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: 6XP
MET Mechanics:

Sanguine Lure
Advanced Thaumaturgical Ritual
Approved April, 2011

The ritual must be cast in a Sanctum or some area of intense magical
power.  In order for this ritual to take effect, it requires a number
of sacrifices in order to accurately key itself to its caster.

The caster must place a single trait of blood within a stone basin in
order to begin its casting.  Over the course of one full night, she
must speak words of power over this basin and her blood as she works
the power of the ritual.  The caster must also give an offering of
body, mind and soul in order to create the Lure.  This requires a
sacrifice of a health level, a Mental trait and a Willpower trait.

The caster must then sacrifice someone of her own creature type, IE:
Kindred for Kindred, Mortal for Mortal, Ghoul for Ghoul, etc.  As the
soul passes through the basin on its way to damnation or salvation, it
stains the blood used in the ritual, causing it to congeal into a
pebble.  This act will also take with it a loss to the caster's
Humanity/Path rating.  Characters reduced to 0 Humanity/Path Wassail
as per normal.

So long as the Lure is active the maximum values of the five traits
given (blood trait, health level, Mental trait, Willpower trait and
Humanity/Path trait) are reduced by one.  Once the Lure is deactivated
all lost traits return except for the Humanity trait, which is
permanently lost (although may be repurchased).
From the moment the Sanguine Lure is created, all attempts to
supernaturally track/watch the caster automatically succeed but are
misdirected to the Lure instead.  The Lure instantly erodes and
crumbles to ash under the touch of any being other than its caster,
who immediately knows of its destruction.  The Lure may be deactivated
at any time by its caster.  Only one Lure may be attuned to the caster
at any given point, additional castings result in failure though the
caster still loses a permanent Humanity trait for making the attempt.
A Sanguine Lure may only misdirect supernatural powers less than or
equal to its power, IE: Advanced or lower, this ritual has no effect
on Elder powers or greater no matter what it is augmented by.

Date of Archival: 20-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 2XP
MET Mechanics:

A Bahari discovered an extensive underground network connecting plants by their roots, serving as a complex interplant communication system.  One organism is responsible for this amazing biochemical highway: a type of fungus called mycorrhizae.  This Bahari found that through the application of their Vitae and the fungus mycorrhizae, they were able to connect their mind to the network of plantlife.

 

The Bahari soon realized the major boon this fungus had to their own Gardens and took a sample with them.  The fungus was able to grow within the Garden of the Bahari, soon the Bahari was able to mix their vitae and the fungus on various other plant life not connected to the garden and was able to connect it to a greater network, thus enabling the spread of the network of the mycorrhizae and the Bahari.

 

Mechanics: With the power of the fungus, mycorrhizae and their own Vitae, the Bahari can observe what happens in the vicinity of any plant life they apply the salve of Sanguise Mycorrihizae. The Lilin must spend the standard one viate to complete the ritual (it must be the users blood and no one elses).  However the blood is applied to the plantlife, it remains as detectable as any ordinary blood.  If it's scrubbed or wiped away the power of this ritual is broken.

 

For one full evening per Vitae spent at the casting of this ritual, the user gains the ability to witness events at the location as though they were present at the spot they had marked with the salve.

 

If the user marked several plantlife, causing a trail of blood, they may observe different locations at any point.  The user may even observe events that occur during the day.  They would come to the user as if it were a dream.  While the user is watching through the plantlife, they are unable to see or hear in their own body.

 

There is no limit to this power, only the blood being spent.  The users perception can be limited due to obstacles in the world (such as closed doors, people, smoke, shroud, etc…)  No other Disciplines may be used through the salve, so a user may not use Heightened Senses, for example.  This ritual maybe performed before hand, and the salve's may be saved up to a maximum of the users occult rating.  That is if the user has Occult 5, they may have up to 5 salve's saved at 1 time.

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

This simple ritual lets the caster detect the "scent" of Demons in the area. The thaumaturge prepares a small herbal bundle with milkweed, holy water, sage and a handful of simple grass. With a short set of phrases she takes a whiff from the mixture, after which she can immediately tell any Demonic presence by scent. This does not mean that she can detect Demons at a distance, merely that she can tell if a person or anything they are carrying's smell happens to be demonic, which can be useful when combined with augmented senses.

System

The thaumaturge simply completes the ritual and sniffs from the herbal bundle. Afterward, she can detect Demons by scent; actually sniffing someone up close would require no test, but catching a scent at a distance of a few feet might take a Static Mental Challenge (difficulty 6). Detecting a Demon hidden around a corner, for example, could increase the difficult to 8. The scent distinction lasts for an entire scene.

Date of Archival: 01-Feb-2017
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 4XP
MET Mechanics:

With a mixture of sulfur, and wax from black candle, and chanting, the caster makes a poultice that allows you to sniff out a insight into the killer while placing the mixture in the mouth and eyes of the victim. You may engage in a mental test against the traits of the killer using the body as a sympathetic link that breaks the bond after this ritual has been used. If the caster is successful they may gleam a insight into the killer spending 1-3 mentals to learn 1+as many mentals spent to learn flaws possessed by the killer.

If the character has lore infernal they can then compare the flaws to see if they are common infernal taints This creates a ritual that is more versatile and will cause less issues bypassing investments that hide a infernals true nature to sts that do not understand or know.

Date of Archival: 31-Jan-2015
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 4XP
MET Mechanics:
Scent of the Wind
Intermediate
 
A Koldun marks the winds of the area with his blood, mystifying a link with it to the air, so that it attunes and recognizes the use of his power directed as his own.  By pouring their blood upon the ground, the Koldun whispers the names of those that shall not be harmed.  The biting winds will then recognize those names under the protection of the power, so as not to be affected.
 
System: For every blood trait spend casting this ritual, they may designate a single use of one the Ways of Wind (or Ice) to be "selective" making it able to remove targets from its area of effect.
Date of Archival: 23-May-2017
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 4XP
MET Mechanics:

Scent of the Wind
Intermediate

A Koldun marks the winds of the area with his blood, mystifying a link with it to the air, so that it attunes and recognizes the use of his power directed as his own.  By pouring their blood upon the ground, the Koldun whispers the names of those that shall not be harmed.  The biting winds will then recognize those names under the protection of the power, so as not to be affected.

System: For every PHYSICAL trait spend casting this ritual, they may designate a single use of one the Ways of Wind (or Ice) to be "selective" making it able to remove targets from its area of effect.

Date of Archival: 12-May-2019
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 2XP
MET Mechanics:

Basic Ritual

Using this ritual, the caster spends a blood and utters paeans to the dead over a set of tools. For the next hour, he may sculpt the flesh and bone of corpses as if he had Vicissitude 3 - bonecraft. The caster must be able to work with the tools directly. Additionally, the caster may not alter bone that is currently either attached to or part of any mortal or cainite.

Date of Archival: 01-Dec-2022
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

Intermediate Ritual

Looking for a more humane version of Sculpting the Perfect Servant, and one that he can use to thwart local Nosferatu and others who work with animals, Tom began researching a variant that works on animals.  He started small, with Rats, Bats, Cats and other smaller animals, but eventually started trying dogs and other larger animals to see how it would work.  The research was long, but far less than human gestation, considering how fast many of the animals breed.  The common denominator of regular stillborn births even among domesticated animals made the process of providing the catalyst easier as well.  The technique began to yield fruit with animals being born larger and more physically impressive, and sometimes even smarter, than their non-ritual counterparts.  As a bonus, the ritual worked on an entire litter of 2-3 dogs, or up to five cats.  Much like the more impressive human version, the animals felt a special kinship with the magus casting the ritual, in this case, Tom. 

System: Cursing the litter is possible, but not the main focus of the ritual.  Should someone be breeding dogs, Tom could in theory curse them, but it is not the main goal of the ritual.  By manipulating the unborn animals while still in the womb, a magus using this ritual is able to increase the attributes of the coming offspring, and bind them to him supernaturally.  The offspring of animals this ritual is used on are connected to the caster like the original ritual, and take orders and training from the caster more easily.  Such animals train in half the time, learn twice the normal amount of tricks, and will never attack the caster, even if supernaturally compelled to through Animalism.  Such animals have increased attributes, usually three or four extra physical traits, one or two social traits, and one or two mental traits.  The caster must rend a stillborn animal in half and allow its blood to flow over the belly of the pregnant mother animal.  Blessing the offspring requires five hours a week until the pregnant mother comes to term, starting in the first three months of pregnancy.  Any animal's affected by this ritual gain 2 points of flaws, agreed upon by the storytellers.  Recommended flaws include: erie presence, glowing eyes, derangement, disfigured, vulnerability to silver (or similar, like gold or wood), or any other combination of flaws totalling at least 2 points.

Date of Archival: 12-Nov-2023
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 2XP
MET Mechanics:

SUMMARY
This ritual allows the necromancer to give the living and dead a way to communicate while fitting with the expected themes of a séance. The necromancer prepares a room that would act as a conduit for the dead to communicate with those on the living plane. Allowing anyone in the room, including non-necromancers, to communicate with the dead while the séance is in session. (Spirit board, crystal ball, etc.)

SYSTEM
The caster prepares the room for the séance. Setting the stage, providing the conduit, etc. Once the ritual has been cast the provided spirit tool will work as a conduit to allow the dead to talk to the living for the next scene or hour. I.E. The wraith would then be able to hear the questions of the living and then respond by using the tool or environment to communicate their responses for the scene or hour.

Date of Archival: 11-Oct-2024
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:


This powerful incantation allows the magus to protect an electronic piece of equipment. This completely hides the system from being viewed from outside sources even if it is on the internet. No attempts at finding it will work from outside the net. If someone is looking for it by use of Remote Access, there is a "Silver cord" that can be seen and bounces around preventing those outside the system from penetrating the system. Challenges are based up storyteller discretion. Duration is a number of weeks equal to the caster's Willpower at the time of casting.

Required to be cast from within the system: Path of Technomancy - Remote Access is required

Date of Archival: 16-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 2XP
MET Mechanics:

Seeds of Eden (Basic - 1)

 

Lilith stole seeds from the Garden of Eden to establish her own garden of pain and enlightenment.  To emulate the Dark Mother, Bahari have grown a tradition to steal seeds from another Bahari’s garden.  When you steal these seeds and grow them in your garden, it creates an effect be able to sink up with the life-essence of the Baharist who first created the Garden.  This allows the Lilin to be able to know the owners state of condition.

 

Mechanic: The Baharist steals seeds from another Garden.  Once the seed is planted and grows to a healthy state, it allows the caster to know the condition of the original owner.  When the plant is living, the Baharist is alive.  If the plant is staked or torpored, then the plant appears frozen.  If the plant has withered and died, then the Baharist has perished.

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

The caster can determine the year, month, day, and time when a specific event occurs in the given area. This does not allow the caster to view what happened, just know when it happened.

System: The caster must specify the exact circumstances they are looking for. The more detailed, the greater the chance of success. The caster must be in the area they are trying to find the time the event occurred. The ritual can only affect 10 yards times your current level of occult ability in a diameter around the caster.

The first event in the past that meets the criteria is what the casters get. If the criteria are not met in the past in the given area, nothing will be discovered. If the caster successfully finds the event they are looking for, they can cast the ritual again to find the second time the event has taken place. This ritual can be cast to find additional events of the same criteria in the same area up to your level in your occult ability. It is up to the storyteller’s discretion on what the caster learns. Having an item from the event will help in the casting of the ritual. (It works much like Name the Fallen combo discipline in the time frame of things.) The caster will have to pick how far down the chart they wish to go.

 

Time Since Event

Difficulty: Event

1-7 Days

9

1 Month or Less

10

6 Months or Less

11

1 Year or Less

12

3 Years or Less

14

5 years

15

Date of Archival: 10-Sep-2024
Tremere

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