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: Akhu
XP Cost: 4XP
MET Mechanics:

Name: Face of the Father

Level: Intermediate

Casting/Creation Time: 1 week

Casting Difficulty: 6 Traits

Description: The Church of Seth believe that Set is the figurative and possibly literal father of humanity. This Ritual calls upon that primordial source to enhance and manipulate the caster's appearance for a short time by combining the heritage of the Dark Father from lineages other than the caster's own. The sorcerer mixes the blood of people from at least three ethnic groups not represented in his own mortal heritage with milk, honey, ground ochre, ground stibnite (kohl), and myrrh, then allows them to age before applying this salve. This mixing of positive and attractive qualities from Seth's varied offspring allows the target to benefit from some minor cosmetic changes to their appearance.

Mechanics: This ointment, which takes five uninterrupted turns to apply, allows the caster to superficially change the facial appearance of the person it is applied to. These changes will last for three days, which can be increased to eleven days if a Willpower is spent during the casting. These superficial changes are otherwise real and semi-permanent - they cannot be detected with Auspex, negated by Stone of the True Form, or removed by the recipient or the caster until the duration has ended. This face can be concealed with Mask of a Thousand Faces, but is otherwise the recipient's real face until the duration ends. This allows for significant structural changes to the face (jaw shape, chin, nose, eye color, hairline, ears, etc.) but only relatively minor adjustments to a character's skin pigmentation. A character of European ancestry might be able to seem like they have roots closer to or further from the Mediterranean, but they could not change their pigment to match the peoples of Asia or north Africa. When the caster applies this ointment to a target, including themselves, they may change up to three specific Appearance-related Traits to any other Appearance-related Traits for the duration of the ritual, although these changes must remain in the same category (regular Social Traits can only be changed to regular, Negative Social Traits can only be changed to Negative).

 

Date of Archival: 15-Aug-2020
Followers of Set
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:
Intermediate Ritual: Faith in Fire
To begin the ritual, the caster takes a white taper candle and lights it with Lure of Flames.  He then must enter a meditative trance, centering his concentration on the flame and chanting for a half hour as the candle burns nearly to the end.  After a half hour passes, the caster makes a Mental Test against 7 Traits, retesting with Meditation. If he succeeds, the thaumaturge takes the palm of his hand and extinguishes the candle with it.  The thaumaturge takes a unsoakable level of Aggravated damage that burns a hermetic sigil into his palm. He tests for rotschreck as usual and if he fails the ritual fails.  For as long as the sigil stays burned into the palm of the caster, and he does not heal the Aggravated damage sustained from the ritual, he is immune to the ravages of thaumaturgical fire that he creates, as well as radiating intense, notable heat from his palm.
Date of Archival: 07-Dec-2017
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 6XP
MET Mechanics:

- Requires Rickard Argentis' Homunculus
- This Ritual may not be used on a PC
The mystic meditates within a ritual circle for an hour while bloodletting. As the mystic allows their blood to be collected in a prepared vessel they place a pure white feather that becomes stained in the ichor of the abyss hardened into glass.
Once completed, at any one point for the remainder of the night should the mystic crush this obsidian feather over the remains of the deceased, they may bind their spiritual echo to the abyss. The deceased arises as an abyssal spirit under command of the mystic for which you must represent on sheet as a retainer. This abyssal spirit is merely an echo of the dead and the life they lived but does retain the knowledges and skills they had in life.

Date of Archival: 13-Apr-2025
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

Father of Mine
This ritual gives the thaumaturge a subliminal sense of direction and distance to people, places, and objects of personal and mystical importance to the target.

System: While intoning the ritual’s vocal component, the caster spins in a slow circle with a glass object of some sort held to one of his eyes while spilling a trait of his own vitae onto a sketch of his sire. At the end of the ritual the vitae soaked sketch is burned and the ashes sprinkled over a personal item of his sire. The personal item is then kept with the caster and he gains a subliminal sense of direction and distance to people, places, and objects that had personal and mystical significance to his Sire for the remainder of the night. Once this ritual has located an item, place, or person, it ceases to be detected with future uses.

The maximum range is equal to 10 miles per Generation background of the Caster, or five miles if he has no points in the Background. If attempted on the caster’s Sire when he’s still alive, the ritual automatically fails and the Sire realizes his childe has tried to scry on him. The ritual only works to locate people, places, and objects of the caster’s Sire and only if the caster’s Sire has met Final Death. This ritual lasts the remainder of the night, until next sunrise.

An ST must be present to adjudicate the use of this power.
 

Date of Archival: 26-Feb-2021
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:
Requires: Green silken cord, Hair of attuned individual, Fur plucked from a living honey badger
 
Casting Time: 10 minutes
 
This ritual imbues magic to a cord which imparts a sense of fearlessness in its wearer which improves her chances at resisting Dread Gaze. Enchanting the cord is done by a process of braiding and knotting the cord and fur while chanting the appropriate phrases. If during the braiding, the caster introduces the hair of another person to the braid, that person is able to utilize the item as it becomes attuned to them in addition to the caster. Once the hair is braided in, it is fused magically with the cord and cannot be separated and does not count as a link to any person. The cord has 3 charges which grant +3, +2 and +1 (respectively) to resist Dread Gaze. Wearing the active cord also imparts a +1 Violent trait to the wearer. Once all charges have been used, the cord becomes magically inert in all ways.
Date of Archival: 10-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

By orienting one's surroundings toward one's goal, great focus can be achieved. 

A room must be carefully and precisely set up to be sympathetic toward the ability recieving the bonus. A tremere can only have a number of rooms set up equal to their rating in occult. The modifications last one month and then the ritual must be recast. Room set up takes hours, and the modifications last 1 month. This ritual grants between 1-2 bonus traits to those aware of the ritual, and carrying a Liuren Astrolabe, which can be created over the course of one month.

Date of Archival: 20-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 4XP
MET Mechanics:

A Fetch is an image or impression of a person that goes on before them rather than behind, like déjà vu in reverse. Sometimes tied to items, these doppelgängers have had many names: etiäinen, vardøger, certain of the djinn, or simply guardians. Such idols once served as instruments for the presence of divinity, they would be consecrated and given life, as homes for the gods. Cult statues were and were not the gods. As a Fetch is and is not the person.

System: The Ashipu creates a mommet of the target and powering the doll with a holy relic, lures a spirit to inhabit the creation. Once a point of blood from the target is fed to the mommet the spirit manifests in the target's shape. The spirit is restfully asleep and will remain so until targeted either physically or mystically. If disturbed the spirit wakens displeased primarily with the caster for breaching the deal and secondarily with the target. The ritual lasts twenty-seven hours or until the spirit is physically dispersed. During which time any attempt to mystically locate or spy on the target finds the Fetch rather than the target. When a Fetch is disturbed the caster is immediately aware.

The Ashipu may only maintain one Fetch at a time and may not create another until the first one's time is up or until it is dispersed.

Date of Archival: 12-Mar-2015
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Advanced Ritual
Building upon Displacement of the Pneuma, the thaumaturge has developed a way to permanently bind a victim's body and soul, to serve as a punishment for the most egregious of sins. Not into an animal, but into a specially forged machine that will serve as it's prison for the remainder of it's miserable existence. Flensing of the Soul forces the victim to be bound forever, animating it's prison with it's very essence, and obeying the whims of it's maker.
The victim must be present for the creation of whatever will become their torment. The thaumaturge must construct the machine in question, and it must be made predominantly of metal. The machine must also be physically functional, though as an agony-powered creation it need not be practical or realistic. Though it cannot be more advanced than a combustion engine, as anything requiring a computer is simply too complex for a tormented spirit to focus on and control.
The casting of this ritual can take several nights, depending on the complexity of the vessel. The victim must be present for the entire time, but need not be mobile or willing. As much of their blood drained, and bones removed and reduced to powder, as can reasonably be done whilst keeping them still 'alive'. These elements will then be mixed into the forging process, sympathetically tying the created vessel to their very existence.
When the creation is finished, the remains of the victim's still living body are interred into the machine permanently. In that moment, they cease to be their former creature type, for all intents and purposes they have met Final Death. Their consciousness is bound forever into their corpse and the receiving vessel, to serve as a source of endless power if a machine. Yet every moment is now excruciating torture, the sensation of having their body pulverized and melted, beaten into malformed shape and snapped cruelly over cold metal, now the only feelings they shall ever know. They are bound to serve their maker against their will for the rest of their miserable existence.
When it is finished, the machine will be a self-powered and fully functional creation. Perhaps a small vehicle of some sort, a crude automaton, or a rudimentary but large mechanical tool. These tortured engines are still somewhat sentient - far too gone for higher intelligence, but they will follow their creator's commands and are capable of understanding even complex instructions. Such constructs have no need fuel or energy source, but cannot self-repair if they are damaged. Should the construct be destroyed, the being interred within it is destroyed as well. There is no means to extract the former victim from this fate, to restore or change them in any way, their only hope is total physical destruction.
System: In addition to the normal ritual test for casting, and whatever Crafts test are required create the vessel, the thaumaturge must make an additional ritual challenge for every Willpower and Health Level the target has remaining over the course of creation. Each success strips away one point of Willpower or Health from the victim, which cannot be replenished while the ritual is ongoing. When they have none remaining, the process is complete and they have been interred and bound into the vessel. At this point the character has been destroyed utterly, and only an obedient machine housing an eternally tormented shell of a former being remains.

Date of Archival: 02-May-2024
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Pillars of Dracian
XP Cost: 6XP
MET Mechanics:

Advanced Ritual

An Alchemist’s Dracian Blood taken from imbibing one of Gracian Arcadius’ original elixirs are changed and shaped by a Seed of the World Tree changes not just the biological makeup of the static creature who imbibed the potion, but also changes the soul of that creature. By harnessing the power of the seed imbibed by the vampire, the Alchemist may transmute permanent changes to his flesh into permanent changes to his soul. By drinking a concoction of his own vitae, the Alchemist may Transmute his very flesh to the fabric of his soul for one night.
Mechanic: All modifications made by the bodycrafts ability at the time this ritual is performed become as static as the creature’s soul and cannot be temporarily or permanently removed by powers or rituals that would seek to alter the base form of the creature. Sadly, the impure nature of the vitae, not being a direct source for the potent energies of the seed, will only last for a night. The caster must make a static vs 9 (Retest Alchemy) to concoct the potion made of their vitae. Imbibing this potion will alter their true form. The effects of this item lasts for the night, and can only be imbibed by the caster.

The caster may only have 5 total potions, good for one month.

For anyone other than the caster to benefit from a potion, their blood must be willingly incorporated into the potion. Otherwise, only Vicissitude modifications done by the caster will be affected by this ritual.

Date of Archival: 10-Nov-2022
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 3XP
MET Mechanics:

Flight of the Owl (Basic - 2)

 

When the Ba’ham have to flee this quick ritual gives their feet wings.  They gather and screech and claw at each other.  The blood drawn is anointed under the eyes, and on the hands and feet of the Ba’ham.  They then receive a retest when fleeing from enemies, if traveling as a group the retests may be pooled and used until they are all used up.  (This ritual can be done alone)

 
Date of Archival: 02-Mar-2015
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:
Focus of the Brahmin
Basic Ritual
 
This ritual was developed in an attempt to begin bridging the gap between Hermetic Thaumaturgy and Sadhana. To cast this ritual the Thamaturge must be of clear mind and not have succumbed to frenzy in the previous 24 hours. After coating his hands with Vibhuti and painting his throat blue to represent imbibing the Halahala poison, the caster then recites the 108 names of Shiva and finds a curiously powerful focus.
 
System: This ritual must be performed immediately after rising and, unlike other Hermetic rituals, it retests with the Meditation ability. Once successfully cast, the Thaumaturge retests his Ritual Casting with the Meditation ability instead of the Occult ability. This ritual ends immediately if the caster succumbs to frenzy or rotschreck.
Date of Archival: 12-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 2XP
MET Mechanics:

Basic Ritual

Process: The caster sets in front of themselves three aspects of the Triat. Dynamic (Wyld), Pattern (Weaver), and Primordial (Wyrm). Focusing on each spiritual connection and how they are tied together as one primordian force. Combining the knowledges of each through spiritual deals to create a stronger bond with the three Triat. This energy pulls from those forces and gives the caster a stronger sway over the spirits. Giving the caster a extra retest when activating any spirit bound fetish.

Magical Components: Things that represent the Triat. Examples: Something Weaver connected, Wyld connected and Wyrm Connected. (wire,dirt,oil)

Mechanics: When the ritual is complete it gives the caster the ability to have one extra retest when activating fetish items. This retest can only be used once per item activated.

Date of Archival: 20-Jan-2023
Assamite

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