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.
When scrutinized by Thaumaturgical Sight, the thaumaturge casting this ritual will appear to have “Impressive Visage” active. If “Impressive Visage” is already active, the ritual will not read double, it will appear normal.
Ritual Level: Advanced
Ritual Concept: This Rituals allows commands to be implanted on inanimate objects and later obeyed without having to recast elemental Mastery: Animate the Unmoving at a later date. This ritual only works on items that can be effected by Elemental Mastery: Animate the Unmoving, and lasts for 30 days or until the command is triggered (whichever is shorter). This Ritual Does not allow you to change your command after casting or allow open ended commands to be delayed. For example, a command such as “protect me” would be acceptable, but “do what I say” would not. You are limited to your occult ability in how many commands in total you may have at the ready, regardless of the amount of objects made with this ritual. It is recommended that the caster also have the Craft ability Engraving or similar skill at least two (but not required).
System: The caster spends one Blood and one temporary Willpower while crafting a simple item and chanting. The caster also engraves a sigil onto both the item to be animated and the simple trigger item (it must be the same sigil), then places a shaving from the trigger item into the symbol carved on the object to be animated. It is then sealed shut by applying the caster’s vitae to the sigil. This does not require a full blood trait and cannot be used as a sympathetic link to the caster. During the course of the ritual (not before or after), the caster awakens the object through use of Elemental Mastery: Animate the Unmoving and informs it of their command. After this command is granted the object returns to its normal state awaiting the return of the magic held in the linked trigger item. During the process of sealing the sigil, the trigger object and enchanted object are now permanently linked to one another. The trigger may not be linked to any other object at any time, and each trigger contains one command only.
Note: The caster may use multiple triggers for the same item for other single commands, but a trigger may only activate one direct command. Once the trigger item is broken (regardless of who breaks it), the commanded object awakens and obeys the command for as long as Animate the Unmoving would typically be in effect; typically ten minutes or the length of the scene (whichever is shorter and up to ST discretion).
"The ashipu takes a magic object, puts it in a circle surrounded by runes. The user then cuts her palm, doing one lethal damage to his/herself. The ashipu then applies three traits of his/her life's blood to the object until it fully soaks into it. The user chants incantations to activate the magic imbued in the object and his own to create a link between their magic. This ritual takes over 8 hours and when it is finished, the user has a link between his/her magic and the magic used originally on the object. The user does not know the exact location of the other user, but has a strong sense of direction and distance."
Members of the Tal’Mahe’Ra are masters as mystically obfuscating their allegiances and tracks. As such members of the Brotherhood of Purity have developed this ritual to pierce all forms of concealment a Tal’Mahe’Ra member might use to keep their allegiances secret from others. The problem with the ritual is it will not identify anyone as Tal’Mahe’Ra; it simply removes their supernatural protections. The caster still has to guess who might be a member to perform this ritual and then still do the leg work to confirm that suspicion.
System: Once you cast this ritual make a contested mental challenge against your target whom you have named, retested with Occult. Should you succeed the victim loses the ability to call upon any form of supernatural protection to conceal their connection to worship of the Antediluvians, regardless what form that protection takes.
SUMMARY
This sweet, viscous concoction is a favorite at family dinners and is often served when the Giovanni clan comes together for business or pleasure. The mixture of honey, vitae, and anemones grown over a grave produces a heady, euphoric feeling and a heightened defense against the creatures of the Shadowlands.
SYSTEM
To create the Sip of Death, you must spend 5 minutes cooking your concoction in a cast-iron pot over an open flame. You may create up to 5 draughts in each batch; however, you must include 1 point of Blood for each serving. Once imbibed, the drinker gains one free retest to be used in any test against a wraith or specter. A vampire may only benefit from one use of Sip of Death per night. The potion’s magic fades at sunrise if unused; unconsumed potions lose their potency at the end of the night. The blood used in the draught creation process is rendered inert by this ritual. As such, by ingesting a draught the imbiber does not gain a blood trait or suffer from any mundane or supernatural effects or taints of the blood used nor will they be at risk of the blood bond.
SOURCE
BNS: MET - VTM - V2 (2021)
“Wind, fire, all that kind of thing!”
Earth, Wind, Water, Fire, Spirit
Combining items represeting each of the 5 elements in a brazier and using their ancient sorcery, Kolduns have the ability to defend themselves against all magic.
System:
The caster is required to possess a minimum of all basic levels in all Base elemental Ways (Wind, Water, Fire, Earth, Spirit) before being able to purchase this ritual. As his levels in all ways increases so does the effectiveness of the ritual as outlined in the chart below. This ritual lasts for 3 evenings at which point all components materials will need to be gathered and the ritual performed again.
Basic Ways +1 additional trait bid for all magic targeting the Koldun
Intermediate Ways +1 additional trait bid for all magic targeting the Koldun
Advanced Ways +1 temper expended for all magic targeting the Koldun
Snake Burrow (Basic - 1)
When hiding is more effective than flight (and more necessary) The Ba’ham may writhe on the ground like a snake, chanting a prayer to Lilith, the chant must end with a bite, either of the self or another participant. This helps to hide the Ba’ham or a space from those who are seeking it out. The hiding place or Ba’ham gains one retest to avoid detection.
(Basic Ritual, Rarity 5-PC made)
Prerequisite: Armory of the Abyss (Player’s Guide to the High Clans page 163-164)
System: This ritual is used to express finesse in the manipulation of shadows and Abyssal Materials. The caster empowers a single specific shadow creation with just enough Abyssal eternity to maintain its existence in perpetuity.
Upon successful casting of this ritual the caster is able to render a shadow manipulated by Shadowplay into a fragile state of permanence. The result may be static or include a repetitive few seconds of animation. Shadows thus affected will exist until destroyed by fire or direct sunlight (the Merit:Strength of Shadows is applicable). Objects thus created are quite intangible. Paradoxically, the object may be picked up or handled by sentient creature using deliberate cautious movements. Due to the Abyssal mote, the creation will never be a sympathetic link.
Finally, the object conveys a sense of eternal dark unreality. Anyone directly paying attention to the object gains a briefest sense of the Abyss.
For those with Obtenebration, the effect is empowering and refreshes a single expended Willpower trait, up to once per night.
The Willpower refresh cannot occur more than once in any given evening regardless of how many of these items are observed.
For those lacking Obtenebration, they must win a static mental challenge or gain the active derangement of Nyctophobia (fear of the dark) for a scene. The difficulty of mental challenge is set by the caster when Delicate Shadow Permanence is applied. It may be as low as one, or as high as the caster's applicable traits in an Abyssal Mysticism mental challenge plus Shadow Crafting skill.
Side Effects: Firstly, the caster that they gain the negative social trait Unnerving for the evening upon casting this ritual. Secondly, anyone, other than the caster, willfully touching the object immediately suffers from the penalties of the Flaw: Nightmares for the rest of the evening as their mind reacts to being noticed by the Abyss.
Soul Extension (int)
Many kindred are able to affect others through powerful disciplines which require physical contact. Few kindred have more options in this field than the Samedi. Some find the need to lay hands on an opponent to be inconvenient, and it is with that thought in mind that new options were developed to deploy vamperic powers against a foe. By enchanting an item, a hougan allows that item to use the casters vitae as a conduit to deliver so-called carrier attacks. The enchantment lasts until the new moon.
First, the hougan must prepare and cast the ritual, asking the Loa to bless the item he wishes to use. From that point forward, the kindred may coat the item with a trait of his own vitae, a number of times equal to the traits of the item. He may then channel any carrier discipline through that item, expending a single blood trait each time it is used. Only the caster may use the power of this ritual, it cannot be enchanted and given to someone else to use. Only one attack may be transferred per round.
Use of this ritual is not without risks. The vitae is not consumed until used, and if an enemy manages to grab the weapon and flee, they will have access to whatever amount of the casters blood is left on the item.
Created in 2004
SOUL PIN (ADVANCED RITUAL)
This ritual imbues a special shaft with the ability to keep a soul trapped in what ever vessel it might currently be inhabiting. The components are a green jade shaft not less than one foot in length and costing atleast $1000. Each end must be capped (usually pointed at one end) with the wood of a Bodark tree. Once the shaft is prepaired, glyphs of holding and locking are inscribed into the jade. The caster must then insert the shaft through his body (doing 1 lethal) for the entire night and day (starting at exactly midnight). Should the ritual be successful, the shaft takes on a slight glow and has the following properties: +2 traits neg: Brittle When inserted (so stabbing someone/thing and then leaving it in is how it is done) into a being that is currently possessed or otherwise has an additional entitny inhabiting the current form, i.e. possession, subsume the beast, wraithly inhabit...etc, it forces the additional entity to remain in the chosen host. It will keep those wishing to leave a posessed animal or person from doing so, even if their host body is attacked. The simpilest way around the Soul Pin is to simply remove it. However, if the visiting being had stated they were "leaving" at the beginning of the round, they must start again the next round. Should the host be slain while a Soul Pin is in, the effect is the same as if they were slain in the host body normally and were unable to leave in time. Wraiths will go through a Harrowing if trapped inside a body that is slain. Soul Pin will not keep someone's soul or consciousness in their real body, so it cannot be used to counter Soul Stealing or similar powers. The following is a list of disciplines that this ritual will specifically affect: Possession Subsume the Spirit Daemonic Possession Wraiths or spirits using Skin Riding powers