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.
Touch Nirvana (Intermediate - 4)
The Cult of Lilith practices that through extreme forms of Pain and Pleasure, the Ba’Harist comes closer to the Dark Mother and reaching true enlightenment. The Methods for inducing such forms of Pain and Pleasure are so diverse and so limitless it truly falls to the creative mind of the cult member to decide what works for them.
System: This ritual is cast upon those who come before the Hierophant to seek enlightenment through pain. As masters of the Dead (including their) bodies, they created this ritual to assist in that. While most members of the Cult engage in such activities without this ritual on a regular basis (as their path requires such), it still is cast often by those in the cult who seek it. The Caster engages the target in a Social Challenge, retested with Torture (for pain) or Vamp (for pleasure). Success causes the recipient visions and feelings of ecstasy. It may even be cast upon the unwilling (though it is not a quick ritual, as you have to actively go through the actions to induce the result. Also this ritae in no way requires the user engage in the activities, though one could force them through other means.). The visions and enlightenment gained are largely run by the storyteller. The Mechanical benefits are as follows:
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For the rest of the Night the recipient feels no Pain. They will not suffer any Wound penalties for the remainder of the night.
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The recipient is considered one trait up on all Conviction challenges for the remainder of the evening.
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The recipient will replenish 1 willpower trait, if they have no willpower to replenish then they do not gain this benefit.
This ritual is a way of modifying the effect of path magic the user possesses. The practitioner offers prayers to the goddess Kali, entreating her to aid them in the alteration of the magics they intend to enact. While reciting these prayers, the caster must spill their blood, mixing it with that of goats sacrificed in her name. The blood is then collected and then used to anoint the flesh of the caster while enacting the magics he wishes to alter. It is said that Kali’s nature sometimes causes her to alter these castings, should the sadhu attempt to further alter the blessings she bestows.
System: The Storyteller has the final decision on the effects of this ritual. This ritual can be used to modify the outcome or duration of path magic. It can not be used to remove components necessary to enact some magic, such as sympathetic links. This ritual may only be used on path magic that targets the caster only. It may not be used to change the target of the power to be enacted. Regarding the duration of effects, they may be doubled. Any attempt to further alter this ritual, or delay the casting (i.e. via Trigger or Vires) will result in an equally significant negative effect befalling the caster. It is encouraged that the caster not be made aware of this consequence until the path magic is cast. The cost of the subsequent use of magic is increased by three traits of the casters blood.
The ancient ancestral domains of the Tzimisce resonate with a spiritual taint older than human history. This taint is self-aware and certainly intelligent, though the diffusion of its consciousness through the land gives it little power to notice or influence events on a human or vampiric scale. Some suggest the foul magic of Koldunic Sorcery warped the spirit of the land to such malignancy, while other koldun think their founder chose the homeland for its primordial spirit. A small but vocal faction of Metamorphosists maintains that the Eldest is Kupala, proving their claim that the Antediluvian attained the first stage of its apotheosis. Whatever its nature, koldun sense and draw upon Kupala’s malignant power
System: The Koldun may spend thirty minutes in communion with Kupala to corrupt the surrounding lands in dedication to the spiritual masters from whom Koldunic Sorcery originates. Those who do not acknowledge that their Koldunic Sorcery originates from Kupala find that their Koldunic Sorcery fails to function within the area, while those who do find that their Koldunic Sorcery comes slightly easier to them, and they enjoy a free retest on challenges related to Koldunic Sorcery. Those whose Koldunic Sorcery does not come from Kuapala lose all ties and cannot reset when using their Koldunic Sorcery.
By creating a talisman attuned to the currents and eddies of the Umbra, you can detect the use of Koldunic Sorcery. Start with the blood of the subject and a pinch of earth from the land of the subjects birth. Add water from a source near to the location of the subjects Embrace and mix it into a paste. Dry the paste over a fire, and scrape the now ensorceled earth into a small glass phial. When this phial is in the presence of Koldunic Sorcery, it will begin to vibrate with energy. After 30 days, the magic leaches from the phial and it goes inert.
System: If a ritual or Path of Koldunic Sorcery is active or peering into an area within 30 feet of the glass phial, it will begin to vibrate. If a practitioner of Koldunic Sorcery activates a ritual or path within 30 feet of the phial it will vibrate and grow noticeably warm.
This creates a tracer program that is activated if anyone attempts to break into a system guarded by "Keep Out!" Once activated, this program instantaneously provides the "hackers" real IP address, and maps this address to the ISP (city and state) providing that IP. Duration is a number of weeks equal to the caster's Willpower at the time of casting.
Required to be cast from within the system: Path of Technomancy - Remote Access is required
Intermediate Ritual
This ritual allows the caster to tranfers the ability to make use of an enchanted item from themself to another cainite. By coating the item in a blood trait from another vampire, which is consumed in the casting, attunement of a single item is given to that cainite. The caster of thos ritual loses their own attunement to the item in the process.
Transliteration
Intermediate Ritual
The caster must place the book to be copied on a flat surface. A tray must be placed on top of the book and filled with a mixture of one trait of vitae and 20ml of black ink per hundred pages to be copied. A blank book of the same size or larger (length, width, and page count) must then be placed into the ink.
The caster then chants the incantation for twenty minutes, drawing a copy of the knowledge from the first book up into the second and awakening the blood in the ink, causing it to bind the ink on the pages and copying all information (text, images, writing, etc) from the original book.
Nothing can be omitted, added, or changed except for the following: As the contents are being copied, as long as the caster can understand the language that the original text was written in he can cause the text to take the form of another language that he is fluent with. Regardless of how many languages were present in the original text, if the caster is changing any of the languages during the ritual he can only select one language for the modified copy. (For example: If the original was in spanish, french, and english and the caster chooses to change any or all of the languages then all of the changed language must be in a single language.) He can choose not to change a language that he understands but if he decides to change any language, all of that language in the book will be modified to the new language. Any text that he does not understand in the book is copied exactly as it appears in the original and cannot be changed. Any text with a magical effect active upon it will fail to be copied.
Using the principles of alchemy, chemistry and physics, the Thaumaturge causes his skin to take on the properties on an object. Transmogrification Indurate uses the properties of a hard object and strengthens the bonds between molecules of the caster’s skin, causing it to become hard and resilient. Once the skin is broken however, the ritual immediately ends and the recipient is left without it’s protection. The Thaumaturge must have an undamaged figurine of either metal or stone each time the ritual is cast.
System: The Thaumaturge holds an undamaged figurine of either metal or stone against his exposed skin and chants for 10 minutes. Slowly the hardness of the figurine transfers to the Thaumaturge, whose skin takes on a barely noticeable stony or metallic coloration and texture. When the ritual is complete, the figure, having transferred it’s hardness to the recipient, crumbles into useless powder. The recipient gains one health level of ‘natural armor’ to represent hardening of the skin. The ritual ends immediately once the health level of ‘natural armor’ is lost, and as such it cannot be healed once lost, but the ritual may be recast.
Turning lead into gold has been a long sought after hermetic formulae, and those who have practiced it have met with various results. The essence of this ritual takes those failed results and puts them into a practical use, if only for a limited time.
Transmutable imagery will take an object and change the appearance (and only the appearance, none of the other qualities of the intended substance) of its components to that of another element or substance. Lead into gold, plastic into wood, stone into glass, wood into metal, etc.... This ritual takes 15 minutes to cast, and requires the consumption of a portion of the transmuted substance by the caster, a single drop of the caster’s blood is dripped onto the object which then takes on that substance’s appearance until sunrise.
Advanced Ritual
Description:
System: An empty trap, typically based on Pandora's Box, though other forms can be made, may be activated to pull in incorporeal Fallen with a ranged Physical Challenge (retest Occult). Once inside the trap, Fallen are incapable of using Evocations. This includes Infernal servants such as imps and hellhounds. The Demonic Trappings last a number of Weeks equal to the Casters Permanent Willpower at the time of Casting. The incorporeal demon does not regain traits or willpower while imprisoned. The Thaumaturge may not communicate with the Demon inside the trap without opening the trap and releasing the infernal entity. Some powerful demons may be the exception to this and may attempt to make deals for their freedom. Stays active until triggered.
Cost: 1 Blood and 1 WP to cast
Prerequisite: Baleful Doll, Samedi Only
This rituals uses the same sympathies as the ritual Baleful Doll, except that the doll it creates is a talisman of protection. To craft the doll the Hougan requires a garment of clothing worn by the intended target of the ritual, which must be willingly given to the Hougan. The Doll is created with a number of health levels equal to the crafts rating of the Hougan who made it and cannot be altered in any way after its creation. When carried by the person the doll is made to resemble it provides them with a level of protection from harm. Any damage dealt to the doll’s likeness (this means damage actually taken after reductions from armor and soaking power) is instead taken by the doll. When the doll runs out of health levels is disintegrates into dust. It may be repaired by a Hougan of sufficient skill (craft levels equal to the original crafter and who knows this ritual).
The powerful protection of this ritual does come without drawback however. The Trick Doll also counts as a Baleful Doll of its likeness. Any damage the doll takes (other than damage redirected from the likeness) is dealt to its likeness, ignoring armor and soaking powers. A Trick Doll may be safely dismantled without harming its likeness by the Hougan who created it. The Doll also counts as a sympathetic link to its likeness.
Intermediate Ritual
This ritual requires the caster to fill a well-made (Crafts 2 or higher) glass tuning fork with a trait of her
blood in order to alter its pitch. Upon striking the fork, the tuning fork emits a tone that shatters
nearby fragile objects (10ft radius). Susceptible objects must win/tie a simple test or be destroyed.
Items assessed by storytellers to be exceptionally fragile (i.e. Glass) lose on ties.