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.
The Wangateur must mix 3 points of their own blood, numerous herbs, tobacco, various peppers, and rum into a Nganga and stir it with an iron rod for 3 full hours while invoking the names of the Orisha. The mixture must then be used to paint Veve at each of the cardinal points of the property to be warded and the points sanctified with an Asson. Once finished, the Wangateur must ask the Orishas to bless the area inside the Veve. The default radius is 10 feet/3 meters, and every 10-foot/3-meter increase raises the difficulty of the Mental chop by one, to a maximum of +9
System: A simple Occult chop to notice the Ward. If the Mage attempts to press on, they must succeed on a Mental chop. Failure indicates that the ward blocks their passage and inflicts three levels of lethal damage, and their next chop to attempt to enter the circle is at +2 difficulty. If the Mage leaves the circle and attempts to enter it again, they must repeat the chop. Coming or going from the circle causes the same results, thus it is possible to trap a Mage within the circle, providing they are not willing or able to cross the boundary
Warding Circle vs Scrying: (Custom Advanced Ritual)
Neither the area enclosed within this warding circle nor anyone within the area can be scryed upon by any supernatural means.
This place and the people are simply not there. If someone attempts to Scry on the place or on a person already in the place, the Scry simply fails. If the Scry is already established on a person who then walks into the warded area, the Scry ceases to work. If someone attempts to Scry just outside of the ward so as to look into the warded area from the outside, they cannot see anyone or anything in the area; it simply appears empty.
* As with all other area wards, this ward is trans-planer and spherical. It's area of coverage cannot overlap any other Warding Circle vs Scrying's area of coverage.
* The boundary of this warding circle may not cross the boundary line of another warding circle though, for example, it may be entirely contained within a Warding Circle vs Spirits.
* A given caster may only have as many of these warding circles cast at any one time as the caster has dots of occult ability. If a new warding circle is cast when the caster "is full" then the oldest warding circle currently in existence will vanish - first in, first out.
Warding Circle Versus Fire
Description and Mechanics: This ritual works exactly as other warding circles, except it is for mundane and magical fire. Anyone attempting to ignite a magical fire in the Circle's area, will make a test against the circle, retest with the occult ability. The Circle has 10 static traits. If successful the fire lights, or otherwise does not go out. In the case of elementals or spirits, such creatures take 1 lethal damage a round while within the circle's area. Mundane fires will go out as if the ritual extinguish had been used on them the round they are started. In the case of a Magical Fire being successfully ignited within the Circle its effects will be felt without them being subject to another challenge from the Circle the following round. Example: Setite A uses a magical effect that lasts for more then one round. Setite A successfully wins the challenge against the Circle. The magical effect lasts for more then one round. It lasts for three rounds. The next two rounds there is no challenge against the fire as its a magical effect that was successfully cast. Round four the fire becomes mundane so the Circle puts it out as if the ritual extinguish is in effect. This Warding Circle can't be stacked in terms of it causing more than 1 lethal damage to elementals or spirits in the Circle's area.
History: Erik Reinhardt was put in charge of a Library. He was aghast at the notion that fire could consume what he was charged to protect. So he rolled up his sleeves and created this. Elements of the rituals Warding Circle Vs. Kindred, Extinguish, and Burning Blade were combined to create this.
This Advanced ritual functions the same as warding circle vs. ghouls TT Guide to the Camarilla pg. 111
Creates a warding circle vs. KJ and they are damaged should they enter.
Creates a warding circle per MET with damage to mage should they enter.
Warding Circle vs. Summons: (Custom Advanced Ritual)
People who are within the area of this ward cannot be targeted by the Presence power Summon or any other similar effect. If a person already affected by Summon enters the area of this warding circle, the summons breaks. As with all other area wards, this ward is trans-planer and spherical. It's area of coverage cannot overlap any other Warding Circle vs Summon's area of coverage. The boundary of this warding circle may not cross the boundary line of another warding circle though, for example, it
may be entirely contained within a Warding Circle vs Spirits. A given caster may only have as many of these warding circles cast at any one time as the caster has dots of occult ability. If a new warding circle is cast when the caster "is full" then the oldest warding circle currently in existence will vanish - first in, first out.
Warding Pylon (Advanced Sadhanna Ritual)
Long ago, before recorded time when the Daeva first appeared the Davana who claim to be the original venture (the clan being nothing more than a bloodline) were created as a means to fight against the Daeva who had come to destroy their race. Ordered by Caine himself to stop the great plague that swept across the land during the time of the flood, this ritual was a means by which to protect an entire city from the Daeva. The hope was to starve the Daeva into submission as they required blood just like Kindred. Since that time this ritual has long since been lost to the annuals of history. However several of the Pylons created from those times survive even until the Modern Nights, storing in them ancient secrets from the time of the flood. Should the ritual ever be rediscovered it would be a potent weapon against the creatures seeking the destruction of all Kindred.
System: Daeva cannot approach within the range of a city it was placed in. If they try, they vanish back to outside the city limits. No special conditions apply to the carving of the pylon. Enchanting the obelisk requires several hours of prayers, exorcisms with sand and water, incense, and bathing the obelisk in honey, beer and the blood of an owl, an asp and crushed spiders. At the end, the magician lets the rising sun burn his hand to ash while it rests upon the pylon. Completing the final prayer while burning off one’s own hand costs a point of permanent Willpower and one permanent Trait of the Characters Morality as they infuse the beacon with their own life energy. Note that this also means taking one health level of aggravated damage. The Warding Pylon works by itself from then on, continuously. Some Warding Pylons are thousands of years old. While this ritual is being cast all Daeva within the area are immediately aware of the attempt to create one and who is casting it. This will often cause Daeva to swarm an area trying to kill the caster before they can complete the ritual. As an interesting side effect, the Pylos can also store a memory of the caster within it, able to be unlocked by those who decipher its writings and mysteries.
This creates a "watchdog" on the ward. This allows the caster to "see" what is going on around the ward. They must be holding a piece of electronics, and have remote access to perform this discipline. Durations is a number of weeks equal to the casters willpower at the time of casting.
Required to be cast from within the system: Path of Technomancy - Remote Access is required
Waystation Teleport (Advanced Thaumaturgy Ritual):
This ritual constructs the “spokes” that radiate out from a Teleport Hub. They establish a semi-permanent gate between a specific location, and a Teleport Hub. This may be either a location such as a chantry to a hub, or from one hub to another.
System: The doorways that function as the endpoints for this ritual must be constructed to identical dimensions, following a formula of for every 3 feet of width requires 6 feet in height. The “doors” are constructed of a flat plane of stainless steel (for its resistance to corrosion, and its reflective nature) with a wooden frame.
To use the frames once they’ve been enchanted and placed requires the expenditure of 1 mental trait per self-aware creature (person, vampire, animal, etc.) with an additional mental trait required per additional 250lbs being carried/pushed through the Waystation portal.
Each portal door set must be enchanted by the same thaumaturge, though past that, anyone may use it, if properly authorized. Enchanting a set of doors requires one night, and a trait of the thaumaturge’s vitae per 3x6 section of door, i.e. a 6x12 door would require 4 blood traits, though only a single night.
At least one door of the enchanted set must be placed within a Teleport Hub (see the appropriate ritual of the same name for details), i.e. a Waystation Teleport can go from hub to other location, or hub to hub. There is no limitation on the distance between paired doors.
Use of the Portals requires either permission from someone authorized to grant it. The only person capable of granting such permissions is the highest-ranking member of the Pyramid stationed at that location. For example, Regent A can authorize users of the Portal at his chantry. Lord B shows up with a couple of assistants and wants to send one back through for something. This requires Regent A’s permission, as the Lord is visiting, and not assigned to that chantry.
Permission can be granted by handing an individual who has sworn the Oath and is a member in good standing with the Pyramid a token, and explicitly and verbally granting authorization. Tokens are typically made from chipping a small piece from the Keystone at the time of its creation. Or by chipping a token from the wall the portal is placed against if it is a location with a single portal. It still requires the highest ranked person who is stationed there’s permission (as if the location were a hub) Such tokens may be incorporated into jewelry, etc. Should a keystone be destroyed, all tokens are rendered invalid. A maximum of three tokens may be active at any one time.
In the event of an emergency, a portal may be forced to function by the expenditure of a permanent Mental Trait by anyone attempting to use that portal, or any portal attached to the hub, if the expenditure is made in a hub room. This sets a 6-hour countdown clock, and the person authorized to create tokens at that location is immediately, mentally notified, and is aware of the time remaining. At the end of the six hours, that portal (or that hub) is treated as if there were no active Keystone in play.
By contrast with the ritual it is based on, We of the Grove is quite common, having purposely been spread to every to every Shepherd in an effort to ensure that the scattering which occurred after the death of Deverra never impacts their bloodline so harshly again. System: The focus of this ritual is a seed from the central tree of Riga's main chantry. The caster allows this seed to soak in stone concavity of their own vitae for a full cycle of the new moon. Once finished, it is planted just after sunset and grows to maturity within the evening. The bond this tree shares with others of its kind through its parent enables a form of communication akin to telepathic conversation. When in physical contact with the Tree, the caster can send their thoughts out to other Shepherds. If no others are currently available, the tree stores the message and delivers the next time contact is made. Due to the spiritual relationship between the Telyavelic Tremere and nature, this ritual fails when attempted by anyone not of the bloodline.