Custom Blood Magic: Ritual

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Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

One of the first rituals taught to new scholars of House Trismegistus allows the thaumaturge to personify their True Name within a single occult symbol. This symbol is used as the thaumaturge's personal signature, transferring the very essence of one's True Name into a single magical glyph. It becomes more than just a symbolic representation of the thaumaturge's True Name - for all relative and occult purposes it is the caster's True Name.

 

A thaumaturge's Personal Symbol of Power does not change unless the thaumaturge literally undergoes a nature-changing experience. Most magi only need succeed at this ritual once in order to discover the symbol which will represent them for the rest of their existence.

 

System: Using a complex and very personalized string of symbolic and mathematical equations, and requiring a whole evening of meditation, the thaumaturge induces a trance-like state in which he is able to reveal his Personal Symbol of Power. Success is determined through a static Mental Challenge versus 10 traits (applicable retest is Enigmas). If successful, the thaumaturge has found his Personal Symbol of Power and may use it in all applications where his True Name would apply.

 

Note: As with one's True Name, a Personal Symbol of Power may be used against the individual if deciphered properly. If another person ever views the Personal Symbol, they may make a static Occult test versus the caster's Mental Traits + levels of the Symbology ability (at the time of the symbol’s creation) to determine the meaning behind the Symbol. If they succeed, they may use the Symbol against the thaumaturge as if it were the thaumaturge's actual True Name.

It is recommended that the thaumaturge create an item card describing the symbol, and with the trait difficulty to decipher when this ritual is performed.

Regardless, most thaumaturges keep their Personal Symbol of Power a closely - and jealously - guarded secret.

 

The symbol does not replace the thaumaturge's True Name, is a representation of the True Name and can be used in place of the True Name. In effect, the Thaumaturge' has two True Names once this ritual has been performed.

Date of Archival: 09-Jul-2019
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:
One of the very first rituals taught to new scholars of House Trismegistus allows the Magus to personify their True Name within a single symbol of power. This symbol is used as the Magus' personal signature, transferring the very essence of one's True Name into a single magical glyph. It becomes more than just a symbolic representation of the Magus' True Name - for all relative purposes it is the caster's True Name.
 
A Magus' Personal Symbol of Power does not change unless the Magus literally undergoes a nature-changing experience. Most magi only need succeed at this ritual once in order to discover the symbol which will represent them for the rest of their existence.
 
System: Using a complex and very personalized string of symbolic and mathematical equations, and requiring a whole evening of meditation, the Magus induces a trance like state in which he is able to quest for his Personal Symbol of Power. Success is determined through a static Mental Challenge versus 13 traits (applicable retest is Enigmas). If successful, the Magus has found his Personal Symbol of Power and may use it in all applications where his True Name would apply.
 
Note: As with one's True Name, a Personal Symbol of Power may be used against the individual if deciphered properly. If another person ever views the Personal Symbol, they may make a static Occult test versus the caster's mental traits to determine the meaning behind the Symbol. If they succeed, they may use the Symbol against the magus as if it were the Magus' actual True Name. Needless to say, most magi keep their Personal Symbol of Power a closely - and jealously - guarded secret.
 
Note: The symbol does not replace the magus' True Name, is a representation of the True Name and can be used in place of the True Name. In effect, the Magus' has two True Names once this ritual has been performed.
Date of Archival: 10-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

One of the very first rituals taught to new scholars of House Trismegistus allows the Magus to personify their True Name within a single symbol of power. This symbol is used as the Magus' personal signature, transferring the very essence of one's True Name into a single magical glyph.  It becomes more than just a symbolic representation of the Magus' True Name - for all relative purposes it is the caster's True Name.

 A Magus' Personal Symbol of Power does not change unless the Magus literally undergoes a nature-changing experience.  Most magi only need succeed at this ritual once in order to discover the symbol which will represent them for the rest of their existence.

 System:  Using a complex and very personalized string of symbolic and mathematical equations, and requiring a whole evening of meditation, the Magus induces a trance like state in which he is able to quest for his Personal Symbol of Power.  Success is determined through a static Mental Challenge versus 13 traits (applicable retest is Enigmas).  If successful, the Magus has found his Personal Symbol of Power and may use it in all applications where his True Name would apply.

 Note: As with one's True Name, a Personal Symbol of Power may be used against the individual if deciphered properly. If another person ever views the Personal Symbol, they may make a static Occult test versus the caster's mental traits to determine the meaning behind the Symbol.  If they succeed, they may use the Symbol against the magus as if it were the Magus' actual True Name.

Needless to say, most magi keep their Personal Symbol of Power a closely - and jealously - guarded secret.

Note:  The symbol does not replace the magus' True Name, is a representation of the True Name and can be used in place of the True Name.  In effect, the Magus' has two True Names once this ritual has been performed.

Date of Archival: 11-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Black Hand Aljusuri
XP Cost: 6XP
MET Mechanics:

Advanced Aljusuri Ritual, Voudoun Necromancy Origin

Time Required: Ten minutes

Duration: varies

Components: A silver dagger, a sentient sacrifice and empty graves

This ritual is like Mass Grave except that it can only transport a group to the Weeping Stone. Everyone going to the Shadowlands must be buried together in one grave, using dirt mixed with the remains of at least one freshly killed intelligent creature.

Mechanics: To enact this ritual the Necromancer must sacrifice a sentient creature (Mortal, Vampire, Garou, etc.) by plunging a specially prepared pure silver dagger into its chest. The blood, flowing from the dagger's wound, then pours out and soaks the moist soil of the empty grave. This blood soaked soil is then used to lightly cover the Necromancer and her entourage. This is usually accomplished by having Ghouls do so, whist they lay in graves. Due to these actions, the Necromancer and her entourage will cross the Shroud into the Shadowlandsand travel instantly to the Weeping Stone.

The Necromancer must have been to the Weeping Stone in the Shadowlands sometime previously if she is attempting to transport herself, and her possible entourage. Once in the Shadowlands, the Necromancer can return herself, and the -other- to either where the ritual was enacted or to their current corresponding location in the Skinlands, and therefore ending the ritual. If she does not accompany them, they my only step into the corresponding Skinlands.

 

Date of Archival: 15-Jun-2018
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 6XP
MET Mechanics:

There are few opportunities for necromancers to help the more humane members of the family, and indeed it is rumored this ritual was first developed by a family member who thought the effect of repeated possession upon ghouls to be damaging to the psyche. While his intention to replace the use of ghouls has never come to pass this ritual is used from time to time by those who feared to posses valued ghouls in dangerous situations. The effects of possessing a corpse are not without drawbacks however, while in this state, the necromancer feels neither physical pain nor pleasure. The effort to maintain this position is taxing not only on the will but the spirit and often after prolonged use will find himself half rotted away. His flesh's immortality strained by animating this second corpse.

The necromancer anoints a freshly dead corpse (no more than a week and a day dead), with a point of his blood and enchants it as the vessels for his possession. The necromancer then possesses the body spending an additional willpower when evoking his advanced Dominate and suffering 1 Level of unsoakable agg. The caster then releases all of the breath in his lungs into the corpse. The necromancer’s essence animates the corpse and he may use it as he would a possessed mortal. The body had those physical traits it had in life, possesses 10 health levels and if injured the possessor suffers no wound penalties. No Abilities, memories or supernatural traits are retained. It should be noted that at the possession, any injuries or infirmities that affected the corpse affect the possessor, so if the vessel died of a slit throat the necromancer cannot speak.
The effort used to animate the corpse and use it as a vessel is very taxing on the spirit, and in the process a vampire's hold on immortality is weakened. For each hour past the first the necromancer holds the possession their true body begins to rot away suffering a lethal wound that cannot be healed until the necromancer is once more in their true flesh. The ST should also feel free to assign negative physical social to the suit relative its condition.

Date of Archival: 02-Jan-2018
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Advanced Ritual

Description: This ritual prepares a target item to hold other rituals, strengthening their effects and lengthening their duration. Specifically created to hold powerful demons, this ritual simply starts the process.

System: Once cast the target, hereby known as the base vessel, is prepared to hold other rituals.  These rituals are strengthened and extended, similar to how 'consecrate the sanctum' works. The base must be carefully crafted and inscribed with runes that will eventually contain the subsequent rituals.

Effect: This ritual strengthens other rituals cast upon the base, creating a stronger trap for demons. Any ritual cast into the base has its duration extended to match the duration of the base ritual. The standard duration is 100 years, however, Vires can extend that duration to over 10000 if used before the casting (see Vires).  Rituals cast into the base will also be strengthened by it, increasing the traits of subsequent rituals by 3. Dark Thaumaturgy is impeded, suffering a 3 trait penalty to use on the Base. Only rituals that have been created to work with the base can be cast into it and so strengthened.  Once cannot add a Ward vs Vampires, for example. Only rituals created to work with the Base will work.

Cost: 1 Blood and 1 WP to cast.

Date of Archival: 20-Jan-2023
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Mortis
XP Cost: 6XP
MET Mechanics:

Advanced Rituals: (Pre-regs: Mortis Path of skulls 1 , Mortis: Grave's Decay 5)
The potent power Dissolve the Flesh is one of the Harbringer's most potent weapons a cursing poison that dissolves the very flesh. Through the use of both of these paths, this ritual empowers the ritual caster's use of Dissolve the flesh to leave the skull behind. As long as a physical creature dies, this art leaves the skull behind perfectly intact. This skull is able to be used for all levels of the path of skulls.

Date of Archival: 31-Jan-2018
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 4XP
MET Mechanics:

Prophecy of Naamah

 

Naamah wandered the lands of nod alone and frightened.  Cast from the gardens of Ialdabaoth and his Elohim.  She ran from the sun and from the fires of the skies.  Burning her for the curse to dare to seek freedom and choice.  As she wandered the night alone and frightened she called to Sophia and Selene to end her misery.  For her greatest curse of all was to take from her the gift all women are given.  The gift of life. For Naamah could bear no children for her hubris of rebellion against Ialdabaoth.  She could live without the beauty of the sun.  She could survive without the warmth of the fire.  But the ability to bear children was one she could not live without.  As she stood at the edge of a mighty cliff, ready to end her misery it was great Selene who came to her.  Offering her the comfort of the night of the moon.  “Why do you cry”  great Selene asked of the woman. “I am cursed to never know the gift of life, and this I cannot live without”  Naamah replied. “You chose this for living in ignorance and servitude was equally unbearable.  But fear not child of the moon.  For you also mine.  Where the sun has turned its back on you, I welcome you.  Where the fire burns you, my light comforts you.  And where he who is greatest of us all has has taken from you mortal life, I will give you immortal life.” Enraptured in the light of the moon, Naamah was consumed in smoke and darkness.  Reborn again.  No longer mortal, but something else.  With new eyes Naamah looked upon the world.  With tears of blood, she looked to Selene. “Go now my Daeva, let the world know your sorrow.  Go forth my Lilith, the Mother of Monsters.”

Mechanics: When completing the casting of this ritual, the Bahari gains +2 physical traits per rank they are in the Cult of Lilith (i.e. Neophyte gives +2 while Hierophant gives +6).  During this time, the user gains a visual negative in that their eyes are jet black, and her eyes continuously bleed tears (i.e. Negative Social Trait: Eerie x2)

Date of Archival: 03-Jun-2018
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

Basic Ritual
Duration: 1 hour or scene
Description: The caster combines a point of their vitae with a point of blood taken directly from a human's brain.  The paper to be used is then placed in the solution while the caster chants and signs the ritual.

Once cast, it will remain active for one hour.  During that time, whenever it is shown to someone, check their willpower.  If it is greater than 8, it simply does not work.  If it is less than 4, then it automatically works.  If it is between 4 and 8, then engage the target in a static mental challenge versus the casters mental traits at the time of the casting.  If successful, the target sees whatever the user wants the paper to be.  This ritual automatically fails against supernatural creatures.  Examples include court orders, warrants, and such.  If unsuccessful, the target sees a blank piece of paper.

Date of Archival: 15-Dec-2018
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 6XP
MET Mechanics:

Description: While Ex Nihlio allows one to travel to and from the Underworld, it does require resources to use. After the treaty between Clan Giovanni and the Hierarchy the Chief Necromancer of La Crosse found that the sort of repeated trips one needed to take to bring across large amounts of building supplies quickly burned through the resources available to him and demand for goods greatly outpaced his ability to deliver them. As such he invented a ritual that allows easier repeat passage.

First the necromancer must retrieve a volume of dirt from the cave at the tip of Cape Matapan that will fill an are 1 inch deep by 3 1/2 feet wide by 10 1/2 feet long. Then they must personally weave 3 foot wide by 10 foot long rug that depicts the story of Pysche and Cupid. This rug is then placed over the dirt from the cave at the tip of Cape Matapan.

Next the ritual of Pyche's Passage is performed over the rug resting upon the dirt from the cave at the tip of Cape Matapan and one to three willpower traits are invested into the rug. For a number of months equal to the Willpower traits invested if the necromancer who performed Pyche's passage uses Ex Nihlio while on the rug while holding 2 coins from Greece (modern coins will do) in their mouth and one honeyed Barley cake in each hand, then the 2 blood and willpower expended to pass into the Shadowlands will return one hour after it was spent for passage into the Shadowlands. The one willpower spent to return to the skin lands does not return at the end of the hour. The coins and honeyed barley cakes are consumed by the passage into the Shadowlands.

During the time that Pyche's Passage is active, the Necromancer may not regain the willpower invested in the ritual. The maximum willpower they may have is lowered by the number of traits invested. This penalty decreases by one for each month that passes. While willpower is invested in this ritual it also comes with a Ban, for as Hades and Persephone respected the love Pyche had for Eros and allowed her safe passage so too must you respect true romantic love. You may not cause harm to any one with the True Love merit, Any attempt to do so simply fails. Nor may you feed from them (IE prey exclusion True Love is gained).

Fortunately for you, Pyche is a merciful goddess, who provides you with a sign so you do not accidently violate this ban. When the necromancer see's anyone with True love they will have a pair of ghostly butterfly wings sticking out of their back.

Date of Archival: 20-Jul-2016
Giovanni
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
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

Material Components: Target item holding a Core Memory Back-up
Target: Core Memory Back-up Item
Casting Time: 5 Minutes
Level: Basic

Mechanics: Mental Challenge diff 12 retest Occult

This ritual allows any Core Memory Back-up item to be viewed via Eyes of the Past in any location regardless of if the memory is from the room they are in.

Date of Archival: 16-Oct-2023
Tremere

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