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: Abyssal Mysticism
XP Cost: 6XP
MET Mechanics:

Shadow Step of the Master Mystic
Advanced Abyss Mystic Ritual

Flavor:
The life of an Abyss Mystic can prove dangerous at many times even from within their own clan. This ritual allows the caster an instantaneous chance to escape incredible danger if needed: but at the cost of willing the Abyss to take a piece of their will. At a flinch, the Mystic will be taken to a designated Abyss Mystic, or predetermined Abyss Mystical Temple/gathering point at the time of casting.

Mechanics:
This is a ritual that is precast, and left dormant until activated.

There is one circle placed in a dark, shadowy place; where the abyss's presence is present.
The other circle is carved onto the caster's body.
The desired site must be declared to the storyteller upon time of casting this ritual. 

Once cast, the ritual lasts for that night or until activated. The caster spends a Temporary Willpower upon casting this ritual that cannot be regained until the ritual has ended.

Upon activating the ritual, at the caster's intense will, the temporary willpower used to cast this ritual is permanently lost to the Abyss in order to deliver the caster to the designated location.
The time to cast the ritual is 15 minutes per circle drawn, but is triggered by the caster's will; meaning the ritual activation is instantaneous to expanding the Permanent WIllpower.

The designated site may not be changed for the duration of the ritual.
The caster may choose to change locations by deactivating the ritual, and recasting it. Doing so will cost another Temporary Willpower.

Temporary Willpower will be returned to the caster upon the next sunrise, when this power is automatically deactivated.

Casting Time: 30 minutes
Cost: 1 Temporary Willpower upon cast - non-refundable for the night; 1 Permanent Willpower upon activation.

Date of Archival: 11-Mar-2021
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Mortis
XP Cost: 4XP
MET Mechanics:

Intermediate Ritual

After casting this potent ritual, you become able to peer through the veil obscuring the Shadowlands, and to detect the lightside of every shadow. You can speak directly to the ghosts of the shadows, conversing with their light sides. To cast Shadow's Cinscience on a ghost, perform a mental challenge with your target. If you win, the Shadow enters a calm trance-like state, bringing his light side and conscience to the surface. This power only works on Spectres.

Date of Archival: 23-May-2022
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 4XP
MET Mechanics:

Shafee (Divine Healing) - Intermediate DAK Ritual
In modern nights the mortal populace have advanced healing technology and research to almost supernatural breakthroughs.  This ritual takes what they have learned and put into Medical Practice by enhancing regular Penicillium Mold with a supernatural strength.

This ritual takes freshly grown penicillium and awakens the spirit within to become more powerful and almost sentient in the ability to cure disease. Not only does it target bacterial infections, but also other supernatural diseases.

System:  This ritual begins when you start setting up the penicillium. It costs 1 trait of blood per night that it takes for the fungus to reach potency (at least 48hrs) each night of which you must spend 1hr casting this ritual, which consists of chanting over and bleeding into the medicine. (Occult Challenge Difficulty of 7 traits) Once complete the magical medicine retains its potency for 1 week from time of completion.

When the Medicine is applied to the afflicted it begins to work right away attacking the disease/problem as directed by the caster. The challenge to cure someone is a Medicine check using the casters traits vs a variable difficulty determined by the ST as to the diseases potency. For particularly virulent diseases, more than one check may be needed. This Medicine was designed specifically to work on magical diseases and supernaturally enhanced, modified, or created diseases and related afflictions.

Date of Archival: 28-Nov-2020
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 6XP
MET Mechanics:

Sharing Mother’s Pain (Advanced - 5)

 

As when the Children of Caine killed our brothers and sisters in our mother's garden, we've found ways to keep that spirit alive. Enraged by the pain the Lilins have felt brings us all closer together. This ritual was made so one our own will not suffer the same fate by relieving the pain, memories, and suffering of all their sisters who have fallen and had the Rite of the Carrion Crow cast upon them.  Each Lilin participating takes on a role of one fallen.  After enacting the scene of how their family member fell, the Lilins feel their strengths come together, their family bonds building, and each participant shares those experiences with one another.

 

Mechanics: A number of Baharist perform this ritual together, afterwards, they may freely trade ability points (as retests only) between one another for the rest of the night.  May access lores from other participants by doing a static difficulty vs. the lore possessors mental traits.  The amount of participants is determined by the max willpower of the caster.

 
Date of Archival: 02-Mar-2015
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 6XP
MET Mechanics:

Due to their legacy of mortal magic, many Ashipu are very familiar with mystical talismans and powerful magic weapons.  While many blood sorcerers also benefit from these magical trinkets so too does the Ashipu’s enemies.  As a result some Ashipu developed this ritual as master of heaven and earth to call upon the heavens to intervene for a time and deny such mystical items their properties when around the Ashipu.  To perform this ritual the Ashipu must gather an appropriate offering to whichever deities they may follow and offer a blood sacrifice and prayer to protect them.  After which the Ashipu takes the blood and paints their face ritualistically.  For the next hour the Ashipu is protected from mystical items (though that means they may not use any themselves); as the blood from their face slowly wilts and is consumed over the time of the ritual.

System:  This ritual costs 1 blood to cast, and once cast this ritual lasts a scene or an hour, and may not be ended early.  During that time, any magic item of any type ceases to function in a radius around the caster equal to a number of yards times their Permanent Willpower score.  This ritual affects magic items of all types, and those so affected are unable to call upon their supernatural abilities and qualities while within the radius.  Such items revert to their mundane status while within the confines of this ritual.  The caster and his allies are not immune to the effects of this ritual; and thus are also unable to call upon magic items of any kind.  Once the magic item leaves the radius of the caster they return to their normal function.  This ritual affects any and all magic items from Fetishes, to Treasures, to Wonders, or anything else that is not a mundane item.  This ritual has no effects on item benefits from the Crafts Ability.

Date of Archival: 15-Mar-2021
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 4XP
MET Mechanics:

The caster must carve an amulet from olive wood using Crafts: Amulets (at any level) to serve as a specific focus for this ritual. The amulet must be made into the shape of an eight-pointed star as a symbol associated with the goddess Inanna. A dove is then sacrificed at a shrine dedicated to Inanna and mixed with the blood of the caster (one blood point) in a clay bowl. The amulet must then be put in the bowl and placed beneath the light of a full moon overnight. The amulet will absorb the concoction of blood and turn a deep rose color. Once completed, the ritual remains active until there is an attempt to scry on the caster. The amulet will then protect the user from being scryed upon for the remainder of the night and will crumble into ash afterwards. Only one amulet may be active through the use of this ritual at a time.

Date of Archival: 30-May-2018
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 6XP
MET Mechanics:

With the understanding of the spirits Warp was able to figure out a way to take over the mind and body of a spirit to allow the koldunic sorcerer to manipulate its body as he saw fit.  By studying the spirits he’s able to understand possess the spirit enabling Warp to control its powers and body as he needed.  Warp was able to make a deal a summoned spirits, and learn how to control the body of the trialed spirits. 

System:  By summoning a spirit and making a pact with it [see Chart Below] the koldunic sorcerer is able to possess the spirit they summon fully and use its powers as to a limited degree.  The pact is given in gnosis [blood] to help give the power needed to use the spirits powers.  By spraying the koldunic’s blood on the spirit it summons to take over [See Chart Below].  Once the spirit is summoned and the pact is started the Koldunic sorcerer does a social test against the spirit to try and possess said spirit.

By taking over the spirit’s form you are stuck on the material plane when doing so.  You cannot retreat to the umbra while in this form at all for if you do somehow get into the umbra then your soul is lost in there till it finds a way out.  This is mostly meant for elemental spirits, in which if the elemental can heal, if they possessing koldun stops what it’s doing to heal as long as they are in the respective elements.  Basically air elementals in the air will be able to heal 1 lvl of ANY damage per full round, etc.

If the pact is not passed then the spirit will full out attack the caster of the ritual with all its might and send a type of message to all spirits about the insult on them giving the caster spirit notoriety of +1 for each attempt to do this ritual and failing.  [Work with the ST to figure out how to drop this down.]

The Spirit in question will be determined/designed by the ST [Below is a chart for guide lines] with 7 health lvls.

Gaffling

- Gnosis = 1 Socials & Mentals

- Willpower = 1 Physicals

- Essence = Gnosis + Rage + Willpower

Jagglings

- Gnosis = 1.5 [Round up] Socials & Mentals

- Willpower = 1.5 [Round up] Physicals

- Essence = Gnosis + Rage + Willpower x2

Incarnae

- Gnosis = 2 Socials & Mentals

- Willpower = 2 Physicals

- Essence = Gnosis + Rage + Willpower x4

Celestines

- Gnosis = 4 Socials & Mentals

- Willpower = 4 Physicals

- Essence = Gnosis + Rage + Willpower x10

 

Pact Chart

Gafflings – 6

Jagglings – 10

Incarnae – 20

Celestines – 40 [Stupid to try but still]

Blood/Gnosis Energy Chart

1 blood = 2 essence

1 Willpower = 3 essence

Date of Archival: 28-Apr-2016
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

An exercise in magical theory, Shepherd's Sigil is a refinement and augmentation of the basic ritual: Incantation of the Shepherd.

A magus concentrates their attention on their Herd, tracking their individual movements over time with nightly castings of Incantation of the Shepherd over the course of 1 week. This information is used to calculate a hyper-sigil that the magus holds in their mind while creating a clay amulet with a 2-dimensional representation of the sigil.

While they wear an intact amulet, the casting magus is even more keenly aware of their Herd, able to anticipate its movements as a whole. No insight on an individual is granted; the magus knows where *someone* in their Herd is, but not which person.This does not grant precise knowledge of an individual location, it gives the magus a strong sense of distance and direction.

While the ritual is active, time spent out of play for Herd is halved. Shepherd's Sigil requires Incantation of the Shepherd and 1 week to cast. It is active for 1 lunar cycle.

Date of Archival: 19-Mar-2024
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 8XP
MET Mechanics:
Name: Shield of Elements
Magick School: Koldounism
Prereqs: Way of Fire, Earth, Air and Water x 5. Way of Spirit > 1
Level: Elder (NPC Only)
 
An Elder Koldoun having faced off against the Davea has learned to harness the elements themselves shield from and destroy them. His blood smeared on all 4 sides of an Obelisk summons the elements. By summoning the powers of earth, air, fire and water the caster creates a sphere centered at an obelisk of pure Obsidian (Crafts x5 required) it's radius is equal to the distance the Caster can see using way of Spirit.  The sheer force of their will while paying tribute to the elements empowers the shield to destroy any Daeva within its radius and prevent them from entering the area
 
System: By spending four blood(1 for each element) and a permanent will the caster creates a sphere centered at an obelisk of pure Obsidian (Crafts x5 required) it's radius is equal to the distance the Caster can see using way of Spirit (Spirit x 1 = 1 mile x6 10 Miles etc.). This shield is invisible in the prime plane however in the umbra it appears as a faintly glowing sphere of light. Any Daeva caught in the sphere when its created is immediately destroyed and approaching the sphere will react to it like a ward and know not to cross it. 
Date of Archival: 19-Aug-2018
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 4XP
MET Mechanics:

Those chosen by the Lords of Shadow are gifted true insight and mastery into the Abyss. No other vampire can hope to claim such mastery or protection from the realm they feel more at home within. The Abyss Mystics sacrifices his blood in complete darkness as he whispers forgotten prayers in an alien tongue to the Lords of Shadow. If they find his sacrifice worthy; the Lords of Shadow reward the mystic with a powerful defense against those that would seek them harm from the abyss.
System: Once cast the character gains a number of bonus traits equal to their obtenebration rating on all challenges to defend against uses of Obtenebration or Abyss Mysticism against thtem. This ritual lasts for one night.

Date of Archival: 17-Apr-2020
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

Basic

 

In the same fashion as the ritual Shift the Winds guards a building against wind, this ritual protects against water damage. During the 4-hour casting time the Tremere places a willow wood carving of an eagle grasping a salmon-specifically designed for this ritual-somewhere on the building to be protected, as well as anoints the outside of the building with special oils and incense. After that is done the Tremere spends one willpower per Mental Challenge (difficulty 10 traits, retest occult ) they wish to make. Each win will negate One Level of Damage to the building caused by natural flood damage. Once a level of damage is prevented per win or a year has passed the ritual will end.

Date of Archival: 16-Feb-2017
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

Basic

 

Winds are unpredictable at the best of times and this ritual takes advantage of that fact.  During the 4-hour casting time the Tremere places a copper weather vane on top of the building to be protected, as well as anoints the outside of the building with special oils and incense. After that is done the Tremere spends one willpower per Mental Challenge (difficulty 10 traits, retest occult) they wish to make. Each win or tie will negate One Level of Damage to the building caused by natural severe weather. Once a level of damage is prevented per win or tie or a year has passed the ritual will end.

Date of Archival: 16-Feb-2017
Tremere

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