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: 2XP
MET Mechanics:

Father of Mine
This ritual gives the thaumaturge a subliminal sense of direction and distance to people, places, and objects of personal and mystical importance to the target.

System: While intoning the ritual’s vocal component, the caster spins in a slow circle with a glass object of some sort held to one of his eyes while spilling a trait of his own vitae onto a sketch of his sire. At the end of the ritual the vitae soaked sketch is burned and the ashes sprinkled over a personal item of his sire. The personal item is then kept with the caster and he gains a subliminal sense of direction and distance to people, places, and objects that had personal and mystical significance to his Sire for the remainder of the night. Once this ritual has located an item, place, or person, it ceases to be detected with future uses.

The maximum range is equal to 10 miles per Generation background of the Caster, or five miles if he has no points in the Background. If attempted on the caster’s Sire when he’s still alive, the ritual automatically fails and the Sire realizes his childe has tried to scry on him. The ritual only works to locate people, places, and objects of the caster’s Sire and only if the caster’s Sire has met Final Death. This ritual lasts the remainder of the night, until next sunrise.

An ST must be present to adjudicate the use of this power.
 

Date of Archival: 26-Feb-2021
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:
Requires: Green silken cord, Hair of attuned individual, Fur plucked from a living honey badger
 
Casting Time: 10 minutes
 
This ritual imbues magic to a cord which imparts a sense of fearlessness in its wearer which improves her chances at resisting Dread Gaze. Enchanting the cord is done by a process of braiding and knotting the cord and fur while chanting the appropriate phrases. If during the braiding, the caster introduces the hair of another person to the braid, that person is able to utilize the item as it becomes attuned to them in addition to the caster. Once the hair is braided in, it is fused magically with the cord and cannot be separated and does not count as a link to any person. The cord has 3 charges which grant +3, +2 and +1 (respectively) to resist Dread Gaze. Wearing the active cord also imparts a +1 Violent trait to the wearer. Once all charges have been used, the cord becomes magically inert in all ways.
Date of Archival: 10-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:
Focus of the Brahmin
Basic Ritual
 
This ritual was developed in an attempt to begin bridging the gap between Hermetic Thaumaturgy and Sadhana. To cast this ritual the Thamaturge must be of clear mind and not have succumbed to frenzy in the previous 24 hours. After coating his hands with Vibhuti and painting his throat blue to represent imbibing the Halahala poison, the caster then recites the 108 names of Shiva and finds a curiously powerful focus.
 
System: This ritual must be performed immediately after rising and, unlike other Hermetic rituals, it retests with the Meditation ability. Once successfully cast, the Thaumaturge retests his Ritual Casting with the Meditation ability instead of the Occult ability. This ritual ends immediately if the caster succumbs to frenzy or rotschreck.
Date of Archival: 12-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 2XP
MET Mechanics:

Basic Ritual

Process: The caster sets in front of themselves three aspects of the Triat. Dynamic (Wyld), Pattern (Weaver), and Primordial (Wyrm). Focusing on each spiritual connection and how they are tied together as one primordian force. Combining the knowledges of each through spiritual deals to create a stronger bond with the three Triat. This energy pulls from those forces and gives the caster a stronger sway over the spirits. Giving the caster a extra retest when activating any spirit bound fetish.

Magical Components: Things that represent the Triat. Examples: Something Weaver connected, Wyld connected and Wyrm Connected. (wire,dirt,oil)

Mechanics: When the ritual is complete it gives the caster the ability to have one extra retest when activating fetish items. This retest can only be used once per item activated.

Date of Archival: 20-Jan-2023
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 6XP
MET Mechanics:

Advanced Ritual

Once cast, for the remainder of the evening the Necromancer may bring additional people across the shroud with Ex Nihilo. Each person beyond the caster costs an additional willpower to bring across. All castings of Ex Nihilo by the necromancer while this ritual is active take an extra five minutes. Once in the shadowlands, anyone the Necromancer brings with them may leave the shadowlands by using the standard method provided by Ex Nihilo (they may spend the willpower and concentrate to leave)

Date of Archival: 01-Dec-2022
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 2XP
MET Mechanics:

Components:  A Dead Man's Eye, Kindred Vitae (1 trait), The Unread Will of a Dead Man (Obtainable thru Legal Influence, or theft).

 

Satisfies:  Hermetic Paradigm and Western Necromancy

 

Effect:  The Thaumaturgist/Necromancer combines ingredients and creates a special ink.  Text/Images/Tattoos/etc drawn in this ink can only be seen by those who are dead (vampires, wraiths, and one would suspect mummies, if one knew they existed).

 

Design:  "Masquerade Safe" Correspondence has always been a fascination of Johnathan Gwynn/Giovanni.  Attempts to develop this ink, while previously fruitless, have finally met with success thanks to the assistance of other members of House High Saturday.

Date of Archival: 17-Feb-2015
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Advanced

The Tremere who leads this ritual will be of Regent or higher rank within the pyramid. An appropriate guardian spirit shall be found and informed of what service the Caster wishes it to perform. If, and only if, the
spirit is full willing shall it be placed in a box with a gold seal, inscribed with the 5th Pentacle of the Sun, and brought to the site where it shall be bound to watch the Chantry. The Caster and no less than 7 Tremere will bind the spirit to its location over the course
of 9 nights. This may be done for each spirit at each separate location around the Chantry that the Caster wishes.

OOC:
Wards & Measures access ONLY.
After an appropriate spirit is found and placed into a box, it may be bound no more than 5 miles away from the Chantry. High Ritual is performed, with a mental challenge by the npc Caster to bind the spirit into its new home. The spirit will then be on the watch for anyone
approaching the Chantry with a malicious intent toward the Chantry or its residents, and should that threat be perceived, the spirit will tell the Regent through the quickest means available. This Ritual must be renewed once per year.

Date of Archival: 24-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 3XP
MET Mechanics:

Basic
Can be cast on others
The magi must produce some form of smokable, injectable, or edible narcotic and the substance must be heated (lit or slightly burned) by a small open flame before consumption. At this time some sort of chant, music, or other melodic noise must emminate where the caster may here it and one point of blood is spent. After this is finished the recipient of the ritual must remain in a location that he considers safe for the rest of the evening, or risk deluding the effects of the magic.
While under the affects of this spell the recipient gains Creative x2, even if this exceeds her maximum traits, and the ability Enigmas x2, added on to her current ranking, even if it exceeds limitations, but these traits may not be used for any sort of attack are harm. This ritual is designed to help with creative endeavors, tasks, and problem solving, looking at puzzles or other troubling situations that need answers.  The subject feels very relaxed, creative, and is more likely to think up solutions that would not have easily come previously.
The effects wear off when the sun rises and must spend an additional blood waking up the following evening, or take on Disoriented x2 as negative traits for that night.

Date of Archival: 26-Sep-2018
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 6XP
MET Mechanics:

In the modern nights the appearance of lava in cities makes much of the Way of Fire difficult at best to use.  Mortals will almost always investigate any sources of sudden lava in their city.  As a result some Koldun have developed this ritual to help allow the Way of Fire to be used in the Modern Nights.  The Koldun offers their blood to the earth and ritual sacrifice of a goat to the earth in the city they are in.  For some time after they may command the earth to retract any lava they have created through way of fire.  While this does remove the lava after the koldun is done using it; it by no means repairs or removed the destructions it causes.

System: When the Koldun casts this ritual they must have Way of Spirit Active to recall any Lava in an area they may have created with Way of Fire themselves.  The Lava itself, will return deep into the earth.  The area of effect is controlled by their active level of Way of Spirit when this ritual is cast.  While this ritual will remove the trace of lava from an area after use, it will not undo any damage it may have done.

Date of Archival: 07-Feb-2023
Tzimisce
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

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