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 hero and reputedly a god himself, Hermoor was commanded by the Odin to carry a message to Hel that Baldur was to be released. Enduring all else, Hermoor delivered his message, no matter how many he had to slay. He is a patron of both heroes and messengers.
System: The Koldun takes a rock -approximately the size of a softball-and carves runes asking Hermoor to carry his message and message of one other, in a perfect line around the rock. The Koldun then, at a difficulty of 6 traits, twists each half of the rock and it comes apart completely smooth. Each end that is held may be listened to and spoken into and each carrier may speak to another no matter the language or distance. Each language is understood by the bearer of each half, though those listening will hear nothing. The ritual lasts one night and the two halves may be rejoined for use in casting again, or they crumble to broken frost at dawn, as Hel bars Hermoor his message.
This ritual was developed by the ritualist isolating the changes in a Kindred after nightly uses of Blood Potency and comparing it to their blood normally. After numerous nights, a small portion of the change was isolated. This ritual requires two components. These are the blood of a thaumaturge and the blood of a healthy mortal. Those two are combined into a tonic and mixed together while the Thaumaturge intones cleansing chants to create a higher purity of blood, with it being drunk at the end of the ritual. This tonic cannot be preserved and drank at a later time. It must be consumed at the end of the ritual.
Mechanics: Lasts an evening. The user may spend 1 additional blood per turn. They also gain the flaw: Addictive Blood for the evening.
Sanctity of the Garden (Basic - 2)
By seeding the ground with her blood, the Baharist consecrates the garden. Any character or creature that moves within the garden that is not a Baharist or has the Baharist blessing becomes the subject of an immediate attack from the garden. The attack comes from phantom thorns and brambles that slice like razor blades and pierce like syringes (Static Mentals vs Static Willpower) once per turn. If the garden is successful the intruder takes 2 lethal per attack. Attempts to leave the garden are not blocked.
This rituals effects last for a year and a day however the garden must be fed blood weekly by the local Baharist to maintain the ritual.
Sanguine Lure
Advanced Thaumaturgical Ritual
Approved April, 2011
The ritual must be cast in a Sanctum or some area of intense magical
power. In order for this ritual to take effect, it requires a number
of sacrifices in order to accurately key itself to its caster.
The caster must place a single trait of blood within a stone basin in
order to begin its casting. Over the course of one full night, she
must speak words of power over this basin and her blood as she works
the power of the ritual. The caster must also give an offering of
body, mind and soul in order to create the Lure. This requires a
sacrifice of a health level, a Mental trait and a Willpower trait.
The caster must then sacrifice someone of her own creature type, IE:
Kindred for Kindred, Mortal for Mortal, Ghoul for Ghoul, etc. As the
soul passes through the basin on its way to damnation or salvation, it
stains the blood used in the ritual, causing it to congeal into a
pebble. This act will also take with it a loss to the caster's
Humanity/Path rating. Characters reduced to 0 Humanity/Path Wassail
as per normal.
So long as the Lure is active the maximum values of the five traits
given (blood trait, health level, Mental trait, Willpower trait and
Humanity/Path trait) are reduced by one. Once the Lure is deactivated
all lost traits return except for the Humanity trait, which is
permanently lost (although may be repurchased).
From the moment the Sanguine Lure is created, all attempts to
supernaturally track/watch the caster automatically succeed but are
misdirected to the Lure instead. The Lure instantly erodes and
crumbles to ash under the touch of any being other than its caster,
who immediately knows of its destruction. The Lure may be deactivated
at any time by its caster. Only one Lure may be attuned to the caster
at any given point, additional castings result in failure though the
caster still loses a permanent Humanity trait for making the attempt.
A Sanguine Lure may only misdirect supernatural powers less than or
equal to its power, IE: Advanced or lower, this ritual has no effect
on Elder powers or greater no matter what it is augmented by.
A Bahari discovered an extensive underground network connecting plants by their roots, serving as a complex interplant communication system. One organism is responsible for this amazing biochemical highway: a type of fungus called mycorrhizae. This Bahari found that through the application of their Vitae and the fungus mycorrhizae, they were able to connect their mind to the network of plantlife.
The Bahari soon realized the major boon this fungus had to their own Gardens and took a sample with them. The fungus was able to grow within the Garden of the Bahari, soon the Bahari was able to mix their vitae and the fungus on various other plant life not connected to the garden and was able to connect it to a greater network, thus enabling the spread of the network of the mycorrhizae and the Bahari.
Mechanics: With the power of the fungus, mycorrhizae and their own Vitae, the Bahari can observe what happens in the vicinity of any plant life they apply the salve of Sanguise Mycorrihizae. The Lilin must spend the standard one viate to complete the ritual (it must be the users blood and no one elses). However the blood is applied to the plantlife, it remains as detectable as any ordinary blood. If it's scrubbed or wiped away the power of this ritual is broken.
For one full evening per Vitae spent at the casting of this ritual, the user gains the ability to witness events at the location as though they were present at the spot they had marked with the salve.
If the user marked several plantlife, causing a trail of blood, they may observe different locations at any point. The user may even observe events that occur during the day. They would come to the user as if it were a dream. While the user is watching through the plantlife, they are unable to see or hear in their own body.
There is no limit to this power, only the blood being spent. The users perception can be limited due to obstacles in the world (such as closed doors, people, smoke, shroud, etc…) No other Disciplines may be used through the salve, so a user may not use Heightened Senses, for example. This ritual maybe performed before hand, and the salve's may be saved up to a maximum of the users occult rating. That is if the user has Occult 5, they may have up to 5 salve's saved at 1 time.
With a mixture of sulfur, and wax from black candle, and chanting, the caster makes a poultice that allows you to sniff out a insight into the killer while placing the mixture in the mouth and eyes of the victim. You may engage in a mental test against the traits of the killer using the body as a sympathetic link that breaks the bond after this ritual has been used. If the caster is successful they may gleam a insight into the killer spending 1-3 mentals to learn 1+as many mentals spent to learn flaws possessed by the killer.
If the character has lore infernal they can then compare the flaws to see if they are common infernal taints This creates a ritual that is more versatile and will cause less issues bypassing investments that hide a infernals true nature to sts that do not understand or know.
Basic Ritual
Using this ritual, the caster spends a blood and utters paeans to the dead over a set of tools. For the next hour, he may sculpt the flesh and bone of corpses as if he had Vicissitude 3 - bonecraft. The caster must be able to work with the tools directly. Additionally, the caster may not alter bone that is currently either attached to or part of any mortal or cainite.
Intermediate Ritual
Looking for a more humane version of Sculpting the Perfect Servant, and one that he can use to thwart local Nosferatu and others who work with animals, Tom began researching a variant that works on animals. He started small, with Rats, Bats, Cats and other smaller animals, but eventually started trying dogs and other larger animals to see how it would work. The research was long, but far less than human gestation, considering how fast many of the animals breed. The common denominator of regular stillborn births even among domesticated animals made the process of providing the catalyst easier as well. The technique began to yield fruit with animals being born larger and more physically impressive, and sometimes even smarter, than their non-ritual counterparts. As a bonus, the ritual worked on an entire litter of 2-3 dogs, or up to five cats. Much like the more impressive human version, the animals felt a special kinship with the magus casting the ritual, in this case, Tom.
System: Cursing the litter is possible, but not the main focus of the ritual. Should someone be breeding dogs, Tom could in theory curse them, but it is not the main goal of the ritual. By manipulating the unborn animals while still in the womb, a magus using this ritual is able to increase the attributes of the coming offspring, and bind them to him supernaturally. The offspring of animals this ritual is used on are connected to the caster like the original ritual, and take orders and training from the caster more easily. Such animals train in half the time, learn twice the normal amount of tricks, and will never attack the caster, even if supernaturally compelled to through Animalism. Such animals have increased attributes, usually three or four extra physical traits, one or two social traits, and one or two mental traits. The caster must rend a stillborn animal in half and allow its blood to flow over the belly of the pregnant mother animal. Blessing the offspring requires five hours a week until the pregnant mother comes to term, starting in the first three months of pregnancy. Any animal's affected by this ritual gain 2 points of flaws, agreed upon by the storytellers. Recommended flaws include: erie presence, glowing eyes, derangement, disfigured, vulnerability to silver (or similar, like gold or wood), or any other combination of flaws totalling at least 2 points.
SUMMARY
This ritual allows the necromancer to give the living and dead a way to communicate while fitting with the expected themes of a séance. The necromancer prepares a room that would act as a conduit for the dead to communicate with those on the living plane. Allowing anyone in the room, including non-necromancers, to communicate with the dead while the séance is in session. (Spirit board, crystal ball, etc.)
SYSTEM
The caster prepares the room for the séance. Setting the stage, providing the conduit, etc. Once the ritual has been cast the provided spirit tool will work as a conduit to allow the dead to talk to the living for the next scene or hour. I.E. The wraith would then be able to hear the questions of the living and then respond by using the tool or environment to communicate their responses for the scene or hour.
This powerful incantation allows the magus to protect an electronic piece of equipment. This completely hides the system from being viewed from outside sources even if it is on the internet. No attempts at finding it will work from outside the net. If someone is looking for it by use of Remote Access, there is a "Silver cord" that can be seen and bounces around preventing those outside the system from penetrating the system. Challenges are based up storyteller discretion. Duration is a number of weeks equal to the caster's Willpower at the time of casting.
Required to be cast from within the system: Path of Technomancy - Remote Access is required
The caster can determine the year, month, day, and time when a specific event occurs in the given area. This does not allow the caster to view what happened, just know when it happened.
System: The caster must specify the exact circumstances they are looking for. The more detailed, the greater the chance of success. The caster must be in the area they are trying to find the time the event occurred. The ritual can only affect 10 yards times your current level of occult ability in a diameter around the caster.
The first event in the past that meets the criteria is what the casters get. If the criteria are not met in the past in the given area, nothing will be discovered. If the caster successfully finds the event they are looking for, they can cast the ritual again to find the second time the event has taken place. This ritual can be cast to find additional events of the same criteria in the same area up to your level in your occult ability. It is up to the storyteller’s discretion on what the caster learns. Having an item from the event will help in the casting of the ritual. (It works much like Name the Fallen combo discipline in the time frame of things.) The caster will have to pick how far down the chart they wish to go.
Time Since Event
Difficulty: Event
1-7 Days
9
1 Month or Less
10
6 Months or Less
11
1 Year or Less
12
3 Years or Less
14
5 years
15
On Wednesday (the day of veneration for Papa Loko), the wangateur creates a white candle incorporating brains and bones from a human who died peacefully in their sleep, nine pinches of dirt from around tree roots in the woods or forest, leaves of sage, lavender and other calming herbs.
By burning the candle for 20 minutes each night while concentrating on the target, the caster may influence the target’s Beastial response by giving aid in the ability to resist a frenzy.
System: The Wangateur engages in a static Willpower Challenge difficulty equal to the subject's willpower and spends a vitae while burning a candle for 20 minutes. Defeat means the candle has no effect, though the Wangateur can try again the next night. If the ritual is successful, the subject is granted two additional Self-Control or Instinct traits for the night. The Candle may be burned three times in total, at a rate of once a night. Only one candle may affect a single subject at a time