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.
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.
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.