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.
Gates of Heaven (Advanced Dur-An-Ki Ritual)
This Dur-An-Ki ritual allows the ashipu to create a pocket realm within the umbra to use as a haven or place for others to gather. Once cast, the Sorcerer becomes the permanent owner of this pocket realm and may shape it to be in any form they desire. The form this pocket dimension takes depends on the personal desires and whims of the Ashipu. Some create lavish and expanding estates, and others create grand sprawling temples. Regardless of what form their pocket dimension takes, they all have the same set of rules. The sun never rises here, though time passes normally as it does on earth. Only those the ashipu want may enter and they can eject any who would dare trespass. It is within this pocket dimension the Ashipu is the true master.
To cast this ritual the Ashipu must first ascend the Ladder of Heaven and petition their patron deity to offer a part of their heaven for their own. Should they agree, the Ashipu must gather religious significant relics to their faith of some age and importance. The amount varies between the god's requirements but usually no less than three. Once gathered the Ashipu performs this 8 hour ritual in a secluded area, they offer their blood and religious relics to their gods to connect heaven and earth. These eight hours are spent in prayer and blood sacrifice. Once completed the first rift to their realm is opened before them.
System: A character may only ever have one use of this ritual active at a time and once cast it is permanent until there is no blood left to sustain it. While the pocket dimension may take any shape the player and storyteller agree on; there are several rules in place regardless of what form it may take. ∙ The sun never rises here; it is eternally night.
∙ When the Ashipu wishes to enter or allow others to enter they must make some form of key that allows entry. What form this key takes is up to the Ashipu, but regardless of that; to access the pocket dimension requires 1 minute of uninterrupted action to use the key and access the realm and costs one Blood Trait. This may not be sped up in any way. If they stop for any reason or are attacked, they must start over to be able to access the realm.
∙ The Ashipu is automatically aware of any intruders and may make a contested Willpower challenge to halt their entry.
∙ Intruders must first locate the pocket realm to try to break in and have an ability to step into the umbra. Those that do must make a static Gnosis challenge at difficulty 10. If the creature does not have Gnosis it is a static willpower challenge at difficulty 10.
∙ The Ashipu must maintain an altar or shrine in their pocket realm that must be fed one Blood Trait a week to sustain it,
Ghost Walls
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4 XP
MET Mechanics:
“It was a mistake to think of houses, old houses, as being empty. They were filled with memories, with the faded echoes of voices. Drops of tears, drops of blood, the ring of laughter, the edge of tempers that had ebbed and flowed between the walls, into the walls, over the years.
Wasn't it, after all, a kind of life?
And there were houses, he knew it, that breathed. They carried in their wood and stone, their brick and mortar a kind of ego that was nearly, very nearly, human.”
― Nora Roberts, Key of Knowledge
So long as you have some piece of the building (as little as a 4 in x 4 in piece) that you can get within a reasonable distance (ST discretion) of its original placement, you can call forth the spiritual memory of the walls going back in time up to your current willpower in months.
These walls last your permanent willpower in hours and look like a hazy shadow to anyone who sees them unobstructed. Once created, these 'walls' can be used as a supplement to any magic where walls are required.
The caster of this ritual can end or disperse the walls at any point in time prior to the end of the ritual.
Ritual jointly created by Genevieve Solomon and Hajime Kojima
SUMMARY
The rise of globalization has transformed nearly every industry, including that of money lending. While loan sharking was once localized in neighborhoods, enterprising Giovanni have adapted with the times, combining ancient rites with modern needs. As the god of the underworld, Dis Pater presides over all wealth and debt, and looks unfavorably upon any who would rob him of his due. This ritual grants you the power to employ the dead in your collection efforts, denying rest to those who shirk their obligations.
SYSTEM
This ritual allows you to summon a Usurer; a special type of wraith with the unique power to provide notice to someone in your debt that their payment is due. To cast this ritual, you require a contract, IOU, or some token or marker exchanged as part of the agreement. This object must originate directly from the debtor; a Harpy’s record will not suffice. By covering the item in 1 point of Blood, the Usurer will appear and inspect the marker. If the debt is legitimately owed, the wraith will approve and deliver a message of your making to the debtor. This message is typically a reminder of the debt, the payment owed, and how to arrange payment. The wraith will then disappear and pursue the debtor, wherever she may be, living or dead. As part of the ritual’s magic, the wraith cannot be followed or affected by powers.
The amount of time it takes for the wraith to find the debtor is up to the Storyteller, but it will never take more than 7 days. The wraith will always find the debtor due to the ritual’s magic and the connection generated by the marker. The wraith is not fooled by the Alternate Identity background or supernatural means of deception or concealment.
Once found, the next time the debtor sleeps the wraith will enter her dream and deliver your message in a terrifying fashion. The debtor will begin her next game session missing 3 points of her Blood (or Gnosis or Glamour, as is appropriate) and 1 point of Willpower. The Usurer collects this as interest on the debt, though she will not take any Blood (or Gnosis or Glamour) if the debtor has 3 or fewer points remaining. If the debtor is a mortal, the mortal will not lose blood, but instead will receive no rest from that night.
After the notice is delivered to the debtor, or if the debtor is dead or in torpor, the wraith disappears. It cannot be found or summoned again, nor compelled to give information on the debtor (including her location or true identity).
For a debt to be considered legitimate, it must meet all of the basic terms that a court of law would require; agreement between parties, an exchange of something of value, and no duress. In addition, the marker cannot have been given fraudulently (such as by someone impersonating the debtor). This ritual will function on debts that have been traded or acquired, provided such terms were not explicitly forbidden. It must also be somewhat significant; at least a minor boon or a non-trivial amount of money.
This sort of collection method is viewed as scandalous by some, but most would view someone who defaults on a debt to a necromancer as foolish. Unfortunately, the nature of boons does not indemnify the debtor from such extreme means. No individual may be affected by this power more than once a month. The ritual will simply fail if your target has already been affected by it. Subsequent uses of this ritual will summon a different spirit.
The wraith that is summoned is brought forth by specific magical means. It cannot be compelled, coerced, affected by Necromancy, or summoned again. Any attempt to do so violates the ritual’s magic, and the wraith will immediately disappear, unable to be affected.
The Blood and Willpower collected by the Enforcer is absorbed by them only to fuel their task.
SOURCE
BNS: MET - VTM - V2 (2021)
This ritual was developed by Regent Edivaldo Nogueira to meet the requirements of Lord Ícaro Pomeu de Toledo. The premise is that the ritual would give the magician the ability to hear all conversations taking place in a given area. The big problem to be solved was precisely being able to hear simultaneous conversations, even the faintest whisper.
The solution to this was to create a magical artifact that would record the conversations separately so that they could be heard later by the thaumaturge.
To avoid problems resulting from the artifact being lost, the paradigm of the encrypted missive ritual was added so that only the performer of the ritual could hear the recorded conversations.
System:
The first step is to make a charm with a tuning fork and the magician's own ear (ritually removed and causing 1 point of aggravated damage), tied with horsehair threads, removed from a violin bow.
The second step is to make the mass of the globe. Using a cauldron over low heat, the magician melts several vinyl records and a point of his vitae. This process results in a dark plastic mass. The thaumaturge then molds the Globe with his own hands and places the charm in the center.
The final step is to polish the globe, which must be done in an acoustically sealed place. For one hour, the magician polishes the globe, using a silk scarf.
The result is a dark, shiny globe that will begin recording at the first sound of conversation. It can be placed in a acoustic sealed box for preservation until the moment of use. After being exposed to the first sound of conversation, it will record all conversations (but not other sounds) within a radius of 50 meters. Thin walls do not prevent recording, but acoustic structures or thick stone walls may prevent it, according to the storyteller's discretion. The amount of conversations recorded depends on the volume of people speaking simultaneously, also according to the storyteller's discretion.
After use, the globe acquires lines like those of a vinyl record. The artifact must then be retrieved by the thaumaturge. By spinning the globe with Movement of the Mind and positioning his fingernail on the lines, the magician will be able to listen to every conversation that has occurred in the area of interest.
Este ritual foi desenvolvido pelo Regente Edivaldo Nogueira para atender a determinação do Lorde Ícaro Pomeu de Toledo. A premissa é que o ritual fizesse o mago ter a habilidade de ouvir todas as conversas de uma determinada área que estiverem acontecendo. O grande problema a ser resolvido era justamente poder ouvir conversas simultâneas, desde o mais fraco sussurro.
A solução pra isso foi criar um artefato mágico que gravasse as conversas separadamente para ser posteriormente ouvido pelo taumaturgo.
Para evitar problemas resultantes do extravio do artefato, foi adicionado o paradigma do ritual encrypted missive para que apenas o executor do ritual consiga ouvir as conversas gravadas.
Sistema:
O primeiro passo é fazer um patuá com um diapasão e a própria orelha do mago (removida ritualisticamente e causado 1 ponto de dano agravado), amarrados com fios de crina de cavalo, removidas de um arco de violino.
O segundo passo é fazer a massa do globo. Utilizando um caldeirão em fogo baixo, o mago derrete diversos discos de vinil e um ponto de seu vitae. Esse processo resulta numa massa plástica escura.
O taumaturgo então molda o Globo com as próprias mãos e coloca o patuá no centro.
O passo final é o polimento do globo, que deve ser feito num local acusticamente selado. Por uma hora o mago faz o polimento do globo, utilizando um lenço de seda.
O resultado é um globo brilhante escuro que começará a gravar ao primeiro som de conversa. Ele pode ser acomodado numa caixa acústica para preservação até o momento de uso.
Depois de exposto ao primeiro som de conversa, ele fará a gravação de todas conversas (mas não outros sons) dentro de um raio de 50 metros. Paredes finas não impedem a gravação, mas estruturas acústicas ou paredes grossas de pedra podem impedir, de acordo com a avaliação do narrador.
A quantidade de conversas gravadas depende do volume de pessoas falando simultaneamente, também de acordo com a avaliação do narrador.
Depois de utilizado, o globo adquire linhas como as de um disco de vinil. O artefato deve então ser recuperado pelo taumaturgo. Fazendo o globo girar, com Movimento da Mente e posicionando sua unha nas linhas, o mago poderá escutar cada conversa que tenha ocorrido na área de interesse.
Allows caster to use 'the bomb' on koldunic sorcery tests, for the remainder of the night. As with all used of the bomb, you must state you can use said bomb.
The truly devout followers of the Faceless One may be granted entry into his realm with a sacrifice of themselves to him. By opening up their mind to the Faceless One, he enters them for a time. Many of the Faceless One’s servants consider this a most holy event, as they offer all of themselves to their dark master and become one with him and thus the Abyss. Once the Mystic comes too she will find a talisman crafted left behind by the Faceless One. An invitation to visit the Abyss anytime they wish.
System: Once cast the character creates a special abyssal talisman. To create a talisman costs the caster 1 permanent Mental Trait. Once this talisman is broken the caster immediately enters into the Abyss. They may return from the Abyss back to the site they cast this ritual at by spending 1 willpower trait and five blood traits. Only one Grace of the Faceless One may be cast at a time.
The Mystic must Meditate and activate Shadow Play. After the successful casting of this ritual the shadow coalesces around the Mystic's hands absorbing into the skin visibly darkening them. For the rest of the Night the Mystic may attack or grapple Abyssal creatures or any manifestation of Obtenebretion. In addition this can be used to attack someone in Shadow Body.
The next stage and mastery of the Inscription Ritual; Greater Inscription allows the thaumaturge to create even more potent scrolls for use. This generally requires the equivalent of a full page of paper. A reader can then unlock the power of that ritual by reading the inscription and following its instructions. The scribe uses his blood as a base for the ink, and his vitae’s power remains in the mixture to help fuel the ritual. An inscribed ritual is in imperfect form - it cannot be used to learn Thaumaturgy. It’s a simplified set of instructions, with the scribe’s vitae empowering the rite so that it overcomes any omissions or sloppiness on the part of the practitioner.
System: A thaumaturge who knows the techniques of Greater Inscription can write an abbreviated form for any third- or fourth-level ritual that he knows, at a cost of three blood points. Anyone who can read the language may then use the ritual notes later. Actually casting the ritual from the notes requires the use of the usual components and time, as well as the standard Mental Challenge, but the caster need not have any knowledge of Thaumaturgy. Once an inscription is complete, the power of the writer’s vitae is trapped in the object; his maximum blood pool is effectively reduced by two until the inscription is used. After use, the inscription dries into a fine, illegible ash, withal1 the power expelled from the vitae-based ink. The scribe can use the scroll himself (which is rather pointless) or give it to someone else. To prevent an inscription from reaching the wrong subject, many scribes also use Encrypt Missive (Blood Magic: Secrets of Thaumaturgy, p. 87) with this ritual.
It is known that the blood powering Inscription can be used for links of Sympathy and Identity an incautious Tremere could find his blood in the hands of an enemy who can use it against him.
A Storyteller must be present for you to use Inscription. You give your Blood Trait cards to the Storyteller, who should make a special mark on your sheet (placing an “I” over each used Blood Trait circle is a good idea). Place your Inscription upon an item card, with a note of the ritual and your character’s name (so that the Storytellers can tell who wrote it when it’s used up).
Level: Intermediate
Materials Required: Inverted Bloodstone, Sympathetic Link to new target
Discipline Prerequisites: Hermetic Thaumaturgy
As per “Inverted Bloodstone” ritual, though the thaumaturge responsible for casting the ritual may designate something or someone else as the designated target of the ritual: A book, a weapon, a piece of jewelry, a vehicle, another person, etc. The caster must place an inverted bloodstone into a suitable vessel with a piece of the object they wish to enchant. Over the course of 3 consecutive nights, the inverted bloodstone will break down and then reform using the additional components. If the caster is attempting to turn a person into an inverted bloodstone, then they must have a physical component from their target. Should the target be destroyed, the ritual immediately ends.
System: As per “Inverted Bloodstone”, but the thaumaturge casting the ritual may designate a target other than himself to be connected to the inverted bloodstone. A willing (or inanimate) object requires no challenge. An unwilling target requires a contested mental Challenge vs. the target’s max mental traits.
(Intermediate Ritual)
Expanding upon the original Iranian concept of the ritual of protective Baptism, the Ashipu who wishes for greater levels of protection from harmful magics may expand their knowledge and skill to perform this ritual. By bathing in the Blood of either themselves or that of an animal, the ashipu is granted immunity from harmful rituals for a time. Indeed, their mastery in this skill has reached such a level are no longer limited to one simple protection, but not an unlimited amount either.
System: System: The ashipu does not have to use her own blood; animal blood will do, but the Ashipu must use enough blood to cover their entire body. The ritual protects only against ritual magic that directly affects the subject. For instance, it would not protect against the ritual Bladed Hands because that ritual targets the caster and benefits them, not the person who happens to occupy that place. A person may not have more than three Greater Warding Baptisms at a time. At each casting the ashipu must choose what ritual they wish immunity to and this cannot change until the Greater Warding Baptism expires at sunrise. Each casting of Greater Warding Baptism only effects a single target ritual. Greater Warding Baptism would have to be cast multiple times for each additional target ritual the caster wishes to be immune to; again with a maxium of three rituals.
