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.
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
Advanced Ritual
Cast over a number of skeletons summoned with Shambling Horde equal to the necromancer's occult rating, the necromancer can animate the skeletons into ambulatory servants, capable of carrying out his commands.
Additionally, when standing on raw earth, the caster may spend a blood trait. All of his skeletons within his line of sight will crawl into the ground and disappear. The necromancer can also spend another blood trait (As long as they are standing on raw earth), causing the skeletons to dig themselves out of their own makeshift graves and rejoin his service once again. The skeletons have the same stats as a skeleton summoned by Path of Bone: Shambling Horde.
The ritual is performed with a large brass bowl with ice water. The caster holds a smoky quartz or topaz stone in her palm at the depth of the bowl and meditates for strength and shielding during the incantation. A Successfully imbued stone will lose it's smoky quality and become clear when strength of ritual is exhausted.
Once the ritual is cast the user swallows the stone. The next time there is an attempt to possess them they get an additional retest to resist it.
Inspired by the wraithly power of Argos and the notion that physical distance is an illusion when you begin dealing with parallel planes of existence. By concentrating necromantic energy into a vessel, the Necromancer is able to attune his own body with predetermined location and use that connection to call forth solid objects.
With the proper enchantment, the caster of this ritual is able to create a chest which he will have access to regardless of physical distance. The Necromancer begins by obtaining a high-quality box which must be no larger than 3 x 1 x 1 meters cubed. The caster then covers the box in enchantments, spilling three traits of his own blood to paint runes on it. Once the enchantment is complete, any object placed in the box can be called directly into the casters hands by expending a mental trait. The item appears as it was placed in the box: a gun stays loaded, a book can be left open to a certain page, etc...
By expending a mental trait, the caster of this ritual is also able to return any item he has summoned, so long as that item was summoned the same night he wishes to return it.
Due to the forces involved, anything more complicated than machinery tends to fail if placed within the box. If the caster wishes to transport something like a cell phone or laptop, he must pass a hard test. Failure means the item is damaged as if hit by massive EMP or shorted out. For similar reasons, living or undead creatures (ghouls, werewolves, kindred, zombies, etc...) cannot be transported at all.
It is suggested that the player designate which item he has placed in the box before entering play by writing them on an item card and having the STs sign off on it. Only one item can be in the box at a time.
Shadow Step of the Master Mystic
Advanced Abyss Mystic Ritual
Flavor:
The life of an Abyss Mystic can prove dangerous at many times even from within their own clan. This ritual allows the caster an instantaneous chance to escape incredible danger if needed: but at the cost of willing the Abyss to take a piece of their will. At a flinch, the Mystic will be taken to a designated Abyss Mystic, or predetermined Abyss Mystical Temple/gathering point at the time of casting.
Mechanics:
This is a ritual that is precast, and left dormant until activated.
There is one circle placed in a dark, shadowy place; where the abyss's presence is present.
The other circle is carved onto the caster's body.
The desired site must be declared to the storyteller upon time of casting this ritual.
Once cast, the ritual lasts for that night or until activated. The caster spends a Temporary Willpower upon casting this ritual that cannot be regained until the ritual has ended.
Upon activating the ritual, at the caster's intense will, the temporary willpower used to cast this ritual is permanently lost to the Abyss in order to deliver the caster to the designated location.
The time to cast the ritual is 15 minutes per circle drawn, but is triggered by the caster's will; meaning the ritual activation is instantaneous to expanding the Permanent WIllpower.
The designated site may not be changed for the duration of the ritual.
The caster may choose to change locations by deactivating the ritual, and recasting it. Doing so will cost another Temporary Willpower.
Temporary Willpower will be returned to the caster upon the next sunrise, when this power is automatically deactivated.
Casting Time: 30 minutes
Cost: 1 Temporary Willpower upon cast - non-refundable for the night; 1 Permanent Willpower upon activation.
Intermediate Ritual
After casting this potent ritual, you become able to peer through the veil obscuring the Shadowlands, and to detect the lightside of every shadow. You can speak directly to the ghosts of the shadows, conversing with their light sides. To cast Shadow's Cinscience on a ghost, perform a mental challenge with your target. If you win, the Shadow enters a calm trance-like state, bringing his light side and conscience to the surface. This power only works on Spectres.
Shafee (Divine Healing) - Intermediate DAK Ritual
In modern nights the mortal populace have advanced healing technology and research to almost supernatural breakthroughs. This ritual takes what they have learned and put into Medical Practice by enhancing regular Penicillium Mold with a supernatural strength.
This ritual takes freshly grown penicillium and awakens the spirit within to become more powerful and almost sentient in the ability to cure disease. Not only does it target bacterial infections, but also other supernatural diseases.
System: This ritual begins when you start setting up the penicillium. It costs 1 trait of blood per night that it takes for the fungus to reach potency (at least 48hrs) each night of which you must spend 1hr casting this ritual, which consists of chanting over and bleeding into the medicine. (Occult Challenge Difficulty of 7 traits) Once complete the magical medicine retains its potency for 1 week from time of completion.
When the Medicine is applied to the afflicted it begins to work right away attacking the disease/problem as directed by the caster. The challenge to cure someone is a Medicine check using the casters traits vs a variable difficulty determined by the ST as to the diseases potency. For particularly virulent diseases, more than one check may be needed. This Medicine was designed specifically to work on magical diseases and supernaturally enhanced, modified, or created diseases and related afflictions.
Sharing Mother’s Pain (Advanced - 5)
As when the Children of Caine killed our brothers and sisters in our mother's garden, we've found ways to keep that spirit alive. Enraged by the pain the Lilins have felt brings us all closer together. This ritual was made so one our own will not suffer the same fate by relieving the pain, memories, and suffering of all their sisters who have fallen and had the Rite of the Carrion Crow cast upon them. Each Lilin participating takes on a role of one fallen. After enacting the scene of how their family member fell, the Lilins feel their strengths come together, their family bonds building, and each participant shares those experiences with one another.
Mechanics: A number of Baharist perform this ritual together, afterwards, they may freely trade ability points (as retests only) between one another for the rest of the night. May access lores from other participants by doing a static difficulty vs. the lore possessors mental traits. The amount of participants is determined by the max willpower of the caster.