extend the effects of Fortify Solid (Path of Transmutation) to create extra effective armor, <name> created the ritual Fortifying Ward.
 
Wards modify the interaction of objects with other energies and objects. The common wards react negatively on the basis of antithetical arcane interaction, causing more damage or, in the case of warding circles, preventing the passage of specified creatures. The Fortifying Ward instead reinforces the object upon which it is inscribed, increasing resistance to breaking and damage in general.
 
The ward is inscribed with a mixture of diamond dust and bone based glue. Once inscribed the ward melds with the object and is not easily removed, but is visible as a slightly shiny pattern of symbols. Inscribing on the inside of objects is recommended.
 
Difficulty and time per standard for intermediate ritual. The ward negates any Fragile traits on the object OR adds one health level for resistance to damage, caster’s choice. The reduction of damage is per hit and will reduce the damage from any source of physical damage (bashing or lethal, from fists, swords, knives, guns, ect) by one level. It has no effect on aggravated damage (claws, teeth) or non-kinetic damage sources (acid, lightning bolts, sunlight, fire, magic of assorted types).  Only one Fortifying ward may be placed on an object, however wards of different types may also be added, depending upon house rules for multiple wards. Acquiring the diamond dust may require Resources, Industry Influence, or other appropriate method. Bone based glue is easily purchased or made.
 
At storyteller discretion, armor of this type may not stack with the protections of Fortitude.
Date of Archival: 21-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 3XP
MET Mechanics:

Can be given to others
This ritual requires the caster to posses several mountain laurels and an assortment of larger seeds. These items are placed in a stone or wooden bowl along with two points of the caster’s blood and mixed together, letting the items set so the blood is sufficiently soaked in. The incantation must be said while the subject sits on living grass or surrounds herself with flowers in some way, embracing the bargain with nature for protection.
A use of blood and The Path of Green imbues the seeds with the mountain laurels, causing them to enlarge slightly and have a red tint. The seeds keep their magic for three months before losing their mystic abilities. They can only work for others if the caster is familiar with them, as a complete stranger will not be able to unlock their power, and the seeds must be given of the caster’s free will.
When the seed is crushed a word of power must be said to activate it. Upon this happening the mountain laurels shoot from the seed, enlarging, wrapping around the chest and sides of the recipient, granting them a layer of tough armor (two levels) that lasts for one hour or until the material is too damaged. The armor has a potent earthy smell and is quite flexible, considering the material, but can be a hindrance if set on fire or the wearer is submerged in water. 

Date of Archival: 26-Sep-2018
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Voudoun Wanga - Serpents of the Light
XP Cost: 4XP
MET Mechanics:

Voodoo pop-culture is riddled with references to dolls which give their owner a semblance of power over the one whose image they bear. The truth of the matter, however, is not so far off.

System: The Wangateur creates a doll in the guise of their intended victim, adorned with a personal effect (which requires 4-5 hours and a Static Physical challenge against 8 traits, retested with Crafts) and spends 2 hours chanting while clutching it in their hands and passing it through the smoke of burning herbs and spices. When the chant is finished, a successful Static Mental challenge against 6 traits completes the ritual. So long as the caster is in the target's presence he may call for one retest on any challenge involving the target and himself. Once used, the ritual's effect ends and the doll withers into an unrecognizable husk. If the creation of the doll includes a portion of the victim's body instead of simply a personal effect, the effects of the ritual grant 2 retests instead of 1. If the creation of the doll includes a personal effect as well as a portion of the target's own body, the effects grant 3 retests instead. A single doll may grant no more than three retests against a single individual, and a Wangateur may possess only a single doll of an individual at a time.

Date of Archival: 19-Feb-2015
Followers of Set
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Voudoun
XP Cost: 4XP
MET Mechanics:

Prerequisite: Animalism 2

-This ritual requires the Hougan to attune various carrion creatures to herself over the course of a week. During this time the Hougan must spend a blood trait each night as well as an hour incanting over the creatures. This process creates a mystical link between the Hougan and the creatures and their offspring allowing for different effects based on the type of creature.

  • Flies: The swarm of flies are kept in the stomach where they move around constantly. The flies mystically follow the Hougan’s will and so will no exit the stomach unless she wished. While the flies are in place the Hougan suffers a one trait penalty in all stealth challenges as she is always accompanied by a slight buzzing sound. At any time while the flies are inside her the Hougan can regurgitate them from her mouth in a horrifying display. Any mortals that witness it must make a courage test (difficulty 3) or flee in terror. This massive swarm of flies also temporarily brakes the line of site of anyone looking at the Hougan, allowing them to attempt to enact powers such as Vanish from the Mind’s Eye uncontested.
  • Fungus: This fungus is inserted into the body in the chest where is remains under the skin for up to a week before dying. While the fungus is in place the Hougan must spend an additional blood to wake every evening. While in place the Fungus provides a level of protection to the Hougan, blocking a single attempt to stake them that would have otherwise succeeded.
  • Worms: These worms live and travel just under the skin of the Hougan. While there they cause grotesque lumps in their skin which cause the Hougan to suffer a one trait penalty on any social challenge where there face or skin is visible. The worms burst under pressure, causing a thin slime to cover the Hougan, allowing her to successfully escape any one grapple.
  • Maggots: Maggots eat damaged or dead flesh, a trait that can be both a blessing and a curse to a Hougan enacting this ritual. The Maggots can live within the Hougan for up to a week. During this period, the Hougan may heal a single point of aggravated damage each night without being required to spend a willpower as the maggots eat away the damaged flesh and make the healing easier. Any morning the Hougan goes to sleep without any damage at all, they will wake with their first health level filled by lethal damage as the maggots ate away at their dead flesh throughout the day.
  • Blow Fly Larva: These larvae burrow into the Hougan’s undead flesh and find empty places to fill. While these larva are within the Hougan her maximum blood pool is increased by 2. This does not come without a cost however as the borrows left by these larva have a negative effect on the body, causing the Hougan to suffer from the negative trait frail while they are within her.

There is only so much room within the human body, and as such the Hougan can safely house up to two Friends of Decay within their body at on time. Every additional effect beyond those two they are under will inflict a cumulative 1 trait penalty to all physical challenges the Hougan engages in.

Date of Archival: 22-Aug-2019
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 6XP
MET Mechanics:

 

Developed by geneticist and koldun Marcus Ruthven of the League of Oradea after centuries of studying the ability of the Nosferatu clan to “heal” fleshcrafted modifications, Marcus paid particularly close attention to the effects of Ebola and other virulent diseases on the revenant families.  A descendent of Andeleon who went mad when first introduced to the Cathedral of Flesh in the Dark Ages, he became obsessed with the “cure” after hearing his cousin Lambach’s stories of the Eldest.  This ritual “burns out” the discipline of Vicissitude from the target, including even trace amounts that remain in the blood from drinking the vitae of one who possesses the discipline.

System: The Koldun must spend an hour casting the ritual over the target.  At the conclusion of the ritual, the Koldun spends 1 willpower trait per level of Vicissitude that the target possesses, to a minimum of one.  These willpower traits do not refresh for an entire month; the Koldun is down that many willpower traits until the moon returns to its current phase, approximately the length of time of one month.  The target loses any and all levels of Vicisssitude.  Moreover, if the target possessed the discipline of Vicissitude, he gains a one point enemy: the Tzimisce Eldest (the Tzimisce Coordinator should be informed of this). If the target possessed level four or higher Vicissitude, this becomes a level two enemy.   Reacquiring the discipline of Vicissitude later does not remove this flaw unless Coordinator approval is given.  This ritual has no effect on blood bond or vinculum ratings.

Date of Archival: 13-Dec-2017
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 6XP
MET Mechanics:

Gates of Heaven (Advanced Dur-An-Ki Ritual)
This Dur-An-Ki ritual allows the ashipu to create a pocket realm within the umbra to use as a haven or place for others to gather. Once cast, the Sorcerer becomes the permanent owner of this pocket realm and may shape it to be in any form they desire. The form this pocket dimension takes depends on the personal desires and whims of the Ashipu. Some create lavish and expanding estates, and others create grand sprawling temples. Regardless of what form their pocket dimension takes, they all have the same set of rules. The sun never rises here, though time passes normally as it does on earth. Only those the ashipu want may enter and they can eject any who would dare trespass. It is within this pocket dimension the Ashipu is the true master. 
To cast this ritual the Ashipu must first ascend the Ladder of Heaven and petition their patron deity to offer a part of their heaven for their own. Should they agree, the Ashipu must gather religious significant relics to their faith of some age and importance. The amount varies between the god's requirements but usually no less than three. Once gathered the Ashipu performs this 8 hour ritual in a secluded area, they offer their blood and religious relics to their gods to connect heaven and earth. These eight hours are spent in prayer and blood sacrifice. Once completed the first rift to their realm is opened before them.
System: A character may only ever have one use of this ritual active at a time and once cast it is permanent until there is no blood left to sustain it. While the pocket dimension may take any shape the player and storyteller agree on; there are several rules in place regardless of what form it may take.  ∙ The sun never rises here; it is eternally night.
∙ When the Ashipu wishes to enter or allow others to enter they must make some form of key that allows entry. What form this key takes is up to the Ashipu, but regardless of that; to access the pocket dimension requires 1 minute of uninterrupted action to use the key and access the realm and costs one Blood Trait. This may not be sped up in any way. If they stop for any reason or are attacked, they must start over to be able to access the realm.
∙ The Ashipu is automatically aware of any intruders and may make a contested Willpower challenge to halt their entry. 
∙ Intruders must first locate the pocket realm to try to break in and have an ability to step into the umbra. Those that do must make a static Gnosis challenge at difficulty 10. If the creature does not have Gnosis it is a static willpower challenge at difficulty 10. 
∙ The Ashipu must maintain an altar or shrine in their pocket realm that must be fed one Blood Trait a week to sustain it,

Date of Archival: 04-Mar-2021
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

Ghost Walls

Custom Content Category: Blood Magic: Ritual

Blood Magic Category: Thaumaturgy - Hermetic

XP Cost: 4 XP

MET Mechanics:

 

“It was a mistake to think of houses, old houses, as being empty. They were filled with memories, with the faded echoes of voices. Drops of tears, drops of blood, the ring of laughter, the edge of tempers that had ebbed and flowed between the walls, into the walls, over the years.

Wasn't it, after all, a kind of life?

And there were houses, he knew it, that breathed. They carried in their wood and stone, their brick and mortar a kind of ego that was nearly, very nearly, human.”

― Nora Roberts, Key of Knowledge

 

So long as you have some piece of the building (as little as a 4 in x 4 in piece) that you can get within a reasonable distance (ST discretion) of its original placement, you can call forth the spiritual memory of the walls going back in time up to your current willpower in months.

 

These walls last your permanent willpower in hours and look like a hazy shadow to anyone who sees them unobstructed.  Once created, these 'walls' can be used as a supplement to any magic where walls are required.

The caster of this ritual can end or disperse the walls at any point in time prior to the end of the ritual.

Ritual jointly created by Genevieve Solomon and Hajime Kojima

Date of Archival: 03-Nov-2020
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 4XP
MET Mechanics:

SUMMARY
The rise of globalization has transformed nearly every industry, including that of money lending. While loan sharking was once localized in neighborhoods, enterprising Giovanni have adapted with the times, combining ancient rites with modern needs. As the god of the underworld, Dis Pater presides over all wealth and debt, and looks unfavorably upon any who would rob him of his due. This ritual grants you the power to employ the dead in your collection efforts, denying rest to those who shirk their obligations.

SYSTEM
This ritual allows you to summon a Usurer; a special type of wraith with the unique power to provide notice to someone in your debt that their payment is due. To cast this ritual, you require a contract, IOU, or some token or marker exchanged as part of the agreement. This object must originate directly from the debtor; a Harpy’s record will not suffice. By covering the item in 1 point of Blood, the Usurer will appear and inspect the marker. If the debt is legitimately owed, the wraith will approve and deliver a message of your making to the debtor. This message is typically a reminder of the debt, the payment owed, and how to arrange payment. The wraith will then disappear and pursue the debtor, wherever she may be, living or dead. As part of the ritual’s magic, the wraith cannot be followed or affected by powers.

The amount of time it takes for the wraith to find the debtor is up to the Storyteller, but it will never take more than 7 days. The wraith will always find the debtor due to the ritual’s magic and the connection generated by the marker. The wraith is not fooled by the Alternate Identity background or supernatural means of deception or concealment.

Once found, the next time the debtor sleeps the wraith will enter her dream and deliver your message in a terrifying fashion. The debtor will begin her next game session missing 3 points of her Blood (or Gnosis or Glamour, as is appropriate) and 1 point of Willpower. The Usurer collects this as interest on the debt, though she will not take any Blood (or Gnosis or Glamour) if the debtor has 3 or fewer points remaining. If the debtor is a mortal, the mortal will not lose blood, but instead will receive no rest from that night.

After the notice is delivered to the debtor, or if the debtor is dead or in torpor, the wraith disappears. It cannot be found or summoned again, nor compelled to give information on the debtor (including her location or true identity).

For a debt to be considered legitimate, it must meet all of the basic terms that a court of law would require; agreement between parties, an exchange of something of value, and no duress. In addition, the marker cannot have been given fraudulently (such as by someone impersonating the debtor). This ritual will function on debts that have been traded or acquired, provided such terms were not explicitly forbidden. It must also be somewhat significant; at least a minor boon or a non-trivial amount of money.

This sort of collection method is viewed as scandalous by some, but most would view someone who defaults on a debt to a necromancer as foolish. Unfortunately, the nature of boons does not indemnify the debtor from such extreme means. No individual may be affected by this power more than once a month. The ritual will simply fail if your target has already been affected by it. Subsequent uses of this ritual will summon a different spirit.

The wraith that is summoned is brought forth by specific magical means. It cannot be compelled, coerced, affected by Necromancy, or summoned again. Any attempt to do so violates the ritual’s magic, and the wraith will immediately disappear, unable to be affected.

The Blood and Willpower collected by the Enforcer is absorbed by them only to fuel their task.

SOURCE
BNS: MET - VTM - V2 (2021)

Date of Archival: 11-Oct-2024
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:
Glyph Activation
 
(Advanced)
 
This ritual is intended for use with Way of Warding. It allows a Tremere to activate and deactivate the 
 
glyphs of the Way of Warding, manipulating them in ways otherwise not possible, even if the magus did 
 
not himself invoke the Way of Warding, or cast the Glyph Activation ritual. This ritual, once cast, lasts 
 
for the duration of the Way of Warding glyph upon which it is cast.
 
When applied to glyphs of Bar the Common Passage, Runes of Power or Secure the Sacred Domain, 
 
it allows the magus to deactivate/reactivate the glyph. This allows Runes of Power (when cast on a 
 
portable object) to be deactivated, moved and then consequently reactivated without the power of the 
 
glyph being lost, or allows Secure the Sacred Domain to be temporarily deactivated/reactivated, which 
 
is treated as the description of multiple castings of said power, sealing any new breaches in the walls. 
 
In order to deactivate or reactivate a glyph from the above three Way of Warding powers to which 
 
Glyph Activation has been applied, a magus must trace the pre-existing glyph in his own Tremere vitae 
 
(another’s vitae, or non-Tremere vitae, will not allow the magus to utilize the glyph).
 
When applied to Glyph of Scrying or Glyph of Enlightenment it allows a magus to deactivate/activate 
 
and utilize the glyph(s), even if he is not the glyph’s original caster. In order to make use of a glyph from 
 
the above two Way of Warding powers to which Glyph Activation has been applied, a magus must have 
 
traced the pre-existing glyph in his own Tremere vitae (another’s vitae, or non-Tremere vitae, will not 
 
allow the magus to utilize the glyph) within the same lunar month (within the past 28 days). During that 
 
same lunar month, the magus may utilize the Glyph of Scrying or Glyph of Enlightenment at will as if he 
 
was the caster, with all the described drawbacks of such utilization (see Way of Warding).
Date of Archival: 21-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 6XP
MET Mechanics:

Allows caster to use 'the bomb' on koldunic sorcery tests, for the remainder of the night. As with all used of the bomb, you must state you can use said bomb.

Date of Archival: 31-Jan-2015
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 6XP
MET Mechanics:

The truly devout followers of the Faceless One may be granted entry into his realm with a sacrifice of themselves to him. By opening up their mind to the Faceless One, he enters them for a time. Many of the Faceless One’s servants consider this a most holy event, as they offer all of themselves to their dark master and become one with him and thus the Abyss. Once the Mystic comes too she will find a talisman crafted left behind by the Faceless One. An invitation to visit the Abyss anytime they wish.
System: Once cast the character creates a special abyssal talisman. To create a talisman costs the caster 1 permanent Mental Trait. Once this talisman is broken the caster immediately enters into the Abyss. They may return from the Abyss back to the site they cast this ritual at by spending 1 willpower trait and five blood traits. Only one Grace of the Faceless One may be cast at a time.

Date of Archival: 17-Apr-2020
Lasombra

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