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: Necromancy - Western
XP Cost: 4XP
MET Mechanics:

At the culmination of a ceremony honoring the bull and the spirits of past cattle the necromancer commences rubbing themselves with the remains of a sacrificed slain bull, the caster gains two strength related physical traits as the animal’s essence rides the caster. However, the potency of the bull is not without its price you also gain a "temper". You become Impatient for the entirety of the ritual and any challenge to your authority causes a Frenzy Check at a one trait penalty.
This ritual lasts until sunrise.

Date of Archival: 02-Jan-2018
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 4XP
MET Mechanics:

Rite of the Carrion Crow (Intermediate - 3)

 

Members of the Cult of Lilith seek to commune with the Children of Lilith, many of whom are believed to have been destroyed ages ago. Through this ritae, the Cult of Lilith is able to uncover secrets lost to the world from the time before history was recorded. The Cult practices sacred Burial rites to those members who have passed, in hopes that future members of the Cult may come upon them to teach the history and lessons of the Cult.

 

System: This ritual has two effects. Firstly it may be used on a Cult of Lilith member who is still “alive”. When the member dies they will pass on, but their ability to aid the cult does not end. They may now be used for the rest of this ritual (this is largely a role-play mechanic). The Second part of the ritae allows you to summon back a member of the Cult who has undergone this ritual to help pass along wisdom, history, and insight into the cult itself. The user receives visions from a dead member of the cult. The result of which allows the caster to ask the deceased member of the cult one question in relation to the Cult of Lilith. For the remainder of the scene after using this ritae, the Cult of Lilith member may spend a number of Mental Traits (maximum of 5) to raise either his Occult Ability rating or Lore: Ba’hari by one for each mental trait spent. This bonus may go over the characters allowed generational maximum.

 

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

Intermediate - Ritual of Introduction Forwarding

  Cast this ritual at the begning of the night with a predetermined Tremere target.  Any time “Rite of Introduction” would be directed to you, it is instead directed to the predetermined target.

Date of Archival: 12-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - African
XP Cost: 4XP
MET Mechanics:

Require a tree that is grown around and over a kindred. Magic may be used to grow the tree around the kindred.
A blasphemous ritual is performed from midnight to just before dawn. At dawn the sun destroys the vampire as it normally would. The next morning, and every morning after this will cause a ghostly reenactment of the kindred burning to death.

From this point forward the dead tree is a haunt of a level equal to the dots in generation of the sacrificed Kindred. Each casting of this ritual causes the kindred to sacrifice a number of social traits equal to the level of the haunt created. These social traits may be rebought. You may not have more Haunts active than half your path rating rounded down

Date of Archival: 24-Nov-2019
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - African
XP Cost: 4XP
MET Mechanics:

Require a tree that is grown around and over a kindred. Magic may be used to grow the tree around the kindred.
A blasphemous ritual is performed from midnight to just before dawn. At dawn the sun destroys the vampire as it normally would. The next morning, and every morning after this will cause a ghostly reenactment of the kindred burning to death.

From this point forward the dead tree is a haunt of a level equal to the dots in generation of the sacrificed Kindred. Each casting of this ritual causes the kindred to sacrifice a number of social traits equal to the level of the haunt created. These social traits may be rebought. You may not have more Haunts active than half your path rating rounded down

Date of Archival: 24-Nov-2019
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Sadhana
XP Cost: 6XP
MET Mechanics:

The Curses of the Rom are both devastating and virulent. The removal of such curses is often impossible to downright maddening for the afflicted. This has lead the Jati of the Ravnos to seek extreme measures for how to clear these curses from themselves and their allies. Partnering with the Sadhu of the Sabbat, one connived a way to trick the Romany of the world, to take on the curse of their own. By combining the arts of misdirection, Sadhanna, trickery, and some good old fashion drugs, the Sadhu will spend night after night convincing the sacrifice that they are here to save their one true love. Once broken, the sacrafice will offer up their own life willingly to the one afflicted by the curse, and in doing so, take the curse into themselves and onto their next life.

Mechanics:
The ritual will require the following items and space. An area equal to 10ftx10ft must be secured. The location needs to be clear of sunlight and facilitated at least one story underground for the duration of the ritual. A poultice will need to be created from the blood of the caster, the afflicted, and mixed with hallucinogenic drugs, chief among them is  Soma. A single poultice will need to be created each night until the cast is complete.  Finally the sacrificial target must be a True Blooded Rom.

Each night the caster will engage with the sacrifice by making them drink the poultice and weaving the magic.

After 3 nights the caster engages in a contested mental challenge with the afflicted, retest with occult.  If the ritual succeeds, the curse is then taken from the afflicted and transferred to the sacrifice. The curse lingers and follows the sacrifice into their next life, particularly powerful curses may linger along the family line of the sacrifice at ST discretion.

If the ritual fails, the sacrifice dies without taking on the curse and the caster must throw two simple tests. If they fail both simple tests, the curse spreads to the caster. The caster suffers full effects and duration of the original curse.

Date of Archival: 25-Jun-2018
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

The caster must place the book to be copied on a flat surface.  A tray must be placed on top of the book and filled with a mixture of one trait of vitae and 200ml of black ink per hundred pages to be copied.  A blank book of the same size or larger (length, width, and page count) must then be placed into the ink.

The caster then chants the incantation for ten minutes, drawing a copy of the knowledge from the first book up into the second and awakening the blood in the ink, causing it to bind the ink on the pages into a perfect replica of the first book.

The entire contents of the first book are copied over exactly.  Nothing can be omitted, added, or changed.  Any text with a magical effect active upon it will fail to be copied.

 

Date of Archival: 19-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Rom Sorcery
XP Cost: 4XP
MET Mechanics:
Ritual of Unlocking
The tie of Blood, the power of blood, runs perhaps deepest with the Roma. Hailing from stock across the globe, their racial memory, their racial powers are so potent that even undeath cannot bar the Romapen from his heritage.  Calling upon the linkage between blood and power, the Ritual of Unlocking allows the Caster to access the knowledge which has been poured into the Tree of Memory.  By touching the bark and communing with the Tree, they may learn the Blood Magic rituals as a Romany Sorcery, with all the rules which apply. The Caster may also 'upload' rituals to the shared collecting, taking one blood and one night per level (1 for basic, 2 for intermediate, 3 for advanced). 
Date of Archival: 12-Apr-2020
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 2XP
MET Mechanics:

A hero and reputedly a god himself, Hermoor was commanded by the 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 completely smooth. Each end that is held may be listened to and spoken into and each carrier may speak to another no matter the language or distance. Each language is understood by the bearer of each half, though those listening will hear nothing. The ritual lasts one night and the two halves may be rejoined for use in casting again, or they crumble to broken frost at dawn, as Hel bars Hermoor his message.

Date of Archival: 26-Oct-2015
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Advanced Ritual
Time Required: Thirty minutes.
Duration: One Night
Components: Possession of item from ‘mirror’.
Prerequisites:
Thaumaturgy: Path of Blood – Potency of Blood
Disciplines: Obfuscate: Mask of 1000 Faces; Presence: Entrancement
Ability: Occult – 3; Subterfuge – 2

Drawing on the hermetic teachings of sympathetic magic and constructive reality, this ritual creates a mirrored image to envelop the caster and cause her to appear as someone else entirely. Unlike the powers of Mask of 1000 Faces, this ritual allows the caster to ‘mask’ completely as the mirrored person – regardless of size, shape, sex, or distance from the caster.

The caster must collect an item from a person who will then act as a ‘mirror’ for their ritual.  The caster must discover and take into possession an intimate object of the ‘mirror’ or a piece of their body, such as a large lock of hair or a removed finger.  After the ritual is cast with the item, the caster uses this ‘mirror’ as their default mask when using the Mask of 1000 discipline.  They must continue to spend a mental trait to assume a different mask, and they will no longer have the option of choosing the usual unidentifiable visage that comes free with the power.

When the mask is activated, the caster will appear exactly as the ‘mirror’ appears at that same point in time.  They will have the same clothing, same five o’clock shadow, same ketchup stain on their chin, etc.  Once the image is captured, the caster may then carry on as she would and the image matches her own actions and words.  At this point, the image is no longer dependent on the ‘mirror,’ so that if the ‘mirror’ suddenly takes his clothes off, the caster will not be unexpectedly standing in Elysium in the buff.  If the mask is dropped for any reason, the image is recaptured when the power is reactivated and a new image is gained based on that new time.  

For example, Ivan the Thaumaturgical takes a lock of Susie’s hair while she is sleeping.  Susie is a twelve-year-old girl from Sheboygan.   Ivan casts the ritual three nights later in his chambers while holding the lock of hair.  Later that evening, he goes to the area pinball arcade where foul dealings are suspected in the back alley.  When he activates his Mask of 1000 Faces, his default mask is Susie.  He now looks like a 5’3” 12 year old girl wearing jeans and a Brittany Spears t-shirt.  He camouflages well in the crowd of teenagers and spies on the group that is congregating in the alley.  Half an hour later, Ivan has to drop his Mask to report to his allies.  After reporting, he masks again as Susie to return to his observations.  Unfortunately, it is a little late by now, and Susie is in pink pajamas and has toothpaste on her chin.  Ivan captures the image and finds himself suddenly very conspicuous and has to retreat.

A Tremere may have a stock of items useful in creating numerous ‘mirrors’ though she may only activate one ‘mirror’ at a time and must recast the thirty-minute ritual again to change to another ‘mirror.’

This ritual has never been known to work with non-sentient creatures or items, though it has been tested successfully on other vampires and garou.
 

Date of Archival: 18-Mar-2016
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

This ritual was developed by the ritualist isolating the changes in a Kindred after nightly uses of Blood Potency and comparing it to their blood normally. After numerous nights, a small portion of the change was isolated. This ritual requires two components. These are the blood of a thaumaturge and the blood of a healthy mortal. Those two are combined into a tonic and mixed together while the Thaumaturge intones cleansing chants to create a higher purity of blood, with it being drunk at the end of the ritual. This tonic cannot be preserved and drank at a later time. It must be consumed at the end of the ritual.

Mechanics: Lasts an evening. The user may spend 1 additional blood per turn. They also gain the flaw: Addictive Blood for the evening.

Date of Archival: 30-Jul-2022
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 3XP
MET Mechanics:

Sanctity of the Garden (Basic - 2)

 

By seeding the ground with her blood, the Baharist consecrates the garden. Any character or creature that moves within the garden that is not a Baharist or has the Baharist blessing becomes the subject of an immediate attack from the garden. The attack comes from phantom thorns and brambles that slice like razor blades and pierce like syringes (Static Mentals vs Static Willpower) once per turn. If the garden is successful the intruder takes 2 lethal per attack. Attempts to leave the garden are not blocked.

This rituals effects last for a year and a day however the garden must be fed blood weekly by the local Baharist to maintain the ritual.

 
Date of Archival: 02-Mar-2015
Sabbat

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