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: Koldunic Sorcery
XP Cost: 4XP
MET Mechanics:

Level 4 Koldunic Sorcery Ritual.

By repeatedly using the same piece of Flint in ritual sacrifices to Tlaloc, the blade over time gains strength and potency. Eventually the flint takes on a ruddy hue and smells of ozone, rain and blood. By carving out the heart of three human victims, and soaking the blade in a mixture of their blood and your own over a lunar cycle, the blade is transmogrified. A Tecpatl is considered a Knife.

System: This ritual creates an item known as the Tecpatl of Blood. This has two effects. One, the blade becomes as hard as tempered steel, losing any negative traits it may possess and granting it +1 Bonus trait and +1 Damage. Secondly this blade grants 3 traits as bonus traits in Aztec blood magic practices. Anyone killed with this blade is sacrificed to Tlaloc. This item may not benefit from Enchant Talisman and Blood Tempering

Date of Archival: 06-Nov-2023
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Anarch Curses
XP Cost: 4XP
MET Mechanics:

More often than not, Anarchs are left to the dribs and drabs of territory to feed in within a domain. This curse was developed to sway particular individuals who may actively try to starve out the Anarchs or push them off to the side. When the Anarch feels enough is enough and a point needs to be made, they must confront their target, spend a Blood {trait}, and engage in a Static Mental challenge against the current Mental traits of the target (retest with Occult). Success in this challenge inflicts a magical form of bulimia upon the victim, forcing them to involuntarily expend all but 6 of the Blood {traits} in their system. They spend the Blood {traits} at the same rate that they may spend Blood {traits} per round based on their Generation, until they have spent all the necessary {Blood} traits to reduce their pool to 6 (note, though spending the blood is mandatory, the victim may choose how; i.e., heal, use disciplines, etc.). For the duration of this curse, the victim may never have more than 6 Blood {traits} in their system. Any blood consumed in excess provides no sustenance and cannot be used. This curse lasts for one month's time.

Date of Archival: 24-Aug-2019
Anarch
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Black Hand Aljusuri
XP Cost: 6XP
MET Mechanics:

This ritual was created by a member of the Qadi to serve as a solution for when an Agent can no longer be trusted with the secrets of the Tal’Mahe’Ra but is not necessarily believed to be deserving of Final Death. When cast, it scours the very fate of their subject and burns their bonds to the shadowy organization. Their memories, bonds such as the crescent moon on their skin and even supernatural abilities garnered from the Tal’Mahe’Ra are eradicated. Even if the Cainite is sat down and told about the subsect or finds documents that prove their existence, the subject remains blissfully unaware of their existence and ignores all evidence that might suggest otherwise. For those who witness this, it can be quite the frightening experience.

System: To perform the ritual, the caster need only know the code name of the subject who is to be removed and the blessing of one of the Wazirsto be cast. The magic simply doesn’t function without the Wazir’s consent. The caster makes a static Mental Challenge that retests with Occult at a difficulty of 3+ the subject’s Permanent Mental Traits. If successful, all ties that the character has to the TMR that the character has are irrevocably expunged. Their memories and secrets of the organization and their involvement with it are burned from the mind and can no longer be retrieved through any means. Their Crescent Moon fades away as though it never existed. Lores and Powers associated with the Tal’Mahe’Ra are removed from the character’s sheet (points may be refunded at Storyteller discretion). The thread of fate is forever severed and the character may never learn of the organization, ignoring any indication of their existence. This severed thread may never be mended.

Date of Archival: 08-Feb-2022
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 4XP
MET Mechanics:

Thorn Armor (Intermediate - 3)

 

The Bahari have found that through pain and suffering they have the ability to awaken an ancient magic within their own bones.  The Bahari takes a whip or at of nine tails and starts to flagellant.  Through the constant whipping, the skin of the Bahari starts to deform and bone starts to protrude from the skin forming into small spikes, that appear to be thorns, around the body.

 

Mechanics: By spending a blood trait, and taking a lethal from the whipping, the Bahari develops spiked bone armor (thorns) over portions of his body. This can’t be hidden by any unassuming means. This power last a scene or hour and can only be activated once in a scene. The Armor is worth two Healthy health levels and causes the Bahari to do an extra lethal with his strikes.  This counts as armor and is incompatible with other armor.  In addition to the lethal strikes, any opponent striking against the Bahari with their fists or weapons that can be damaged will take 1 lethal per strike.

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

This ritual allows the Hougan to create a sack capable of holding more than its size would suggest, much like that of the legendary Uncle Gunny Sack. Once the bag is created, it becomes capable of holding the same amount of stuff as a standard car trunk, regardless of its actual size and possessed of an unquenchable hunger.

To create the bag the Hougan must take two naughty children between the ages of 6 and 14 and stuff them into a sack. Then they must beat the sack, submerge in in water for two minutes, and then bury it, all while telling the children that Uncle Gunnysack has come to punish them for their misdeeds. The sack remains buried until sunset the next day absorbing the souls of the two dead children and dissolving their bodies entirely.

Once created, any living (or once living in the case of the undead) matter stored in the bag for more than 30 minutes starts to be dissolved, taking 1 level of aggravated damage every minutes or so until it dies. Any dead matter in the bag is dissolved over the course of a day, during which time the bag cannot be opened. The bag will not eat the ashes left behind by a kindred.

In order to retain its magic, the owner of the bag must feed it another naughty child each year. If the bag is ever damaged or destroyed, all the souls of the children used in its creation and maintenance escape and attack the owner of the bag. Any time the bag breaks, the Hougan who creates it gains 1 point in the Enemy flaw to represent the now free angry spirits that wish their destruction.

Date of Archival: 22-Aug-2019
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Voudoun
XP Cost: 4XP
MET Mechanics:

This ritual allows the Hougan to create a sack capable of holding more than its size would suggest, much like that of the legendary Uncle Gunny Sack. Once the bag is created, it becomes capable of holding the same amount of stuff as a standard car trunk, regardless of its actual size and possessed of an unquenchable hunger.

To create the bag the Hougan must take two naughty children between the ages of 6 and 14 and stuff them into a sack. Then they must beat the sack, submerge in in water for two minutes, and then bury it, all while telling the children that Uncle Gunnysack has come to punish them for their misdeeds. The sack remains buried until sunset the next day absorbing the souls of the two dead children and dissolving their bodies entirely.

Once created, any living (or once living in the case of the undead) matter stored in the bag for more than 30 minutes starts to be dissolved, taking 1 level of aggravated damage every minutes or so until it dies. Any dead matter in the bag is dissolved over the course of a day, during which time the bag cannot be opened. The bag will not eat the ashes left behind by a kindred.

In order to retain its magic, the owner of the bag must feed it another naughty child each year. If the bag is ever damaged or destroyed, all the souls of the children used in its creation and maintenance escape and attack the owner of the bag. Any time the bag breaks, the Hougan who creates it gains 1 point in the Enemy flaw to represent the now free angry spirits that wish their destruction.

Date of Archival: 22-Aug-2019
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Voudoun
XP Cost: 4XP
MET Mechanics:

This ritual allows the Hougan to create a sack capable of holding more than its size would suggest, much like that of the legendary Uncle Gunny Sack. Once the bag is created, it becomes capable of holding the same amount of stuff as a standard car trunk, regardless of its actual size and possessed of an unquenchable hunger.

To create the bag the Hougan must take two naughty children between the ages of 6 and 14 and stuff them into a sack. Then they must beat the sack, submerge in in water for two minutes, and then bury it, all while telling the children that Uncle Gunnysack has come to punish them for their misdeeds. The sack remains buried until sunset the next day absorbing the souls of the two dead children and dissolving their bodies entirely.

Once created, any living (or once living in the case of the undead) matter stored in the bag for more than 30 minutes starts to be dissolved, taking 1 level of aggravated damage every minutes or so until it dies. Any dead matter in the bag is dissolved over the course of a day, during which time the bag cannot be opened. The bag will not eat the ashes left behind by a kindred.

In order to retain its magic, the owner of the bag must feed it another naughty child each year. If the bag is ever damaged or destroyed, all the souls of the children used in its creation and maintenance escape and attack the owner of the bag. Any time the bag breaks, the Hougan who creates it gains 1 point in the Enemy flaw to represent the now free angry spirits that wish their destruction.

Date of Archival: 22-Aug-2019
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

Ritual Components: An elaborate 4 hour Ritual is cast on the building that is the focus of the Ritual. Robes must be worn while chanting in Latin. While enacting this Ritual the equivalent of $10,000 dollars in Diamond Dust must be scattered around the building. An object worth at least $10,000 must also be the focus of the Ritual. When the Ritual is complete the object is the "Heart of the Building" for the month.

Note: If the Diamond Dust is vacuumed up after the Ritual is complete it has no negative effects on the Ritual. The building doesn't radiate magic of any sort. Only the "Heart of the Building" does. If the Heart of the Building is taken out of the Building the Ritual ends and the Magic dissipates. The Heart of the Building can be reused as the object suffers no negative effects while the Ritual lasts.

System: Only one building and its grounds can be affected by this Ritual at one time. It lasts for one month unless the Heart of the Building is taken out. This will protect the building from the use of any one influence or background (EX. Allies or Contacts) for the month. One can of course still go there physically to effect things, however, using Influence or Backgrounds is simply ineffective as the Magic of the Ritual simply causes these things to be ineffective, redirected, or subverted. (Which is at Storyteller discretion.)

Note: If someone is in the building and Influence or Backgrounds is used on them the effect of the use is delayed till they leave the building and grounds if it would have a negative effect on the building or grounds of the building. This ritual may be cast multiple times on the same building, but require the components and time for each casting.

Date of Archival: 12-Dec-2018
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 5XP
MET Mechanics:

Touch Nirvana (Intermediate - 4)

 

The Cult of Lilith practices that through extreme forms of Pain and Pleasure, the Ba’Harist comes closer to the Dark Mother and reaching true enlightenment. The Methods for inducing such forms of Pain and Pleasure are so diverse and so limitless it truly falls to the creative mind of the cult member to decide what works for them.

 

System: This ritual is cast upon those who come before the Hierophant to seek enlightenment through pain. As masters of the Dead (including their) bodies, they created this ritual to assist in that. While most members of the Cult engage in such activities without this ritual on a regular basis (as their path requires such), it still is cast often by those in the cult who seek it. The Caster engages the target in a Social Challenge, retested with Torture (for pain) or Vamp (for pleasure). Success causes the recipient visions and feelings of ecstasy. It may even be cast upon the unwilling (though it is not a quick ritual, as you have to actively go through the actions to induce the result. Also this ritae in no way requires the user engage in the activities, though one could force them through other means.). The visions and enlightenment gained are largely run by the storyteller. The Mechanical benefits are as follows:

  1. For the rest of the Night the recipient feels no Pain. They will not suffer any Wound penalties for the remainder of the night.

  2. The recipient is considered one trait up on all Conviction challenges for the remainder of the evening.

  3. The recipient will replenish 1 willpower trait, if they have no willpower to replenish then they do not gain this benefit.

 

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

This ritual is a way of modifying the effect of path magic the user possesses. The practitioner offers prayers to the goddess Kali, entreating her to aid them in the alteration of the magics they intend to enact.  While reciting these prayers, the caster must spill their blood, mixing it with that of goats sacrificed in her name.  The blood is then collected and then used to anoint the flesh of the caster while enacting the magics he wishes to alter.  It is said that Kali’s nature sometimes causes her to alter these castings, should the sadhu attempt to further alter the blessings she bestows.

 

System: The Storyteller has the final decision on the effects of this ritual. This ritual can be used to modify the outcome or duration of path magic.  It can not be used to remove components necessary to enact some magic, such as sympathetic links.  This ritual may only be used on path magic that targets the caster only. It may not be used to change the target of the power to be enacted. Regarding the duration of effects, they may be doubled. Any attempt to further alter this ritual, or delay the casting (i.e. via Trigger or Vires) will result in an equally significant negative effect befalling the caster.  It is encouraged that the caster not be made aware of this consequence until the path magic is cast.  The cost of the subsequent use of magic is increased by three traits of the casters blood.

Date of Archival: 02-Oct-2024
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 6XP
MET Mechanics:

The ancient ancestral domains of the Tzimisce resonate with a spiritual taint older than human history. This taint is self-aware and certainly intelligent, though the diffusion of its consciousness through the land gives it little power to notice or influence events on a human or vampiric scale. Some suggest the foul magic of Koldunic Sorcery warped the spirit of the land to such malignancy, while other koldun think their founder chose the homeland for its primordial spirit. A small but vocal faction of Metamorphosists maintains that the Eldest is Kupala, proving their claim that the Antediluvian attained the first stage of its apotheosis. Whatever its nature, koldun sense and draw upon Kupala’s malignant power

System: The Koldun may spend thirty minutes in communion with Kupala to corrupt the surrounding lands in dedication to the spiritual masters from whom Koldunic Sorcery originates. Those who do not acknowledge that their Koldunic Sorcery originates from Kupala find that their Koldunic Sorcery fails to function within the area, while those who do find that their Koldunic Sorcery comes slightly easier to them, and they enjoy a free retest on challenges related to Koldunic Sorcery.  Those whose Koldunic Sorcery does not come from Kuapala lose all ties and cannot reset when using their Koldunic Sorcery.

Date of Archival: 01-Aug-2023
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

By creating a talisman attuned to the currents and eddies of the Umbra, you can detect the use of Koldunic Sorcery.  Start with the blood of the subject and a pinch of earth from the land of the subjects birth.  Add water from a source near to the location of the subjects Embrace and mix it into a paste.  Dry the paste over a fire, and scrape the now ensorceled earth into a small glass phial.  When this phial is in the presence of Koldunic Sorcery, it will begin to vibrate with energy.  After 30 days, the magic leaches from the phial and it goes inert.

 

System:  If a ritual or Path of Koldunic Sorcery is active or peering into an area within 30 feet of the glass phial, it will begin to vibrate.  If a practitioner of Koldunic Sorcery activates a ritual or path within 30 feet of the phial it will vibrate and grow noticeably warm.

Date of Archival: 04-Feb-2016
Tremere

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