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 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.
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.
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.
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.
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.
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.
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.
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.
Description: While Demonic Trappings are temporary, these reinforced bindings prevent an infernal entity from breaking out of Demonic Trappings. These permanent imprisonments invoke natural earthly elements of a specific location to subdue infernal powers.
System: In order to lock the prison this ritual must be cast on the Base after the initial Trap has succeeded and there is something in there. The demon within the trap is engaged in a mental challenge, with a -3 penalty to mental traits.
Effect: Inside the trap, Fallen are incapable of using Evocations and other powers, and include other infernal servants such as imps, hellhounds, and characters with Investments. Additionally, Infernal creatures may not use their investments within the location.
Cost: 1 blood, 1 wp
Inhabit the Empty Shell
With this powerful ritual, the necromancer combined his fondness for the Dominate power of Possession with his mastery of undeath. The Necromancer lays a suitable body that has previously been Animated with Necromancy: Bone Path: Shambling Hordes, on a ritual alter and anoints the corpse with a trait of Vitae. The Vitae creates a mystical bond between the Corpse and the Necromancer. The Necromancer will lie on the alter next to the corpse and begin meditating on the stages of life and death and how as a vampire he is removed from the proper cycle, the meditation serves to loosen his soul from his own body. After a proper mental state is achieved, the necromancer will breathe into the mouth of the corpse, if the ritual was successful he will finish that breath inside of the corpse.
System: This is a thirty minute ritual that costs 1 blood 1 will and 5 mental traits. mental challenge vs 7 traits. If successful the Necromancer is possessing a bloodless lifeless corpse. As a shambling hordes Zombie the corpse will have the phys traits it had in life and four health levels. The necromancer will not have access to any physical disciplines, disciplines that require blood, or form powers. Like the power of dominate if the body is killed while he inhabits it he will return to his body in torpor. Unlike normal Possession, the grip of the corpse is not easily relinquished, in order to stop the effects of the ritual you must either be where the ritual was cast or win a mental challenge vs 7 traits. If the necromancer is still in the body at sunrise he is violently returned to his own body in torpor.