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: Sadhana
XP Cost: 6XP
MET Mechanics:

"The Binding Blood"

 To activation of this Ritual requires the Caster to Spend a Temporary Willpower and then the Caster and the recipient must both spend a blood. For the next Hour the Caster may activate any power or ritual on the target which he would otherwise only use on himself. In addition to this, the caster and recipient can telepathically communicate through the ritual for the duration regardless of physical distance or line of sight. The caster must still spend for any appropriate activation costs for any power or ritual as well as a Temporary Willpower for each activation. The Caster must maintain a level of concentration for the duration of the Ritual that prevents any other actions except for simple actions such as movement and communication or the Effect will end, all effects currently active through the Ritual will end, and the Ritual must be recast. Even powers such as Dual Thought cannot be used to divide the Casters Concentration enough for anything beyond these actions.

 

The first time this Ritual is cast upon someone the Caster must spend a Permanent Willpower to “attune” the Caster and Recipients blood. Once the blood is “Attuned” to that recipient further activation of the Ritual are done with the normal costs above. This ritual may not be used on more than one individual at a time and cannot be cast on Vampires of more potent generation. Both Caster and Recipient must be present during the casting of the Ritual, as such it is suggested, though not required, that Storytellers only allow the use of this ritual when both the caster and recipient are signed into the same game

 
 
 
 

 

Date of Archival: 19-May-2018
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Sadhana
XP Cost: 4XP
MET Mechanics:

This ritual is unknown to the vast majority of the Sadhu.  In fact, it is only known among the very few Asura Sadhanna users within the sadhu that have caught the eye of a Yama King.  Some will simply awaken with the knowledge of how to just perform it. Regardless, those few who do know this ritual may make offerings in dark rituals to make direct contact with a Yama King.  Once performed, the vampire may speak with and even bargain with the Yama King for perhaps more power and dark secrets.

System:  This ritual functions exactly like the Kindred of the East Rite, The Ritual of the Black Peony, however replace all Demon Chi Costs with Blood Traits.

Date of Archival: 01-Aug-2024
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 6XP
MET Mechanics:

By spending three nights in the writing of a contract with your own blood, you create an unbreakable bond between yourself and any one signatory.  You use two Blood Traits to make the contract - one to write it and one for both parties to sign it.  The Black Tontine enforces compliance of both parties to the literal terms listed.  Should either party break the terms of the contract, the individual's soul is immediately removed from their body (as if under the effect of Soul Stealing) and is teleported directly to the other party where it must remain for a minimum of 24 hours.  This effect cannot be resisted or prevented in any way.  The only way to finish a Black Tontine is to fulfill the terms or physically burn it.

 

Date of Archival: 19-Feb-2015
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 6XP
MET Mechanics:

The Abyss Mystics crafts an effigy or Talisman made from Obsidian Stone. They craft the stone
into a form of one of the various gods of the Abyss. After which the Mystic covers the talisman
in the ashes of his own hand from sunlight and exerts part of his very being onto it. After which
the Talisman created banishes all creatures to the Abyss back to their home plane regardless if
they want to be or not. Such Talismans last until they are destroyed.
System: Spirits of the Abyss cannot approach within 100 feet of a Conquering Sun Talisman. If
they try, they vanish back to the Abyss. No special conditions apply to the carving of the
talisman. Enchanting the talisman requires several hours of prayers, exorcisms with sand and
holy water, incense, and bathing the talisman in sunlight for a week. At the end, the Abyss
Mystic lets the rising sun burn his hand to ash while it rests upon the talisman. Completing the
final prayer while burning off one’s own hand costs a point of permanent Willpower. Note that
this also means taking one health level of aggravated damage. The Conquering Sun Talisman
works by itself from then on, continuously

Date of Archival: 24-Mar-2021
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

Created by Kaemon, a Regent worried about the proliferation of mystical weaponry as his Clan started negotiating items to compete with the Assamites, this ritual was designed to protect the Tremere from unintended consequences of such trade. To cast this ritual the Thaumaturge must cut his wrist with a piece of broken glass and bath the item with his vitae while intoning a repetitive chant. The blood becomes inert and unusable for magical purposes after it drips from the object, as the item absorbs the magic in the crimson fluid.


System: This ritual must be performed right before another ritual that affects an object (like burning bladeshaft of belated quiescence, splinter servant and so on) and requires three points of blood from the caster, regardless of the item's size. The procedure attunes the object to Tremere blood, and if used to strike a Tremere it'll will shatter into a thousand pieces like the most fragile crystal, leaving the target unharmed.

Date of Archival: 01-Jun-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 3XP
MET Mechanics:

The Dark Mother’s Sixth Sense (Basic - 2)

 

In conjunction with the Mark of Lilith and Rite of the Carrion Crow, the Hierophants devised a way for members to have a deeper connection than any blood bond.  All mothers have it.  Many mother’s don’t know where it comes from, or exactly at what point they get it, but all mother’s possess a super sixth sense when it comes to their children.  It’s the sense that you know something is wrong with your child, even when others don’t. They can’t explain the feeling, but they know they are right.  It wasn’t until the Hierophants of Lilith have figured out this sixth sense originator was from the Dark Mother herself. The Dark Mother gifts this ability to all of her children.  

 

The ritual starts out with the Hierophant having the participants circle around them.  The Heirophant while chanting of Lilith, will go around to each participant and kiss their forehead, as if checking the “child” for their fever.  The kiss leaves a bright hot mark upon their forehead, and then fades into their skin.

 

With a mastery over the soul, life and death comes the ability to affect a person’s spirit, mind, and soul.  

 

Mechanic: Upon completion of the ritual, it creates a sympathetic link of all those gathered whom have the Mark of Lilith and Rite of the Carrion Crow casted upon them.  It connects the spirit, mind, and souls of the Lilins to the “Cloud.”  Should one of the gathered Lilin’s ever be placed in a life or death situation, each of them will be thrown into rapture of pain and know who of the gathered is in potential peril.  This ritual will not provide location or the identities of those whom are assaulting the Lilin, only that danger is happening to that specific Lilin.  

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

This amulet bears the mark of an ancient symbol of protection and to function properly must be worn for all to see. System: The first time a character is damaged while wearing the Eye of Horus in a scene, the first three levels of damage dealt by the attack are ignored. This includes damage caused by the sun's rays and fire.

Date of Archival: 05-Apr-2025
Followers of Set
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Using the menorah as a symbol of creation and imbuing the flames to light it, making it consecrated, measuring the symbolism of the 7 days that creation took place. While the magus lights the object, it is necessary to reverberate a song in the Gospel of John: Light shines on darkness and darkness has not been understood. Like the symbol As powerful as the seal of Solomon, this ritual will seek the light to chase away the tainted.

System - The Thaumaturge must prepare the Menorah for six days under the energy of the Sun (energy of creation), then on the seventh day, leave the object soaked in 5 blood points.  Then, the Thaumaturge uses Lure of the Flames x1 to light the Menorah, expending 1 Willpower in addition to the normal cost of the Path and the normal Challenge to perform a Ritual; once the flame is lit, the Caster may make a Willpower Challenge against their target.  If the caster wins, the target is affected as per the Presence power of Dread Gaze; this effect bypasses any immunity the Infernalist may have to Presence or Fear Effects from the benefits of their Pacts or Investments.

Date of Archival: 19-Oct-2021
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 4XP
MET Mechanics:

The Frozen Heart

Once a Koldun has mastered the Way of Ice, he or she has found a way to benefit from their Cold Heart. While casting the ritual, the Koldun meditates on his or her Cold Heart as he or she holds and observes dry ice. This ritual allows the Koldun to blend the benefits of their Cold Heart with another form of the Koldun's choosing.

System: This ritual allows the user to use Way of Ice 5 Cold Heart with any other form power the Koldun possesses, even if using two form changing powers at a time is typically not allowed. Each time the Koldun enters into a 2nd form, via this ritual, he or she gaines the Negative trait Cold for the remainer of this night. This may be called in any category against the koldun, and multiple applications stack with eachother.

This ritual lasts for the remainder of the night.

Date of Archival: 26-Feb-2020
Tzimisce
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 3XP
MET Mechanics:

The Hard Journey (Basic - 2)

 

The group gathers and a Lilin prepares by stripping nude, she is lashed by whips, burned by brands and made to walk over stones and glass.  When she falls the first time someone, usually in a cat mask comes forward and lays an offering of food at her feet (usually a dead animal, on rare occasions cooked meat).  She rises up again and walks more, sometimes through the woods.  When she falls again someone in a snake mask comes and gives her a drink, sometimes cold water, sometimes wine, but often blood.  The third time she falls someone in an owl mask wraps her in a warm cloak and then the participants create a garden around her with plants shelter and food.  She rises and feeds herself as the participants sing and chant. She is ministered to and at the end of the ritual a tree is planted in that place. It is regularly watered with the cults blood and regular gatherings held around that place.  The ground under its branches is always considered consecrated space for Ba’ham.

 
Date of Archival: 02-Mar-2015
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Anarch Curses
XP Cost: 2XP
MET Mechanics:

Battle scars one were viewed as a badge of honor, but now they are seen as a mark of the Low Clans.  Stares from the Camarilla and whispers behind the Anarch's backs have stirred their beast into frenzy one too many times.  WIth the scratch of a cheek or the swipe across the forehead, the Anarch can now curse his enemy with horrible disfigurement.  This disfigurement ca range from a gaping facial mark to a deep tissue bruise that will outshine the brightest moon.  Placed in the open, this disfigurement will be seen by all.  Now the Anarch can whisper and stare as The Mark That Stays turns his enemy into the joke of Elysium.

System: The Anarch must lock eye contact with the target and motion the area of skin that will be affected.  He will then spend one temporary Willpower trait and engage in a static mental challenge (retest occult) with the target.  If successful, the target gains the Disfigurement Flaw for one month and one day.

Date of Archival: 12-Mar-2025
Anarch
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

The Master's Return
Advanced Thaumaturgical Ritual
Approved October, 2011

This ritual requires the caster to possess at least the second
Intermediate of The Hearth Path, Temportal.

The caster must first establish a Haven, warded with Temportal, within
no more than a single night's travel on foot from the intended
location for use of The Master's Return (a trip the caster must walk
during the night of the ritual's casting).  The Haven can be any sort
of structure, so long as it is warded by the caster's Hearth Path.

Once a Haven has been established, the caster must locate a door
within the structure of her Haven as well as a door within the
location she wishes to cast The Master's Return.  It doesn't matter
what doors are chosen, so long as they are the same type of door;
interior, vs. exterior as well as being located in reasonably similar
places within the structure's architecture.

The caster must etch arcane symbols along the doorjamb of both doors
from floor all the way around to floor again, on both sides of the
wall.  While the symbols are small and can be carved anywhere on the
doorjamb, an observer can possibly locate them if they inspect the
door closely.  After inscribing the symbols, she must run her finger
across them, painting a thin coat of blood into each symbol, which
also may be noticed by an observer looking closely.  Painting both
doors requires a total of two blood traits.

Finally the caster must whisper a command word or phrase into the
locking mechanism of both doors, where she invests a portion of her
power into the door, costing her one permanent Mental trait.  This
investment causes a small glyph to mystically appear upon the lock of
the door, which may be noted by an observer inspecting the door
closely.

So long as the etchings remain intact, the glyphs remain unscathed,
the blood remains untouched and the doors remain in one piece, the
caster may speak the command word or phrase and pass through one of
the doors to the other... once, taking with her all her belongings,
but no other beings.  Once the caster has made use of either of the
doors to pass through to the other, the etchings and glyph fade to
nothing, taking the caster's blood with them as they go.
The caster may have in existence as many passages via The Master's
Return as one-quarter her total permanent Mental traits.

 

Date of Archival: 20-Feb-2015
Tremere

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