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: Necromancy - Western
XP Cost: 4XP
MET Mechanics:

SUMMARY
The dead are free to roam where the lost dwell. This ritual utilizes this concept to assist the necromancer to find that which they desire while simultaneously allowing the dead to negate some of their fell karma. The Necromancer must be sure that what they are searching for is worth the cost of the negativity that they would be incurring upon themselves.

SYSTEM
This ritual requires the caster to have an actual compass as the primary component of the ritual. When cast, this ritual will turn the compass into a tool for both the living and the dead. The caster explains what or who he is looking for to the compass and gains one free retest on any challenges to find the desired person or thing. In return, the compass acts like a garbage can for any dead willing to assist in pointing the caster in the right direction; allowing each wraith to dump one and only one angst into the compass. As the angst increases, the compass will gain a sinister glow that slowly intensifies. If the necromancer ignores these signs and allows the angst reaches 10 The compass is only able to gain one angst an hour (storyteller discretion on appropriate time utilizing the power with a max of ten hours before drawbacks) the compass will break and the necromancer will pick up the derangement Haunted as the angst of the dead begins whispering in their ear for the remainder of the night.

Date of Archival: 11-Oct-2024
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:
Description:  Through the force of body and mind, the practitioner is able to conceal a flaw with which he/she was gifted through death, giving a portion of one's self to the cleansing power of flame.
 
Casting:  Scrubbing a patch of skin raw, a young leech is applied to the skin and allowed to extract vitae corrupted by these flaws.  The leech is then placed in a mortar and macerated with a pestle.  The freshly ground leech is then mixed with tea tree oil.  The caster then anoints the severed flesh with the newly created tincture allowing the Kindred's flesh to slowly absorb it.  While the tincture gets absorbed, the flame is prepared in a brazier using charcoal derived from the roots of an Alder tree.  The rent, tincture-soaked flesh is then burned in the heart of the coals and the caster inhales the smoke as it chars and burns.
 
The practictioner takes a point of aggravated damage which can be somewhat mitigated through the discipline of Fortitude to a point of lethal damage.  However, that damage can be reduced further.
 
Note:  One casting suppresses one flaw and lasts until sunset the next night.  Further, this ritual only suppresses physical flaws and supernatural flaws up to a 4 pt. flaw. As always though, flaws removed should be thematically appropriate, removing short wouldn't allow you to grow, disfigured you would still be ugly, you suddenly wouldn't age with child, etc.  Further, this cannot cancel out Haunted.  And as always, ST Discretion should always be adhered to.
Date of Archival: 22-Apr-2017
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 3XP
MET Mechanics:

Consecrate the Garden (Basic - 2)

 

The Cult of Lilith teachings speak of cultivating both a physical and metamorphic garden. These “Gardens” are Temples to the religion of Lilith. The Hierophants use this ritual to consecrate a properly created temple to the Dark Mother. This is considered “Holy” ground to the members of the Cult of Lilith. “Gardens” may take many forms, from a literal Garden, to medieval torture chamber, to BDSM clubs. Gardens vary from Hierophant to Hierophant, thou all are holy. Members of the cult experience waves of ecstasy and pain from these gardens in attempts to reach further enlightenment. Cult members will receive strange visions and insight while at them and sacrificing to the “altar” of Lilith. The Gardens are the central gathering points for all Cult of Lilith members in a city. This ritual calls forth the dead Ancestors of the Lilin to come and bless the Temple as a new Garden.

 

System: Once the Hierophant has constructed the proper place for a “Garden” he must begin in a week long ritual. The Hierophant fasts for the whole week refusing to feed as he sacrifices and spills his blood upon the future garden. After this grueling week of prayer and sacrifice, the new “Garden” is created. Cult of Lilith members in a properly consecrated Garden, gain the following benefits:

  1. All Cult of Lilith Members are considered one trait up on all virtue tests while in the garden

  2. All Cult of Lilith Members are considered to have one extra level of Willpower while in the Garden.

  3. Cult of Lilith members that indulge in pain or pleasure while in the garden will receive visions from the Dark Mother (Storyteller runs these) and gains one free retest that may be used once in the next 24 hours on any challenge related to the visions received.

 

This ritual lasts one full year and requires the Hierophant to spend a permanent Willpower Trait at the time of casting. This ritae may be renewed each year upon the same spot, should a Hierophant wish it.

 
Date of Archival: 02-Mar-2015
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 2XP
MET Mechanics:

Done when a group has come together, or a space is used by a group enough times to be consecrated.  The Ba’ham gather and invoke the spirit of Lilith with a chant and some candle lighting.  This rare peaceful ritual ends with the participants embracing and silently reflecting leaving the space alone to walk for as long as they feel the need.  The space (or group) once consecrated holds a sacred feel and with ten minutes together or in the space they regain a point of willpower as though they had used the Meditation ability.

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

Performing this ritual takes at least six hours during a stormy night. Durring the preperations the priest burns incense, chants, and inscribes mystic markings around the periphery of a room similar to a ward.  The markings must be at least one every ten feet, however they need not be large.Usually the markings are carved in stone or wood, but they can be drawn in the caster’s vitae.

Once the ritual is complete, the area within its bounds is consecrated to the working of Akhu. 

Consecration is permanent in the manner of wards.

An area consecrated for the working of Akhu provides the caster a retest on any challenge of blood magic rituals provided the caster is within the consecrated area with up to three re-tests per night.

The retest is subject to some limitations: 

1) The sorcerer must expend a social trait as with Awe. 

2) The ritual retest is the sorcerer’s last retest as with Might. 

3)  Any individual sorcerer can only have as many consecrated spaces as they have dots of Occult – if more than that are made, the oldest consecrated space vanishes.

Date of Archival: 20-Feb-2015
Followers of Set
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

All preparation and casting of the ritual must be done under the light of a full moon, by a thaumaturge that has the ability to cast Hermetic Sight. From start to finish, this ritual takes one hour to complete.

Material Components:

- 18 silver thorns

- 9 anise seeds

- 2 white moonstones

- 1 trait of the thaumaturge’s vitae

Additional Tools

- Silver bowl

- Seawater

- White marble mortar and pestle

The thaumaturge must collect eighteen silver thorns, and nine anise seeds, which will be placed into a white marble mortar, along with two white moonstones that have been soaking in seawater in a silver bowl for the past lunar cycle. The thaumaturge will prick their left thumb with one of the thorns and allow seven drops of their blood to fall into the mortar, coating the thorns, seeds, and moonstones. They must then take a white marble pestle and grind the items into a fine paste while chanting seven times in Latin “Let the unseen shadows be made clear.”

Upon successful completion of the ritual, the material components will have merged to form a fine, white paste with a silvery sheen, of sufficient quantity for three applications. It must immediately be transferred into air-tight silver containers to be stored. This paste will last until either the next full moon or until it is used, whichever comes first.

To use the paste, it must be applied to the eyelids of the individual wishing to see into the Umbra. It bestows Hermetic Sight as if the user had spent a mental trait to see not only Spirits in the immediate vicinity, but also into the Umbra itself. They are down two traits on all interactions with the Skinlands, as per that use of Hermetic Sight. Once exposed to air, the paste will last for one hour.

Date of Archival: 18-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 4XP
MET Mechanics:
 
Caste before Calling the Hungry Shade this allows the Mystic to consume part of the Shade that uses powers of the Abyss. The Mystic gains 5 Essence points that may be spent as blood but only for the purposes of activating Obtenbration. You may not spend more Essence in a Round than your Generational Blood expenditure limit. If you choose to spend both Essence and Blood in the same round you may not exceed your Generation Blood expediture limit by more than one. Example an 8th Gen may spend 3 blood in a round or 3 Essence but if using both may not spend more than 4 total (2 blood and 2 essence,or 1 blood and 3 essence).
 
Date of Archival: 19-Feb-2015
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

Material Components: A piece of the target room's wall, ceiling or floor no bigger than a Quarter.
Target: Room
Casting Time: 15 Minutes
Level: Int

Mechanics: Mental challenge diff 12 retest Architecture.

With this ritual, the caster can make a copy of the target room's memories for a period of time. That time is determined by the number of mental traits expended upon casting, maximum of 5 minutes per Perminate Willpower of the caster. If the time being recorded is NOT from the moment the caster entered the room and back, an Additional Blood and a Willpower must be spent in order to target a specific point in time.  Using this bit requires the castor to already have used Eyes of the Past on some part of the targeted time prior to casting Core Memory Back-up

If successful, this ritual will store the memories of that time within the piece of the room that was chosen. It can be viewed by taking the item into the room the memory was taken from by using Eyes of the Past. It will ignore the time restriction and other additional casting costs of Eyes of the Past if the target is the stored core memory.

Date of Archival: 16-Oct-2023
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 4XP
MET Mechanics:

Path of the Graveborn 4 required

SUMMARY
There are five stages to the process of decomposition. The second stage, bloat, causes a corpse to fill with an accumulation of gasses as the body continues to decay. By wielding dominion over death, you fill your zombies with necrotic gasses causing them to bloat and swell. When struck by enemies, the wounds burst, releasing the draining energies of decay in a disgusting eruption of foul-smelling air and ectoplasmic carnage.

SYSTEM
Once cast this ritual lasts for the night. For the remainder of the evening Zombies you create get the effect: when this Zombie dies they explode, dealing 2 lethal to everyone in a 3-foot area. Your zombies and you are immune to this effect.

Date of Archival: 11-Oct-2024
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Akhu
XP Cost: 4XP
MET Mechanics:

As Per "Setite Customs" Packet

Date of Archival: 10-Feb-2021
Followers of Set
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Bacaban
XP Cost: 6XP
MET Mechanics:

By sacrificing a human under a new moon and performing this ritual over their severed head, the caster is able to craft a talisman in the form of a shrunken head, tzantza, from the ritual victim.  The crafter of this talisman can use it to ward off the blood magics of other cainites.

When the crafter of this talisman is the target of a blood magic path or ritual, they can spend a willpower to activate the talisman before any challenges are made.  The crafter may make a single retest on any challenge to resist the magical effect. Once you invoke this retest, it is the last test of the challenge; no further retests are allowed.  Additionally, if the crafter of this talisman successfully resists the magical effect they can attempt to store its magical energies within the talisman.

Attempting to store the magical energies requires the crafter spend a second willpower trait.  They must then win a simple test, if they succeed the talisman gains an Essence charge.  The talisman can hold upto five Essence charges at a time.  In the future, the crafter can expend these Essence charges in place of the traits that are otherwise spent to generate effects (e.g. mental traits for Weather Control) when performing their own magic paths or rituals.

Date of Archival: 08-Jun-2021
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 4XP
MET Mechanics:

Prerequisite: Weirding Stone

By using a piece of natural lodestone the caster may befuddle the fates of the Weirding Stone.  This requires the investment of one point of Blood and one temporary Willpower.  Anyone or thing in contact with a Lodestone will not be able to be tracked by a Weirding Stone.  it will instead begin to spin in place unable to locate the requested direction.  The creator may only have a maximum amount of stones equal to his primary Ways known (min of 1).  The Lodestones magical effects can be ended by the caster as a free action at any time. 

Date of Archival: 12-Sep-2020
Tzimisce

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