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: 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
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 2XP
MET Mechanics:

    The vampire scrapes mold from a tombstone or grave and boils it in an iron kettle with vitae and raw animal fat. Two cups of mold, one vitae per cup to be prepared, and one pound of fat per cup to be prepared are necessary.  There is an extended Static Social Challenge, versus 6 traits.  For every ritual challenge won or tied, one cup of available mixture turns a sickly gray-green and thickens to a quivering gel. Any leftover ingredients must be strained away before the ritual can continue.  Up to three cups can be prepared in one casting.  Finally, the vampire drips a single drop of his blood into the gel to awaken it. From this point on, the mold becomes a deadly flesh-eating fungus. It greedily devours living and unliving flesh on contact, leaving patches of naked bone where a growing colony abscesses and ravages all soft tissue. Even the caster is not immune, requiring his utmost caution in handling the mold. Typically, grave robbers decant the mold into metal vials or other portable containers for use as weapons. Each batch of mold lasts one full month, after which it loses all magic. Anyone splashed with the mold suffers Aggravated damage equal to the total cups that made contact with the flesh. This damage continues each turn, reduced by one level until the magic is spent. A maximum of three cups can hit a naked target at any given time and skin needs to be exposed for this to work (max can be lowered at ST discretion).  For purposes of resisting damage, treat each level of damage is a separate source.

Date of Archival: 22-Feb-2015
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 4XP
MET Mechanics:

The Hunger of the Faceless One to consume the Light and this world is eternal and endless. With his Abyss Mystic students he shares this Hunger and commands them to consume. The Abyss Mystic whispers to the darkness and offers themselves up to the Faceless One as an instrument of his hunger on earth. If granted, the Mystic thereafter may call upon that hunger and feast upon those who practice Obtenebration.
System: Once cast this ritual is hung until the character spends 1 willpower trait to activate it. Once the character wishes to invoke this ritual they must engage their target in a contested mental challenge retested with occult. If the caster succeeds the target loses a number of blood traits equal to the victim’s obtenebration rating, and also suffers a same number of levels of aggravated damage. These blood traits immediately enter the casters blood pool. Only one casting of the Hunger of the Faceless One may be hung at a time. Once used this ritual must be recast.

Date of Archival: 17-Apr-2020
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:
 Identity Extraction (Basic Hermetic Ritual)
 
 Modern medicine is only beginning to tell humanity what the Tremere have long known: the blood tells all. Through a combination of hermetic principle  and medical science, the Warlock can use the insights provided by a sample of blood to temporary act in place of the subject's True Name. By casting  the ritual for three nights as well as winning an opposed Mental test vs the  target of the spell analyzing and extracting the dna from a sample of vitae,  the Warlock gains insights that may be used in place of the target's True Name. The extraction process denatures the sample, leaving an inert sludge  no longer useful for anything. A new blood trait must be used each time this  ritual is cast, and the insights gained may only be used for one case that would require the subject's True Name, and must be used the same night.
Date of Archival: 12-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

Intermediate

 

Often members of House Amethyst must assume an alternate identity to fulfill their assignments.  This rite allows their form to be cosmetically altered without relying upon rare and forbidden disciplines such as vicissitude.

 

System:  The Amethyst agent makes a salve of the victim’s blood and hair and anoints himself with it.  Upon success, the thaumaturge takes on the appearance of the victim to include the timbre of their voice.  The confusing nature of wearing another’s visage causes the agent to suffer the negative mental trait Unstable x1 while under the effects.  This ritual expires at dawn.

Date of Archival: 23-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

Intermediate

 

Often members of House Amethyst must assume an alternate identity to fulfill their assignments.  This rite allows their form to be cosmetically altered without relying upon rare and forbidden disciplines such as vicissitude.

 

System:  The Amethyst agent makes a salve of the victim’s blood and hair and anoints himself with it.  Upon success, the thaumaturge takes on the appearance of the victim to include the timbre of their voice.  The confusing nature of wearing another’s visage causes the agent to suffer the negative mental trait Unstable x1 while under the effects.  This ritual expires at dawn.

Date of Archival: 23-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

Prerequisite: Serenading the Kami

System: Muck like Serenading the Kami this ritual takes time to cast. By binding a spirit to their physical form, the caster gains a boost to their strength temporarily once activated. To activate it the caster must spend 1 blood and say a prayer to the Kami for their help. Once it is activated, the caster is granted 2 bonus physical traits that last for the scene/hour whichever is shorter. It is not simply their next action. These 2 bonus traits can be used just as Serenading the Kami. It lasts until it is used or until sunset whichever comes first.

It takes an hour to cast this ritual, and only one can be cast per night. By building a small shrine and burning incense. You must also bring some fruit and water as an offering during this time.  When you cast this ritual, it allows you to make a request of the Earth based Kami.

Date of Archival: 05-May-2024
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:


This ritual allows the practitioner to magically enchant an object. The next time the user desires the object in her hand, all she has to do is speak a magic word and the object appears. Converted from the Basic level Dark Thaumaturgy Ritual: Aport Object.

Date of Archival: 18-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Voudoun Wanga - Serpents of the Light
XP Cost: 4XP
MET Mechanics:

In honor of the glory of the king of Oyo, this ritual was devised to simulate his strength, charisma, and wisdom. While it is not a perfect facsimile, it surely affects the closest approximation a Cainite will ever get.

System: Over the course of 3 nights, the character ritualistically carves a tri-part amulet, similar to those employed by the path Binding Chango, but with a far more benevolent purpose. The process involves purifying the amulet in salt water from the Caribbean sea at regular intervals and steadily investing it with the will and desire to assume Chango's perfection. Over the course of the 3 nights, the character spends up to 2 Willpower Traits, invested into the Amulet. At the end of the third night, the caster cleanses the amulet one final time, then adorns themselves with it. If successful, the Willpower Traits invested into the Amulet become a pool of traits that the caster can divide as they choose among Physical, Mental, and Social Traits. This choice must be made when the caster dons the amulet and cannot be changed after. The effects of this amulet last for one lunar month, or until the amulet is removed or destroyed.

Date of Archival: 23-Aug-2018
Followers of Set
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 4XP
MET Mechanics:

The caster spends 20 minutes praying/meditation/or paying homage to the Aralu of the Tal'Mahe'Ra. At the end, they mix a combination of dirt, water, and human blood into a paste that they use to draw the Mark of the Hand on their chest. At the end of the ritual, all traces of magic in their aura will be hidden from detection. This only hides any magic in the caster's aura that was present before the mark is placed.
System: Once the mark is placed on the caster's chest all magic that is currently active is hidden from their aura. Powers such as Aura Perception, Thaumaturgical sight, and other detection based powers will find no trace of these powers. This only applies to any powers that were active at the casting of this ritual. Any powers activated afterwards are not concealed, and will show per normal.

Date of Archival: 20-Apr-2019
Assamite

Pages