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.

Return to Custom Content Home Page.

Word or Phrase in the Content Name
Word or phrase found in the Content Description
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Natib Athirat
XP Cost: 5XP
MET Mechanics:

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.

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

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.

Date of Archival: 06-Jul-2024
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 4XP
MET Mechanics:

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.

Date of Archival: 24-Mar-2021
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:
Ward Versus Cathayans (Unique Advanced Ritual)
 
This ritual is similar to Ward Versus Ghouls, and provides the Kindred with some 
 
protection against their rivals. Like the ritual upon which it is based, the ward causes 
 
great pain and injury to any Kuei-jin who comes into contact with the warded object. 
 
The material components required are a trait of freshly drawn, still-warm, human 
 
blood and a trait of cold blood from a human body that has been dead for four hours 
 
or longer. Using blood from a supernatural creature, even a ghoul, causes the ritual to 
 
fail. The caster mixes the blood together with metal shavings and wood shavings before 
 
pouring it over the object in question (see Ward Versus Ghouls for size limits), while 
 
reciting the appropriate incantation.
 
On a final note, this ward is considered unique and different from the Ward 
 
Versus Cathayans published in San Francisco by Night, and is therefore not affected by a 
 
Writ Of Protected Passage.
 
 System: Kuei-jin who touch a warded object suffer one level of Lethal 
 
damage. They must also check for Wave Soul each turn they continue to do so. If they 
 
enter Wave Soul, they must flee from the warded object as quickly as possible.
Date of Archival: 21-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

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.
 

Date of Archival: 24-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Black Hand Aljusuri
XP Cost: 4XP
MET Mechanics:

Intermediate Ritual

This ritual functions exactly like Ward Versus Cainite, except that it only affects those who are not members of the Black Hand and have the crescent moon tattoo on their hand.  Agents whom have, for whatever reason, lost their tattoo are also affected by this ritual.

Date of Archival: 20-Jan-2023
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:
This ritual is similar to Ward Versus Ghouls, and provides the Kindred with some
 
protection against their rivals. Like the ritual upon which it is based, the ward causes 
 
great pain and injury to any Awakened Mage (or partially Awakened Sorcerer) who 
 
comes into contact with the warded object. 
 
The material components required are a trait human blood and a trait of the 
 
caster’s own vitae (blood from an Awakened Mage will replace both of these other types 
 
of blood as a material component if available). The appropriate magical runes and sigils 
 
are marked on the object in question (see Ward Versus Ghouls for size limits), while 
 
reciting the appropriate incantation. As per Ward Versus Ghouls, employing the blood 
 
of a particular Mage or Sorcerer in the casting will exempt said individual(s) from the 
 
effects of the Ward.
 
System: Mages or Sorcerers who touch a warded object suffer one level of Lethal 
 
damage.
Date of Archival: 21-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Voudoun Wanga - Serpents of the Light
XP Cost: 6XP
MET Mechanics:

Advanced Ritual

This ritual was created for the Danava and Katila to protect themselves from the minions of vengeful Pishacha. By invoking this ritual, the caster creates a glyph that causes great pain to any Pishacha who come in contact with it. The caster pours a point's worth of blood from a fallen Pishacha over the object he wishes to ward (a piece of parchment, a coin, a doorknob, etc.), and then recites the incantation, which takes 10 minutes. In 10 hours, the magical ward is complete, and will inflict excruciating pain on any Pishacha unfortunate enough to touch the warded object.

System: Pishacha who touch thusly warded objects suffer one level of lethal damage. This damage occurs again if the Pishacha touches the object further; indeed, a Pishacha who consciously wishes to touch a warded object must spend a point of Willpower to do so.

Date of Archival: 20-Jan-2023
Followers of Set
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

This Advanced ritual functions the same as ward vs. ghouls, MET LotN pg. 186.

Date of Archival: 27-Nov-2023
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

As other warding circle rituals, but used against plasmics.

Date of Archival: 19-Feb-2025
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 4XP
MET Mechanics:

Warding Circle Versus the Abyss (Intermediate Abyss Mysticism Ritual)
The Abyss Mystic carves runes of power in relation to the Lords of the Abyss and those who
might command them into a circle upon a surface. By using gold dust and their own blood the
circle becomes empowered to bar and harm creatures of the abyss.
System: This ritual works exactly like Warding Circle Versus Kindred, except for Abyss Spirits
only

Date of Archival: 24-Mar-2021
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Advanced

These rituals require three traits of blood and a symbolic link of celestials-- a white feather.  The caster determines the size of the warding circle in the following manner: it starts at a base of 10’ radius (20’ diameter). The caster may spend one mental trait and one-blood trait to increase the radius by 10’.

OOC mechanics: Any appropriate creature that approaches the circle will feel the power of the circle. In order to cross the ward, she must win a static test against the mental traits of the caster, bidding her current number of willpower traits (no traits are risked by either side). If she fails she takes three lethal damage, and is denied entry. If she wins the challenge she may cross, but still takes the three lethal damage.

Date of Archival: 24-Feb-2015
Tremere

Pages