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.

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Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:
With this Ritual a Master of the Path of Weather may utilize a Bolt of Lightning for later use.
 
System: An appropriate item must be pre-prepared to accept the bolt. A Staff or Sword is appropriate (though if a sword the Lightning Bolt cannot be released as part of a strike of the Weapon). This takes a week, with a series of challenges (one static mental challenge each night difficulty of 10). If any fail the item is destroyed and the process must start over again. On the last night a Permanent Mental Trait must be spent to attune the item to the castor. Only the castor may release her own Lightning. Once the item is created it may hold One (1) Lightning Strike, for each of the Permanent Willpower that the castor has. Following the rules of Lightning Strike (Advanced Weather) the castor must summon Lightning to the Rod. She or she will take 3 Lethal Wounds doing so, but the Lightning is also stored. If the Rod is broken the Lightning will harm anyone holding it. To release the Lightning Strike the castor must again follow all rules of Lightning Strike, save the weather requirement, since the lightning already exists.
Date of Archival: 28-Dec-2016
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - African
XP Cost: 2XP
MET Mechanics:

The animal fathers of Africa honor the king of cats and mankind too heeds their presence. The caster makes an offering to the ghost of the lions and then braids into his or her own hair a lock of a lion's mane that they have removed themselves for this ritual. Displaying it openly, the caster is granted the lion’s favor of the noble beast’s commanding presence.

This intermediate ritual allows you an extra social trait for the remainder of the evening.

The components are the hair from a lion's mane that you harvested and your own hair braided together. This could be a braid in your hair or hung around your neck, but this must be visible for the favor of the spirits to be granted. The ritual requires a trait of blood to be sacrificed in respect of the spirits; the blood need not be kindred, indeed wildebeest is preferred. Also note that the lion providing the hair need not be alive at the time of casting, but the beast must be respected and as such not kept in storage or as a captive. The trait granted is Commanding, and it remains the discretion of the storytellers if the favor of the Lion's Pride is granted. The Lion’s Favor can be judged with a static social test, difficulty 8 or ST discretion.

Date of Archival: 02-Jan-2018
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:
Intermediate Ritual:  Casting this ritual will allow the caster to restore up to a single room back to its previous state. The state chosen cannot be more than number of hours in the past equal to the current mental traits of the caster, with a maximum of 12 traits/hours.
 
The items that are "restored" are such things as broken or damaged walls, windows, and furniture. All electronic items and complex mechanical items appear normal but no longer work. Magic items repaired do not retain their magical properties.
Date of Archival: 04-Feb-2015
Tremere
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 black ink to a crucible containing burning heliotrope incense, the caster gains additional ability to obscure her influence manipulations.  The thaumaturge generates one additional free Stealth influence action when this ritual is cast.

Date of Archival: 19-Jul-2022
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

Advanced

 

The power of thaumaturgical rituals is tempered by the fixed nature of their effects.  This ritual allows a determined adept to make a slight change in a ritual’s effect in exchange for a drastic increase in the effort required.

 

System:  Allows the thaumaturge to change a single word in a ritual write up.  Affected rituals are cast as though advanced and the normal expenditures are doubled.  

 

Note:  The Storyteller is the final arbiter of what effects will and will not be permitted in their game.  Additionally, Storytellers should are encouraged to adjust the expenditures as they deem appropriate.

Date of Archival: 23-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 6XP
MET Mechanics:

Malicious Viscous (Advanced - 5)

 

This ritual uses the Bahari’s natural affinity to their Garden.  The user of this ritual uses sap from the trees from their garden as a component.  When the user wishes to release the sap, all they need to do is throw the sap, requiring a Physical challenge (retested with Athletics), upon contact it releases the ritual upon the target.  The victim becomes enveloped by sap wrapping around them, forcing them to become immobilized.  The victim may try to move, but the sap is too strong to break unless the victim can make a physical challenge (retest: brawl) against the Lilin’s mental traits (retest: occult).  On success, the victim can pry their arms and legs free, and on a fail they continue to remain enveloped.  This ritual lasts for a scene/hour before dissipating.

 
Date of Archival: 02-Mar-2015
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Dark Thaumaturgy
XP Cost: 6XP
MET Mechanics:

All other clans fear the Baali. Out of ignorance, envy of Baali power or simple irrational fear, the result is the same: First Tribe children must learn from an early age to be discreet and walk in the shadows without attracting attention. Therefore, knowing how to go unnoticed or, mainly, make the other clans think that the Baali is like one of them, becomes a fundamental task for the safety and survival of the First Tribe's children.

Thus, with this ritual developed for that purpose, a Baali is able to go far beyond a simple illusion, or a lie. The Baali is able to absorb a vampire's essence, virtually becoming the clan to which the vampire belonged. No detection power, ability, Merit, or the like, of a level lower than 6, is capable of detecting the Baali blood in the vampire using the ritual, or determining its origin.

The ritual involves the sacrifice of a vampire of any clan (the clan that the Baali wishes to disguise himself as). The victim must be taken to the Baali's Well of Sacrifice, where he will have his heart ritualistically removed, and then his blood will be drained and placed in a container with unholy inscriptions, mixed with the Baali's blood. While performing a dark prayer, the Baali will first drink the blood from the heart (equivalent to 1 Blood Point) and then bathe with the blood from the container. Finally, while being blessed by the darkness, the Baali will cut off the vampire's head and rub it against his body.

The ritual also requires, in addition to spending at least 2 blood points (which will be in the container), and at least 1 Willpower Point. Each point of Willpower spent by Baali will increase the duration time by 1 month (or the time between 2 game sessions).

When the Baali has finished performing the ritual, he begins to undergo some transformations that help him to impersonate a member of the clan of the victim who was sacrificed. Between these transformations, the Baali gains the victim's clan weakness (the exception is the Malkavian weakness. If the Baali already has a derangement, he will not gain another one, but he cannot eliminate his derangement with XP points while impersonating a Malkavian).

Date of Archival: 27-Nov-2021
Demon
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Voudoun Wanga - Serpents of the Light
XP Cost: 6XP
MET Mechanics:
 
Casting time: 1 hour
Difficulty: 9 Traits
With this Ritual, two willing individuals may swap souls for a previously agreed upon length of time. Participants must naturally have souls (no putting a willing soul into a construct, then conducting this ritual). A containment circle is drawn, and both individuals offer one internal statement of love, one of truth, and one of justice to call the Marassa Jumeaux. If any coercion was used (mundane or supernatural), the summoning of the Loa will not work, and the ritual will automatically fail. Once the chwal (possession) is successful, a Marassa will enter each body, taking the soul with them as they enter the other participant. Once switched, the Marassa Jumeaux will simultaneously light both ends of a tapered candle, then leave the bodies of the participants. The wangatuer will have prepared the candle such that the length of time the ritual lasts is as long as the candle burns, at most this Ritual will last until the sunset following the casting. When the candle extinguishes itself, the two souls return to their original bodies, no matter the state of the body. Once lit, the candle cannot be extinguished by mundane means.
Date of Archival: 01-Sep-2015
Followers of Set
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 2XP
MET Mechanics:

Mark of Ereshkigal (Basic Abyss Mysticism Ritual)
The priestesses of Ereshkighal are taught the most ancient spells of Abyss Mysticism and the ability to banish or command any creature from the Abyss who might dear to challenge their might.  The Abyss Mystic must carve an effigy tin the form of Ereshkigal; the first Abyss Mystic.  This effigy must be hand carved from obsidian and bathed in the blood of the Mystic.  The size of such effigies can range from the size of one’s hand to massive statues.  After which the effigy becomes a Talisman capable of banishing the denizens of the Abyss back to their native realm.

System:  To create a Talisman requires the expenditure of a willpower point. A caster may only have a number of Talisman’s active equal to their permanent willpower rating.  Abyss Spirits who are touched with the Talisman must make a contested willpower challenge against the caster.  If the Abyss Spirit fails it is banished back to the Abyss for a month.  If a vampire is currently being possessed by an Abyss Spirit; this will banish the Abyss Spirit within them and end its effects.  Only the caster may use the Talisman.  Once used, the Talisman is used up and another must be created.

Side Effect:  None

Date of Archival: 18-Dec-2019
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Anarch Curses
XP Cost: 2XP
MET Mechanics:

The Anarchs have long since relied on their secret combination disciplines among other secrets to give them an edge in their wars with other sects and factions. Over time, new ideas of freedom have come forth and many liberties have begin to stretch. It has become heavily evident to several older Anarchs that the neonates they trusted with these blood techniques and movement secrets have been spreading them across sect lines in exchange for almost anything. There are too many of those that would betray the movement in these nights, and this Curse is to identify those and make others aware of their treacheries.

When the Anarch suspects that someone is a traitor, they must call them out on such accusations in public forum. The more witnesses the better in usual cases. The Anarch spends a blood and initiates a Static Mental Challenge against the amount of current Mental Traits the Victim has (retest with Occult).

If the Victim has in anyway betrayed Secrets of the Movement, exchanged Blood Secrets of the movement to non members, is not loyal to the movement, or anything else at ST discretion, they receive a mystical brand of a cross, under both their eyes. This is only visible to those who were present during the the casting , however the victim may not use obfuscate, vicissitude , or any other method to hide the mark. All those present for the curse see the effects immediately and will forever be able to see it for the duration of this curse. This Curse lasts for one year, or until it has been lifted. The mysticism of this curse is able to detect betrayal even if the victim has “forgotten” the actions by any means such as Dominate, Derangements, or any other non supernatural memory loss.

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

As members of a secret order often hunted by or misunderstood by many others, the Hierophants devised a way for members of the cult to identify one another. With a mastery over the soul, life and death comes the ability to affect a person’s spirit. In doing so the Hierophants crafted this Ritual to subtly change the Aura of a member of the Cult. Only those who truly are members of the Cult of Lilith can see and recognize those with this mark (assuming they can read auras). It is a secret all Cult Members would take to the grave with them before ever sharing.

 

System: This ritual allows the caster to slightly alter the Aura of another by marking it. This mark may only be detected by members of the Cult of Lilith who successfully use the power of Aura Read on the recipient. This mark in their aura is permanent. Non Cult of Lilith members will not notice the mark at all in their aura.

 
Date of Archival: 02-Mar-2015
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Akhu
XP Cost: 4XP
MET Mechanics:

Intermediate Ritual: Akhu: Mark of Postulant's Devotion

Description: The Witches of Echidna tithe their vitae to their dark god, and share with her their feasts of blood. However, rarely, those who are not Echidna's blood children come to worship her. This ritual creates a mystical amulet of clay, soft stone, or soft metal, which must be etched with a spine or sharpened scale taken from some sort of animal. With these amulets, Echidna's converts can become closer to their monstrous, adoptive mother by offering up their own blood in tribute.

Mechanics: For as long as the amulet is worn, whenever the wearer feeds or spends blood (except on Akhu disciplines and rituals), they lose an additional point of blood at the end of the scene as per the bloodline flaw of the Witches of Echidna. The amulet must be willingly put on: if the wearer is coerced by supernatural means, or if the amulet is slipped unknowingly onto their person, it has no effect. Likewise, there is little point when worn by non-vampires, as other creatures do not expend or feed on blood.

Date of Archival: 29-Apr-2021
Followers of Set

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