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.

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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
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

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.

Date of Archival: 07-Jan-2019
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:

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.

Date of Archival: 18-Feb-2015
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 4XP
MET Mechanics:

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.

Date of Archival: 11-Oct-2024
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 4XP
MET Mechanics:
Description:  Through the force of body and mind, the practitioner is able to conceal a flaw with which he/she was gifted through death, giving a portion of one's self to the cleansing power of flame.
 
Casting:  Scrubbing a patch of skin raw, a young leech is applied to the skin and allowed to extract vitae corrupted by these flaws.  The leech is then placed in a mortar and macerated with a pestle.  The freshly ground leech is then mixed with tea tree oil.  The caster then anoints the severed flesh with the newly created tincture allowing the Kindred's flesh to slowly absorb it.  While the tincture gets absorbed, the flame is prepared in a brazier using charcoal derived from the roots of an Alder tree.  The rent, tincture-soaked flesh is then burned in the heart of the coals and the caster inhales the smoke as it chars and burns.
 
The practictioner takes a point of aggravated damage which can be somewhat mitigated through the discipline of Fortitude to a point of lethal damage.  However, that damage can be reduced further.
 
Note:  One casting suppresses one flaw and lasts until sunset the next night.  Further, this ritual only suppresses physical flaws and supernatural flaws up to a 4 pt. flaw. As always though, flaws removed should be thematically appropriate, removing short wouldn't allow you to grow, disfigured you would still be ugly, you suddenly wouldn't age with child, etc.  Further, this cannot cancel out Haunted.  And as always, ST Discretion should always be adhered to.
Date of Archival: 22-Apr-2017
Tremere

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