Custom Blood Magic: Path

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: Path
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 0XP
MET Mechanics:

Conversion of the MET Faith and Fire version of Ogham to Assamite Sorcery (Dur-An-KI).

Date of Archival: 01-Aug-2018
Assamite
Custom Content Category: Blood Magic: Path
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 0XP
MET Mechanics:

This path finds it roots in the folklore of moon gods and lunar magic.  A versatile path created by a self-proclaimed Druidic Dur-An-Ki practitioner.

 

Level One:

"By The Pale Moonlight"

A nimbus of moonlight surrounds the character, enabling them and others close by to see more clearly in even the darkest of conditions.  The aura of light is slightly controllable, meaning it can be dimmed or flared for cosmetic effect, but roughly radiates no more than 20 feet around the character.

System:

Spend a blood.  You now find yourself shrouded in moonlight.  This effect radiates out from you (moving with you).  You now find it easy to see even in the darkest of conditions.  Your allies and you may treat this as a source of lighting similar to Eyes of the Beast, Heightened Senses, or Tongue of the Asp when effected by darkness conditions.  Additionally, you personally gain the ability: "Luminous" which you may use to cancel the "Darkness" re-test.  This power last for a scene or an hour.

 

Level Two:

“Reach For The Stars”

“If you aim for the stars and miss, you’ll still hit the moon,” is the mantra of this level.  While within their own moonlit shroud, the caster has the ability to blink within it’s range -- surprising enemies and avoiding entrapments.  Aesthetically, this appears as a flickering of the illuminated character as seen when clouds obscure the moon’s light.

System:

Spend a blood at the beginning of the round.   If moonlit by “By The Pale Moonlight” the caster of this path may move to anywhere within the 20 illuminated feet, returning to the original starting point at the end of the round or remaining at their new location at the cost of reactivating “By The Pale Moonlight” the following round.  This does not grant additional actions (and in fact costs an action), however it does grant a “Surprise” retest on the next attack the first time it is used in a scene.  This power only allows one to move to an area illuminated by the previous level of this path and cannot be used to bypass objects such as walls, unless of course there may be a window or doorway in to which your light spills in to.  If the character returns to an area that is now inhabited, they will take one level of aggravated damage and be flung anywhere within the circle at the Storyteller’s discretion.

 

Level Three:

“Blood Makes Noise”

Long has the phase of the moon been tied to the blood that flows within our veins.  Everything from blood pressure, sleep, and menstrual cycles have direct correlation to the phases of the moon.  Knowing the pact that Luna has made with man, you may now directly control it’s effects on the body.

System:

While radiating Luna’s glow, you may now directly affect the blood that rushes in the veins around you.  By spending a blood and a willpower you may choose to either lessen or increase the blood pressure of those within your aura.  Lessening the pressure will allow faster healing of aggravated damage while raising the pressure will cause wounds to bleed more freely, causing additional bashing damage to those around you.  When activated you may either choose to heal one aggravated wound in your presence or cause an additional level of bashing damage be added on each subsequent attack of the round.  This power relies on the first level “By The Pale Moonlight” to be active and lasts only one round.

 

Level Four:

“Moonglade”

Faerie rings.  Druid groves.  Standing stones.  Moon bridges. 

Many cultures, both Earthly and Supernatural have associated the moon with protection of sacred places and the mystical ways that bind them together.  This power allows you to identify, mark, and in some cases even consecrate these monuments to Luna.

System:

Spend a blood point to activate this power to identify a sacred area (or to test if a newly created area is appeasing to Luna).  ST discretion on what may constitute such an area.  Additionally, you may spend a willpower to attune yourself a specific location for one lunar cycle.  Within the Moonglades that you are attuned to, you gain the following benefits:

The Hunter’s Eyes – Within your Moonglade you gain the beneficial effects of Heightened Senses: Sight for free.  Additionally, you may spend willpower to re-test any attempt you make at breaking obfuscate, chimerstry, or other similar effects.

Through the Looking Glass – With the expenditure of a permanent willpower you may step between any Moonglade attuned to you.  This effect takes place at the end of two consecutive rounds (leaving round and arriving round).  You must be personally attuned to each location for this power to work.

 

Level Five:

“Lunatique”

“Madness is the gift, that has been given to me.” – Disturbed

System:

Spend three blood and a willpower.  Depending on your Pantheon the visual effects of this power vary, but all have similar overlying themes, a large, mythical creature whose aura radiates moonlight.  Whether it be the Huntress form of Diana, one of the mythical Loup Garou, or Heng’e Celestial Form, the effects granted by this power are more-or-less the same.  You gain Two Bonus Physical Traits (Fierce and Energetic), the Merit: Huge Size, and the Merit: Lucky for the remainder of the scene, at the end of which the player finds themselves suffering from the Negative Physical Trait: Frail x3 and the Derangement: Schizophrenia for the remainder of the night.  This power may only be used once per game.

Date of Archival: 26-May-2017
Assamite
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

This path duplicates some of the legends of the Jewish faith.  Namely the creation myths of Golem’s.  As the caster gains proficiency they can animate larger and more complex golem’s, allowing them to have different capabilities.  Statue’s must be created in advance, they are not created by the path, however, as long as they have not been destroyed the same statue can be reanimated repeatedly  by the path user. Any damage to statues that has not been repaired between path usages is not repaired by the path itself. None of the animations of this path have mentals or socials, and they cannot be affected by Dominate, Animalism, Presence, and similar powers because of this. Also, they tend to take orders quite literally because of the lack of mentals.  As these are animated objects, rather than creatures, powers affect them as objects.  Powers that affect creatures cannot be used on them, but powers that affect objects can. Anything that affects both creatures and objects will work on them as well. Most golem’s are made from traditional materials like clay and mud. Alternate materials may be utilized, but will only affect physical traits and health levels, not grant additional powers or capabilities.  Example alternate materials are listed below. 

Mechanics:

The path shows traditional clay/mud golems for reference.

Stone receives an additional +2 physical traits and +1 health level, but loses speed, moving at only 2 steps/action

Metal receives an additional +4 physical traits and +2 health levels, but loses even more speed, moving only 1 step/action

Pottery receives a loss of 1 physical trait and 1 health level, but being so much lighter it also moves faster, at 4 steps/action.

Alternate materials not listed here can adjust health levels and physical traits, at ST discretion.

Level 1: At this level the thaumaturge can only animate small constructs, truly tiny things the size of a Homunculus perhaps.  The animation lasts a maximum of seven days. 

Creatures this small have a total of 4 Physical traits, 3 health levels (Healthy, Bruised, Incapacitated), and a total of 4 abilities.  No abilities may require thought, only instinctual things like melee, brawl, dodge, and similar “skills” may be selected.

Cost: 1 blood, 1 action

Level 2: At this level slightly larger statues can be animated, such as cats, small dogs, and things like komodo dragons or iguana’s. The animations still only last a maximum of seven days. 

Creatures this size have a total of 6 physical traits, five health levels (Healthy, Healthy, Bruised, Wounded, Incapacitated), and a total of 6 abilities, with the same restrictions as Level 1, and the added restriction that no single ability may have more than five dots.

Cost: 1 blood, 1 action

Level 3: At this level the thaumaturge may animate human sized statues.  This includes animals of similar size, such as large dogs, wild cats, wolves, and small bears. All animations may last up to a full month once the thaumaturge reaches this level, and this increased duration applies to all lower levels as well.  At this level capabilities are available as well, including flying, increased damage capabilities, water proofing, and similar abilities. All levels can be gifted with such capabilities, allowing for small flying birds with the lower levels of this power, for example.

Creatures this size have a total of 8 physical traits, seven health levels (same as normal human/vampire), and a total of 10 abilities, with the same restrictions as previous levels.

Cost: 2 blood, 1 action

Level 4: At this level the thaumaturge learns to animate the largest statues this path can handle, including things the size of a Grizzly bear, Rhinoceros, Giraffe, or great white shark. Creatures this size have 10 physical traits, nine health levels (normal human plus 1 healthy and 2 bruised), and a total of 14 abilities, with previous restrictions still in place.

Cost: 2 blood, 1 action

Level 5: At the pinnacle of this path the thaumaturge gains additional abilities for all levels of the path.  All animations can last for a maximum of six months, and may now be granted a second capability that stacks with the first capability, or compliments it.  Flying and armor, or two levels of armor, or two flying traits for faster flight are all possibilities. At this level the thaumaturge truly masters their animations, and such statues gain physical traits equal to 10+2* their occult rating or the crafts level of the statue, whichever is higher.  The animations receive 12 health levels (see level 4, +1 healthy and +1 bruised).  The statues also receive a total of 20 abilities points, with a maximum of 5 in any given ability, and no abilities that require mentals or socials to perform being allowed.

Cost: 3 blood, 2 actions (2 turns, or with dual thought, 1 turn)

Date of Archival: 12-Nov-2023
Tremere
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

Level 1 – Code Hack: With the new world out there kindred need to be ready for it with more skilled hackers and code hackers

System: With the cost of 1 temporary willpower trait per, and 10 minutes of looking over the source code the caster is able to fix all bugs within the code or completely change the source code as he sees fit. Giving a +1 mental trait per willpower spent in this way that last for the scene or one hour of usage.

 

Level 2 – Photo Shop: By getting the source of a picture either from the device or the web, the

User is able to modify the picture as they see fit and be able to figure out it was modified. It magically makes you think it was always like that.

System: This cost 1 temporary mental trait and 1 blood with 10 minutes of looking over the device or picture to figure out how to modify it. When directed towards a biological subject, the caster can make physical changes akin to the disguise ability that are viewed as real to the naked or trained eye. Only magic can discern the disguise.  Only magic can be discerned the disguise via thaumaturgical sight.

 

Level 3 – Trace and Logs: With a week’s worth of scanning and detailed searching, the User can trace any usage of an electronic device for three days of logs starting from that start of the scanning and ending on the 3rd day. This power will cost 1 blood to trace, a mental trait for each day of logging information.

System: By smearing a point of blood on computerized device and spending a temporary mental trait for each day of tracking, the blood can either trace the compiled data or function as

a script and log all information on the device for up to 3 days.

 

Level 4 – Minor Bio-AI: By combining a cognizant construct, made through the use of Biothaum and basic computer components, the thaumaturge is able to construct a Minor Biological Artificial Intelligence. Construction of the Minor AI takes 1 month, 3 weeks for the cognizant construct and 1 week for wiring, but only remains functioning for 1 week per mental trait spent at construction.

System: With this ability the User is able to send some of their intelligence into an electronic device with a limited intelligence equal to the Users Mental traits + computer skill (max of 5) that will last 1 week for each temporary mental trait spent at its creation. The Minor Bio-AI is able to perform the first three levels of bio-hacking on its own without the cost of blood, electronic versions only. All other costs still apply and its retests are equal to half that of the creators rounded up. 

 

Level 5 – Major Bio-AI: With the understanding of the Minor AI, by combining a cognizant construct, made through the use of Biothaum and high-end computer components, the thaumaturge is able to construct a Major Biological Artificial Intelligence. Construction of the Major AI takes 6 weeks, 3 weeks for the cognizant construct and 3 week for wiring. The Major AI functions for 1 month per mental trait spent at construction or permanently for the cost of 1 permanent mental trait.  With this more advanced version it gains the following abilities:  It gains a number of health/firewall lvls equal to the number of security levels of the caster, minimum of 1.  This health/firewall lvls are destroyed with each successful cyber hack on the device which burns out a portion of the construct lvls that cannot be healed at all, and once all health/firewall lvls are gone the construct is burnt out and will not work again.  All components are destroyed.  As a note this construct is immune to technomancy due to its biological majority parts.   

 

Example:  A 10th gen vampire has 12 max mental traits + 5 computer abilities + 5 Security abilities.  That would make a 17 mental trait hacking construct with 5 health/firewall lvls of security.  It also gets the number of computer retest equal to the maker of the construct to be used in its automated ordeals.  

Date of Archival: 20-Aug-2017
Tremere
Custom Content Category: Blood Magic: Path
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 0XP
MET Mechanics:

The cosmos exists in an ever flowing tapestry made up of patterns. The Breath of Pangu, often referred to as Prime by True Mages is the quintessential flow of that energy. With this path, an Ashipu is able to sense and manipulate the flow of this energy. This path is used by the TMR to participate in mystical studies conducted alongside Mage Allies.

Basics
See the Flow
A character with this power can see the workings of magic and identify intended effects. System: This power costs 1 Blood and 1 Willpower to activate. While active, a character may notice and even “read” active magical effects on a person, object or place and with a static mental challenge, retest Occult, may identify the effects and origins of the magick being used. For vampires, the difficulty is 6 but to use on other, stranger things, increases the difficulty of the challenge by +3. If successful, they are aware of what sort of power is used (faith, glamour, gnosis, etc) and may identify the mechanics of the active power.

Blood of Heaven
A character with this power gains the ability to infuse blood with Prime energies. The character simply needs a pint of blood (it need not be kindred) and by speaking a True Enochian incantation, the inherent magick of the blood is awakened, causing it to glow with light and transmutes it into Tass. While the Tass is delicious to any Cainite who drinks it, it does not provide anything beyond the usual amount of sustenance. Only a True Mage is able to benefit from this effect.
System: This power costs 1 Blood and 1 Willpower to activate and may not be used in combat. The effect imbues a trait of blood turning it into Tass that can be used by a True Mage. A Mage may not benefit from this more times in a single day than their Avatar rating but the Tass can be stored with effects like Principle Focus of Vitae Infusion. At Storyteller discretion, drinking too much of this Tass can cause an unwitting Mage PC to gain Jhor.

Intermediate
Purifying Wave
A character who knows this power may make use of it to alter the ambient flow of energy, allowing them to cleanse an area of spiritual defilement by uttering ancient prayers in True Enochian.
System: By spending 1 Blood and 1 Willpower, the character may cleanse an area of spiritual corruption - such as Wyrm Taint, Demon Chi, or other similar corrupting forces - at the cost of 1 temporary Willpower per ‘level’ of Taint cleansed. Some places may require multiple uses of this power, though each practitioner may only use this once per night in a given location, they can work in conjunction with each other to greater efficacy. Truly corrupt places may not be possible to cleanse at all through this means.

Warding Sign
This level of the path allows a character to craft a warding symbol that protects against the use of True Magick against them. The symbol roughly means “Rebuke” in True Enochian with subtle references to the individual Spheres commonly used among the Traditions.
System: So long as the character wears this symbol, visible and painted with owl’s blood, the character may make the usual contested Willpower Challenge to counter True Magick, but when they do, they are considered up two traits on this challenge. Furthermore, any True Magick effects that successfully target the character suffer a -3 penalty to the total number of Grades of success on their use of Sphere Magick.

Advanced
Shape the Flow of Essence
This level of the path utilizes Shen concepts of Chi and allows the character to redirect and manipulate the ambient flow of energy in an area through mediation and the recitation of ancient, True Enochian prayers.
System: By Spending 1 Blood and 1 Willpower, the character may shift the balance of an area as they see fit, causing a number of possible effects on an area of their Permanent Willpower x5 yards. These effects include but are not limited to:
Shift the Resonance of the targeted area.
Raise or Reduce the Gauntlet by two and cause all things in the Umbra to be seen and heard if this reduces the Gauntlet below 5.
Raise or Reduce the Shroud by two and cause all things in the Shadowlands To be seen and heard if this reduces the Shroud below 5.
Cause all figures in the Astral Plane to be seen and heard.
Cause all Sphere Magick uses to gain +1 Grade of Success.
Other possibilities are certainly possible but all such instances are at Storyteller discretion.

Date of Archival: 26-Jul-2022
Assamite
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

DATA MANIPULATION

Based on the idea that Technomancy was not sufficient to the information control and manipulation purposes of Clan Tremere, this path was created by Rosamonde Kurlein with the input and assistance of Elliot Maxwell and other Tremere in Northern California.  Unlike Technomancy, which focuses on technological devices, Data Manipulation is focused instead on the detection and manipulation of the data itself.

Data Manipulation uses the Computers Ability for retests, rather than the Occult Ability.

 

Basic Data Manipulation

Data Perception

With this power you can perceive electronic data, both on devices and in transmission, allowing you to detect even the most basic or passive of electronic devices and even potentially read electronic data in transmission.

You may activate this power at will and automatically detect active electronic devices, and perceive active transmission of electronic data (including wireless transmission) as a hazy overlay on the material world.  If you wish to read or comprehend electronic data in transmission, you must spend a Mental Trait; you may then perceive any form of electronic data in transmission clearly, and comprehend the data being transmitted.  Reading electronic data being transmitted requires line of sight on some portion of the transmission’s path.  Data Perception is not able to make securely encrypted data clear and comprehensible, although at Storyteller discretion some information may still be discerned

 

Communication

With this power you can understand and communicate with electronic devices.

Spending a Willpower Trait activates this power for the remainder of the scene.  As long as the power is active, you may comprehend and transmit electronic data, magically sending and receiving communications with any electronic device you are able to perceive regardless of whether the device normally includes any form of wireless communication.

Although you may use Communication to communicate with and transmit data to electronic devices, Communication does not inherently allow you to bypass security features such as secure encryption or requirements for passwords, thus preventing many forms of remote device operation, although it may be possible to operate some unsecured devices remotely at Storyteller discretion.

Practitioners may use Communication for a wide range of applications, ranging from placing cellular telephone calls and operating remote control cars, to reading unprotected computer files from across the room, however Communication does not allow a practitioner to simultaneously communicate with multiple devices.

 

Intermediate Data Manipulation

Control Data

With this level of mastery, security measures no longer thwart the practitioner, and you are able to not only magically manipulate data, such as breaking secure encryption, bypassing security features, or re-writing data on an electronic device, but even activate inactive electronic devices.

To utilize this power, you must interface with the active device with Communication and spend a Willpower Trait.  Once the power is invoked, spend Mental Traits (number determined by Storyteller) to bypass secure encryption, alter/rewrite data on the electronic device, or bypass passwords and other electronic security.  The details of these manipulations, and any further challenges required are left to the Storyteller, but let common sense be your guide.

To activate or power an inactive electronic device, you must have line of sight on the device and spend a Willpower Trait.  For electronic devices connected normally to a power source, this will cause the device to activate and draw power normally from the connected power source, but an electronic device not connected to a power source normally will remain active for a number of turns equal to your Data Manipulation score.

 

Shutdown

With this level of mastery, you can utterly erase all data on an electronic device, cut the power to an active electronic device, and even physically destroy some types of small electronic devices and storage media by generating bursts of electromagnetic energy.

Spend a Mental Trait, and make a Static Mental Challenge against any single device that you are aware of in the scene.  Cell phones or portable storage media have one Trait, normal household electronics or desktop computers typically have three Traits, while servers or more resistant devices may have nine or more Traits.  Electronic devices with exceptional protection against electromagnetic interference or surges, such as hospital or military servers, gain an additional three Traits for defense.  Success allows the practitioner to either disable the targeted electronic device by cutting all power to and from it, or to erase all data (including operating system, if applicable), or to generate a power surge that destroys small electronics and storage media.

Shutdown can destroy only data storage (tapes, discs, drives, CDs, etc.) and electronic devices with three or fewer Traits.  Attempts to destroy larger devices may at Storyteller discretion cause the larger device to suffer damage, with damaged devices ceasing to function, and becoming unusable until repaired.

 

Advanced Data Manipulation

Pulse

As a master of Data Manipulation, some lower levels of this path become easier or more effective.  Expenditures are no longer required to utilize Data Perception or Communication.  Electronic devices not connected to power sources can now be activated with Control Data for a number of turns equal to twice the practitioner’s Data Manipulation score.  Pulse also allows you to produce an effect similar to that of Shutdown, but affecting all electronic devices in an area simultaneously.

To activate Pulse, spend a Willpower Trait and make a Static Mental Challenge (against the number of Traits it would take to affect the single most resistant device in range with Shutdown), to simultaneously affect all electronic devices within your vicinity, up to a range of 10 times your permanent Willpower in yards, causing all electronic devices within that range to abruptly become non-functional for the remainder of the scene.  Spend an additional Willpower Trait each at the time of this challenge to also cause total data erasure, or the destruction of storage media and small electronics, as if all of the devices within range were affected by the functions of Shutdown causing these effects.

You may not exempt or exclude any devices within range from Pulse, and even devices on your person or of which you are not aware, are affected if they are within the range of the effect.

Date of Archival: 03-May-2017
Tremere
Custom Content Category: Blood Magic: Path
Blood Magic Category: Voudoun Wanga
XP Cost: 0XP
MET Mechanics:

Some Wangateurs find their duties in service to the Orishia as trying on their very souls.  Seeing the darkness of the world by acting as beacons of hope to a community can often drag one into a pit of self-loathing.  Some wangateurs are driven to suicide over the true depth of the horrors of the world they must deal with others developed this Path of Wanga as a means to cope with their duties.  By looking into their own inner darkness and despair a wangatuer can turn a weakness into a strength.  A Wangateur with this path of blood magic can almost weaponized their own negative emotions and force them upon others.  By doing this the wangateur inflicts emotional pain on others a lesson to show them the error of their ways.  Unlike other paths of thaumaturgy, the Path of Despair uses Empathy as a retest.

• Gloom
The duties of a wangateur often cause the vampire to suffer from depression when faced with all the horrors of the world he must correct. This depression gives them a sort of strength though as they are able to inflict their own pain and suffering on their victims.  The wangateur reflects on his own depression and then forces it upon his victim.

System: Engage the target in a contested Social Challenge retested with Empathy.  If successful the target suffers from the Derangement “Manic-Depression” for the remainder of the night.

•• Dark Night of the Inner Soul
The Wangateur can now force a victim to deeply reflect within themselves for all the wrongful deeds they have done in their life.  The victim of this power feels his mistakes and regrets come to the forefront of his thoughts making concertation on any act nearly impossibile.

System: Engage your victim in a Contested Social Challenge retested with Empathy.  If successful the victim is down three traits in all challenges for the next scene or an hour.  A Victim may spend 1 willpower per turn of combat to negative this effect.

••• Self-Doubt
A wangatuer learns to channel their own self-doubt and inflict it on another.  The Wanagatuer channels this doubt within himself and then projects it onto his victim.  The victim feels his own self-doubt for his actions.  He is forced to reflect on all the awful deeds he may have committed in his life.  This momentary lapse causes the victim to forget what he was doing for a brief moment as he overwhelmed with these feelings.

System:  Engage the target is a contested Social Challenge retested with Empathy.  If you succeed the victim suffers a lapse of confidence in themselves and a have forced “Self-Doubt” retest they must throw on the next challenge they attempt in and succeed at.

••••Fated to Fail
The Wanagateur shouts at his victim all the things he is doing wrong and how all it will do is bring them pain and suffering. He reminds the victim that should he continue on the road he is on it will only bring him pain and suffering.  The wave of negativity washes from the wangateur into the victim as they find even the most mundane of tasks hard to find the motivation to accomplish.

System: Your victim must be able to hear you for this power to be effective. Engage your target in a contested Social Challenge retested with Empathy.  If successful for the next scene or hour the target must engage in a static Willpower Challenge at a difficulty of 7 to be able to perform any act that is not mundane.  Walking and Talking would be fine, but scheming or attacking someone would not be.  A target may defend themselves as normal.  If the victim suspects they are under the effect of this power they may engage in a Willpower Challenge at a difficulty of 8 to shake the effects off.  Much of the other effects of this power are handled by Role-Play

•••••As Cities Burn
Some wangatuers have become so used to the horrors of their nightly unlives that they have mastered this ability.  By using all they angst and despair they rile themselves up to be ready for death at any moment.  Almost welcoming it.  A wangateur who goes into this state accepts death and alsmot welcomes it.  Few things can bother them anymore while in this state.  Should they survive however, they will find themselves slipping in further in depression.

System:  This power costs three blood traits instead of the usual one for blood magic.  The inner despair grants the user several benefits.  Firstly the user is immune to all Fear Effects and all Pain related effects (such as the power burning touch).  Secondly all brawling attacks that succeed in hitting a target causes the target to lose 1 willpower trait.  After the use of this power the vampire suffers from the “Manic-Depression” Derangement for the next week.

Date of Archival: 21-Dec-2017
Giovanni
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

Path of Endless Winter.

“Some say the world will end in fire,

Some say in ice.

From what I’ve tasted of desire

I hold with those who favor fire.

But if it had to perish twice,

I think I know enough of hate

To say that for destruction ice

Is also great

And would suffice.” R. Frost

 

Developed by the Tremere native to the unforgiving weather of the Midwest, where the long cold nights often dip to sub-zero temperatures with savage winds that can damage exposed skin in seconds, and long exposure can be deadly to unwary mortals. This path uses the water vapor in the air, and it is most effective in regions that normally see low temperatures (additional levels of difficulty in warmer climates).

 

Level 1: Winter is Coming - Using the power of ice requires creating an environment of intense cold. With this power, the thaumaturge can lower the temperature to freezing in a room sized area (50’ diameter). This allows use of this path’s power in warmer temperatures. Storytellers may determine that a room or environment is too hot for this power to be effective, limiting the use of this path in truly warm areas.

 

Mechanical Cost: 1 Blood, 1 Will

 

Level 2: Black Ice - This power allows the thaumaturge to coat an area in ice, making it difficult for those in the area to function without slipping or losing their grip on objects. The coating of ice can cover a 10’ area, and gives all in that area the negative traits Clumsy X2. The user of this power is immune to these effects (or any similar effects, natural or otherwise).

 

Mechanical Cost: 1 Blood

 

Level 3: Icy Implements – Mastery of this level of discipline allows one the power to create items and weapons of ice. These can range from hand held weapons such as clubs and swords to a formidable wall of ice.

 

Hand held items can be created at will, with their durability and damage determined by the number of mental traits expended. At one (1) mental trait, an icy weapon will do one (1) level of damage and be relatively fragile if directly attacked. It will also offer one (1) bonus trait. A maximum of three (3) mental traits can be expended for a hand-held item. These icy creations are not puissance resistant and using them in combat puts stress on them. Creating a block of ice approximately 5’X5’X5’ would necessitate a minimum expenditure of five (5) mental traits and would be able to withstand five (5) levels of damage.

 

Mechanical Cost: 1 Blood

 

Level 4: Blizzard - Those that live in colder climes are well aware of the ferocious power of Blizzards. This power allows one to create a controlled Blizzard, creating such an effect with a 20’ diameter anywhere within 50’ of the caster. Kindred caught within the blizzard will receive 2 levels of lethal physical damage from cold each round, and are two traits down on all challenges due to the difficulty in seeing and would be forced to make a retest on any successful challenge. Heightened Senses or Eyes of the Beast can each remove one trait penalty. Mortals feel cold differently and would experience double damage. The user of this power is fully capable of seeing through the storm they have created. Maintaining this storm requires the caster’s full concentration.

 

Mechanical Cost: 1 Blood

 

Level 5: Absolute Zero - At this point the thaumaturge is able to call on an extremely intense wave of cold that can be directed to one individual. Mortals affected by this power are frozen in place in a type of suspended animation, unable to move or act. Supernatural creatures are less affected by intense cold, but even they suffer the effects of this power. Vampires hit with this intense cold will find their movement speed cut in half for the duration.

 

Use of this power requires a static Mental Challenge with a difficulty equal to the target’s physical traits when you first direct the wave of cold. Each trait successfully risked in this manner causes Absolute Zero to last for one (1) round. Those under the effect of this power must bid twice the usual number of traits in any challenge involving movement or thought. Characters using Celerity for additional actions may sacrifice ½ of their actions (rounded down) to eliminate the penalty for remaining actions. A character with five (5) total actions may sacrifice two (2) of those actions to eliminate the penalty.

This power in no way affects the damage inflicted by attacks.

Mechanical Cost: 2 Blood

Date of Archival: 13-Oct-2019
Tremere
Custom Content Category: Blood Magic: Path
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 0XP
MET Mechanics:

PATH OF EYES

1st BASIC: "EYES OF CLARITY"
Cost: 1 blood point

Mechanic: Up 2 traits on all visual-related challenges for an hour or the scene. Cannot stack multiple uses of this level. Best used with powers of perception that rely on vision.

Eye Appearance: Iris turn gray, fairly Masquerade safe.

Combat Use: None, except for finding hidden opponents etc.

Retest: Investigation here applicable.

2nd BASIC: "EYES OF THE CAT"
Cost: 1 blood point

Mechanic: Give the same benefits as "Eyes of the Beast" and the negative trait Bestial due to eye appearance. Lasts an hour or a scene.

Eye Appearance: Iris becomes gold and green flecked, pupils become cat-like, meaning in pitch black the pupils will take up most of the iris, but in bright light they will slit and one could be mistaken for having serpent eyes, etc. Best covered by sunglasses to be Masquerade safe.

Combat Use: Same as with "Eyes of the Beast"

Retest: N/A

1st INTERMEDIATE: "EYES OF THE HAWK"
Cost: 1 blood point

Mechanic: Gives the ability to see three times as far as normal, or to magnify small objects up to three times. Can be combined with other visual perception powers. Lasts one hour or a scene.

Eye Appearance: Iris is completely gold, pupil takes on a silver appearance. Not real Masquerade safe.

Combat Use: Enhances "line of sight powers" but keep in mind that powers where the target must hear or otherwise be interacting with the caster may be unusable. 

Retest: Usually Investigation

2nd INTERMEDIATE: "EYES OF THE DEAD"
Cost: 1 blood point

Mechanic: As "Shroud Sight" except unlike "Shroud Sight" there is a slightly disorientating double sight which imposes the negative trait of "oblivious" while this power is active. This power lasts an hour or a scene.

Eye Appearance: Entire eye is completely white. Is a potential Masquerade breach.

Combat Use: Can be used to see wraiths and other entities in the Shadowlands, but unless the user can pierce the Shroud physically, then none.

Retest: Usually Investigation if applicable.

ADVANCED: "PERFECT EYES"
Cost: 1 blood point

Mechanic: Win on ties for all visual perception related challenges. In addition, the caster is immune to the first two levels of Obtenebration and all vision-related illusions formed by the first four levels of Chimestry. Due to the physical change in the caster's eye appearance the caster gains the social trait intimidating to those that are interacting with him and where the eyes are apparent. Power lasts one hour or a scene.

Eye Appearance: Eye becomes completely black, almost as if it is swallowing up all of the light. Extremely Masquerade unsafe, see above.

Combat Use: Mainly defensive or investigative. Kind of wrecks Obfuscate and Obtenebration and all minor visual illusions. 

Retest: Usually Investigation.

Note: When multiple levels of this power are stacked, the highest level being utilized will be apparent. The caster can end any of the effects at will.

Ritual of the Tell Tale Heart (Intermediate Ritual)

The dangers of the more subtle of Kindred powers are arguably more than the Speed of the Toreador, Strength of the Brujah, Claws of the Gangrel or Physical Resistance of the Ventrue. The creator, being more into the subtle than the direct, wishes to create a substance that will detect the use of Kindred powers when used on a creature. His theory is that by embuing an object with vitae that has an affinity toward a certain discipline, any use of that power directed at it (meaning the person carrying the object) will cause it to react. This reaction could be caused to become apparent to the victim.

This ritual requires the heart of a mammal (of any size), the vitae of a Kindred who has at least a basic understanding of the discipline to be targeted and a specially created vial to contain the above two.
When completed, the heart will have magically soaked up all of the blood and appear to be in perfect condition. It is placed in the vial to complete the ritual. The vial need be carried on one's person to provide a connection to the vial and heart. The first time the bearer is targeted with the discipline that the heart is keyed to, it turns black and begins to decay at about a rate of an hour to completely turn to ash. Multiple vials will all react at the same time so carrying more than 1 per power will be fairly useless.
While this may not actually protect the bearer in anyway, it may allow future investigations some measure of insight on certain situations. The ritual when it is active is not keyed to any particular person, just a certain power. Thus it could be given to a ghoul or loyal retainer for checking after they have gone to have a meeting with one's rival and so forth. It is found that a lead shielding of at least 1/4 inch thick will prevent these from activating, so a small lead-lined box would allow for multiple vials to be carried, just not active. Once the heart has "told" it of course needs to be discarded while the vial itself is reusable.

When created, a heart is soaked in a blood point from a kindred who has at least one level of the chosen discipline that the creator wished to be warned against. The heart is placed in a specially created vial which may be reused after the heart has been used up. The first time that the chosen discipline is used on the bearer of the heart/vial, the heart will turn from normal looking to black and it will start to decay at a fairly rapid rate. At the end of about an hour it will have dissolved completely. This allows the bearer to know somewhat how long ago they were affected. The discipline in question must be one that is directly targeting the bearer and require a contested challenge. Example: Aura Perception would not set it off, but telepathy would. Entrancement would but Magisty would not since it is a defensive power. Thaumatergy paths would need to be "keyed" individually. As stated in the previous section, all of the vials that are keyed to a certain discipline will all activate if multiple are carried.

Date of Archival: 21-Feb-2015
Tremere
Custom Content Category: Blood Magic: Path
Blood Magic Category: Bacaban
XP Cost: 0XP
MET Mechanics:

Path of Father’s Judgement

Most Sabbat thaumaturges teach the Path of Father’s Judgement with a verbal component. Invocation of any power requires the thaumaturge to speak the passage from The Book of Nod that she is applying. There is no actual innate power in the words; meaning they don’t need to be heard by the target; rather, they serve as a mnemonic focus to steady the caster’s concentration.

These powers only affect Cainites, they have no effect on Cathayans, mortals, ghouls, Lupines or any other beings. Path of Father’s Judgement uses the Occult Ability for retests, though it may use Nod Lore if the Storyteller desires.

Basic 1  - Pruning the Father’s Tree

I will root out the bad seed, I will weed out the worst of you, I will prune my dark tree, in the manner that my Father, Adam, taught me.

With minimal effort, you can intuitively sense the taint of Antediluvians in other cainites.  You need only expend a Mental Trait to activate Pruning the Father’s Tree for the duration of the scene.  While this power is activated you know if any creature you perceive is a Cainite and you can make a simple test to know what clan the Cainite belongs to.

Basic 2 - Tending the Father’s Seed

Deep within me a seed was planted a seed of rebellion and when she turned her face from me, I opened myself up once more, to the Night, and saw the infinite possibilities in the stars.

Once you have activated Tending the Father’s Seed you gain the benefits of the power for the remainder of the scene.  This power allows you to make a retest on any challenge of sheer mental will. Thus, if you are exercising your own will or resisting others’ coercive influences you can use Tending the Father’s Seed as a retest. Once you invoke Tending the Father’s Seed it is the last test of the challenge; no further retests are allowed.

Intermediate 1 - The Father’s Pardon

Clanless, all, they are newly Awake. Clanless, all! No family, no sign, no elder.

By spending a blood trait and consecrating a target with the Enochian symbol for "freedom" the user is able to temporarily alleviate a target's clan weakness or other flaws that mimic clan weaknesses.  The target vampire takes a point of lethal damage and feels an intense burning sensation as the antediluvian taint is removed from their blood.   Until the next sunset, the target vampire does not suffer the effects of his Clan's weakness.  Healing the wound immediately ends all effects of this power.

Intermediate 2 - Awakening the Father’s Blood

Only through Me will you come to Truth, Only through Me will you come to Peace, Only through Me will you come Awake to your Power.

Once you have activated Awakening the Father’s Blood you gain the Mental Traits Insightful, Reflective, Alert, and Determined. You may only activate Awakening the Father’s Blood once per scene and these Traits disappear at the end of that scene. 

Advanced - The Father’s Judgement

There will come a time, when the Curse of the One Above will not be tolerated further when the Lineage of Caine will end.  When the Blood of Caine will be weak and there will be no Embracing for these Childer for their blood will run like water, and the Potence in it will wither.

You must spend three turns to speak the entire invocation of this power. On the third turn, make a Mental Challenge against your victim. If you succeed, spend any number of Willpower Traits. Until the next sunset, the subject’s generation is increased by the number of Willpower Traits spent. She immediately loses access to all Traits that are in excess of her generation maximum (Storyteller’s discretion as to which specific Traits the victim loses in each category). Her Blood Pool likewise shrinks; if she has more Blood Traits in her system than she can currently hold, she is unable to initiate any actions until she has finished vomiting up the excess blood at the rate of one Blood Trait per turn. If this shift in generation changes her access to high-level Disciplines, she is temporarily stripped of those powers.

Date of Archival: 18-Oct-2020
Sabbat

Pages