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: Necromancy - Western
XP Cost: 9XP
MET Mechanics:
Requirements:
Advanced Necromancy Ritual, Unique
This ritual is Unique and can never be taught to, or learned by, another.
12 hours uninterrupted casting time
Caster, Intended Destination Body, and Target Soul must share a blood connection
Caster tests Willpower (Occult) vs Target Souls' Gnosis (Ancestors) - number of tests equal to casters Willpower.
-- If Caster has more successes,Target Soul is then bound into Intended Destination Body for a number of decades equal to the successes. The Target Soul and the Destination Soul are melded together - combine the Gnosis, Willpower, and Rage traits. All Gifts are combined, as are Derangements, Quirks, and Mental Merits and Flaws. The Targets Mental and Social Traits overwrite the Destination, but the Destination Physical Traits remain. Abilities, Rank, Renown, and applicable Backgrounds will retain the highest of the two.
-- Should a tie occur during the casting, the Target Soul may choose to pass on, dying peacefully to join his ancestors. Alternatively, he may choose to remain a Spirit for a number of minutes equal to his successes, with all the dangers that entails. At the end of the time, his spirit will be dragged forever into Oblivion with no hope of ever returning.
-- If the the Target Soul has more successes, the Target Soul remains firmly attached to its original body, but should he survive will gain a Permanent derangement of the STs choice.
Date of Archival: 19-Feb-2015
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Sadhana
XP Cost: 2XP
MET Mechanics:
Ritual Name: Reven Kee Buddhi (Raven’s wit)

Basic Ritual
Requirement: Part of the 'Disciples of Yama'  
Mechanics: Put a fresh Raven’s Brain under the tongue, lite the sage and meditate for an hour. This grants the Sadhana User Mental Traits: Clever x2 for the night but will gain the following Negative Traits: Deceitful x1 as well for the night.

Date of Archival: 06-Oct-2019
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 4XP
MET Mechanics:

Rite of the Carrion Crow (Intermediate - 3)

 

Members of the Cult of Lilith seek to commune with the Children of Lilith, many of whom are believed to have been destroyed ages ago. Through this ritae, the Cult of Lilith is able to uncover secrets lost to the world from the time before history was recorded. The Cult practices sacred Burial rites to those members who have passed, in hopes that future members of the Cult may come upon them to teach the history and lessons of the Cult.

 

System: This ritual has two effects. Firstly it may be used on a Cult of Lilith member who is still “alive”. When the member dies they will pass on, but their ability to aid the cult does not end. They may now be used for the rest of this ritual (this is largely a role-play mechanic). The Second part of the ritae allows you to summon back a member of the Cult who has undergone this ritual to help pass along wisdom, history, and insight into the cult itself. The user receives visions from a dead member of the cult. The result of which allows the caster to ask the deceased member of the cult one question in relation to the Cult of Lilith. For the remainder of the scene after using this ritae, the Cult of Lilith member may spend a number of Mental Traits (maximum of 5) to raise either his Occult Ability rating or Lore: Ba’hari by one for each mental trait spent. This bonus may go over the characters allowed generational maximum.

 

Date of Archival: 02-Mar-2015
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

Path: Thaumaturgy (House Virtue — Spiritual / Angelic / Mental Defense)
Type: Ward / Support
Casting Time: 1 minute per participant
Cost: 3 Vitae
Components: A parchment scroll with a name of power written in celestial script, a candle infused with sacred herbs, and a chime rung at harmonic intervals.

Effect:

Upon completion, the caster draws a protective sigil in the air above each participant (up to three per casting) while intoning sacred Names of Protection, anchoring a subtle spiritual resonance.

* For the remainder of the scene, each participant affected by the ritual gains 2 bonus traits to resist:

  Social Manipulation
  Fear / Terror
  Effects that compel or cloud judgment (e.g., Presence, Dominate, or supernatural deception).

* These bonus traits apply only once per test involving mental or emotional coercion. This is not cumulative with other Thaumaturgical protections or ritual-based bonuses.

* Participants also experience a sense of clarity and righteous purpose, allowing them to automatically detect if someone deliberately speaks a lie to them during the ritual’s duration. This does not compel truth, but allows the listener to know if the intent is falsehood (subject to ST discretion).

Date of Archival: 06-Jul-2025
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Bacaban
XP Cost: 4XP
MET Mechanics:

Time: 30 minutes

Components: A serrated ritual knife, powdered bone-ash, a silver spike or coin

Overview
This rite is a Sabbat corruption of a Garou ceremonial ordeal. Stolen through captives, battlefield observation, or bloody experimentation, the Moonflayed Flesh binds hatred of the Wyrm-beasts directly into the Cainite’s dead skin. The scars it creates are raw declarations of war—silver hammered into undead flesh as both mockery and weapon.

Description
The caster heats silver in a blackened pan until it glows dull red. As it smolders, the caster rasps a chanted appeal—not to Gaia, but to the strength of the Pack and the fires of their Beast:

“The dead do not kneel.
The moon does not judge us.
We take its poison and carve it as our mark.
Let this flesh be defiance.
Let this silver be war.”

The caster carves jagged, angular sigils—half war-brand, half mockery of Garou glyphs—into the target’s flesh. Fresh vitae spills freely. The glowing silver is pressed into the wounds, sizzling into place as the vampire’s dead skin warps and fuses around it.

System:
Scarring the hands requires 1 Blood Trait and inflicts 1 level of unsoakable Aggravated damage when carved (This damage heals normally afterward). If the recipient frenzies, the ritual fails and must be recast. Scarring the rest of the body follows the same rules but causes 3 level of unsoakable Aggravated damage.

Hand Brands — Fists of the Burning Moon
Silver engraved into palms, knuckles, claws, or finger bones.

Effect:
Your unarmed attacks deal aggravated silver damage to Changing Breeds weak to silver. This includes punches, grapples, claw strikes (via Protean), and bone protrusions.

Torso Brands — The Carapace of Blasphemy
Brands spanning the sternum, ribs, shoulders, or spine.

Effect:
Changing Breeds weak to silver who touch or strike the branded Cainite take 1 level of aggravated silver damage per turn of contact. Armor does not prevent this; the resonance bleeds through metal, leather, or fur.

Drawbacks
The scars itch and throb during the full moon and the Cainite is two traits down in resisting Frenzy during this time.

Changing Breeds with abilities to sense silver can detect these brands if the Cainite isn’t using powers like Obfuscate to hide them.

Date of Archival: 10-Dec-2025
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

Intermediate - Ritual of Introduction Forwarding

  Cast this ritual at the begning of the night with a predetermined Tremere target.  Any time “Rite of Introduction” would be directed to you, it is instead directed to the predetermined target.

Date of Archival: 12-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - African
XP Cost: 4XP
MET Mechanics:

Require a tree that is grown around and over a kindred. Magic may be used to grow the tree around the kindred.
A blasphemous ritual is performed from midnight to just before dawn. At dawn the sun destroys the vampire as it normally would. The next morning, and every morning after this will cause a ghostly reenactment of the kindred burning to death.

From this point forward the dead tree is a haunt of a level equal to the dots in generation of the sacrificed Kindred. Each casting of this ritual causes the kindred to sacrifice a number of social traits equal to the level of the haunt created. These social traits may be rebought. You may not have more Haunts active than half your path rating rounded down

Date of Archival: 24-Nov-2019
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - African
XP Cost: 4XP
MET Mechanics:

Require a tree that is grown around and over a kindred. Magic may be used to grow the tree around the kindred.
A blasphemous ritual is performed from midnight to just before dawn. At dawn the sun destroys the vampire as it normally would. The next morning, and every morning after this will cause a ghostly reenactment of the kindred burning to death.

From this point forward the dead tree is a haunt of a level equal to the dots in generation of the sacrificed Kindred. Each casting of this ritual causes the kindred to sacrifice a number of social traits equal to the level of the haunt created. These social traits may be rebought. You may not have more Haunts active than half your path rating rounded down

Date of Archival: 24-Nov-2019
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Sadhana
XP Cost: 6XP
MET Mechanics:

The Curses of the Rom are both devastating and virulent. The removal of such curses is often impossible to downright maddening for the afflicted. This has lead the Jati of the Ravnos to seek extreme measures for how to clear these curses from themselves and their allies. Partnering with the Sadhu of the Sabbat, one connived a way to trick the Romany of the world, to take on the curse of their own. By combining the arts of misdirection, Sadhanna, trickery, and some good old fashion drugs, the Sadhu will spend night after night convincing the sacrifice that they are here to save their one true love. Once broken, the sacrafice will offer up their own life willingly to the one afflicted by the curse, and in doing so, take the curse into themselves and onto their next life.

Mechanics:
The ritual will require the following items and space. An area equal to 10ftx10ft must be secured. The location needs to be clear of sunlight and facilitated at least one story underground for the duration of the ritual. A poultice will need to be created from the blood of the caster, the afflicted, and mixed with hallucinogenic drugs, chief among them is  Soma. A single poultice will need to be created each night until the cast is complete.  Finally the sacrificial target must be a True Blooded Rom.

Each night the caster will engage with the sacrifice by making them drink the poultice and weaving the magic.

After 3 nights the caster engages in a contested mental challenge with the afflicted, retest with occult.  If the ritual succeeds, the curse is then taken from the afflicted and transferred to the sacrifice. The curse lingers and follows the sacrifice into their next life, particularly powerful curses may linger along the family line of the sacrifice at ST discretion.

If the ritual fails, the sacrifice dies without taking on the curse and the caster must throw two simple tests. If they fail both simple tests, the curse spreads to the caster. The caster suffers full effects and duration of the original curse.

Date of Archival: 25-Jun-2018
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

Components: A container to hold the offered blood (a small clay bowl or a silver cup) and a single strand of your hair.

 

Casting Time: One turn

 

Basic Description: This ritual is a clever bit of Tremere sorcery designed to ensnare a spirit through a seemingly harmless exchange. The wizard intentionally offers their own blood to the spirit as a "payment" or a "gift." By performing the ritual beforehand, the wizard ensures that this blood carries a specific magical resonance—a subtle curse. Once the spirit accepts and consumes the blood, it unknowingly binds itself to the wizard's will, giving the wizard an automatic success in any social or mental challenge against it.

 

Mechanics:

The Tremere must first perform the ritual over the blood to be offered. Once enchanted, Tremere can pay the spirit any number of blood up to three. Each blood consumed by the spirit grants the caster an automatic success on a challenge against the spirit. These automatic successes are consumed when used.

Example:

Bob the Tremere casts this ritual and pays a spirit 3 blood for a job the spirit did for Bob. Then Bob tries to bind the spirit into a fetish. Good for you Bob! Turn on your friends.

Anyway, Bob gets an automatic success on the binding challenge, and the spirit uses three retests. The first two Bob cancels with his automatic wins. The third retest Bob is out of automatic wins and has to throw. Sadly, Bob loses and has to spend an Occult for a second retest, which he also loses. So now the spirit is mad at Bob, and he has no more advantages. Silly Bob.

Date of Archival: 30-Sep-2025
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

The caster must place the book to be copied on a flat surface.  A tray must be placed on top of the book and filled with a mixture of one trait of vitae and 200ml of black ink per hundred pages to be copied.  A blank book of the same size or larger (length, width, and page count) must then be placed into the ink.

The caster then chants the incantation for ten minutes, drawing a copy of the knowledge from the first book up into the second and awakening the blood in the ink, causing it to bind the ink on the pages into a perfect replica of the first book.

The entire contents of the first book are copied over exactly.  Nothing can be omitted, added, or changed.  Any text with a magical effect active upon it will fail to be copied.

 

Date of Archival: 19-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Rom Sorcery
XP Cost: 4XP
MET Mechanics:
Ritual of Unlocking
The tie of Blood, the power of blood, runs perhaps deepest with the Roma. Hailing from stock across the globe, their racial memory, their racial powers are so potent that even undeath cannot bar the Romapen from his heritage.  Calling upon the linkage between blood and power, the Ritual of Unlocking allows the Caster to access the knowledge which has been poured into the Tree of Memory.  By touching the bark and communing with the Tree, they may learn the Blood Magic rituals as a Romany Sorcery, with all the rules which apply. The Caster may also 'upload' rituals to the shared collecting, taking one blood and one night per level (1 for basic, 2 for intermediate, 3 for advanced). 
Date of Archival: 12-Apr-2020
Ravnos

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