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.
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.
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.
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”.
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.
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.
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.
Ritual Name: Communicate with Bound Spirit
Ritual Level: Basic
Ritual Concept: This Ritual allows the caster to mentally communicate with an spirit inside an object, commonly a Fetish or otherwise possessed object.
By bonding some of the casters blood into an object they create a bond with it for a time, acting as a bridge to communicate with a bound or dormant spirit inside the object.
A ritually prepared object made of the same material as the majority of the object you seek to bond with must be used to cut the caster and the blood from the wound put on the object in question. Should the ritual complete correctly the blood will be absorbed into the target and a mental bond formed. The Ritual cannot compel the spirit to talk or be ended early leaving the caster at the whims of the spirits desire to converse for better or worse.
System: After successfully casting at the cost of 1 blood point and 1 willpower point the caster can mentally communicate with a spirit inside an object for 5 minutes plus 1 minute per mental trait spend on completion of casting - as long as caster stays within 10 feet of the object in question. The spirit inside is not compelled to give any answers but may be spoken with normally otherwise. No disciplines or powers can be used on the spirit through use of this Ritual. Once the ritual time runs out the blood absorbed by the object fades leaving no trace behind.
Rituals Limits: This Ritual does not allow you to command the spirit, even with Spirit Manipulation, or use other Disciplines and powers via the mental bond. Time Limit before the blood fades to prevent leaving a sympathetic bond behind. The spirit in question is not an the object so it would not be aware of its surroundings - thus cannot be used to similar utility as Wooden Tongues. I do not know if prerequisites are common for Rituals but I would suggestion Spirit Manipulation: Astral Cant to be able to converse with the spirit and not bypass the need for a Path to speak with spirits.
Cainites sorcerers within the sabbat are often far distances apart and need a secure way to communicate. You need only meditate for half an hour on an object that once belonged to another cainite you have a vinculum rating to. Once you finish the ritual, you establish telepathic communication with your brother anywhere in the world. This link lasts for 10 minutes.
SUMMARY
The dead are free to roam where the lost dwell. This ritual utilizes this concept to assist the necromancer to find that which they desire while simultaneously allowing the dead to negate some of their fell karma. The Necromancer must be sure that what they are searching for is worth the cost of the negativity that they would be incurring upon themselves.
SYSTEM
This ritual requires the caster to have an actual compass as the primary component of the ritual. When cast, this ritual will turn the compass into a tool for both the living and the dead. The caster explains what or who he is looking for to the compass and gains one free retest on any challenges to find the desired person or thing. In return, the compass acts like a garbage can for any dead willing to assist in pointing the caster in the right direction; allowing each wraith to dump one and only one angst into the compass. As the angst increases, the compass will gain a sinister glow that slowly intensifies. If the necromancer ignores these signs and allows the angst reaches 10 The compass is only able to gain one angst an hour (storyteller discretion on appropriate time utilizing the power with a max of ten hours before drawbacks) the compass will break and the necromancer will pick up the derangement Haunted as the angst of the dead begins whispering in their ear for the remainder of the night.
Consecrate the Garden (Basic - 2)
The Cult of Lilith teachings speak of cultivating both a physical and metamorphic garden. These “Gardens” are Temples to the religion of Lilith. The Hierophants use this ritual to consecrate a properly created temple to the Dark Mother. This is considered “Holy” ground to the members of the Cult of Lilith. “Gardens” may take many forms, from a literal Garden, to medieval torture chamber, to BDSM clubs. Gardens vary from Hierophant to Hierophant, thou all are holy. Members of the cult experience waves of ecstasy and pain from these gardens in attempts to reach further enlightenment. Cult members will receive strange visions and insight while at them and sacrificing to the “altar” of Lilith. The Gardens are the central gathering points for all Cult of Lilith members in a city. This ritual calls forth the dead Ancestors of the Lilin to come and bless the Temple as a new Garden.
System: Once the Hierophant has constructed the proper place for a “Garden” he must begin in a week long ritual. The Hierophant fasts for the whole week refusing to feed as he sacrifices and spills his blood upon the future garden. After this grueling week of prayer and sacrifice, the new “Garden” is created. Cult of Lilith members in a properly consecrated Garden, gain the following benefits:
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All Cult of Lilith Members are considered one trait up on all virtue tests while in the garden
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All Cult of Lilith Members are considered to have one extra level of Willpower while in the Garden.
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Cult of Lilith members that indulge in pain or pleasure while in the garden will receive visions from the Dark Mother (Storyteller runs these) and gains one free retest that may be used once in the next 24 hours on any challenge related to the visions received.
This ritual lasts one full year and requires the Hierophant to spend a permanent Willpower Trait at the time of casting. This ritae may be renewed each year upon the same spot, should a Hierophant wish it.
Done when a group has come together, or a space is used by a group enough times to be consecrated. The Ba’ham gather and invoke the spirit of Lilith with a chant and some candle lighting. This rare peaceful ritual ends with the participants embracing and silently reflecting leaving the space alone to walk for as long as they feel the need. The space (or group) once consecrated holds a sacred feel and with ten minutes together or in the space they regain a point of willpower as though they had used the Meditation ability.
