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.
Stasis Chamber/ Deny the Sands of Cronus
In these trying and increasingly treacherous nights, House and Clan Tremere's numbers must be kept at a reasonable level to continue their prolonged existence. Made mostly out of necessity, this ritual enchants a room to be pushed along quicker in the stream of time. A thaumaturge often does not have enough hours in the day to perform certain task, cast their rituals, or just study a very interesting variety of tomes and while time is quite relative to the undead, some interesting out of the box thinkers figured out a way to speed up time within this room while the world outside around them continued at its normal rate.
Disclaimer:
This ritual has been developed in part to compliment the Advanced ritual Sculpting the Perfect Servant, as it slows down time immensely in a given space and therefore permits the 'Perfect Servants' to age and be tutored normally but at an immensely lowered rate of game time. Additionally, it will help with at least reducing the spawn time of Apprentices being allowed to exit the chantry to vampire society
The caster must find a room (Large or small) with four walls, a ceiling, a floor and absolutely no openings to view the outside world. If they exist, all windows or openings must be blacked out and all doors must be sealed except for one for entering and exiting. The size of the room does not matter until it gets wide enough the caster's max blood traits does not equal the required blood to draw the incantations, which will be a significant amount for an expansive room.
The thaumaturge takes a minimum of one trait of blood minimum per wall face (six faces) and draws in blood a concentric circle. After which point, she draws the hands of a clock: Hours, Minutes, & Seconds. By setting the hands of the clock, the thaumaturge indicates the allotted time the outside world must pass to make 24 hours pass within the room. Once the hands are drawn the thaumaturge sits in the middle of the room and places an hour glass directly in the center of the circle of the clock drawn in blood on the floor. The hour glass must contain within its sand a traits of casters blood and finely ground wheat, which means it does not have to be functional technically. The caster cuts their hand in a sickle like shape and draws blood and then smashes the hour glass to activate the ritual and throws the ritual challenge with a base difficulty of 6 plus additional traits for the of the room’s differential time span between itself and the outside world (See table below)
Add to Difficulty - Time difference (Outside ‘×’ time to 24 Hours inside room)
1 - 12 hours outside to 24 hours inside
2 - 6 hours outside to 24 hours inside
3 - 1 hour outside to 24 hours inside
4 - 30 minutes outside to 24 hours inside
5 - 15 minutes outside to 24 hours inside
6+ - ≤10 minutes outside to 24 hours inside
Upon the completion of this ritual the vitae clocks become permanently fused to the walls and move mysteriously on their own and even have been known to glow an eerie bluish light. From then on
the room is increasing along on the stream of time faster than world outside, or perhaps for other unforeseen reasons. The ritual may be dispelled only by the caster if he smashes another hour glass with his blood in the sand in the middle of the clock on the floor and throw a chop at the same difficulty he bid against to create the room. Any other form of dispelling or destroying the room almost certainly will cause erratic supernatural phenomena.
While in the Stasis Chamber, powers such as Presence level four of Summon may not work as well or not at all and others attempting to magically locate kindred within the room with rituals such as Scry will be haphazard and faulty. Technology and other devices will function in the room but making phone calls is impossible with the increased time constant but texting and such is fair game. Torpor rules no matter what still will run off the outside world's time frame even while within the Stasis Chamber since the cycles of the sun dictate torpid slumber, not merely time.
The study of thanatology posits that there is usable power left within a creature after its life has left its body. This ritual allows a caster to channel those energies and replenish themselves with their mastery of blood Sorcery by draining the essence from bodily remains.
System:
This ritual allows the user to expend a level of Thanatology to gain blood as per an equivalent background expenditure of Herd. This counts as a standard use of an ability and only refreshes as an ability would normally refresh.
This ritual requires either corpses or a place of the dead, such as a cemetery. The remains are drained and turned to dust and lose all power and sympathy. Places or remains of particular power may have additional or unforeseen effects.
Fetters are immune to this ritual and give the caster an uneasy feeling should it be attempted.
Advanced
Created by Akmonhotep, aka Julio, citizen.
This ritual allows the priest to recover the lost body parts of a faithful victim, and consequently in some cases breaking rituals that employ these parts of the body.
Performing this ritual takes several hours and should be performed on the new moon.
The ritual master should make, of wheat and clay paste, fourteen sculptures of each dismembered piece of Osiris, which represents part of the victim body, linked to other rituals.
Each sculpture will help the priest to recover a body part of the faithful victim, and in some cases, break the ritual with this body part as component.
The fourteen sculptures represent one of the following body parts: Head, feet, arm, heart, breast, thigh, eye, hand, finger, phallus, vertebrae, ear, neck, and shin bones.
The priest should place each sculpture over the lying victim body and bathe the sculptures with the faithful victim blood from the very body part.
Blood points, hairs, eyes, skin, flesh, or any body part lost can be recovered by this ritual. The sculpture will mystically appear in the place where the original one was trapped before, and the victim will be able to heal lost or removed limbs as though it were aggravated damage.
This ritual only may break rituals or disciplines powers up to Intermediate, Advanced rituals or Disciplines powers are not affected by it.
System:
The ritual must be performed on the new moon, expend Temporary Willpower trait and heal aggravated damage according to how the limbs were removed:
- One level of aggravated damage and one Temporary Willpower trait for lost limbs or used in Basic Rituals / disciplines.
- Two levels of aggravated damage and two Temporary Willpower traits for lost limbs used in Intermediate Rituals / disciplines.
The Willpower traits needed, and aggravated damage taken are cumulative if the victim wants to recover body parts from different levels.
Example: It is necessary three Temporary Willpower traits and three aggravated damage to recover lost limbs from Basic and Intermediate Rituals.
This ritual does not work to recover body parts consumed in rituals / disciplines, such blood point expended, and does not break rituals where the True Name is used.
Only rituals / disciplines that used body parts can be broken this way.
Any body part recovered will be regenerate on the faithful victim once it heals the aggravated damage taken.
The priest can recover the limbs removed and preserved in any matter this way, which includes used in rituais up to Intermediate, Vicissitude, and so on. The ritual does not have effect in Advanced rituals, disciplines powers or higher.
Approved by Scooter, Setite Coordinator, on June 24, 2020.
Description: When attempting to pierce the border into the Umbra without the need for human sacrifice, a group of Thaumaturge's discovered a new way to cross the barriers without the need for human sacrifice. For you see, it was not the human or the blood, but the violent act that would provide the key. In order to open a portal, the Thaumaturge must carve ritual symbols into their own flesh, taking a single level of unsoakable aggravated damage. For the duration of this ritual, the user cannot heal these wounds. Any attempts while still on their journey results in the early end of said journey. Upon completion of carving the symbols for Clan Tremere, House Tremere, the casters personal sigil, and Umbra in a particular script, the caster can cross over into the Umbra. If they wish to bring others, the others must be carved in much the same way by the caster. No more than three may pass, mystic numbers having special significance in the Umbra after all.
System:
***Self Mutilation is on the CHARACTER, not the PLAYER.***
***If you want to costume this, use makeup, not sharp objects***
The ritual requires carving on oneself a number of symbols. This takes no less than 30 minutes to cast for each participant. It also requires one blood per participant. The caster must use a knife or blade dedicated to the purpose and forged just for this. Any other knife will fail. Once the carving is complete, the ritual is cast and takes the caster (and up to three companions) across the gauntlet and physically into the Umbra. The symbols cannot be healed without ending the effect. Once in the Umbra travel is possible through whatever means the characters have at their disposal, or sheer willpower if need be. While the Umbra is listed as the main place or transportation, other 'planes' are possible, either from utilizing the Umbra, or with other symbols yet to be discovered. Symbols for other planes may be researched with no less than three levels of appropriate lore over a period of no less than three months. Characters may work together on this, but it does not speed up the research time. As each caster's individual sigil is different, no caster may share the knowledge of any other planes except the base ritual for the Umbra. The understanding of other planes is personal. Please note: Vampires do not belong in the Umbra, or most other planes, having no way to feed except to bring food with them.
This ritual modifies a specific Gargoyle’s use of Obfuscate so that it functions on technological objects, much as the Nosferatu merit False Reflection. This ritual enchants for a period of one month a prepared necklace to modify a single level of Obfuscate (Cloak of Shadows, Unseen Presence, Mask 1K, or Vanish; but not Cloak the Gathering or anything more powerful) to function against technology. This ritual only works for a specific Gargoyle and may only be enchanted for a single level of Obfuscate that the Gargoyle possesses at the time of enchantment. A Stone Shield may only be attuned once per Gargoyle. A new attunement destroys any other Stone Shields attuned to that Gargoyle.
System: This ritual enchants a prism pendant for a single month, but the enchantment may be maintained by soaking the pendant in the same solution used to enchant it (the gargoyle’s blood and clear oil), exposed to the night air. The prism may only be enchanted for a specific Gargoyle, who must be present at the time of the casting. To enchant the pendant, the prism must be dipped in a mixture of the Gargoyle’s blood, and a clear oil, which is absorbed by the pendant by the time the ritual is done. As the ritual finishes, the Gargoyle names the level of Obfuscate (which he must possess at the time of the casting) that is to be attuned to the pendant. For the next month, when wearing that pendant, that specific named level of Obfuscate will function against technology, as per the Nosferatu merit False Reflection (Nosferatu Clanbook: Revised, p.71). The enchanted pendant will only affect the named level of Obfuscate as generated by the specifically named gargoyle. Both the named gargoyle and the named level of Obfuscate must be written on the item card.
While neonates of the Tower fear and respect the Tremere for their command of the paths of Thaumaturgy, those in the know are aware that ritual magic is where the strength of the Pyramid shines, and no ritual magic is more feared than those that use or manipulate sympathetic links and objects. By using this ritual, a thaumaturge can strengthen a sympathetic link for a short period of time (a year and a day), rendering objects casually handled by others dangerous in the prepared thaumaturgist's hands.
System: This ritual takes a weaker sympathetic link and turns it into a stronger sympathetic link for a limited use.
Specific effects are up to ST discretion but should be primarily story/plot driven. For example, a stone pulled out from tires of a vehicle being investigated may have a link strengthened to the point where it will function for a Scrying attempt of the locale the stone came from. Any link strengthened in this matter will function as a sympathetic link a maximum number of times equal to the temporary Willpower spent at the time of the casting, to a maximum of three. Past that, the ritual effect destroys any sympathetic links attached to the object at the time of the casting of this ritual, though new sympathetic links can be formed as normal.
Should the thaumaturge spend the requisite 3 Willpower, the sympathetic object maybe be substituted for a trait of blood requirement in an appropriate ritual that does not require the blood to be drunk. This irrevocably destroys the object in question after a single use.
When this ritual is cast, an item card should be created, noting the item, the person or place the sympathetic link is relevant to, and a creation date, as the ritual will maintain the link for a year and a day.
Cost:
Each night when casting the ritual over the weapon for 15 minutes a blood trait is spent. When the ritual is used on a successful strike 1 willpower is spent.
Mechanics:
By soaking a weapon in three pints of blood of a terminally ill cancer patient for at least three nights a weapon can bypass Supernatural Powers that negate damage or nullify it. Whether this is the blood of one patient or several doesn't matter. Latin is used with verses to curse the weapon upon those it strike. Fifteen minutes per night of the soaking with the ritual starting at midnight while wearing dark robes with a specific patterns that are those of misfortune and destruction in several cultures. Whether that is a bladed or blunt one matter not. The target may not use Supernatural Powers to negate the damage of the power. .
After the ritual is completed on the blade it is good for one strike up to a month after the ritual. The strike causes the base damage of the weapon in lethal damage. No add on damage can be added for this strike. Furthermore, The caster can only have one active casting of this ritual at a time. They cannot "stack" castings, cast this on multiple weapons, etc.
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:
Cost:
Each night when casting the ritual over the weapon for 15 minutes a blood trait is spent. When the ritual is used on a successful strike 1 willpower is spent.
Mechanics:
By soaking a weapon in three pints of blood of a terminally ill cancer patient for at least three nights a weapon can bypass the advantages conferred by the Visceratika Discipline. Whether this is the blood of one patient or several doesn't matter. Latin is used with verses to curse the weapon upon those it strike. Fifteen minutes per night of the soaking with the ritual starting at midnight while wearing dark robes with a specific patterns that are those of misfortune and destruction in several cultures. Whether that is a bladed or blunt weapon it matters not. The target may not use Visceratika to negate the damage of the power. .
SUMMARY
No one knows exactly how the Shadowlands is shaped, only that it is affected by the intense emotions of the mortal world. Talented necromancers harness this power to shape small pockets of the Shadowlands into Stygian Fortresses. These locations offer heightened privacy and security, even if they come with an added bit of danger.
OWBN MET MECHANICS
While in the Shadowlands, you must combine 1 point of your Blood with the ashes of white heather, gladiola, and churchyard dirt in a copper bowl, and then paint the exterior of a door with the mixture. As you do, the Shadowlands surrounding you ripple and shift, mutating and changing. This continues for 15 minutes at which time she can open a door directly into a Stygian Fortress; a structure that exists in the Shadowlands.
Although each Stygian Fortress differs aesthetically, they are nearly mechanically identical. Each Stygian Fortress Has the Following Backgrounds to it and is up to the Staff how potent each one is. (Lore of the Clans pg 221) Guardians, Library, Research, Sanctity and Stores. You may expand upon a Stygian Fortress through downtime actions for higher rating at ST discretion. It is also suggested that none of these background ratings may be higher than your current Background in Haven.
A necromancer may only have one Stygian Fortress in existence at any given time. The door to the Stygian Fortress can only be opened by the necromancer who cast this ritual, though others may attempt to gain access to the fortress through a difficult series of quests into the Shadowlands but it is advised that these should be regulated to normal Haven raid mechanics. Should anyone exit the fortress, rather than exiting to the Shadowlands, they will return to the last location this ritual was cast. The door and the fortress will retain its potency for 30 days, though the ritual may be refreshed once per month through a downtime action. If the ritual lapses, you may cast it again to gain access to the same fortress with all its previous belongings. Others may attempt to find a lapsed Stygian Fortress as described above.
Stygian Fortress The massive estate juts out of the twisting ephemera of the Shadowlands, offering a safe haven to those who dare enter the land of the dead. Though the aesthetics are always slightly different, the heart of the building is the same — a sprawling villa reminiscent of Ancient Rome. Ivy and turrets might be added by the necromancer, but the building is always recognizable.