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: 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
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

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