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: 4XP
MET Mechanics:

Intermediate Ritual

Geometry teaches that to define a plane a point beyond the dimension is needed.  A line shows one dimension, a triangle two, a cube three and so on.  Mathematics is not the forte of House High Saturday, but the magi certainly work with more planes than the standard mathemetician and must understand this basic principle, even if intuitively, to address some of the concerns that they handle on a nightly basis.

By spending three Blood Traits and drawing a complex septogram with human ash using an ash wand steeped in sandlewood oil the thaumaturge is able to define an area (no larger than a house) that is warded by this ritual.  The next three times that a being, on any plane of existence, cross the thresshold the caster will be aware that something crossed his barrier.  Similarly, if the barrier is destroyed before three individuals have crossed it, the caster is aware of its destruction.

Date of Archival: 19-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:
Sever Bloodstone (int)

This ritual takes one hour to cast, and allows the caster to end the effects of one "Craft Bloodstone" that has been created. This not only ends the effects of the ritual, but also means that the (now defunct) bloodstone cannot be used as a Personal Item/Focus to target the originator of the Bloodstone ritual.
 

OOC, the ST staff must email the ST staff of the game in which the bloodstone resides, and let them know it becomes inert and is no longer usable. The ST staff of the game in which the stone resides is responsible for alerting the player who has the Bloodstone.

 

Date of Archival: 15-Jun-2016
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

The ritual is performed with a large brass bowl with ice water. The caster holds a smoky quartz or topaz stone in her palm at the depth of the bowl and meditates for strength and shielding during the incantation. A Successfully imbued stone will lose it's smoky quality and become clear when strength of ritual is exhausted.

Once the ritual is cast the user swallows the stone. The next time there is an attempt to possess them they get an additional retest to resist it.

Date of Archival: 27-Feb-2018
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 4XP
MET Mechanics:

Inspired by the wraithly power of Argos and the notion that physical distance is an illusion when you begin dealing with parallel planes of existence.  By concentrating necromantic energy into a vessel, the Necromancer is able to attune his own body with predetermined location and use that connection to call forth solid objects.

With the proper enchantment, the caster of this ritual is able to create a chest which he will have access to regardless of physical distance.  The Necromancer begins by obtaining a high-quality box which must be no larger than 3 x 1 x 1 meters cubed.  The caster then covers the box in enchantments, spilling three traits of his own blood to paint runes on it.  Once the enchantment is complete, any object placed in the box can be called directly into the casters hands by expending a mental trait.  The item appears as it was placed in the box: a gun stays loaded, a book can be left open to a certain page, etc...

By expending a mental trait, the caster of this ritual is also able to return any item he has summoned, so long as that item was summoned the same night he wishes to return it.
Due to the forces involved, anything more complicated than machinery tends to fail if placed within the box.  If the caster wishes to transport something like a cell phone or laptop, he must pass a hard test.  Failure means the item is damaged as if hit by massive EMP or shorted out.  For similar reasons, living or undead creatures (ghouls, werewolves, kindred, zombies, etc...) cannot be transported at all.

It is suggested that the player designate which item he has placed in the box before entering play by writing them on an item card and having the STs sign off on it. Only one item can be in the box at a time.

Date of Archival: 21-Feb-2015
Giovanni
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

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