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.
Ear of Thoth: (Custom Intermediate Ritual)
The priest takes a circular piece of fine leather, no larger than two feet in diameter, stretches it tightly across a hoop, and anoints it with owl’s blood to become a listening device called an Ear of Thoth.
The caster can either concentrate on a known location s/he has visited OR a person; if a person, the caster must possess an object of personal significance to the target or a piece of the target like hair, fingernails, blood, ashes etc. (ear wax works particularly well).
Auspex or other powers may not be used while listening.
Once cast, the priest may not change the target of the Ear.
This ritual effect lasts for ten minutes, but may be extended by expending mental traits for additional ten minute blocks at a ratio of 1:1.
The Ear may be reused but must be re-anointed with owl blood each time it is cast because the casting uses up the blood.
The Koldunic Sorcerers of the oldest philosophies know that the truest powers come not from the living or the dead, but from those that neither lived nor died. This ritual allows the Koldun to bind themselves to the earth to better comprehend these otherworldly entities. By smearing dirt into their eyes and into their ears, the Sorcerer may perceive and comprehend Spirits of many types. The only limit to this comprehension is the knowledge possessed by the Koldun.
System: The casting of this ritual allows the Koldun to see and comprehend any Spirit that they possess at least one dot of Lore for (Abyss, Wild, Weaver, Wyrm, etc). This ritual has no effect on wraiths or the spirits of living or once living creatures. Having had dirt rubbed into their eyes and ears, the caster also suffers from the Negative Trait: Oblivious for the duration of the ritual. This ritual lasts for one scene or an hour. The duration may be extended by one scene or and hour at the expendature of a Willpower.
NOTE: This ritual was introduced as part of a story being told by the Tzimisce Coordinator and therefore cannot be converted to any other paradigm.
The study of thanatology posits that there is usable power left within a creature after its life has left its body. This ritual allows a caster to channel those energies and replenish themselves with their mastery of blood Sorcery by draining the essence from bodily remains.
System:
This ritual allows the user to expend a level of Thanatology to gain blood as per an equivalent background expenditure of Herd. This counts as a standard use of an ability and only refreshes as an ability would normally refresh.
This ritual requires either corpses or a place of the dead, such as a cemetery. The remains are drained and turned to dust and lose all power and sympathy. Places or remains of particular power may have additional or unforeseen effects.
Fetters are immune to this ritual and give the caster an uneasy feeling should it be attempted.
Echoes of Fortune:
Basic Ritual
The caster crushes and pounds a Tourmalinated Quartz Stone into a fine powder then mixes it with their blood to create a thin paste. Each casting of this ritual creates a one use paste. Any one caster may have up to their Occult rating in paste created at a time.
Applying the paste to an object or person requires an action. Once applied, the same person or object cannot be affected again until the next sunset. Once applied, the paste lasts one scene or hour and bestows one lucky retest to the person. If applied to an object the user gains one bonus trait to any task that it is used for. This bonus trait may be sacrificed to gain a single luck-based retest. Using an object to get additional luck retest can only be used by one person once per night.
Long ago, upper and lower Egypt lived together in harmony. In a spectacle of wonder, Set called forth his children to witness what would later be known as his final wonderwork and gift to his children. As everything changed with the Silent Striders attacked. Set, in his glory; maintained not only the effort of his work but also defended Egypt from the Silent Strider invasion. Using their deaths and trapping their souls in the Du'at bonding it to Egypt to protect it. Ultimately after many days and nights of battle and thousands dead, Set ended the invasion by the universal destruction of all who threatened Egypt. When the dust settled and Egypt needed him most, Set was gone. In his place, a great mystical Barrier stood preventing the Silent Striders from ever returning. In 2017, the Silent Striders rallied a call for aid to lay Siege to Egypt once more. Other Garou, as well as their mustered allies among Mages and Fae answered their call. Their might eventually called to those long dead Ancestors bound in the Du'at to rise up as well. The living and the dead throwing their lives at this great wonderwork endlessly until it could bear the weight no longer. In the end, the living sacrifice their lives and the dead sacrificed their very souls but the deed was done and the barrier that separated the ancient tribe from their ancestral home was gone.
Through dedicated research and effort a Lichter Priest walks an area meditating and reflecting on this and other ancient stories of Set and their great works, under the lightness night of the New Moon. Marking the area with various Hieroglyphics with classic Egyptian tempera using their own blood as a thinning and bonding agent. The Lichter Priest must spend a minimum of 1 blood point per "block" they enchant. The Blessing lasts until the Lichter Priest is killed, or a Year and a Day; whichever comes first.
The Ritual "Echos of Du'at '' Calls upon the fragmented souls of the Du'at to call to those who escaped and draw them back to their proper home. Any Silent Strider who sleeps more than 1 Hour inside the blessed area, finds that their mind is under siege by horrible nightmares (2pt Flaw). These nightmares persist for as long as the Silent Strider continues to sleep within the blessed area. As soon as the Silent Strider leaves, and sleeps at least 1 Hour outside the area, the nightmares fade, as does the flaw.
Alternatively, the Ritual "Draught of War" calls upon the seemingly endless wellspring of energy conjured on both sides of these ancient stories. In which the Gnostic Energy of the Silent Striders is siphoned by the Du'at to claim what rightfully belongs to it. Any Silent Strider which enters the protected area finds themselves unable to regenerate their own swells of Gnosis. They may still call upon powers, spirits, and fetishes or talens to regain their Gnosis - they simply can not regain it naturally under their own power. Should a Caern exist inside the protected area, the Caern is unaffected and the Silent Strider may regain gnosis at the Caern as normal.
While performed the same way, and an area may benefit from both rituals. Each must be purchased with experience points separately as advanced Akhu Rituals as well as cast as seperate challenges.
The Magi casts this ritual by folding a piece of paper into the origami 'chatterbox' shape. The Magi must then draw or write the names of 4 colors and 8 numbers of their choosing in blood on the folds as appropriate.
Each use of the ritual endows a single hand fold chatterbox with the ability to answer 8 questions. The user must make a static mental challenge versus 7 after they ask their question. The answer to this question must be along the lines of the following example answers: "Yes, No, Maybe, Not Yet, Ask Later, Never, Soon, Questionable at Best." It should be remembered that all answers are at Storyteller's discretion.
When the questions have been asked, the item reverts to a simple origami papercraft. Each chatterbox can only be used once for the ritual as the folding of the paper is what binds the ritual together
Description: Drawing on the lessons of the Dark God Seth, who defied the mandate of the gods in their quest to place the yoke on mankind and ensure their subservience and worship, this ritual compiles the energies of the Aeons and subverts them to free a victim of the shackles of a weak supernatural compulsion.
The lector-priest prepares a custom made dosage of kapet incense, replacing honey with molasses, wine with the urine of a cat, and cinnamon with sea salt. This incense is burned in a small canopic jar with an ostrich feather. The ashes are then mixed with powdered Nile clay, representing Khnum who shapes people before they are imbued with ka, blood from a frog and a female cow to represent Heket and Meskhenet, respectively, who were both thought to breathe ka into children as they were born.
The caster submerges a small clay amulet or tablet, inscribed with a condemnation of Maat on one side and the hieroglyph for the ka on the other, into this mixture and lets it soak for several minutes, causing the clay sigil to take on a rust-like coloration.
Later, the lector-priest may destroy the sigil and sprinkle the resulting ashes on a target, freeing them from a single supernatural compulsion or mind-altering effect.
System: The incense, jar, and clay icon can be prepared in advance o casting the ritual involves completing the tincture and letting the clay sigil soak up the ashes and blood. To activate the ritual, the caster must break the clay sigil and hurl the remains at the target, possibly requiring a Physical Challenge if they are unwilling and unrestrained. If the target is unwilling to be freed of the supernatural chain, the caster must expend a Willpower and defeat them in a Social Challenge, retest with Occult. If the target is under the influence of a supernatural effect, no greater than Advanced level, the effect comes to an end. If there are more than one supernatural effects present, the caster chooses one to try to target. This choice must be specific, such as targeting Entrancement or One-Tracked Mind, and if the target is not under that effect the ritual has no effect.
The Houngan or Mambo must place nine purple candles around an open grave directly after sunset. They must light the candles and invoke Baron Samedi for the embrace of the grave. They must lie bare naked with a nine of clubs playing card clutched in their hands for an entire night. If the Baron accepts the offerings of the candles and the card the grave earth slowly seeps into the priest throughout the evening as the candle wax infuses with the grave earth.
Game Mechanics:
This rite allows a Voudon practitioner to infuse themselves with the power to utilize the Ash Path Power Ex Nihilo much easier. To enact Embrace of Grave, the subject must lie naked in the bare earth of a grave. This takes an entire night. The grave soil infuses itself into the Houngan and its effects last for one week. An individual affected by Embrace of the Grave may use Ex Nihilo as per Laws of the Night Revised Page 154-55. While under Embrace of the Grave, the Houngan suffers from the flaw Smell of the Grave. This ritual has no effect, other than to give the recipient the flaw Smell of the Grave for a week, unless the recipient has the Ash Path Power Ex Nihilo.
With the creation on a special fetish the Necramancer may pull a subject from the skinlands into the shadowlands...as long as they don't resist. First the Necromancer must ritulisticly murder a couple on their wedding night. He binds their hands togeather and removes their eyelids forcing them to watch as he carves their bodies with runes and sings his death chant. At the cumlination of the hour long ritual he stabs the pair in their hearts fettering their tourtured souls into their wedding bands. Theses fetters can be used indefinately for the ritual until destroyed.
Now, while wearing the wedding bands upon one of his hands (not necicarily as rings) the Necromancer who created the fetish may reach accross the shroud into the skinlands from the Shadowlands and pull a target into an embrace in the shadowlands. To observers in the Skinlands the target seems to quickly fade from existance. The Necramancer must win a static phsical challenge against the local shroud rating and the target must be willing, staked or unconcious to be a pulled into the shadowlands. This individual may be returned to the skinlands by the Necromancer "shoving" them back across the shroud with a physical challenge.
Empathetic Jar
This ritual creates a bottle that collects and condenses emotions.
System: The thaumaturge must fill the bottle with a trait of his blood, which must be drawn by a knife that has been used in a murder. A wedding ring is placed in wax and used to seal the bottle. Once sealed, the bottle begins to absorb emotions from the immediate area. The emotion absorbed will be whatever emotion is strongest in the area. The blood in the bottle becomes transparent as emotion is absorbed. Once the liquid is clear, the bottle is full of emotion. The liquid will have a slight color to it, which represents the emotion contained inside.
The time required to fill the bottle depends on the strength of emotions in the immediate area. A bottle left in a supermarket would take a year, while one in a church
might take a few weeks. A bottle left at the scene of a recent or currently occurring murder might take a few hours. If the wax is removed before the blood is clear, or if the bottle ever breaks, the ritual ends and the emotion dissipates. As soon as the wax is placed on the bottle, the blood in the bottle becomes for all purposes inert, and cannot be used again for anything. Once the liquid is clear, the wax can be removed and the emotion can be used, by pouring the liquid onto a person, place or item. If the liquid is poured on an item, the item then radiates that emotion permanently. This covers any other emotions on the object, unless they were very strong to begin with.
When using The Spirit’s Touch, or similar powers, a separate test must be won versus 12 traits to notice anything except the emotion. If the liquid is poured over an area, the area radiates the emotion. This will cause small changes in behavior for anyone in the area. Storytellers should inform players of the "feelings" they get in a certain area. This effect lasts for the rest of the night. If the liquid is poured on a living (or undead) creature, requiring a physical challenge, the individual is overcome with that emotion. The individual receives two negative traits appropriate for the emotion, and should role‐ play out the emotion. This effect lasts for the rest of the night. If the liquid is ingested, the individual receives the negative traits, and a derangement appropriate for the emotion. This also lasts for the rest of the night.
Once the wax seal has been broken, the liquid must be used within five minutes, or the effect is lost. One bottle can only be used for one object, place or person. All of the content must be used for it to be effective.
Empower Vitae
Advanced Thaumaturgical Ritual
Approved April, 2011
This ritual may only be cast upon a mortal being, such as a Ghoul, who
is fully Blood Bound (three steps) to the Thaumaturge. The caster may
only enchant one being at any given time with this ritual.
The caster must first fill a basin covered in arcane runes, large
enough to immerse the subject, with blood (requiring multiple
gallons). The subject must rest in the basin submerged save her face,
and the caster must carefully slit the subject's wrists with a silver
razor marked with her true name. She must rest in the basin from dusk
to dawn as her body mystically absorbs and recycles the bath of blood,
rendering it inert (and therefore useless) once the ritual is
complete.
Crafting the razor (a new razor is needed for each casting) requires
no less than a Crafts ability of three, also requiring appropriate
crafting times and a Crafts challenge difficulty of no less than 12.
Slitting the subject's wrists requires a Mental challenge difficulty
of 15, retested by Medicine. Should either challenge fail or should
the casting challenge fail (the caster should not be aware
In-Character of the results of these challenges), the ritual will
result in the death of the subject.
If the ritual is successful, the subject is enchanted by its power for
one month. During this time she may expend double the amount of blood
traits at any given time (including in combat) that she otherwise
would normally be capable of.
This ability creates a great strain upon the subject as its body is
not designed to handle such movement of Vitae. Whenever the subject
spends blood beyond her normal means, she suffers a lethal. The
lethal may be healed or resisted as per normal. For every scene or
hour in which this power is used consecutively (not taking at least a
scene or hour of light activity, IE: No physical challenges), the
lethal damage cumulatively increases by one (two lethal per extra
blood spent in a second scene, three lethal per extra blood spent in
the third scene, etc).
Requires Magic in the Mundane to learn
On completion of the ritual the casters will expend 1 Blood, 1 Temp Willpower and 1 Mental Trait in order to enchant themselves or another person present during the ritual with an effect similar to Magic in the Mundane. The effect will only remain in place until the following sunrise. Once during that time frame the enchanted target may spend 1 Mental Trait and 1-3 blood to gain twice as much blood spent in bonus traits on any attribute based test and its following retests during a given challenge. If this is a static test they may also claim a lucky retest for the chosen test. The effect of this ritual does not have to be called until after the test is made. Only one occurrence of this ritual may be used on any given subject per sunrise no matter how many different casters attempt to enact it.