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 wangateur must remove her ring finger, and cannot regenerate it until after the ritual is complete. The flesh is removed and the bones must be crushed to powder in a mortar. Three points of the caster's blood must be mixed with the bone powder. A wooden stake that is bound in iron is then placed in the blood and bone mixture and must sit for three nights. The blood and bone will be absorbed into the stake. This is the anchor.
On the night the ritual is completed, the wangateur must call on Papa Legbha, offering rum and tobacco. Once supplication is completed, the caster must stab the anchor into her abdomen. This does a level of Aggravated damage, that cannot be healed as long as the stake is in place. The anchor must remain in place for the ritual to be in effect.
As long as the anchor is in the caster's body, if her soul is removed from her body, voluntarily or not, the soul will return to the body at sunrise, no matter what is done to the soul (short of soul forging type destruction) assuming at that time the body is still intact. Furthermore, while Papa Legbha's Anchor is in place, so strong is the protection that the user is unable to travel or visit other planes of existence. Powers such as Auspex, Psychic Projection are unusable so long as the stake is in place. The caster may voluntarily stop the ritual at anytime before sunrise by removing the anchor from her body. Once the anchor is used, it is only good until the next sunrise, but it will last for one month once prepared if not used.
One of the foils of interrogation of a vampire is for those who may be in torpor. Vampires in torpor have their remains remain dormant and unable to be accessed any more than a normal corpse. With this ritual the caster may reawaken the slumbering vampires mine to interrogate it as they would a normal awake vampire. The caster must place the torpored vampires body on a ritually prepared alter and offer their own blood in sacrifice while canting the words of power to enact the ritual.
System: This ritual is cast on a vampire currently in torpor. Once the casting is complete they must engage their target in a contested mental challenge retested with Occult. If you succeed, and for the next scene or hour, the torpored vampire’s mind is accessible as if they were fully awake and active for purposes of things like telepathy, dominate, etc.
Advanced Ritual
The ritual costs a Willpower Trait to cast, you must have a holy relic, kept in a protective circle, while casting and be at least Humanity 4 (no roads or paths that act like humanity). It lasts until sunrise. The first instance of True Faith that would actively affect the caster will be met with a simple test. On a win of this test, the effect is reflected back onto the individual with True Faith. On a loss, the effect is merely negated. The user may not choose which effect this will block, it *must* be used on the first instance that would affect them. The True Faith power 'Miracle' will bypass this power. This applies only to powers which cause the individual with True Faith to be the aggressor in a challenge, and the power is equal to or less than the rating of the relic used when casting it, against.
One of the first rituals taught to new scholars of House Trismegistus allows the thaumaturge to personify their True Name within a single occult symbol. This symbol is used as the thaumaturge's personal signature, transferring the very essence of one's True Name into a single magical glyph. It becomes more than just a symbolic representation of the thaumaturge's True Name - for all relative and occult purposes it is the caster's True Name.
A thaumaturge's Personal Symbol of Power does not change unless the thaumaturge literally undergoes a nature-changing experience. Most magi only need succeed at this ritual once in order to discover the symbol which will represent them for the rest of their existence.
System: Using a complex and very personalized string of symbolic and mathematical equations, and requiring a whole evening of meditation, the thaumaturge induces a trance-like state in which he is able to reveal his Personal Symbol of Power. Success is determined through a static Mental Challenge versus 10 traits (applicable retest is Enigmas). If successful, the thaumaturge has found his Personal Symbol of Power and may use it in all applications where his True Name would apply.
Note: As with one's True Name, a Personal Symbol of Power may be used against the individual if deciphered properly. If another person ever views the Personal Symbol, they may make a static Occult test versus the caster's Mental Traits + levels of the Symbology ability (at the time of the symbol’s creation) to determine the meaning behind the Symbol. If they succeed, they may use the Symbol against the thaumaturge as if it were the thaumaturge's actual True Name.
It is recommended that the thaumaturge create an item card describing the symbol, and with the trait difficulty to decipher when this ritual is performed.
Regardless, most thaumaturges keep their Personal Symbol of Power a closely - and jealously - guarded secret.
The symbol does not replace the thaumaturge's True Name, is a representation of the True Name and can be used in place of the True Name. In effect, the Thaumaturge' has two True Names once this ritual has been performed.
One of the very first rituals taught to new scholars of House Trismegistus allows the Magus to personify their True Name within a single symbol of power. This symbol is used as the Magus' personal signature, transferring the very essence of one's True Name into a single magical glyph. It becomes more than just a symbolic representation of the Magus' True Name - for all relative purposes it is the caster's True Name.
A Magus' Personal Symbol of Power does not change unless the Magus literally undergoes a nature-changing experience. Most magi only need succeed at this ritual once in order to discover the symbol which will represent them for the rest of their existence.
System: Using a complex and very personalized string of symbolic and mathematical equations, and requiring a whole evening of meditation, the Magus induces a trance like state in which he is able to quest for his Personal Symbol of Power. Success is determined through a static Mental Challenge versus 13 traits (applicable retest is Enigmas). If successful, the Magus has found his Personal Symbol of Power and may use it in all applications where his True Name would apply.
Note: As with one's True Name, a Personal Symbol of Power may be used against the individual if deciphered properly. If another person ever views the Personal Symbol, they may make a static Occult test versus the caster's mental traits to determine the meaning behind the Symbol. If they succeed, they may use the Symbol against the magus as if it were the Magus' actual True Name.
Needless to say, most magi keep their Personal Symbol of Power a closely - and jealously - guarded secret.
Note: The symbol does not replace the magus' True Name, is a representation of the True Name and can be used in place of the True Name. In effect, the Magus' has two True Names once this ritual has been performed.
An Alchemist who has Mastered Alchemy 4: Mutate is able to uncover the legendary Philosopher’s Stone. Long lauded as the penultimate achievement of Alchemy, the stone is said to have legendary properties, including being able to transmute base metals into precious ones, as well as being the key to elixirs of life and human transmutations. Achievement of this level means that the Alchemist has learned how to create a Philosopher’s Stone, and can use it with creative and interesting effect.
System: By gathering a small amount of each of the 16 Alchemical materials, the Alchemist draws each of their symbols and then uses blood magic, a hidden key that mortal Alchemists were unable to replicate, in order to combine them. What results is a small, palm sized stone, colored blood red and iridescent. This stone will act as a key focus for any of the previously named materials, allowing a person to surpass the usual limitation of Alchemy: Mutate.
After creating a Philosopher's Stone over the course of an hour, the thaumaturge may later place the stone on another object and activate the stone through his own will.
An Alchemist may target any substance that they can touch with this stone, and are able to convert that substance into one of the 16 Alchemical substances: copper, lead, silver, gold, iron, carbon, tin, sulfur, mercury, zinc, arsenic, antimony, phosphorus, bismuth. The change takes between a few minutes up to an hour depending on the size of the object being transformed.
They may not change a material into something that is not one of the Alchemical substances. For example, one could change Iron or Tungsten into Gold, but could not change any substance into Tungsten.
The Philosopher's Stone only works for the Thaumaturge who created it, and must be destroyed before creating another. Creating another Philosopher's Stone destroys the first.
After meditating you embrace the Abyss. For the remainder of the Night not only can you see normally in all Shrouds of Night you are not subject to the penalties. However bringing so much of the Abyss into oneself is not with out drawbacks. When not inside a Shroud of Night or Abyssal manifestation gain the Negative Traits Oblivious and Clumsy.
Advanced Aljusuri Ritual, Voudoun Necromancy Origin
Time Required: Ten minutes
Duration: varies
Components: A silver dagger, a sentient sacrifice and empty graves
This ritual is like Mass Grave except that it can only transport a group to the Weeping Stone. Everyone going to the Shadowlands must be buried together in one grave, using dirt mixed with the remains of at least one freshly killed intelligent creature.
Mechanics: To enact this ritual the Necromancer must sacrifice a sentient creature (Mortal, Vampire, Garou, etc.) by plunging a specially prepared pure silver dagger into its chest. The blood, flowing from the dagger's wound, then pours out and soaks the moist soil of the empty grave. This blood soaked soil is then used to lightly cover the Necromancer and her entourage. This is usually accomplished by having Ghouls do so, whist they lay in graves. Due to these actions, the Necromancer and her entourage will cross the Shroud into the Shadowlandsand travel instantly to the Weeping Stone.
The Necromancer must have been to the Weeping Stone in the Shadowlands sometime previously if she is attempting to transport herself, and her possible entourage. Once in the Shadowlands, the Necromancer can return herself, and the -other- to either where the ritual was enacted or to their current corresponding location in the Skinlands, and therefore ending the ritual. If she does not accompany them, they my only step into the corresponding Skinlands.
There are few opportunities for necromancers to help the more humane members of the family, and indeed it is rumored this ritual was first developed by a family member who thought the effect of repeated possession upon ghouls to be damaging to the psyche. While his intention to replace the use of ghouls has never come to pass this ritual is used from time to time by those who feared to posses valued ghouls in dangerous situations. The effects of possessing a corpse are not without drawbacks however, while in this state, the necromancer feels neither physical pain nor pleasure. The effort to maintain this position is taxing not only on the will but the spirit and often after prolonged use will find himself half rotted away. His flesh's immortality strained by animating this second corpse.
The necromancer anoints a freshly dead corpse (no more than a week and a day dead), with a point of his blood and enchants it as the vessels for his possession. The necromancer then possesses the body spending an additional willpower when evoking his advanced Dominate and suffering 1 Level of unsoakable agg. The caster then releases all of the breath in his lungs into the corpse. The necromancer’s essence animates the corpse and he may use it as he would a possessed mortal. The body had those physical traits it had in life, possesses 10 health levels and if injured the possessor suffers no wound penalties. No Abilities, memories or supernatural traits are retained. It should be noted that at the possession, any injuries or infirmities that affected the corpse affect the possessor, so if the vessel died of a slit throat the necromancer cannot speak.
The effort used to animate the corpse and use it as a vessel is very taxing on the spirit, and in the process a vampire's hold on immortality is weakened. For each hour past the first the necromancer holds the possession their true body begins to rot away suffering a lethal wound that cannot be healed until the necromancer is once more in their true flesh. The ST should also feel free to assign negative physical social to the suit relative its condition.
Advanced Ritual
Description: This ritual prepares a target item to hold other rituals, strengthening their effects and lengthening their duration. Specifically created to hold powerful demons, this ritual simply starts the process.
System: Once cast the target, hereby known as the base vessel, is prepared to hold other rituals. These rituals are strengthened and extended, similar to how 'consecrate the sanctum' works. The base must be carefully crafted and inscribed with runes that will eventually contain the subsequent rituals.
Effect: This ritual strengthens other rituals cast upon the base, creating a stronger trap for demons. Any ritual cast into the base has its duration extended to match the duration of the base ritual. The standard duration is 100 years, however, Vires can extend that duration to over 10000 if used before the casting (see Vires). Rituals cast into the base will also be strengthened by it, increasing the traits of subsequent rituals by 3. Dark Thaumaturgy is impeded, suffering a 3 trait penalty to use on the Base. Only rituals that have been created to work with the base can be cast into it and so strengthened. Once cannot add a Ward vs Vampires, for example. Only rituals created to work with the Base will work.
Cost: 1 Blood and 1 WP to cast.