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: 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: 6XP
MET Mechanics:

A ritual that taints those present over many nights. Magical hieroglyphics, spiced blood, and incense are all signs and elements of the ritual. Each night spent at the temple or court of the followers of set increases the taint that infects those who are staying with them. The ritual encourages the target to taint themselves with their own deeds over the nights. Those who stay a full five nights find themselves facing accumulated taint capable of eroding their former selves and replacing it with a base and corrupted identity.  The spell's corruption is subtle, the longer it lasts the longer the incubation period that precedes it. Those touched for only an hour don't experience an incubation period, while those corrupted for a night do not manifest the change until an hour has passed. Characters are groggy during the incubation period ( no penalties,) they don't recognize the setite's as the source of this and feel no need to confront the serpents. This ritual changes the target's nature, their true self. Ritual duration based on number of nights it was successfully cast on the target: One night - one hour, no incubation Two nights - one night, one hour incubation Three Nights - two nights, one night incubation Four Nights - Five nights, two night incubation Five Nights - Permanent, several month incubation.

Date of Archival: 07-May-2025
Followers of Set
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
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:
Approved by Tremere Coord
 
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Craft Spirit Bloodstone
Advanced OWBN Arcane Compendium
 
This is a small perfectly spherical stone crafted from an opal (tourmalated opal).
 
The opal is left in a crystal bowl of vitae (three points of your own blood), which takes three evenings to absorb. This can only be cast during the full moon, and must be exposed to the moonlight during the evening. This bloodstone may then be tracked across to the umbra, and the shadowlands. Further the caster may track it from three planes interchangeably: the astral plane, the umbra, and the shadowlands.
Date of Archival: 21-Mar-2018
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Craft Spirit Bloodstone
This is a small perfectly spherical stone crafted from an opal (tourmalated opal).

System: The opal is left in a crystal bowl of vitae (three points of your own blood), which takes three evenings to absorb. This can only be cast during the full moon, and must be exposed to the moonlight during the evening. This bloodstone may then be tracked across to the umbra, and the shadowlands. Further the caster may track it from three planes interchangeably: the astral plane, the umbra, and the shadowlands.
 

Date of Archival: 26-Feb-2021
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

By harnessing the power of one of the greatest enemies to Kindred, a thaumaturge may create a stone that stores additional will. Semi-precious stones are popular (especially bloodstone or onyx), but high-status thaumaturges may use gilded rubies and the like.

System: The thaumaturge must first find a suitable stone as a carrier. The stone must be made of natural earthen materials. Glass or plastic will not hold the magic. The caster then must use 4 points of their own blood and place this in an open ritual bowl, along with the stone. An incantation is spoken for an hour, and then the blood is left out in the sun while the vampire sleeps. Each night the caster must retrieve the bowl, strain out any impurities, and take another hour to do the incantation. This step is repeated until a week has passed. After the seventh day, the caster finds the bowl magically empty save for the imbued stone. If the ritual is interrupted, such as the caster forgetting for a day, or someone stealing the bowl, the ritual fails and the caster must start again. The stone must also get 4 hours of sunlight during the day. Overcast conditions do not affect the stone, but magical darkness, prolonged eclipses, or other phenomena may disrupt the ritual at ST discretion.

This creates the following item, found on pg 194 of the 2nd Ed Vampire Players Guide:
Blood Magic Item: Inner Stone
An Inner Stone is usually no bigger than a pebble, and a vampire must swallow it to activate its powers. It provides a character with two extra Willpower points, usable for all purposes. If the character spends this Willpower, however, she will have to recharge the stone by removing it from her stomach and then leaving it in the sunlight for a week. If the character does not spend this Willpower, then she has the extra points for as long as the stone remains in her stomach.

Date of Archival: 12-Feb-2025
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 6XP
MET Mechanics:

Description: First developed as a way of testing the suitability of potential recruit families for the Tzimisce nobility, this Koldunic ritual creates over a period of 3 generations a Revenant line, but one with less power but also less mental defects than that created by the Elder level version of the Ritual.
Rumors persists that multiple Zadruga families were created using this ritual, and that when the families proved their worth, the Elder version of this ritual was cast on the families to strengthen their power and their ties to clan Tzimisce.

System: This ritual is cast identically to the Elder Create Revenant Family ritual. When used on a pair of mating adult humans, the offspring of the union will have one “in-clan” Discipline known to the caster and a blood pool of 6. When used on two first-generation mating revenants, the offspring of the union will have two “in-clan” Disciplines (either the combination of the two disciplines known to the parents, or a second discipline known to the caster if the parents have the same Discipline) and a blood pool of 8. When used on two second-generation mating revenants, the offspring of the union will have a blood pool of 8 and the same two Disciplines as the parents (if they are the same) or a Discipline from each of them, and will either gain a third Discipline known to the caster of this ritual or will gain an additional 2 blood traits, for a total blood pool of 10.
Only the Common Disciplines (Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, Presence) may be granted through Create Lesser Revenant Family.
The caster of this ritual may only pass on her In-Clan Disciplines (regardless of levels known) or Out-of-Clan Disciplines that she has gained Advanced mastery of. First-generation revenants must receive an in-clan Discipline of the caster.

Date of Archival: 18-Feb-2019
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

Description: This ritual amplifies the caster's Thaumaturgy, allowing the creation of more elaborate conjurations. Additionally, the caster can infuse the conjuration with aspects of another Path of Thaumaturgy that they possess for cosmetic effect. This is achieved by adding a few additional phrases, gestures, and components to any use of Path of Conjuring.

Effect: This ritual allows the creation of a conjured object or creature with increased complexity compared to standard Conjuring. The object's size and complexity are governed by their Path of Conjuring rating AND their other Path's rating.  If the caster doesn't have level 3 of Path of Flames, they cannot imbue a complex creation (ala Magic of the Smith) with Path of Flames for cosmetic effect. While the Ritual is in effect, the caster can choose any secondary Path of Thaumaturgy to influence the conjuration's appearance and minor properties. This does not grant the conjuration any actual abilities from that Path, only cosmetic changes.
This may be used in conjunction with Ritual: Major Creation as well.

Sample Creations:
Flaming Sword (Same traits as normal, but appears to be made of flame and does not incite frenzy), Icy Armor (same traits as normal, but looks cooler), Lightning Shield (same traits as normal, but looks cooler), Rain Gun (shoots damaging raindrops, stick that in your tailpipe! Works like a regular gun)

Date of Archival: 06-Jul-2024
Tremere

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