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.
As other warding circle rituals, but used against plasmics.
Warding Circle Versus the Abyss (Intermediate Abyss Mysticism Ritual)
The Abyss Mystic carves runes of power in relation to the Lords of the Abyss and those who
might command them into a circle upon a surface. By using gold dust and their own blood the
circle becomes empowered to bar and harm creatures of the abyss.
System: This ritual works exactly like Warding Circle Versus Kindred, except for Abyss Spirits
only
Advanced
These rituals require three traits of blood and a symbolic link of celestials-- a white feather. The caster determines the size of the warding circle in the following manner: it starts at a base of 10’ radius (20’ diameter). The caster may spend one mental trait and one-blood trait to increase the radius by 10’.
OOC mechanics: Any appropriate creature that approaches the circle will feel the power of the circle. In order to cross the ward, she must win a static test against the mental traits of the caster, bidding her current number of willpower traits (no traits are risked by either side). If she fails she takes three lethal damage, and is denied entry. If she wins the challenge she may cross, but still takes the three lethal damage.
Intermediate Ritual
This ritual functions exactly like Warding Circle Versus Cainite, except that it only affects those who are not members of the Black Hand and have the crescent moon tattoo on their hand. Agents whom have, for whatever reason, lost their tattoo are also affected by this ritual.
Advanced Ritual
Created in an effort to protect holy sites, this ritual is enacted in a manner similar to that of Ward versus Pishacha, but creates a circle centered on the caster into which a Pishacha cannot pass without being burned. The circle can be made as large and as permanent as the caster desires, as long as she is willing to pay the necessary price.
System: The ritual requires three blood points of fallen Pishacha blood. The caster determines the size of the warding circle when it is cast; the default radius is 10 feet/3 meters, and every 10-foot/3-meter increase raises the difficulty of the Mental check by one, to a maximum of +9. The player spends one blood point for every 10 feet/3 meters of radius and rolls. The ritual takes the normal casting time if it is to be short-term (lasting for the rest of the night) or one night if it is to be long-term (lasting a year and a day).
Once the warding circle is established, any Pishacha who attempts to cross its boundary feels a tingle on his skin and a slight breeze on his face. If the Pishacha attempts to press on, he must succeed in a Willpower challenge versus the caster's recorded Willpower at the time of casting (retest Occult or similar).
Failure indicates that the ward blocks his passage and inflicts three levels of aggravated damage, and his next attempt to enter the circle is at +1 Willpower difficulty. If the Pishacha leaves the circle and attempts to enter it again, he must repeat the challenge. Coming or going from the circle causes the same results, thus it is possible to trap a Pishacha within the circle, providing they are not willing or able to cross the boundary.
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.