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: Abyssal Mysticism
XP Cost: 2XP
MET Mechanics:

(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.

Date of Archival: 16-Apr-2020
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Eastern
XP Cost: 4XP
MET Mechanics:

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.

Date of Archival: 21-Feb-2015
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

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

Date of Archival: 21-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:
Requirements: Crafted item created by caster with at least Crafts x3 rating that has been in her haven for at least a month.
 
Casting Time: 10 minutes* (Ritual is pre-cast, activation takes an action.)
 
Spending a willpower and burning sage, the caster imbues the item with magical power to create a link to a location as if it were her own haven for the purposes of the Hearth Path. After the item has been imbued, the caster may take the object into the center of a building and destroy the item to activate the power. The link will last until sunrise or until the caster wills the link to end. During the time the link exists, the caster no longer has attunement to their own haven but it returns when the power ends. Only one active attunement can exist at a time, but multiple items can be imbued and awaiting activation.
Date of Archival: 10-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 6XP
MET Mechanics:
Spirits of Shells (Summon Daeva)
 
 
 
Come, descend, ye spirits of shells,
Ye friends of broken light!
Come and embrace the gift of Caine,
I call for death
I will for death.
Come, descend, fragments of sorrows,
Ye cracked and imperfect bygone masters
Come and embrace the cry of Lilith,
I call for death
I will for death.
For my heart has been torn
And my womb has been torn
And my love has been torn.
I cast aside my cloak of night
And plunge into the seas
Where no light can comfort me
And no words can succor me
And no lies can bend me
And I will dwell at the left hand of death.
For I am the mother whose babies were slain
And I am the lover whose heart was torn
And I am the sister whose body was rent
My heart and my garden are ashes now
Let my howls carry them away.
Come, rise, ye spirits of hunger,
Ye friends of guttered flames!
Come and embrace the winter of love
I call for death
I will for death.
 
 
 
Come draw my cloak across the pregnant moon
And let all wombs be barren this night.
A new garden shall rise across the land,
Ba’hara, the Garden of Sorrows.
Come, rise, ye seeds of despair,
Ye fallow ones left on the stones to rot.
Come and embrace the owl’s cry,
I call for anger
I will for anger.
For I am the storm with ten thousand screams
For I am the storm with ten thousand tears
For I am the fruit that is dried in the hot breath of hate
Till it falls from the vine and withers into dust.
Come, rise, ye spirits of the earth
Ye ravenous spiders with fingers of shadow!
Take me into the caves of rebirth
Where we will dance ‘til the rising tides.
For I become the winepress of sorrows
For I become the stealer of seeds
For I become the breaker of blades
And the clamp upon the fruits of man.
O Ancient One,
Whose eyes declare the day
See my defiance, see me dust your earth
From my feet as I sink away from your light.
I shall be the owl with deadly cries
I become the cat with hungry eyes
I always was the Dragon
And the fruits in my jaws shall be the generations of man.
Come, rise, ye spirits of tempest and lust,
 
 
 
Ye howling voices of long-ago nights!
Take me into the air and the seas
Where we might swell the banks to a flood.
For I am the maiden whose fruits were destroyed
For I am the mother whose garden was salted
For I am the crone whose lips taste the blood.
 
Let these three guises greet me as I descend
Into the nether-sea.
Let their breath burn away the love
That has given well to my tears.
Let our seeds grow into hedgerows
With poisoned thorns and sweetened flowers.
Come feast with me now
And rise from your shells.
Let pleasing forms guide us
Into the heads and hearts of the accursed.
There raise we tempests
To wash away the sand
And leave the seashores bare.
Come, descend, ye children of Caine,
Ye harvesters of eternal waking
Come and embrace the cry of Lilith,
Caper at thy father’s call
And feast upon each other’s hearts.
Come ye all the serpents of hate,
The clouds of deception and
The tides of endless silence.
I call for death
I will for death.
I call for death
So shall it be!
 
Mechanics: Must be performed by a Hierophant and the caster must have Daeva lore to perform. Once casted Daeva appear from the shadows to do as the caster requests. These tasks must be within the capabilities of the Daeva (ST discretion). If not they may ignore the request and return to where they came from.  The demeaner of the Daeva is favorable towards you at the onset of this ritual. But repeated use and insulting requests risks drawing their ire and potential retaliation in the future. You may request of them to defend you and they will do so willingly. But to be used as a weapon against your enemies is considered an insulting request. After the task is performed or a night has passed, whichever is sooner, they may return to where they came from. 
 
This ritual takes 30 minutes to perform. Spend an amount of mental traits (max 3) for power level of the Daeva you are summoning. This expenditure will represent the level of the Daeva you can summon too you and it can't exceed your Lore: Daeva in power. It could potentially pull one powerful Daeva or many who together equal what you seek (ST discretion). When pulling Daeva to you they will be the closest non body riding Daeva in your location that you haven't already summoned. 
Date of Archival: 03-Jun-2018
Sabbat
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
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