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.
Name: Ushabti Lore Master
Ritual Level: Advanced Ritual
Created by: John of Hartford
Fluff:
Ushabti are servants / minions to be called upon to do specific tasks. Such as creating a Ushabti laborer for building and carrying objects or a guard for protection. The Ushabti Lore Master fills the gap in creating a Ushabti for more "intellectual" purposes.
Mechanics:
The player creates a Ushtabi basic laborer like normal. However the Ushtabi instead has the following stats:
Social: 0 traits
Mental: 3 perception, 3 intelligence, 3 wits related traits
Physical: 1 strength, 1 dex, and 1 Stamina related traits.
Abilities:
The Ushtabi may not have or learn any ability besides Lore. It may have a total of 5 points of lore. The Ushtabi may start with any dots of Lore their creator possesses, keeping in mind that it can not have more than 5 dots of Lore. The Ushtabi may learn different lores after its creation as long as it has an appropriate teacher.
Degredation of Ushtabi Lore Master:
Ushtabi Lore Masters do not degrade at the end of the month or when interacting with ordinary humans. Instead they will degrade within minutes should they leave their assigned library or place of study. The assigned library or place of study can be no larger than 1 single building.
Prereque; must have an accurate scale model of the city the ritual is used in. The model must include bits from around the city, and chips of the buildings/sewers/parks ect.
Allows the user to extend the range of way of Spirit to all areas covered by the scale model map of the region. Allows sound as well. Can only be used while physically at the model
Intermediate Seidr Ritual
Vali is the son of Odin and the Giantess Rindr born specifically to avenge the death of Baldr and does this by killing Höðr who unwittingly due to Loki was involved. Vali grew to full adulthood within one day of being born before going searching for Loki after defeating Höðr.
1) Calling upon the Norn's to bring justice forward, the caster recants the sins of the target. Upon completion, the caster will in Vali's name sacrifice something be it a mundane item to something of themselves such as an eye. Depending on what is sacrificed, depends on the level of which participants receive bonus traits against their target.
2) Static ritual challenge vs 8, with the retest being rituals.
3) effect: +1/+2/+3 traits against a specific Target (and only that target) for all participants based on the caster's sacrifice for the Ritual. No more than 7 may participate in this ritual including the caster of the ritual.
4) Duration: Until the next sunrise
Basic Bacaban Ritual
Huracan is a powerful deity of the Maya known to preside over Fire, Storm, and Water. The Maya believed that after the gods destroyed Xibalba in the last Epoch, Hurrican summoned the land out of the water and gave its people fire. While a creator god who helped create the current iteration of humanity... he was also known to have destroyed the other attempts at humanity, cleansing them with great plumes of fire. This ritual, invokes a portion of his power.
This simple ritual allows one who knows Lure of Flames to change the color of the fires they create. This effect can be felt as normal but upon the casting of this ritual, the user can specify the color of the flames they create. This ritual lasts for one evening, and must be cast around a fire of at least torch size, of which you cast obsidian shards into as an offering to Huracan as you invoke his favor to destroy. Each time you wish to create these colorful flames, you must expend a Mental Trait. You must know Lure of Flames before you can learn this ritual.
Flavor: Over the course of three nights, the magi creates a dream catcher utilizing stands of their own hair, soaked in their own vitae and threaded through three amethyst beads that make the points of a triangle in the center of the catcher. While threading the dream catcher, the caster must infuse their very will into the object to awaken their dream guardian.
Mechanics: Enorder to enact Vigil of the Dream Guardian, the caster must sacrifice a permanent Willpower, and on the final night of their crafting, succeed in a Static Mental challenge against 5 traits. Success of this ritual grants the magi a dream guardian who keeps vigil over the Tremere’s mind and dreams in the form of a dream catcher that mystically alerts its master when there is an attempted trespass into the casters unconscious mind (magic, mental Disciplines and similar) until the guardian is destroyed. Should the guardian be destroyed, the Tremere immediately awakens in response to losing the link to their very will. There is a cost to upkeep the guardian’s watch. Every night, the magi must use a point of vitae over the three stones to keep active watch over their unconscious mind.
Visage of the Crone (Basic - 2)
Baharists love to curse those who cross the cult. This powerful ritual causes an immortal to suffer the effects of age. For creatures who rely upon their immortality, this curse can have great effect at hitting them with their own mortality. The Baharist must see her target and she must curse him in the language of Lilith. After which, she must best her target in a contested mental challenge, retested with occult. Should she win, the Baharist may spend 1 blood for every decade she wishes to physically age the target. The target suffers no effect other than feeling and appearance of age. Since this is not a true aging effect, it has no other repercussions and should largely be role-played. The is ritual lasts one night on a target, costs 1 blood to cast, and takes 10 minutes to perform.
Vistas of the Mind
This ritual causes an increase in memory and intelligence, allowing a single retest once in the evening on the use of any primarily Mental Ability.
(Other paradigms of this ritual have also been created)
By reflexively spending a willpower, The wearer is immune to any supernatural effects attempting to drain or remove blood from their body against their will. This only protects from the single source and action.
Basically this ritual stops the following but is not limited to:
- Theft of Vitae
- Consecrate Weapon or similar such rituals and effects
- Vessel of Transference (withdrawing blood only, inserting blood still works)
- Flaying Touch blood removal effect only. Damage still happens.
- Effects that draw blood from everyone in the scene do not work against the user of the ritual created item but will still affect the rest of the people in the scene who are not protected.
Voice of Darkness (Basic Abyss Mysticism Ritual)
The first lesson a Priestesses of Ereshkighal learns is to conjure forth a minor spirit from the Abyss to deliver a message and communicate with someone regardless of distance. Within a room of pure darkness the Abyss Mystic speaks a forgotten spell in Sumerian to call forth and whisper their message into a shadow. After which that message will be carried to whoever the caster desires.
System: Once cast the small abyss spirit will travel to its target anywhere in the world to deliver the message. Once delivered the abyss spirit will return to the caster with any return message the person receiving it wished to impart and then return to the abyss.
Side Effect: The spirit summoned requires one blood trait for their service.
(Rarity 1 for those whom participated in "So You can go home again" plot, R3 (coord approval) for anyone taught by them.)
Just as Apep waits in the western mountains of Bakhu for Ra to come for their nightly battle. Lichter-priests who are prepared to encounter Ra or his agents may raid the western lands for a portion of Apep's strength in their own battles.
Unlike most raids of the west, drawing on Apep's power specifically marks the Lichter-Priest in a dark and sometimes chaotic way. Through various symbolism, the Lichter-Priest is able to channel Apep through their shrine into them self. Darkening their skin to become the snake of legend.
While so enchanted, some have been known to take on erratic behavior, some becoming aggressive, others loosing their shadow - a rare few have had their shadow take on a life of its own. These effects tend to only last while the Lichter-priest carries Apep's power within them or dawn when the ritual fades. (STs should give an appropriate negative trait or flaw that lasts the duration of the ritual.)
System
This ritual must be performed in a temple with a Blasphemy Shrine rated a minimum of "3"
Spend 2 blood points and make a static willpower challenge against 8.
If the blasphemy shrine is not rated at least level 3 or higher, it is simply too weak to channel the power of Apep.
If the Ritual challenge fails, both blood traits are lost and the casting must be attempted again. If successful, the blood ages within the body darkening the skin. Until the next sunrise Apep walks with them, and they may draw on that power but a single time.
Drawing on Apep's stored power is simple enough, a mere thought is all it takes to release the darkness bound to the Follower's body. When released the follower then halves any and all damage from any source of Sunlight for a single scene. The exception to this is Ra himself. (Actual "daytime" sunlight or any vulgar Sphere effect with would bend "actual"daylight to the location such as with forces or correspondence.) While Apep may protect the Lichter-Priest from sunlight, it does nothing to protect them from their light sensitivity.
Wall O’ Wood (Intermediate - 4)
The player spends a Blood point and a number of Social Traits up to his rating in Natib Athirat. A briar patch gathers forming a wall of sorts that the creator can choose the shape of, upon summoning, though its shape cannot be altered afterwards. Its size is based on the traits present while generating it, in yards. This wall of wooden thorns is extremely heavy and those wishing to move it must possess a minimum rating of Potence equal to the users rating in Natib Athirat. Destroying is also difficult, as the wall of wood posses two (2) Health levels for every Social Trait spent while summoning it. Multiple users of Natib Athirat can combine their walls, causing them to combine the total Health Levels generated, possibly making an impenetrable wall of wood. Any physical actions made against the wall of wood will cause the attacker to take 2 lethal. Fire does 1 extra damage, causing the Wall O’ Wood to ignite, creating a Wall of Fire.
This ritual creates an alchemical paste resembling body paint, which may be prepared in advance of applying the war paint. The ritually created war paint must be used the same evening it is created, and as a basic ritual, requires 10 minutes to cast/prepare. Once applied, the paste remains active for the scene/hour. If the paste has not been used the night it was created, the magic fades and must be recast.
By applying this alchemical paste as war paint when preparing for combat, the character becomes a fearsome sight that can be used to taunt or incite rage in a target.
While under the effects of this ritual, as an action you may choose to incite rage in target. If you best the target in a social challenge, they must target you with all their attacks that round. If the target is unable to target you, (being out of range or engaged with another person) they must bid an additional trait to attack another. They do not need to bid an additional trait when focusing their attacks at you. The war paint must be visible to your enemy, but does not require eye contact. Example: if you are blinded, you can still shout at your target, but if they are blinded/unable to see you, they cannot be affected by this.