Custom Blood Magic: Path

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Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

Way of Sacrilege
The creation of the Way of Sacrilege was a joint effort by one Tzimisce Koldun who desired to
prove his blasphemous to Kupala and one Telyavelic Tremere with the intent of seeking revenge
against the religions that made him and his peers pariahs in the eyes of the world. The result was
a Way dedicated to the corruption and desecration of those of Faith. Whether it be those rare few
who possess True Faith or the more common sight of Wangateurs, Sadhu, and Ashipu, all
Cainites of faith suffer under this Way because of that commitment.
The Way of Sacrilege fails to affect anyone who shares the koldun’s faith.
•Ward of the Damned
A novice of the Way of Sacrilege takes their first steps upon it by guarding themselves against
the influence of their most staunch enemies, the faithful. As the koldun’s mastery of this Way
increases, so too does their ability to fend off the insipid assaults of the self-righteous.
System: The koldun spends a Blood and Willpower Traits and takes an action to concentrate on
their target, afterwards, One Half of the Koldun's rating in the Way of Sacrilege (rounded up) is
deducted from the effective True Faith rating of their target using True Faith against the koldun.
••Crisis of Faith
The corrupting influence of Koldunic Sorcery is a force that the koldun has begun to learn to
wield with startling efficiency. With a mere glance, they are capable of instilling such
uncertainty and doubt within their victim’s mind regarding their faith that the miracles that once
came naturally to them begin to falter and fail.
System: The player spends a Blood Trait and makes a contested Social Challenge retested with
Occult. If successful, when employing any powers or effects related to faith of any kind the
victim loses two Traits on the resolution of all challenges, and suffers a single forced retest on
each successful challenge. This power only effects True Faith and not faith based blood magics.
•••Desecration of Sanctity
The koldun is capable of corrupting the very nature of spiritually significant places and artifacts,
often referred to as Holy Ground and Holy Relics. By their mere presence, they can exhaust this
spiritual energy and consume it to replenish themselves. Places and relics depleted fully this way
become corrupted, and faithful are advised against making use of them until their energies can be
replenished.
System: The koldun can drain the faith of any holy ground or holy relics in their immediate
vicinity. They must be within 3 feet per their rating in the Way of Sacrilege, and they must
expend a Blood Trait and make an extended Static Social Challenge (difficulty 8). Each success
converts reduces the Faith rating of the place of object by 1, and the koldun gains their choice of
a Trait of Blood or Willpower. Places and objects that are fully consumed in this way become
somehow cursed. The details and nature of this curse should be left up to the discretion of the
Storyteller, as the koldun has no ability to define the malediction. Use of this power requires an
action.

The Storyteller is the final arbiter of how much Faith potential a place or object possesses,
though they should bear in mind that most religious objects used for more than a few years
accumulate at least a minor Faith rating. This power may not be used to increase the character
temporary willpower maximum more than 3 traits above their generational maximum.
••••Commit to Purgatory
Everyone has dark thoughts, the ideas that creep in the back of their subconscious mind and only
infrequently stretch into awareness. Those who have experienced the Call of the Void understand
this more easily than others, and the knowledge that these thoughts exist in their minds,
independent of their desire to have them, is unsettling at best and disturbing at worst. Kolduns
who have reached this level of advancement can reach into the minds of their victims and bring
those thoughts crashing into full wakefulness, and the results are often a spectacle to behold.
System: The character spends a Blood Trait and a Willpower Trait and engages their target in a
contested Social Challenge. If successful, the koldun forces their target to act on their darkest
and most self destructive impulses. For the remainder of the evening, the victim must act in
accordance with their most sacrilegious and blasphemous hidden thoughts and desires.
Additionally, once each scene until the end of the night the Koldun’s victim must succeed at a
Static Willpower Challenge (difficulty 9) or else commit suicide by the most readily available
means. Cainites who fail this Willpower Challenge instead place themselves immediately into
torpor regardless of their current location or situation. The target may spend 1 willpower per
scene to stave off this powers effects. Vampire victims may spend 2 permanent points of
willpower to negate the suicide aspects of this power.
•••••Fallen Angel
A koldun who has mastered the Way of Sacrilege becomes capable of an act so profane that it
has, until now, been referred to solely in ancient religious texts. With a stretch of their upraised
hand and the motion of a downward throw, the koldun causes an Angel to fall from grace,
corrupting it and forcing it to serve the koldun for a short time.
System: The koldun reaches out to the sky, spends a Blood Trait and a Willpower Trait, makes
two simple challenges, and makes a motion as if throwing something from the sky to the ground.
What appears there, manifested from the peaks of the High Umbral realm, is a corrupted Angel.
Appearances differ from entity to entity, but black veins coursing just beneath ivory skin, horns
that stretch up to support now-burning halos, and wings that transition from feathery to leathery
are common sights when this power is enacted. The fallen Angel is bound to serve the koldun’s
mental commands for the duration of the scene, after which it is released and proceeds to wander
the Umbra as a corrupted spirit without inherent malicious regard for the koldun. Storyteller’s
should use their best judgment when deciding what capabilities such beings possess, though they
may take suggestions from the statistics printed in Beyond the Barriers: the Book of Worlds
p168. If the Both Simple Challenges to activate this power fail, the koldun has drawn the
attention of an Angelic entity too powerful to cast down, and one who is exceedingly angry with
them for trying. A powerful Angelic entity appears and is hostile towards the koldun. The
suggested standard Fallen Angel Umbrood Statistics are below:

Minor Umboord Fallen Angel
Dominion: Destruction
Nature: Monster
Demeanor: Sadist
Essence: Primordial
Physical: Brawny 5, Dexterous 7, Resilient 5
Mental: Use Willpower x2
Social: Use Gnosis x2
Abilities: Alertness 5, Athletics 5, Awareness 7, Brawl 5, Dodge 3, Expression 3, Intimidation 5,
Etiquette 7, Leadership 3, Melee 5, Technology 4, Cosmology 5, Cultures 5, Enigmas 7,
Linguistics 7, Theology 5, Occult 8
Charms: Airt Sense, Appear, Armor, Blast Flame, Blighted Touch, Create Fires, Influence,
Create Wind, Lightning Bolts, Materialize, Mind Speech, Reform, Shapeshift, Spirit Away,
Tracking
Health Levels: 15
Willpower: 10
Rage: 8
Gnosis: 8
Essence: 50
Damage: 4 Agg
Armor: 7
Minor Umboord Fallen Angel (Laws of the Night)
Dominion: Destruction
Nature: Monster
Demeanor: Sadist
Essence: Primordial
Physical: Brawny 5, Dexterous 7, Resilient 5
Mental: Clever 6, Disciplined 7, Observant 7
Social: Charismatic 5, Beguiling 5, Gorgeous 2, Intimidating 4
Abilities: Alertness 5, Athletics 5, Awareness 7, Brawl 5, Dodge 3, Expression 3, Intimidation 5,
Etiquette 7, Leadership 3, Melee 5, Technology 4, Cosmology 5, Cultures 5, Enigmas 7,
Linguistics 7, Theology 5, Occult 8
Charms: Airt Sense, Appear, Armor, Blast Flame, Blighted Touch, Create Fires, Influence,
Create Wind, Lightning Bolts, Materialize, Mind Speech, Reform, Shapeshift, Spirit Away,
Tracking
Disciplines: Visceratika: Armor of Terra, Lure of Flames: Engulf, Path of Corruption: Subvert,
Lure of Flames: Firestorm, Path of the Levinbolt: Zeus’s Fury, Auspex: Telepathy, Protean:

Form of the Beast, Fortitude: Endurance, Auspex: Heightened Senses, Spirit Manipulation:
Duality, Obfuscate: Unseen Presence
Combination Disciplines: Spirit Tracking
Health Levels: 15
Willpower: 10
Blood: 20/5
Damage: 4 Agg
Armor: 7

Date of Archival: 01-Aug-2023
Tzimisce