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.

Return to Custom Content Home Page.

Word or Phrase in the Content Name
Word or phrase found in the Content Description
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

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.

Date of Archival: 21-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

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.

Date of Archival: 28-Sep-2021
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:


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.

Date of Archival: 16-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Geomancy
XP Cost: 2XP
MET Mechanics:

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.

Date of Archival: 04-Jan-2021
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 2XP
MET Mechanics:

By use of astronomical symbols and the casters blood, they can mark a person's spirit, allowing the caster to see where his subject is at anytime, even after they have died.The Ashipu must create a idol of the person with their known name carved into it, the idol must be a foot tall, made from living wood, and must be their true face, false faces created by any means will not work. The Idol takes a month to create and must be minimum Crafts x3, Higher crafts will prevent the heavens from mistaking faces. The caster must burn the idol, using the ashes and his or her own blood for a period of no less than one full lunar cycle, then uses the blood ash to paint the name of the target on a stone tablet carved with astronomical symbols. If the ritual is successful, he can afterwards learn the target's whereabouts by meditating while holding the stone in a trance like state, till the heavens whisper the desired information into his ear. This tablet will only work if the user is under the open night sky. The stone loses its power during summer solstice and winter solstice as well the spring and autumnal equinox. (Ritual failure requires a new idol and the Ashipu must restart from scratch.)

Date of Archival: 23-Jul-2020
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 2XP
MET Mechanics:

-Requires Background: Oubliette
With this ritual the mystic creates a link between themselves and their Oubliette. The mystic summons forth an Arm of the Abyss and compresses it down into a small trinket of the Mystic's choosing (possibly requiring a Shadowcrafting roll), after which they may affix this trinket to an object that can fit within the mystic's oubliette. Once completed, the mystic may store and summon objects or items they have marked with this ritual. Storing an object is as simple as dropping it into your shadow. Summoning an object takes an action or the mystic may spend a dot of the Fast Draw ability to have it appear instantly.

Date of Archival: 13-Apr-2025
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Akhu
XP Cost: 6XP
MET Mechanics:

Advanced Seidr Ritual

Heimdall's vision nothing can hide from, for he is the Guardian, Sentry and Watchman of the Bifrost and is the God who brought the ability to read the runes to Humanity. His abilities foresaw the coming of Ragnarok in myth.

1) The Caster tells the tale and marks those who participate in the ritual with a paste of ash and silver with the Futhark rune for sight and protection on the body declaring to the participants who the target or targets are

2) Caster makes a static ritual challenge retest rituals at a difficulty 10

3) 3) Participants receive the benefits of the merit: Clear Sighted till sunrise. ( Illusions do not fool you. This vision may be a supernatural gift, an inborn insight or practiced skill. Vampiric Obfuscation, Chimerstry and other Disciplines or gifts that deceive most observers won't work as well as they should with you. You have an additional three traits when trying to pierce through any Chimerical Illusions or Obfuscation and receive a free retest on such attempts. Any other powers are at the discretion of a Storyteller.)  

4) Duration- lasts till dawn

Date of Archival: 03-Nov-2021
Followers of Set
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 2XP
MET Mechanics:

Hermoorbjarg 

A hero and reputedly a god himself, Hermoor was commanded by Odin to carry a message to Hel that Baldur was to be released. Enduring all else, Hermoor delivered his message, no matter how many he had to slay. He is a patron of both heroes and messengers. 

System: The Koldun takes a rock --approximately the size of a softball-- and carves runes asking Hermoor to carry his message and message of one other, in a perfect line around the rock. The Koldun then, at a difficulty of 6 traits, twists each half of the rock and it comes apart perfectly smoothly. Each end that is held may be spoken into and listened to and each bearer may speak to each other, no matter the language or distance. Each language is understood in the native language of the bearing listener, though those nearby hear nothing. The ritual lasts for one night and the two halves may be rejoined for use in casting later. If not rejoined, they crumble to ice at dawn, as Hel bars Hermoor his message. 

 

 

Date of Archival: 02-Mar-2015
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Anarch Curses
XP Cost: 2XP
MET Mechanics:

Basic

In order to enact this curse, the caster must’ve been verbally insulted or rebuked by the target within the same night.  The caster then may engage the target in a mental challenge (retest Occult).  If successful, the target of this power becomes lost in his own thoughts and begins to stumble through his own words.  The target is unable to put his thoughts and words into clear sentences.  He gains the Negative Traits Witless x2 and is unable to spend Etiquette for the next month due to his vocal bumbling.  The target is encouraged to role-play this impediment.

Date of Archival: 19-Feb-2015
Anarch
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

(basic ritual, Tremere)

This ritual increases how perceptive the caster is.  He is simply more aware of himself and his surroundings. By performing the ritual and then placing a small lens or mirror into a pocket or onto a piece of jewelry, the Warlock gains two Perception-related Mental Traits for an evening.  While they may not be bid, they may be counted in ties and overbids even if it goes over the kindred’s generational maximum.

This power may not be “stacked” for an evening.​
Date of Archival: 04-Feb-2016
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Anarch Sorcery - Hacktivism
XP Cost: 4XP
MET Mechanics:

Honest Abe Ritual  - Hacktavist Ritual 

 

This ritual was created by the Hacktivists to vet anarchs for access to ANet. The caster types out a list of yes or no questions using the computer and logging the appropriate answers. The caster then weaves words of power into the coding of the questionnaire on their screen in their own blood. The code itself is written and saved, absorbing the blood to empower the ritual. Once saved to a file it may be sent to the recipient who must activate it by using their own blood to make an ‘X’ on the screen and uttering their most commonly used name. This activates the ritual causing a prompt to appear on the screen displaying the recipient’s name and a button reading “click to continue” followed by another window with the questions listed out and the option to provide only simple yes or no answers. Once the file is opened by the recipient, it must be completed and submitted within an hour and with valid honest answers or the ritual fizzles. If the answers are provided truthfully and match the desired responses from the caster an authentication code will be generated. Hacktivists will then be able to take this code and add the Anarch as a vetted member to ANet.

Mechanic: The caster types a number of yes or no questions up to their Occult ability level, along with the desired answers, in a computer file then marks a code on their screen in their own blood. This file may be saved and stored for later use up to 3 months after which time it fizzles out. The caster may only create a number of files in this manner equal to their Occult rating. Upon receiving the file, generally sent bundled into the ritual self-executing file, the user must make the needed blood mark on their screen and state their commonly known name. This activates the ritual and the questions are provided. If any answer given is not given honestly, or if it takes over an hour to complete the questionnaire the ritual will fizzle and disappear.  If the questions are answered in accordance with the desired responses of the caster, then the screen displays the code which can then be provided to the administrators of ANet for admission as a Vetted member. Whether the ritual fizzles or provides a code, all blood used in this ritual is consumed and no trace remains on the technology used.

As we recognize there are administrative checks and balances as well as actions required on the parts of players and staff, the process has been streamlined. the ANet applicant will be provided an email with the questions listed out as well as the email the player wishes to use for ANet along with whatever name/handle they want. This email should be answered and submitted back to the PC completing the vetting with the staff of the PC being vetted and the Anarch Coordinator’s Office CCed in. The honesty of the answers will be confirmed by staff and the PC’s email added to the ANet list. Appeals may be made directly to the Anarch Coordinator’s Office. 

Date of Archival: 18-Aug-2020
Anarch
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

System: Adding a drop of the caster's blood and a single drop of mercury to a crucible containing burning dragon's blood incense, the caster gains additional ability to use their influence to attack adversaries.  The thaumaturge generates one additional free Attack influence action when this ritual is cast.

Date of Archival: 19-Jul-2022
Tremere

Pages