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.
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
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).
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.
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.