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: 2XP
MET Mechanics:

Basic

In the same fashion as the ritual Shift the Winds guards a building against wind, this ritual protects against seismic activity. During the 4-hour casting time the Tremere places a carving of a turtle at each corner of the building to be protected. Each Carving must be of a local (within 10 miles) stone of at least 25 kg. Furthermore, the caster must anoint 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 seismic activity or avalanche. 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: Sadhana
XP Cost: 6XP
MET Mechanics:

System: *Sit in meditation for an hour chanting this ritual. Expend a willpower and upon success of the ritual teleport to the Shrine of Shiva in Mumbai. This ritual cannot be hung for use later by any means and must be used at the time of casting. (No Lesser or Greater Trigger, time sphere, time realm, anything that lets it be hung for a moment's use.)

When you wish to return to where you started from you must meditate for an hour chanting again and spend another Willpower. 

There are only ever 2 locations that you can teleport too. Mumbai Shrine of Shiva and wherever you started from when casting the start of this ritual.

Date of Archival: 16-Jan-2017
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 2XP
MET Mechanics:

By casting this ritual, the Mystic is capable of altering the size of one's Shroud of the Abyss. This takes a full round of concentration but one is capable of changing it from the extent of one body size to an additional 10ft of radius. Any alterations to the size of the Shroud during a combat round happen at the end of the round.

If the Caster fails, they are incapable of controlling the size of the Shroud for the next one that they create.

Date of Archival: 06-Jul-2024
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 4XP
MET Mechanics:

With a new day and age, Abyss Mystics are adapting the way that the Abyss works. One in particular has extended the use of the Ritual "Feed the Darkness" Onto one's Shroud.

Mechanics:
By casting this ritual, The next shroud that the Mystic creates into existence. For every round that an entity is within the Shroud, The abyss will drink away one blood point of the individual. The taking of the blood point is done at End of Round Actions.

If the Caster fails to cast the ritual, the Abyss will not allow the next creation of the Shroud by them.

Date of Archival: 06-Jul-2024
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

Basic Thaumaturgy Ritual

Duration: One Night
Availability: Elite Only

After successfully casting this ritual, the thaumaturge will be able to create a mystical brand on her right palm that can only be seen by other Tremere who have the Sigil of the Elect ritual active.  The sigil identifies the thaumaturge as a member of the Elite and cannot be hidden by a glove nor with Mask of 1000 Faces or any similar power. It costs a temporary mental trait to deactivate the ritual before dawn. It is offered after the candidate is successful in being included in the Elite. This ritual is usually taught shortly after initiation in the society, so the new member will be able to meet with each member on a personal level, without elaborate security measures.
When scrutinized by Thaumaturgical Sight, the thaumaturge casting this ritual will appear to have “Deflection of the Wooden Doom” active. If “Deflection of the Wooden Doom” is already active, the ritual will not read double, it will appear normal.
If for some reason, the possessor of this ritual is removed from the Society of the Elite, but not killed, this ritual will not function.

Date of Archival: 13-Dec-2022
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:
Basic Ritual
Time Required: Ten Minutes. 
Duration: One Night
Components: None.
Availability: Quaesitori Only
Quaesitori Rarity: Common
Prerequisites: 
Thaumaturgy: Path of Blood: Taste for Blood
Ability: Occult - 1
 
After enacting this ritual, the caster will be able to create a mystical brand on her left palm that can only be seen by other Tremere who have the Sign of Trust ritual active.  The sigil identifies the caster as a member of the Quaesitori and cannot be hidden by a glove nor with Mask of 1000 Faces or any similar power. It costs a temporary mental trait to deactivate the ritual before dawn. Only a Master can teach the Sign of Trust Ritual.  It is offered after the candidate is successful in being included in the Quaesitori. The teaching is an opportunity for the Master to award the candidate with membership in the society and be able to meet with each member on an intimate level.

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.

Date of Archival: 25-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

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).

Date of Archival: 18-Oct-2021
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 6XP
MET Mechanics:

"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."

Date of Archival: 13-Jan-2016
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Black Hand Aljusuri
XP Cost: 6XP
MET Mechanics:

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.

Date of Archival: 02-Apr-2021
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 2XP
MET Mechanics:

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)

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

“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

Date of Archival: 12-Sep-2020
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 2XP
MET Mechanics:

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.

Date of Archival: 02-Mar-2015
Sabbat

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