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.

Return to Custom Content Home Page.

Word or Phrase in the Content Name
Word or phrase found in the Content Description
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:

Level:
Intermediate.
Purpose of the Ritual:
Create a plant that has a specific natural element for its food, such as what will allow its
development and growth.
Knowledge Used for Creation:
● Knowledge of the Path of Advanced Green.
● Occult Level 5.
● Science Biology 4.
● Academics Agronomy 3.
● Medicine: General Practitioner 3.
● Sciences: Botany 3.
Necessary materials:
● Blood Seed.
● Fragment of the chosen material.
● Gardening tools. Necessarily the same ones used to make the Blood Seed.
● Water.
Choosing the Material:
A material is a composite of elements, choosing this element is the key to this ritual.
Understanding that the plant will only consume the chosen material is important. For
example, when choosing material from a concrete wall, the plant will consume only that
quality of concrete. In cases of organic materials, if the material derives from a body, by
example, it will consume that type of fabric. Supernatural substances cannot be used in this
ritual.
Ritual Process:
Check that the Bloodseed is indeed in your dry land. From the beginning of the ritual until its
end the following mantra must be repeated; “Offero te ad nutriendum illum.” . With the tools,
open a deep hole in the center of the triskle, pour the chosen compound into it, close the
hole, add water until humidify the earth completely. Then place your hand over the mouth of
the vase, with the middle and ring finger (ring finger) together and the others apart, finish the
last mantra cycle, remove the hand and say “grow strong”.
Result:
In the cycle of one night the plant start its growth and will be ready to consume the
substance in this same period, initially it will consume relatively slowly, but if it develops
andAs the speed of consumption grows and the amplitude increases, therefore, it is
necessary to maintain care over the plant, pruning it regularly with the tools of the ritual,
otherwise it will resist, because if it is not cared for it can grow in proportions.

Date of Archival: 30-Aug-2023
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Advanced Ritual
Time Required: One Hour
Duration: One Night.
Components: Child’s toy or rare coin
Prerequisites:
Thaumaturgy: Path of Blood – Cauldron
Disciplines: Obfuscate – Vanish from the Mind’s Eye
Ability: Occult – 5; Subterfuge – 4

This ritual allows the caster to be unaffected by the ritual Court of Hallowed Truth.  It requires the enchantment of an old and used child’s toy or a rare coin (at least 100 years old or $100 in value), which must be kept on the caster’s body at all times.  It may be hung around the neck or kept in a pocket, but the ritual will break if the item ever goes out of contact with the caster.  This ritual is perceived as Impressive Visage under Thaumaturgical Sight.  If the caster has Impressive Visage active, then only one copy will be visible by TS. A Willpower must be spent at the time that the ritual is activated.
 

Date of Archival: 18-Mar-2016
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

Intermediate Ritual

This ritual links the minds of up to 7 individuals in telepathic contact. The participants each wear a piece of jewelry with a pentacle of Mercury on it. The metal that each piece of jewelry is crafted from must be from the same source. The jewelry acts as a sympathetic conduit between the wearers, providing a secure telepathic link over a long range. The telepathic link allows for the voluntary sending of thoughts and images, but does not allow any of the participants to scan surface thoughts or probe any of the others for information. Participants can send messages to the entire group, or just to individuals within the group.

Date of Archival: 15-Feb-2015
Tremere
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: Assamite Sorcery - Dur-An-Ki
XP Cost: 2XP
MET Mechanics:
 
This ritual was designed by an ashipu with a connection to the animal spirits. He called upon Coyote one night to see how he could increase his families social presence. Coyote just gave him a smirk and ran off, but from that the Ashipu realized that sometimes having the smirk of a coyote is the best offense and defense.
 
Mechanics:
Material Requirements: Coyote tooth on red cord around the neck, must always be on person after casted, if it is removed the ritual breaks and must be recast, this ritual may be cast on other people.
After a successful casting of this ritual the caster or recipient will receive +2 Manipulative Traits.
Date of Archival: 20-Aug-2016
Assamite
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
 
------------
 
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

Pages