Custom Blood Magic: Ritual

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Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 6XP
MET Mechanics:

Circle of Balance
Advanced Ritual- (Available to Geomancy, Mortis, Abyssal Mysticism, Sadhanna, Bacaban, Wanga, Koldunism, Dur An ki, and Rom Sorcery.)

Flavor- When faced with an impossible problem, nine paradigms of magic were levied by nine different magicians to make the impossible possible. This ritual is nothing short of a grandstand, as the casters themselves place themselves between what is and what should be and attempt to make reality blink. It is a dangerous undertaking, made easier by each magician who shares in the circle and the strain. Ultimately the ritual only needs two people identified as the Lead and the Anchor, one to begin and one to hold it down. If the ritual is completed in its entirety with at least the Lead and the Anchor remaining, it is possible for them to close gateways, portals, rifts, tears, and holes on the prime/material plane that otherwise could not be closed. This requires that each magician maintain in their mind for the duration of the cast a single desire to seal the object in question, and any deviation to that end could have unforeseen and wild consequences.

Mechanics-
Preparation: Each caster participating in the ritual will draw a ritual circle, similar to warding circle rituals, unique to their type of magic. This becomes their place of power and the caster should feel free to include trappings of their magic in the work. Only one caster per paradigm of magic can take part. The total space taken up most form a full circle around the target of the ritual to be affected. This translates to 1 Blood per foot measured as a diameter within the area that ritual will need to be cast in. While not required, materials and items produced or built with the concept of making the cooperative nature of the ritual more successful may impart bonuses to the casting. Everything from reduction in cost on the Backlash Events, to retests, and even lowered difficulty. This is done at ST discretion and up to player ingenuity.

Casing: This ritual takes one hour to complete, and is done in 6 waves each lasting ten minutes where challenges are made at the end of each 10 minute interval resulting in a total of 6 challenges over the course of the ritual. At each challenge there will be a Backlash and or a Breech event (described below) up to ST discretion, sometimes both depending on the complexity of the rift. Each challenge is a mental test done at a difficulty of 14 traits, increasing in difficulty by +1 per challenge. Only one challenge is thrown at each interval with the Lead starting the ritual and the Anchor ending it, however either one can choose to throw the 4 inbetween. If a challenge is failed 10 more minutes is added to the timer of the ritual and the difficulty continues to increase. This will continue until the Lead or the Anchor falls, or the ritual achieves 6 successes.

Backlash Event: Manifest's as taxation on the casters and damage to the casters. Each backlash event will cause the following- 15 Blood, 15 Named Mentals, 5 WP, 5 Agg bypassing all armor and abilities to negate or soak, or add Health levels. (IE: Extra health levels gained from other powers or added to the caster, do not count towards this damage, only the base health levels on the character sheet from character creation) This is a lump sum that is split evenly and applied to the Lead and the Anchor, who can then choose to divide it among the other casters of the group in whatever value they desire. (The Lead and Anchor would both take half of the totals, someone having to take the odd number, and could then divide that further out among the other casters) The Lead and the Anchor choose who takes what, if they pass a value onto a caster who is reduced to 0 in that category they fail their part of the cast and are no longer participants, suffering whatever consequences they would normally suffer for running out of that trait/resource.

Breech Event: Manifest's as the rift/tear/target of the ritual itself rebelling against the spell. Different from Backlash which is the result of the target being forced to bend back into place and the taxation of magic, this is a concerted effort by whatever is being cast upon to remain open. What this means is up to ST interpretation, as a rift to the Umbra is quite different from a Rift to the Abyss or Shadowlands. However such tears in reality, of subsequent power to require this ritual, usually have little desire to be closed. This could manifest as physical combat with creatures from the other side, spirits or nearby entities being corrupted and controlled, or any number of other more physical manifestations playing out in the area and world around the target of the ritual.

Final Step: Once the sixth chop is completed all remaining casters must commit to the end result of the portal being closed. If any of the casters deviates from this plan they must inform the ST as it may impact the end result of the ritual itself. Once this ritual is used at a site, it can not be used there again, as reality itself grows wise to what was done, and forever blocks the use of such magic from that site. Indeed so great is the end result that any gauntlet/shroud/barriers within one mile of the cast are permanently forced 2 higher, and magic cast in the area is at a +2 difficulty, assuming of course the spell is met with success.

Date of Archival: 14-Oct-2020
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Bacaban
XP Cost: 6XP
MET Mechanics:

Circle of Balance
Advanced Ritual- (Available to Geomancy, Mortis, Abyssal Mysticism, Sadhanna, Bacaban, Wanga, Koldunism, Dur An ki, and Rom Sorcery.)

Flavor- When faced with an impossible problem, nine paradigms of magic were levied by nine different magicians to make the impossible possible. This ritual is nothing short of a grandstand, as the casters themselves place themselves between what is and what should be and attempt to make reality blink. It is a dangerous undertaking, made easier by each magician who shares in the circle and the strain. Ultimately the ritual only needs two people identified as the Lead and the Anchor, one to begin and one to hold it down. If the ritual is completed in its entirety with at least the Lead and the Anchor remaining, it is possible for them to close gateways, portals, rifts, tears, and holes on the prime/material plane that otherwise could not be closed. This requires that each magician maintain in their mind for the duration of the cast a single desire to seal the object in question, and any deviation to that end could have unforeseen and wild consequences.

Mechanics-
Preparation: Each caster participating in the ritual will draw a ritual circle, similar to warding circle rituals, unique to their type of magic. This becomes their place of power and the caster should feel free to include trappings of their magic in the work. Only one caster per paradigm of magic can take part. The total space taken up most form a full circle around the target of the ritual to be affected. This translates to 1 Blood per foot measured as a diameter within the area that ritual will need to be cast in. While not required, materials and items produced or built with the concept of making the cooperative nature of the ritual more successful may impart bonuses to the casting. Everything from reduction in cost on the Backlash Events, to retests, and even lowered difficulty. This is done at ST discretion and up to player ingenuity.

Casing: This ritual takes one hour to complete, and is done in 6 waves each lasting ten minutes where challenges are made at the end of each 10 minute interval resulting in a total of 6 challenges over the course of the ritual. At each challenge there will be a Backlash and or a Breech event (described below) up to ST discretion, sometimes both depending on the complexity of the rift. Each challenge is a mental test done at a difficulty of 14 traits, increasing in difficulty by +1 per challenge. Only one challenge is thrown at each interval with the Lead starting the ritual and the Anchor ending it, however either one can choose to throw the 4 inbetween. If a challenge is failed 10 more minutes is added to the timer of the ritual and the difficulty continues to increase. This will continue until the Lead or the Anchor falls, or the ritual achieves 6 successes.

Backlash Event: Manifest's as taxation on the casters and damage to the casters. Each backlash event will cause the following- 15 Blood, 15 Named Mentals, 5 WP, 5 Agg bypassing all armor and abilities to negate or soak, or add Health levels. (IE: Extra health levels gained from other powers or added to the caster, do not count towards this damage, only the base health levels on the character sheet from character creation) This is a lump sum that is split evenly and applied to the Lead and the Anchor, who can then choose to divide it among the other casters of the group in whatever value they desire. (The Lead and Anchor would both take half of the totals, someone having to take the odd number, and could then divide that further out among the other casters) The Lead and the Anchor choose who takes what, if they pass a value onto a caster who is reduced to 0 in that category they fail their part of the cast and are no longer participants, suffering whatever consequences they would normally suffer for running out of that trait/resource.

Breech Event: Manifest's as the rift/tear/target of the ritual itself rebelling against the spell. Different from Backlash which is the result of the target being forced to bend back into place and the taxation of magic, this is a concerted effort by whatever is being cast upon to remain open. What this means is up to ST interpretation, as a rift to the Umbra is quite different from a Rift to the Abyss or Shadowlands. However such tears in reality, of subsequent power to require this ritual, usually have little desire to be closed. This could manifest as physical combat with creatures from the other side, spirits or nearby entities being corrupted and controlled, or any number of other more physical manifestations playing out in the area and world around the target of the ritual.

Final Step: Once the sixth chop is completed all remaining casters must commit to the end result of the portal being closed. If any of the casters deviates from this plan they must inform the ST as it may impact the end result of the ritual itself. Once this ritual is used at a site, it can not be used there again, as reality itself grows wise to what was done, and forever blocks the use of such magic from that site. Indeed so great is the end result that any gauntlet/shroud/barriers within one mile of the cast are permanently forced 2 higher, and magic cast in the area is at a +2 difficulty, assuming of course the spell is met with success.

Date of Archival: 15-Sep-2021
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 6XP
MET Mechanics:

Circle of Balance
Advanced Ritual- (Available to Geomancy, Mortis, Abyssal Mysticism, Sadhanna, Bacaban, Wanga, Koldunism, Dur An ki, and Rom Sorcery.)

Flavor- When faced with an impossible problem, nine paradigms of magic were levied by nine different magicians to make the impossible possible. This ritual is nothing short of a grandstand, as the casters themselves place themselves between what is and what should be and attempt to make reality blink. It is a dangerous undertaking, made easier by each magician who shares in the circle and the strain. Ultimately the ritual only needs two people identified as the Lead and the Anchor, one to begin and one to hold it down. If the ritual is completed in its entirety with at least the Lead and the Anchor remaining, it is possible for them to close gateways, portals, rifts, tears, and holes on the prime/material plane that otherwise could not be closed. This requires that each magician maintain in their mind for the duration of the cast a single desire to seal the object in question, and any deviation to that end could have unforeseen and wild consequences.

Mechanics-
Preparation: Each caster participating in the ritual will draw a ritual circle, similar to warding circle rituals, unique to their type of magic. This becomes their place of power and the caster should feel free to include trappings of their magic in the work. Only one caster per paradigm of magic can take part. The total space taken up most form a full circle around the target of the ritual to be affected. This translates to 1 Blood per foot measured as a diameter within the area that ritual will need to be cast in. While not required, materials and items produced or built with the concept of making the cooperative nature of the ritual more successful may impart bonuses to the casting. Everything from reduction in cost on the Backlash Events, to retests, and even lowered difficulty. This is done at ST discretion and up to player ingenuity.

Casing: This ritual takes one hour to complete, and is done in 6 waves each lasting ten minutes where challenges are made at the end of each 10 minute interval resulting in a total of 6 challenges over the course of the ritual. At each challenge there will be a Backlash and or a Breech event (described below) up to ST discretion, sometimes both depending on the complexity of the rift. Each challenge is a mental test done at a difficulty of 14 traits, increasing in difficulty by +1 per challenge. Only one challenge is thrown at each interval with the Lead starting the ritual and the Anchor ending it, however either one can choose to throw the 4 inbetween. If a challenge is failed 10 more minutes is added to the timer of the ritual and the difficulty continues to increase. This will continue until the Lead or the Anchor falls, or the ritual achieves 6 successes.

Backlash Event: Manifest's as taxation on the casters and damage to the casters. Each backlash event will cause the following- 15 Blood, 15 Named Mentals, 5 WP, 5 Agg bypassing all armor and abilities to negate or soak, or add Health levels. (IE: Extra health levels gained from other powers or added to the caster, do not count towards this damage, only the base health levels on the character sheet from character creation) This is a lump sum that is split evenly and applied to the Lead and the Anchor, who can then choose to divide it among the other casters of the group in whatever value they desire. (The Lead and Anchor would both take half of the totals, someone having to take the odd number, and could then divide that further out among the other casters) The Lead and the Anchor choose who takes what, if they pass a value onto a caster who is reduced to 0 in that category they fail their part of the cast and are no longer participants, suffering whatever consequences they would normally suffer for running out of that trait/resource.

Breech Event: Manifest's as the rift/tear/target of the ritual itself rebelling against the spell. Different from Backlash which is the result of the target being forced to bend back into place and the taxation of magic, this is a concerted effort by whatever is being cast upon to remain open. What this means is up to ST interpretation, as a rift to the Umbra is quite different from a Rift to the Abyss or Shadowlands. However such tears in reality, of subsequent power to require this ritual, usually have little desire to be closed. This could manifest as physical combat with creatures from the other side, spirits or nearby entities being corrupted and controlled, or any number of other more physical manifestations playing out in the area and world around the target of the ritual.

Final Step: Once the sixth chop is completed all remaining casters must commit to the end result of the portal being closed. If any of the casters deviates from this plan they must inform the ST as it may impact the end result of the ritual itself. Once this ritual is used at a site, it can not be used there again, as reality itself grows wise to what was done, and forever blocks the use of such magic from that site. Indeed so great is the end result that any gauntlet/shroud/barriers within one mile of the cast are permanently forced 2 higher, and magic cast in the area is at a +2 difficulty, assuming of course the spell is met with success.

Date of Archival: 15-Sep-2021
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Mortis
XP Cost: 6XP
MET Mechanics:

Circle of Balance
Advanced Ritual- (Available to Geomancy, Mortis, Abyssal Mysticism, Sadhanna, Bacaban, Wanga, Koldunism, Dur An ki, and Rom Sorcery.)

Flavor- When faced with an impossible problem, nine paradigms of magic were levied by nine different magicians to make the impossible possible. This ritual is nothing short of a grandstand, as the casters themselves place themselves between what is and what should be and attempt to make reality blink. It is a dangerous undertaking, made easier by each magician who shares in the circle and the strain. Ultimately the ritual only needs two people identified as the Lead and the Anchor, one to begin and one to hold it down. If the ritual is completed in its entirety with at least the Lead and the Anchor remaining, it is possible for them to close gateways, portals, rifts, tears, and holes on the prime/material plane that otherwise could not be closed. This requires that each magician maintain in their mind for the duration of the cast a single desire to seal the object in question, and any deviation to that end could have unforeseen and wild consequences.

Mechanics-
Preparation: Each caster participating in the ritual will draw a ritual circle, similar to warding circle rituals, unique to their type of magic. This becomes their place of power and the caster should feel free to include trappings of their magic in the work. Only one caster per paradigm of magic can take part. The total space taken up most form a full circle around the target of the ritual to be affected. This translates to 1 Blood per foot measured as a diameter within the area that ritual will need to be cast in. While not required, materials and items produced or built with the concept of making the cooperative nature of the ritual more successful may impart bonuses to the casting. Everything from reduction in cost on the Backlash Events, to retests, and even lowered difficulty. This is done at ST discretion and up to player ingenuity.

Casing: This ritual takes one hour to complete, and is done in 6 waves each lasting ten minutes where challenges are made at the end of each 10 minute interval resulting in a total of 6 challenges over the course of the ritual. At each challenge there will be a Backlash and or a Breech event (described below) up to ST discretion, sometimes both depending on the complexity of the rift. Each challenge is a mental test done at a difficulty of 14 traits, increasing in difficulty by +1 per challenge. Only one challenge is thrown at each interval with the Lead starting the ritual and the Anchor ending it, however either one can choose to throw the 4 inbetween. If a challenge is failed 10 more minutes is added to the timer of the ritual and the difficulty continues to increase. This will continue until the Lead or the Anchor falls, or the ritual achieves 6 successes.

Backlash Event: Manifest's as taxation on the casters and damage to the casters. Each backlash event will cause the following- 15 Blood, 15 Named Mentals, 5 WP, 5 Agg bypassing all armor and abilities to negate or soak, or add Health levels. (IE: Extra health levels gained from other powers or added to the caster, do not count towards this damage, only the base health levels on the character sheet from character creation) This is a lump sum that is split evenly and applied to the Lead and the Anchor, who can then choose to divide it among the other casters of the group in whatever value they desire. (The Lead and Anchor would both take half of the totals, someone having to take the odd number, and could then divide that further out among the other casters) The Lead and the Anchor choose who takes what, if they pass a value onto a caster who is reduced to 0 in that category they fail their part of the cast and are no longer participants, suffering whatever consequences they would normally suffer for running out of that trait/resource.

Breech Event: Manifest's as the rift/tear/target of the ritual itself rebelling against the spell. Different from Backlash which is the result of the target being forced to bend back into place and the taxation of magic, this is a concerted effort by whatever is being cast upon to remain open. What this means is up to ST interpretation, as a rift to the Umbra is quite different from a Rift to the Abyss or Shadowlands. However such tears in reality, of subsequent power to require this ritual, usually have little desire to be closed. This could manifest as physical combat with creatures from the other side, spirits or nearby entities being corrupted and controlled, or any number of other more physical manifestations playing out in the area and world around the target of the ritual.

Final Step: Once the sixth chop is completed all remaining casters must commit to the end result of the portal being closed. If any of the casters deviates from this plan they must inform the ST as it may impact the end result of the ritual itself. Once this ritual is used at a site, it can not be used there again, as reality itself grows wise to what was done, and forever blocks the use of such magic from that site. Indeed so great is the end result that any gauntlet/shroud/barriers within one mile of the cast are permanently forced 2 higher, and magic cast in the area is at a +2 difficulty, assuming of course the spell is met with success.

Date of Archival: 30-Oct-2024
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 4XP
MET Mechanics:

This Abyss ritual was developed by the Brotherhood of Brotheerhood of Rafazi.  It allows an Abyss Mystic a mean of keeping the cults secrets safe even in capture.  In the dark of midnight the Mystic or one they are performing it on; enter into a dark ritual chamber as they shed blood and speak the forbidden and forgotten words of the Abyss.  They offer their soul to the Darkness and make a pact for the Abyss to claim it when they invoke the dark prayer once more.  Once invoked the Abyss Mystics soul and body are utterly destroyed into a pile of ash and claimed to the abyss forever.

 

System:  This ritual may be cast on either the character who possesses it or another.  Once cast its effects are permanent.  At any time the character under its effects may decide to Final Death themselves.  They may do it in any state and simply need but think of the forgotten words of the abyss.  A character cannot be forced by any means to activate this ritual.  They must willingly do it themselves.  Once chosen to be used; this ritual may not be stopped.  Additionally this ritual may not be countered in any way and things such as calling the restless spirit will no work either.  The character will also not become a wraith or survive in any form once used.  Their soul and essence are lost to the abyss forever.  When the character die from this ritual it will automatically create a Black Heart Abyss Spirit.

Date of Archival: 06-Apr-2020
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:
This ritual cleanses a target of dirt, grime, blood, ash, etc., as well as drying them off if wet. Repairs to the clothing occur as well, as the effigy presented in front of the target becomes dirty and foul. 

Game mechanics: The caster ingests a small amount of infant's blood mixed with pure water  while reciting the incantation. Any time that evening, when an effigy (usually made from straw, paper, or wood) is held if front of the target and the caster places their palm in front of the target, they are cleansed of any external dirt, grime, blood, etc. and clothing is mended, although no health levels are restored to armor, if it was worn.  The ritual expires at sunrise.

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: Custom

Based on the concepts used in cleansing the flesh this ritual extends the purification power of the ritual to reach even supernatural contamination.

The Baron represents both life and death, through him not only can hexes be laid but also blessings. The creator of this ritual through research and prayer has tapped into this dual nature of the Baron and through suffering and pain can cleanse the darkest of corruptions with a baptism in waters of faith that burn away the taint within.

This ritual takes six hours to perform beginning with prayer to the Baron and making sacrifices to him for the duration with the one who is to be cleansed present and participating to beg the favor of the Baron. Once this is complete the Hougon lowers the target into a body of water, or submerges himself should he be the target, and over the course of the next several minutes the corruption is burned from their form. This process is exceptionally painful and the Beast is often less than pleased with it.

System: After the six hours of prayer the ritual burns any 'corruption' or impurity from the body and soul of the one it's used on. This takes the form of blue flames that dance on the surface of the water and for each 'level' of corruption or taint, as determined by the ST, the target takes a level of aggravated damage. (Fortitude may be applied to this damage.)Even if the damage is mitigated through some means the process is still exceptionally painful and the receiver of the ritual is treated as if they are at the 'Wounded' health level and thus lose on all ties for a full scene/hour afterwards regardless of any effect that should prevent it and gain the negative social trait 'Scarred' for each point of point of damage they suffer from the effect that vanish once the damage from the ritual is healed.

For the purposes of this Ritual what is defined as 'corruption' is largely up to ST discretion but the intent of the character using the ritual should have a heavy impact on this. This ritual's primary purpose is to allow justification for the buying off of flaws and the removal of the lingering effects of curses, Triatic taint (Wyrm, Weaver or Wyld), the touch of the Abyss and the like, however STs should feel free to bend it as they see fit. The Loa are unpredictable beings after all. In addition this Ritual cannot purge the influence of Demons from a target or nullify a character's printed Clan Curse as these effects are not within the purview of the Loa to heal.

Date of Archival: 21-Feb-2023
Followers of Set
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 4XP
MET Mechanics:

The Mystic creates an alchemical solution using a mixture of holy water, gold dust, and their
own blood. After spending the time to empower the liquid with their knowledge of the abyss;
they create an elixir that if it makes contact with creatures from the Abyss are forced back to
their home plane. Additionally, those whom the liquid lands upon who might practice
Obtenebration or Abyss Mysticism find their powers more taxing then normal.
System: An Abyss Mystic may enchant Cleansing Waters in advance. The water retains its
power until sunrise. An exorcised Abyss spirit returns to its home. The Abyss spirit cannot return
to Earth until the next nightfall. A creature with Obtenebration or Abyss Mysticism must spend 1
additional blood trait on top of all normal costs to use their related powers. This effect lasts one
minute.

Date of Archival: 24-Mar-2021
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

Fluff: While the power of visions and divinatory magics can reveal things normally not knowable by people, the “gift” of such information often comes with a price inflicted on the body, mind or soul of the diviner. This ritual provides a safe space for those “gifted” with the Sight to not have to worry about such a price being extracted at an inopportune moment.

A ritual paste is created by mixing powdered Amber and Azurite with the essential oils of Frankincense and Clary Sage, and the caster’s vitae (the vitae is consumed in the creation of the paste, the remaining materials are not). The paste is then used to inscribe protective runes/sigils on the walls/floor/ceiling of the room, and on the lintel of every door or window in that room.

Mechanics: This ritual is cast upon a room, and much like a ward, can be attuned to not affect those it is attuned to. While within the enchanted room, normal divinatory visions and powers are considered to be isolated from events occurring outside the room and are very unlikely to be activated.  Preexisting connections to objects, people, or major events outside of the room may bypass this barrier (at ST discretion), but should be significantly reduced in intensity. This in no way stops someone from in the room attempting to purposefully trigger a vision, though they may feel resistance in doing so. If such an outside event occurs but does not bypass the enchantment, the vision may be triggered once the diviner leaves the protected area, if the vision/triggering event is a particularly strong one.

The people to be attuned to the ritual, or a sympathetic link of the people to be attuned to the ritual, must be present when the ritual is cast. The ritual lasts a year and a day. If cast in conjunction with “Dedicate the Haven”, the ritual effect becomes permanent, as this is considered to fall within the class of rituals called “haven rituals”.

Date of Archival: 05-Nov-2023
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 6XP
MET Mechanics:

The Mystic Meditates for 20 minutes and activates Shadow Play. The shadows writhe around and settle on the Mystic granting him/her the following traits: Intimidating, Intense, and Threatening.

Date of Archival: 06-Jan-2020
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Bacaban
XP Cost: 4XP
MET Mechanics:

Commune with Fraternal Blood (Intermediate Ritual)
By enacting this ritual, a caster may join minds with another Cainite they share a vinculum with, speaking telepathically with her over any distance. The caster must meditate for ten minutes to create the connection. The communication may be maintained for one scene, or until either party ends the conversation.

Date of Archival: 18-Oct-2020
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 6XP
MET Mechanics:

The Mystic Meditates for 20 minutes and activates Shadow Play. The shadows writhe around and settle on the Mystic granting him/her the following traits: Intimidating, Intense, and Threatening. 

Date of Archival: 19-Feb-2015
Lasombra

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