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.
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.
Name: Group Thought
Prerequisites: Auspex x 4 (Telepathy), Ritual: Power of the Pyramid
Intermediate Ritual
Description: By combining the power of telepathy with the concepts of the ritual, Power of the Pyramid, the user of this power may provide a link wherein up to 7 total individuals (including the user of this ritual) may share knowledge, experience, and even increase individual mental acuity if only temporarily. System: Each participant in this ritual must know Auspex x 4 (Telepathy) and must initiate their own telepathic connection with another participant, spending the required mental trait when making the telepathic connection with another supernatural being, and remain in line-of-sight for the duration of the ritual. The caster of this ritual spends one (1) willpower and one (1) blood trait along with one (1) mental trait for each additional participant (up to a maximum of six (6) mental traits). While chanting the proper incantation over a bowl containing an owl feather, the first participant will initiate a telepathic link with the caster. Each additional participant will continue in this fashion, initiating a telepathic link with the previous participant, until each participant has initiated their own telepathic link. Once the circle has been established, the caster will pour the point of blood over the owl feather in the bowl, which will glow a deep shade of red, indicating the shared link is fully open. At the conclusion of the ritual, the owl feather disintegrates into a pile of ash, closing the link. Once established, the following benefits are available to the linked participants: If there is an ability or knowledge/research test, the person making the test may add one (1) additional mental trait per participant to their total pool in determining the outcome of that test. Even after the ritual has ended, the residual effects of increased mental acuity remain, allowing each participant two (2) free retests to be used on an ability/knowledge based test for the remainder of the scene or an hour. Only one such retest may be used in a single challenge. Knowledge may be shared at the speed of thought with any and all participants, per Telepathy. This includes memories, experiences, conversations, etc. It is important to note that participants are not able to initiate a Telepathy deep dive nor scan for surface thoughts. This ritual does not provide the necessary telepathic link to activate any additional disciplines. The additional mental traits and retests cannot be used for any discipline related challenges. The ritual has a maximum duration of a scene or an hour, whichever is shorter and can only be cast once an evening.
Description: This ritual was developed by Tremere scholars to protect members of the clan against attacks from other vampires, especially those with external Discipline abilities to the mind, such as Dominate and other powers (levels 1 through 4) that can affect the mind - the Tremere's choice - of the thaumaturge. The "Guardian of the Blood Mirror" creates a mystical shield around the target, warding off (giving a retest if the ritual is successful) mental attacks back at the aggressor. The ritual is protected by an invisible mirror of blood that shatters when attacked, neutralizing the attack's energy (if successful). This ritual is a fusion of Hermetic principles with blood magic, demonstrating the emotions of Tremere Thaumaturgy.
System: Casting Time: 15 minutes
Required Ingredients: A hand-held silver mirror, a drop of the target's blood, a red candle, and a circle drawn with bone ash on a flat surface.
System: The thaumaturge must draw a circle of protection with the bone ash and place the silver mirror in the center. The red candle must be lit next to the mirror. The thaumaturge then drops the drop of the target's blood on the mirror and recites the Hermetic invocation in Latin, concentrating on the intention of protection from attack. After the invocation, the thaumaturge burns the drop of blood with the candle flame, and the ritual is complete.
The ritual grants the target a mystical defense against mental attacks (such as Dominate, or other mental manipulation abilities - Tremere's choice - (level 1 to 4). Any vampire who attempts to use one of these abilities against the target must make an opposed test (difficulty 7) against the Thaumaturgy level of the thaumaturge who performed the ritual. If the attacker fails, the effect of the power that was used against the thaumaturge can be neutralized if he wins the retest against the target.
Duration: The ritual lasts only for one attack against the thaumaturge.
Failure: If the thaumaturge fails to perform the ritual, the blood mirror can turn against the target, increasing the difficulty of Dominate Resistance tests or other abilities (Tremere's choice) that attempt to affect the Tremere by +2 until the ritual is broken after its use (The use is for a mental action against the Tremere, if there is more than one mental action, this ritual will only have an effect on one of the attacks).
Note: This ritual is often used by Tremere in high-risk situations where it is expected that enemies might attempt to subdue their minds. However, due to the complexity and potential danger of failure, it is generally reserved for clan members.
Descrição: Este ritual foi desenvolvido pelos estudiosos Tremere para proteger os membros do clã contra ataques de outros vampiros, especialmente aqueles com habilidades de Disciplina externas para a mente, como Dominação e outros poderes (do nivel 1 ao 4) que podem afetar a mente - A escolha do tremere - do taumaturgo. O "Guardião do Espelho de Sangue" cria uma proteção mística ao redor do alvo, defendendo (dando um reteste se o ritual for bem sucedido) os ataques mentais de volta ao agressor. O ritual é protegido por um espelho de sangue invisível que se quebra ao ser atacado, neutralizando a energia de ataque (em caso de sucesso). Este ritual é uma fusão de princípios herméticos com a magia de sangue, demonstrando as emoções da Taumaturgia Tremere.
Sistema: Tempo de Execução: 15 minutos
Ingredientes Necessários: Um espelho de prata de mão, uma gota de sangue do alvo, uma vela vermelha, e um círculo desenhado com cinzas de ossos em uma superfície plana.
Sistema: O taumaturgo deve desenhar um círculo de proteção com as cinzas de ossos e colocar o espelho de prata no centro. A vela vermelha deve ficar acesa ao lado do espelho. O taumaturgo, então, pinga a gota de sangue do alvo no espelho e recita a invocação hermética em latim, concentrando-se na intenção de proteção dos ataques. Após a invocação, o taumaturgo queima a gota de sangue com a chama da vela, e o ritual se completa.
O ritual concede ao alvo uma defesa mística contra ataques mentais (como Dominação, ou outras habilidades de manipulação mental - A escolha do tremere - (do nivel 1 ao 4). Qualquer vampiro que tente usar uma dessas habilidades contra o alvo deve fazer um teste resistido (Dificuldade 7) contra o nível de Taumaturgia do taumaturgo que realizou o ritual. Se o agressor falhar, o efeito do poder que foi usado contra o taumaturgo pode ser neutralizado se ganhar o reteste contra o alvo.
Duração: O ritual dura somente há uma investida contra o taumaturgo.
Falha: Se o taumaturgo falhar na execução do ritual, o espelho de sangue pode se voltar contra o alvo, aumentando a dificuldade dos testes de Resistência à Dominação ou outras habilidades (a escolha do tremere) que tentam afetar o tremere em +2 até a quebra do ritual após o seu uso (O uso é para uma ação mental contra o tremere, caso tenha mais de uma ação mental, este ritual terá efeito somente em um dos ataques).
Nota: Este ritual é frequentemente utilizado por Tremere em situações de alto risco, onde se espera que os inimigos possam tentar subjugar suas mentes. Contudo, devido à complexidade e ao perigo potencial de falha, ele é geralmente reservado para membros do clã.
This ritual creates a magical ball made of gutta-percha sap and finger-bone dust. A ball created with this ritual is a 1-use magical item that follows all local standards of Stone of the True Form (such as requiring skin to skin contact or being only usable by the caster). When this item touches a person (requiring a Physical Challenge unless the target is willing), the ball temporarily adds strength to the target's finger bones for 1 scene or hour. When the one use is expended, the ball is completely mundane. This ritual does not prevent damage from being taken to the fingers nor does it provide a health level, it simply makes them magically elastic and rubbery when stressed beyond their normal range of motion, thus unable to be broken by any means for the length of the effect. A necromancer affected by this power may be unable to break his fingerbone for activation of the custom Leap Into The Shadowlands ritual.
Advanced
This ritual has a component: A hemp rope that has been steeped in Kleren (a strong rum that has had hot peppers steeped in it) and then left on an altar dedicated to the Guede for a week (Saturday to Saturday). After being prepared, the rope can be re-used until destroyed.
This ritual takes 30 minutes to cast. During the casting, you draw a circle using the veves for Papa Legba and the Baron LaCroix on a concrete floor using charcoal. You then place a chair draped in purple into the middle of the circle, underneath the prepared rope. Tie the rope into a hangmans knot and place it around your neck while standing on the chair. Ask Papa Legba to open the gate, ask the Baron LaCroix to watch over you, take a drink of Kleren, spit it out in a mist, tell a dirty joke, and then leap with a grin. If you succeed in pleasing the Loa, you will enter the Shadowlands.
System: The ritual takes 30 minutes to cast. As you hang yourself, cast the ritual. If successful, the caster will enter the Shadowlands and may spend a willpower to return at any time. Failure will result in a broken neck and will send the caster into torpor. Also, regardless of success, throw two simple challenges. If the caster looses both, the rope snaps and is rendered inert.
Haqims Blessing: Intermediate
We have for to long sent our own blood into situations that have caused them death. This hasnt always been needed. What if we have allies that we can lean on to do the work of Haqim? In the recent days I have found just that in several individuals. They can be trusted to do what needs to be done and can even at times be called Our friend. With this let us utilize them to their fullest.
System: Just like Touch the Earth this power in the sense that it lasts for the night. The casting is the same as well except for the exception that you can cast on someone equal generation or higher then yourself but never lower then you. As far as the rest of the effects it mimics that of Pebble of the Mountain. When casting said ritual both the caster and the receiver needs to add a point of blood on a object symbol of some form of religion. The object must remain sitting between the two of them until the ritual is finished. At the end of the ritual the blood soaks into the object establishing the link. The receiver of the magic must have this object on their person in order to receive any magic or communication. If the object is broken it shatters the link ending any and all magic cast through said link. The Caster must possess both Touch the Earth and Pebble of the Mountain in order to understand and utilize this ritual. While this ritual is active the individual receiving the benefit of this ritual is down 2 permanent blood traits.
Harkness’ Orb of Ocular Enhancement : Advanced Ritual
The Thaumaturge prepares a stone or crystal orb which may then be used to increase the effectiveness of the Scry Ritual. In the Day and the Hour of Mercury, KVKB, the Thaumaturge invokes the Angels Michael and Raphael within the Fourth Pentacle of Mercury, drawn in powdered Amethyst. The Angels are then urged to empower the orb, which is bathed in blood drawn from the Thaumaturge's own wrist with a white hilted Knife, previously prepared as specified in the Clavicula Salomonis. The Orb remains thus prepared until destroyed or un-enchanted in some way. A prepared Orb may be used in place of a pool of water, by the Thaumaturge who prepared the Orb alone, for the Scry Ritual. Furthermore, the Thaumaturge receives the following additional benefits:
1. They may whisper to the Orb, and be heard by a chosen target within the Scry Ritual.
2. They may use the Auspex powers of Heightened Senses, Aura Perception, and Telepathy through the Scry as if they were physically present.
In a handmade jar (glass, clay, something natural and not metallic), while performing this ritual, you etch the required runes for the respective ward cast upon it into the jar, painting the sigils carved in your own vitae
Upon the completion, the car is to be filled with the vitae of a willing subject after being stewed with a concoction of Thyme, Lemongrass, and Marigolds, to be immediately sealed shut with a cork stopper and made air tight with a seal of beeswax and rendered animal tallow.
The sealed wards only last as long as the tallow has not gone rancid, if let spoil, the blood purifies into a useless black ichor that is foul to the olfactories of those with even the most hardened stomach.
The quick ward may be applied to rigid objects (One round to apply) by smearing the tincture upon it or creating a temporary warding circle, both operate as expected; the application cannot be stacked with permanent wards of the same type.
The wards last at maximum an hour or scene before degrading into a foul black ichor with no value but making those reel in disgust.
The caster can pull one piece of information from a computer per challenge won even if they haven't broken that systems firewall. Once cast, the caster may continue to pull as much information as they wish until they decide to stop or they lose a single challenge. If the caster looses a challenge, the system they are pulling the information from has the chance to notice the caster was there. Challenges are mental challenges base upon storyteller discretion.
Through using the emotional energy and the Feng Shui of an area the caster of this ritual can reach out to others. Similar to the Tremere's Rite of Introduction, this allows a Geomancer to contact other Geomancers. However, there is no communication between the caster and the receivers. Instead if the caster is successful anyone who has the Geomancy paradigm (Ravnos coord controlled Thaumaturgy) feels a ripple of energy come from the place the caster casts this ritual at. The receivers will know what direction to go but not know where they are going until they arrive. The ripple feeling will remain as long as the caster does not leave the scene or an hour has passed, whichever happens first. Also, the receiver can choose not to go, there is no forced compulsion in the feeling to follow the ripple. Examples of emotional energy places are monuments, the center of a city, a building that gets a very high amount of foot traffic or whatever the storyteller feels is acceptable.