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.
This ritual requires a brief meditation in a place of mystical or spiritual power.
While the ritual is active, caster gains Oblivious, but can see Ley Lines or Lines of Power for the remainder of the night.
The thaumaturge must draw a ritual circle (following the same principles as a warding circle) that is to remain undisturbed while the ritual is in effect.
At the center of the circle, and for the duration of the casting time, the caster must have a live (caged is acceptable, as is ghouled) animal accepted as a creature with acute senses such as a hawk, falcon, or eagle (ST discretion).
When the ritual is successfully cast, the caster gains a sort of second sight superimposed on the thaumaturge's own sight. This second sight allows the Ritualist to see "Ley Lines" or "Lines of Power" for the remainder of the night.
This ritual provides no other sensory powers or abilities. The thaumaturge has the negative trait Oblivious the whole time the ritual is in effect, as the extra perceptions make concentrating difficult. This ritual may be canceled at any time.
Visage of the Crone (Basic - 2)
Baharists love to curse those who cross the cult. This powerful ritual causes an immortal to suffer the effects of age. For creatures who rely upon their immortality, this curse can have great effect at hitting them with their own mortality. The Baharist must see her target and she must curse him in the language of Lilith. After which, she must best her target in a contested mental challenge, retested with occult. Should she win, the Baharist may spend 1 blood for every decade she wishes to physically age the target. The target suffers no effect other than feeling and appearance of age. Since this is not a true aging effect, it has no other repercussions and should largely be role-played. The is ritual lasts one night on a target, costs 1 blood to cast, and takes 10 minutes to perform.
Vistas of the Mind
This ritual causes an increase in memory and intelligence, allowing a single retest once in the evening on the use of any primarily Mental Ability.
(Other paradigms of this ritual have also been created)
By reflexively spending a willpower, The wearer is immune to any supernatural effects attempting to drain or remove blood from their body against their will. This only protects from the single source and action.
Basically this ritual stops the following but is not limited to:
- Theft of Vitae
- Consecrate Weapon or similar such rituals and effects
- Vessel of Transference (withdrawing blood only, inserting blood still works)
- Flaying Touch blood removal effect only. Damage still happens.
- Effects that draw blood from everyone in the scene do not work against the user of the ritual created item but will still affect the rest of the people in the scene who are not protected.
Voice of Darkness (Basic Abyss Mysticism Ritual)
The first lesson a Priestesses of Ereshkighal learns is to conjure forth a minor spirit from the Abyss to deliver a message and communicate with someone regardless of distance. Within a room of pure darkness the Abyss Mystic speaks a forgotten spell in Sumerian to call forth and whisper their message into a shadow. After which that message will be carried to whoever the caster desires.
System: Once cast the small abyss spirit will travel to its target anywhere in the world to deliver the message. Once delivered the abyss spirit will return to the caster with any return message the person receiving it wished to impart and then return to the abyss.
Side Effect: The spirit summoned requires one blood trait for their service.
(Rarity 1 for those whom participated in "So You can go home again" plot, R3 (coord approval) for anyone taught by them.)
Just as Apep waits in the western mountains of Bakhu for Ra to come for their nightly battle. Lichter-priests who are prepared to encounter Ra or his agents may raid the western lands for a portion of Apep's strength in their own battles.
Unlike most raids of the west, drawing on Apep's power specifically marks the Lichter-Priest in a dark and sometimes chaotic way. Through various symbolism, the Lichter-Priest is able to channel Apep through their shrine into them self. Darkening their skin to become the snake of legend.
While so enchanted, some have been known to take on erratic behavior, some becoming aggressive, others loosing their shadow - a rare few have had their shadow take on a life of its own. These effects tend to only last while the Lichter-priest carries Apep's power within them or dawn when the ritual fades. (STs should give an appropriate negative trait or flaw that lasts the duration of the ritual.)
System
This ritual must be performed in a temple with a Blasphemy Shrine rated a minimum of "3"
Spend 2 blood points and make a static willpower challenge against 8.
If the blasphemy shrine is not rated at least level 3 or higher, it is simply too weak to channel the power of Apep.
If the Ritual challenge fails, both blood traits are lost and the casting must be attempted again. If successful, the blood ages within the body darkening the skin. Until the next sunrise Apep walks with them, and they may draw on that power but a single time.
Drawing on Apep's stored power is simple enough, a mere thought is all it takes to release the darkness bound to the Follower's body. When released the follower then halves any and all damage from any source of Sunlight for a single scene. The exception to this is Ra himself. (Actual "daytime" sunlight or any vulgar Sphere effect with would bend "actual"daylight to the location such as with forces or correspondence.) While Apep may protect the Lichter-Priest from sunlight, it does nothing to protect them from their light sensitivity.
Wall O’ Wood (Intermediate - 4)
The player spends a Blood point and a number of Social Traits up to his rating in Natib Athirat. A briar patch gathers forming a wall of sorts that the creator can choose the shape of, upon summoning, though its shape cannot be altered afterwards. Its size is based on the traits present while generating it, in yards. This wall of wooden thorns is extremely heavy and those wishing to move it must possess a minimum rating of Potence equal to the users rating in Natib Athirat. Destroying is also difficult, as the wall of wood posses two (2) Health levels for every Social Trait spent while summoning it. Multiple users of Natib Athirat can combine their walls, causing them to combine the total Health Levels generated, possibly making an impenetrable wall of wood. Any physical actions made against the wall of wood will cause the attacker to take 2 lethal. Fire does 1 extra damage, causing the Wall O’ Wood to ignite, creating a Wall of Fire.
This ritual creates an alchemical paste resembling body paint, which may be prepared in advance of applying the war paint. The ritually created war paint must be used the same evening it is created, and as a basic ritual, requires 10 minutes to cast/prepare. Once applied, the paste remains active for the scene/hour. If the paste has not been used the night it was created, the magic fades and must be recast.
By applying this alchemical paste as war paint when preparing for combat, the character becomes a fearsome sight that can be used to taunt or incite rage in a target.
While under the effects of this ritual, as an action you may choose to incite rage in target. If you best the target in a social challenge, they must target you with all their attacks that round. If the target is unable to target you, (being out of range or engaged with another person) they must bid an additional trait to attack another. They do not need to bid an additional trait when focusing their attacks at you. The war paint must be visible to your enemy, but does not require eye contact. Example: if you are blinded, you can still shout at your target, but if they are blinded/unable to see you, they cannot be affected by this.
An abyss mystic creates a powder from gold dust and their own blood. After which they call
upon the powers of the sun and darkness and place the mixture upon an item no smaller then a dagger. There after the items gains strange abyssal markings that glow an eerie black upon
them; forever harming those creatures from the Abyss.
System: This ritual works exactly the same as Ward Versus Spirits, but specifically works only
against spirits from the Abyss.
Intermediate
Any object between the size of a dagger and a door may have one ward against celestials placed upon it. To create the ward, the ritual phrase must be said for 30min while it is inscribed into the object you are warding. The night after the ritual is cast, the object may be used for protection from beings such as angels.
OOC mechanics: As per other standard wards, Ward vs. Celestials allows for one additional level of lethal damage to be dealt to any celestial being which comes into contact with the warded object.