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: Assamite Sorcery - Dur-An-Ki
XP Cost: 4XP
MET Mechanics:

Another ritual designed to enchant a stake, Splinter Fiend is a progressive development of Shaft of Belated Quiescence, and Splinter Servant, and the two rituals are mutually exclusive (They cannot be placed on the same stake). The stake itself becomes a minion bent on staking anyone not connected to the target[s] it’s bound too.  Splinter Servant must be known to the caster before Splinter Fiend can be learned. 

System: The stake must be made from a tree that has been nourished by the dead (a tree from a graveyard would be a good choice), a bird’s heart, and wrapped in a sheath made of nightshade twine and wax paper with the map of the for floor plans and a marking of the path/patrol it will be taking during its time.  As with a ward style ritual the Splinter Fiend needs a drop of blood from each person it will NOT attack during its patrols and wondering around the given location.  When the binding is torn off, the splinter Fiend springs to life, ripping little legs out of itself.  The splinter Fiend has a number of Physical Traits equal to half the Mental Traits of the caster, a number of melee equal to the caster’s occult rating, and is immune to mental and social challenges. It also will stay active for a number of nights equal to the half the Physical traits of the caster, before it falls apart or is used up in staking a target.  It has three health levels, and ignores wound penalties. It can move up to 30’ (9 paces) per turn. It will remain active and attacking until it stakes its victim, it is destroyed by damage. It loses traits normally, and must succeed in the normal staking challenges. It is up three traits to avoid attacks due to small size.  Any damage increasing effects (Scorpion’s Touch, Wards, etc.) will ruin the ritual.

Usage of this ritual requires a written blue print of the building that the Splinter Fiend will be patrolling. The patrol route must be outlined on the blue print and the blue print must be burned during the creation of the stake during the ritual.  The user is limited to a number of Splinter Fiends equal to either their Occult or Theology rating (whichever is higher. May not exceed 5).

Date of Archival: 28-Aug-2017
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 2XP
MET Mechanics:

Spring Sanctification (Basic - 1)

 

During the time of rebirth and an renewal the Baharists call upon the mystical connection between Owls and the Dark Mother.  Owls have always been a symbol of Lilith and her connection wisdom and the wild.  The Baharist begins their prayers to the dark mother summons forth an owl to them.  Once the ritual is complete, the vampire may gain normal substance from Owls as if they possessed human blood for the remainder of the night.  This ritual takes 10 minutes to perform and cost one 1 blood.

 
Date of Archival: 02-Mar-2015
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

System: The thaumaturge prepares an incense of calming herbs soaked in at least one point of their own blood and chants an incantation. They then must burn the incense and spend an hour in meditation to perform this ritual. During this time, they focus a measure of their Willpower into the ritual, one per point of blood used in the incense. This temporarily lowers the casters available Willpower, by one per point of the caster's blood imbued in the incense.

For the remainder of the night, if the caster is unable to spend Willpower, they can instead spend Permanent Willpower in its place from the pool created during the ritual. Any willpower spent out of this pool is spent as Permanent Willpower and will not refresh when Willpower refreshes normally.

For example, a thaumaturge with 10 available Willpower prepares 3 blood in the incense for the ritual. During the ritual, 3 of their Willpower are pulled into the pool available for the ritual. For the remainder of the evening, the caster is treated as if they have 7 Willpower. If they are unable to spend Willpower at any time during the night, they have a pool of 3 Willpower they are able to spend, which will be spent as Permanent Willpower. The next evening, if they have spent nothing from this pool, they will return to 10 Willpower.

Date of Archival: 01-Dec-2024
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:
St Crispin's Dance
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:
St Crispin’s Dance
Advanced Ritual
 
The Pied Piper story has been known for ages - the story of a musician capable of mesmerising and drawing to himself creatures of a certain type en masse. That is what this power is intended to do. It requires quite a bit of skills and knowledge concerning the audience to pull off successfully. It requires a complicated, multi-step process.
 
System: 
First, the caster must affiliate herself with her audience. She chooses a particular type of creature and learns its biological and mental rhythms. This is represented by a simple mental challenge which retests with Science: Biology or appropriate Lore. The traits the challenge is against varies depending on how common such information is at ST discretion; suggested levels are as follows: specific animals (must choose a subtype) or standard humans would be 5 traits, common supernaturals (vampires, werewolves, wraiths, etc.) would be against 10 traits, uncommon supernaturals (spirits, fae, mummies, etc.) would be against 13 traits. Categories and how specific you can get are up to individual STs. Loss of this challenge indicates a misunderstanding of the creature’s natural rhythm and the ritual does not succeed. Tying the challenge indicates a sufficient knowledge of the creatures’ bio-rhythms and allows the caster to continue to the next step. A win on this challenge level indicates an in-depth understanding of the creatures’ biological rhythms and multiplies the number of creatures of the chosen type that can be drawn in by two.
 
The second step involves the actual musical performance. The performance is required to be successful for at least Performance 3. A lower performance-level is automatically unsuccessful. The second step can be re-attempted an hour later without losing the results from the first step. If the performance must be delayed to a different night, then the first step must be repeated. As with a standard performance challenge, the retest is appropriate Performance skill.
 
The third step is the actual ritual portion. The caster must participate in an extended challenge with a story-teller until she has lost three times, retest is Mathematics. For each win or tie the caster has, she attracts the attention (to the point of drawing in) 10 of the desired creature provided they are within 1 mile of the performance. (The caster cannot attract the desired creature if there are none within the locale, obviously.)
 
Those drawn in by the power are now prone to certain effects if the caster so wishes. They are treated as more interested in the performance than other events happening around them; although an earthquake, gunfire, or a direct threat to their lives would not go unnoticed, less threatening events may very well bypass their recognition. The caster may opt to use a Psychology chop to sway the emotions of those so enthralled, although not to the point of actually inflicting any negative traits. If the performance is portable and can be maintained while moving, the caster may also move and those affected will attempt to follow as long as said attempt does not risk their lives. Those under the effects of this power will not do anything they wouldn’t normally do and their free-will is unaffected, so suggestions are not any more likely to be followed under the effects of this than they would normally be. The power is one of holding the crowd’s attention, not swaying their preferences. As a result, while the performance is ongoing the thralls are unlikely to attack the caster because they do not want to interrupt it, but if the creatures are antagonistic towards the caster all bets are off once the ritual is complete.
 
The number of people affected equal the crowd drawn and fascinated, but more non-enthralled creatures may potentially come as well. These are not affected by the secondary effects - they are not compelled to attend to the performance or refrain from interrupting it. The effects of one performance will affect only one grouping of creatures as defined by the ST.  
 
This ritual will automatically fail if the caster is knowingly pulling those affected into a dangerous or life threatening situation.
Date of Archival: 12-May-2018
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 9XP
MET Mechanics:

Stasis Chamber/ Deny the Sands of Cronus
In these trying and increasingly treacherous nights, House and Clan Tremere's numbers must be kept at a reasonable level to continue their prolonged existence. Made mostly out of necessity, this ritual enchants a room to be pushed along quicker in the stream of time. A thaumaturge often does not have enough hours in the day to perform certain task, cast their rituals, or just study a very interesting variety of tomes and while time is quite relative to the undead, some interesting out of the box thinkers figured out a way to speed up time within this room while the world outside around them continued at its normal rate.

Disclaimer:
This ritual has been developed in part to compliment the Advanced ritual Sculpting the Perfect Servant, as it slows down time immensely in a given space and therefore permits the 'Perfect Servants' to age and be tutored normally but at an immensely lowered rate of game time. Additionally, it will help with at least reducing the spawn time of Apprentices being allowed to exit the chantry to vampire society

The caster must find a room (Large or small) with four walls, a ceiling, a floor and absolutely no openings to view the outside world. If they exist, all windows or openings must be blacked out and all doors must be sealed except for one for entering and exiting. The size of the room does not matter until it gets wide enough the caster's max blood traits does not equal the required blood to draw the incantations, which will be a significant amount for an expansive room.
The thaumaturge takes a minimum of one trait of blood minimum per wall face (six faces) and draws in blood a concentric circle. After which point, she draws the hands of a clock: Hours, Minutes, & Seconds. By setting the hands of the clock, the thaumaturge indicates the allotted time the outside world must pass to make 24 hours pass within the room. Once the hands are drawn the thaumaturge sits in the middle of the room and places an hour glass directly in the center of the circle of the clock drawn in blood on the floor. The hour glass must contain within its sand a traits of casters blood and finely ground wheat, which means it does not have to be functional technically. The caster cuts their hand in a sickle like shape and draws blood and then smashes the hour glass to activate the ritual and throws the ritual challenge with a base difficulty of 6 plus additional traits for the of the room’s differential time span between itself and the outside world (See table below)

Add to Difficulty - Time difference (Outside ‘×’ time to 24 Hours inside room)
1 - 12 hours outside to 24 hours inside
2 - 6 hours outside to 24 hours inside
3 - 1 hour outside to 24 hours inside
4 - 30 minutes outside to 24 hours inside
5 - 15 minutes outside to 24 hours inside
6+ - ≤10 minutes outside to 24 hours inside

Upon the completion of this ritual the vitae clocks become permanently fused to the walls and move mysteriously on their own and even have been known to glow an eerie bluish light. From then on
the room is increasing along on the stream of time faster than world outside, or perhaps for other unforeseen reasons. The ritual may be dispelled only by the caster if he smashes another hour glass with his blood in the sand in the middle of the clock on the floor and throw a chop at the same difficulty he bid against to create the room. Any other form of dispelling or destroying the room almost certainly will cause erratic supernatural phenomena.
While in the Stasis Chamber, powers such as Presence level four of Summon may not work as well or not at all and others attempting to magically locate kindred within the room with rituals such as Scry will be haphazard and faulty. Technology and other devices will function in the room but making phone calls is impossible with the increased time constant but texting and such is fair game. Torpor rules no matter what still will run off the outside world's time frame even while within the Stasis Chamber since the cycles of the sun dictate torpid slumber, not merely time.

Date of Archival: 14-Aug-2016
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Bacaban
XP Cost: 2XP
MET Mechanics:

The study of thanatology posits that there is usable power left within a creature after its life has left its body. This ritual allows a caster to channel those energies and replenish themselves with their mastery of blood Sorcery by draining the essence from bodily remains.

System:
This ritual allows the user to expend a level of Thanatology to gain blood as per an equivalent background expenditure of Herd.  This counts as a standard use of an ability and only refreshes as an ability would normally refresh.
This ritual requires either corpses or a place of the dead, such as a cemetery. The remains are drained and turned to dust and lose all power and sympathy. Places or remains of particular power may have additional or unforeseen effects.
Fetters are immune to this ritual and give the caster an uneasy feeling should it be attempted.

Date of Archival: 02-Mar-2025
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Akhu
XP Cost: 6XP
MET Mechanics:

Advanced
Created by Akmonhotep, aka Julio, citizen.

This ritual allows the priest to recover the lost body parts of a faithful victim, and consequently in some cases breaking rituals that employ these parts of the body.
Performing this ritual takes several hours and should be performed on the new moon.
The ritual master should make, of wheat and clay paste, fourteen sculptures of each dismembered piece of Osiris, which represents part of the victim body, linked to other rituals.
Each sculpture will help the priest to recover a body part of the faithful victim, and in some cases, break the ritual with this body part as component.
The fourteen sculptures represent one of the following body parts: Head, feet, arm, heart, breast, thigh, eye, hand, finger, phallus, vertebrae, ear, neck, and shin bones.

The priest should place each sculpture over the lying victim body and bathe the sculptures with the faithful victim blood from the very body part.
Blood points, hairs, eyes, skin, flesh, or any body part lost can be recovered by this ritual. The sculpture will mystically appear in the place where the original one was trapped before, and the victim will be able to heal lost or removed limbs as though it were aggravated damage.
This ritual only may break rituals or disciplines powers up to Intermediate, Advanced rituals or Disciplines powers are not affected by it.

System:
The ritual must be performed on the new moon, expend Temporary Willpower trait and heal aggravated damage according to how the limbs were removed:
- One level of aggravated damage and one Temporary Willpower trait for lost limbs or used in Basic Rituals / disciplines.
- Two levels of aggravated damage and two Temporary Willpower traits for lost limbs used in Intermediate Rituals / disciplines.

The Willpower traits needed, and aggravated damage taken are cumulative if the victim wants to recover body parts from different levels.
Example: It is necessary three Temporary Willpower traits and three aggravated damage to recover lost limbs from Basic and Intermediate Rituals.

This ritual does not work to recover body parts consumed in rituals / disciplines, such blood point expended, and does not break rituals where the True Name is used.
Only rituals / disciplines that used body parts can be broken this way.

Any body part recovered will be regenerate on the faithful victim once it heals the aggravated damage taken.
The priest can recover the limbs removed and preserved in any matter this way, which includes used in rituais up to Intermediate, Vicissitude, and so on. The ritual does not have effect in Advanced rituals, disciplines powers or higher.

Approved by Scooter, Setite Coordinator, on June 24, 2020.

Date of Archival: 27-Jun-2020
Followers of Set
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 6XP
MET Mechanics:
Steed of Bone and Shadow
(Advanced Ritual, requires both Mortis and Abyss Mysticism, one at Intermediate one at Advanced)
 
  The caster must obtain a complete equine skeleton and reassemble it in their ritual space.  The individual skeletal components need not all come from the same horse, but the assembly must be functional, requiring a Medicine Challenge against 8 Traits (10 if assembling parts from different equine corpses)
 
  Once the remains are prepared, the caster summons an Abyssal Spirit and binds it into corporal form by spending a blood trait and succeeding at the challenge to cast the ritual.
 
  Once complete, the Steed of Bone and Shadow requires a trait of blood each month to maintain, much like a ghoul.  It will serve as a well trained war-horse, and may be commanded to strike in combat if the rider wishes, but that is not its true value: the Steed of Bone and Shadow may be ridden into or out of both the Abyss and the Shadowlands, once per scene.  (No riding in and out every combat action)
 
Steed of Bone and Shadow: (based on Heart that Beats in Silence and rearranged)
Physical: 12
Social: 4
Mental: 4
 
Abilities: Alertness 3, Athletics 3, Dodge 3, Intimidation 2, Stealth 5, Survival 3
 
Willpower: 5
Health Levels: 5
Date of Archival: 03-Feb-2019
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Description: When attempting to pierce the border into the Umbra without the need for human sacrifice, a group of Thaumaturge's discovered a new way to cross the barriers without the need for human sacrifice. For you see, it was not the human or the blood, but the violent act that would provide the key. In order to open a portal, the Thaumaturge must carve ritual symbols into their own flesh, taking a single level of unsoakable aggravated damage. For the duration of this ritual, the user cannot heal these wounds. Any attempts while still on their journey results in the early end of said journey. Upon completion of carving the symbols for Clan Tremere, House Tremere, the casters personal sigil, and Umbra in a particular script, the caster can cross over into the Umbra.  If they wish to bring others, the others must be carved in much the same way by the caster.  No more than three may pass, mystic numbers having special significance in the Umbra after all. 

System:
***Self Mutilation is on the CHARACTER, not the PLAYER.*** 
***If you want to costume this, use makeup, not sharp objects***
The ritual requires carving on oneself a number of symbols. This takes no less than 30 minutes to cast for each participant. It also requires one blood per participant. The caster must use a knife or blade dedicated to the purpose and forged just for this.  Any other knife will fail. Once the carving is complete, the ritual is cast and takes the caster (and up to three companions) across the gauntlet and physically into the Umbra. The symbols cannot be healed without ending the effect. Once in the Umbra travel is possible through whatever means the characters have at their disposal, or sheer willpower if need be. While the Umbra is listed as the main place or transportation, other 'planes' are possible, either from utilizing the Umbra, or with other symbols yet to be discovered.  Symbols for other planes may be researched with no less than three levels of appropriate lore over a period of no less than three months. Characters may work together on this, but it does not speed up the research time. As each caster's individual sigil is different, no caster may share the knowledge of any other planes except the base ritual for the Umbra. The understanding of other planes is personal. Please note: Vampires do not belong in the Umbra, or most other planes, having no way to feed except to bring food with them.

Date of Archival: 29-Sep-2024
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 6XP
MET Mechanics:
The Broken Souls. These tortured souls are the Wraiths that were not even worth creating into anything more than Obili. They have been placed into a ritualy created item for a new propose. 
 
System:
 
The caster must have broken the target Soul's will before casting this ritual. Through torture or other means they must strip the temporary Willpower that the wraith has. Then they bind the soul to a gem set inside a pendent or ring with a monetary value of at least $3000 dollars (Resources 3). You may have up to three of these souls bound at once at all times across all potential items. 
 
When you suffer from an effect that would remove your Soul from your body the item activates and the soul that is removed is one from the pendant. Once all the Souls are removed in this fashion you must recast the ritual from the beginning with a new set of gems as they are destroyed after each use.
 
The item may be given to another person to use for themselves. Whatever the item is for must spend a point of willpower as the time of casting to attune the item to themselves. 
 
The effects of this ritual last for one month or until used. Whichever is a shorter time period.  
Date of Archival: 03-Apr-2019
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

This ritual modifies a specific Gargoyle’s use of Obfuscate so that it functions on technological objects, much as the Nosferatu merit False Reflection. This ritual enchants for a period of one month a prepared necklace to modify a single level of Obfuscate (Cloak of Shadows, Unseen Presence, Mask 1K, or Vanish; but not Cloak the Gathering or anything more powerful) to function against technology. This ritual only works for a specific Gargoyle and may only be enchanted for a single level of Obfuscate that the Gargoyle possesses at the time of enchantment. A Stone Shield may only be attuned once per Gargoyle. A new attunement destroys any other Stone Shields attuned to that Gargoyle.

System: This ritual enchants a prism pendant for a single month, but the enchantment may be maintained by soaking the pendant in the same solution used to enchant it (the gargoyle’s blood and clear oil), exposed to the night air. The prism may only be enchanted for a specific Gargoyle, who must be present at the time of the casting. To enchant the pendant, the prism must be dipped in a mixture of the Gargoyle’s blood, and a clear oil, which is absorbed by the pendant by the time the ritual is done. As the ritual finishes, the Gargoyle names the level of Obfuscate (which he must possess at the time of the casting) that is to be attuned to the pendant. For the next month, when wearing that pendant, that specific named level of Obfuscate will function against technology, as per the Nosferatu merit False Reflection (Nosferatu Clanbook: Revised, p.71). The enchanted pendant will only affect the named level of Obfuscate as generated by the specifically named gargoyle. Both the named gargoyle and the named level of Obfuscate must be written on the item card.

Date of Archival: 17-Mar-2025
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

While neonates of the Tower fear and respect the Tremere for their command of the paths of Thaumaturgy, those in the know are aware that ritual magic is where the strength of the Pyramid shines, and no ritual magic is more feared than those that use or manipulate sympathetic links and objects. By using this ritual, a thaumaturge can strengthen a sympathetic link for a short period of time (a year and a day), rendering objects casually handled by others dangerous in the prepared thaumaturgist's hands.

 

System: This ritual takes a weaker sympathetic link and turns it into a stronger sympathetic link for a limited use.

Specific effects are up to ST discretion but should be primarily story/plot driven. For example, a stone pulled out from tires of a vehicle being investigated may have a link strengthened to the point where it will function for a Scrying attempt of the locale the stone came from. Any link strengthened in this matter will function as a sympathetic link a maximum number of times equal to the temporary Willpower spent at the time of the casting, to a maximum of three. Past that, the ritual effect destroys any sympathetic links attached to the object at the time of the casting of this ritual, though new sympathetic links can be formed as normal.

Should the thaumaturge spend the requisite 3 Willpower, the sympathetic object maybe be substituted for a trait of blood requirement in an appropriate ritual that does not require the blood to be drunk. This irrevocably destroys the object in question after a single use.

When this ritual is cast, an item card should be created, noting the item, the person or place the sympathetic link is relevant to, and a creation date, as the ritual will maintain the link for a year and a day.

Date of Archival: 08-Feb-2022
Tremere

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